Fulminaire

The Alchemist Class p. 18 (Homebrew)

Size
Medium
Type
humanoid
Alignment
any alignment
AC
13
Initiative
+2
Hit Points
58 (9d8+18)
Speed
30 ft.
Skills
Arcana +8, Perception +4
Passive Perception
14
Languages
Common plus two other languages
Challenge
2
Lineage
Apothecary
STR
9
−1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
11
+0

Traits

Proficiency Bonus

+3

Size

Medium or Small Humanoid.

Gear

Leather Armor, Alchemist's Supplies

Alchemist

The apothecary knows how to create the following Alchemical Items (save DC 14):

  • Alchemical Items: Alchemist's Fire, Basic Acid, Basic Oil, Healing Draught, Perfume, Soap, Tanglefoot Bag, Thunderstone
  • Potions (1/Day): Potion of Fire Breath

Exploding Damage

Whenever the fulminaire rolls the highest value on any of the damage dice of an Alchemical item, it deals one extra die of damage.

Actions

Multiattack

The salbenist makes two attacks, using Alchemist's Fire, Levin Shell, or Thunderstone in any combination.

Alchemist's Fire (Quartz)

Dexterity Saving Throw: DC 14, range 40 ft., each creature in a 10-foot Sphere. Failure: 5 (2d4) Fire damage at the target is burning.

Levin Shell (Nut Shells)

Dexterity Saving Throw: DC 14, range 40 ft., one target. Failure: 7 (2d6) Lightning damage and Disadvantage on Dexterity saving throws until the end of the fulminare's next turn. Success or Failure: The ground within 10 feet of the target becomes Difficult Terrain.

Thunderstone (Saltpeter)

Constitution Saving Throw: DC 14, range 40 ft., one target. Failure: 7 (2d6) [Roll d6: 1 Cold, 2 Lightning, 3 Necrotic, 4 Psychic, 5 Radiant, 6 Force] damage and Deafened until the end of the fulminaire's next turn. Creatures Deafened this way have Disadvantage on Initiative rolls.

Catalyze (Bonus Action)

The fulminaire makes an Alchemical Item it knows how to create.

Other data

description