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Appetite

Alchemist 1 Class & Level
Bodyguard Background
Poizookie Race
Neutral Good Alignment

Strength 17
+3
Dexterity 10
+0
constitution 7
-2
intelligence 9
-1
wisdom 5
-3
charisma 6
-2
Total Hit Dice 8
Hit Die
1d8-2
+0 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
12
Armor Class
10
Hit Points
+0
Initiative
25ft
Speed
Attacks
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Blowguns, Hand Crossbows, and Scimitars.
Tools: Alchemy Supplies, Poisoners kit, Flute, Bone dice
Proficiences
Rage | 20pp

Screech | 1pp

131/131pp



Spellcasting
Stick
Alchemy supplies
Thieve's tools
Hooded cloak
Common clothes
Equipment
I form attachments to those I care about, and often find myself going above and beyond to make them happy.
Personality Traits
Guardian: I dedicate my life to defending those who cannot defend themselves
Ideals
My companion isn't the only one who I should protect. There are many more out there without a shield to stand behind.
Bonds
I am often times forgetful, and find this is much to my companion's dismay.
Flaws
Everfull Bag
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.

Volatile Mixture
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives

Feature: Stalwart Guardian
You may elect to place yourself in the path of danger in order to protect your charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in their place. You must declare this before the attack roll is made.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

summers.

Statblock Type

Character Sheet (Legacy)

Link/Embed