Goblin Alchemist

Small humanoid (goblinoid)
Challenge

STR
−1
DEX
2
CON
0
INT
2
WIS
−1
CHA
0

10
3d6
15
Fort
+1
Ref
+1
Will
+1
Defense note leather

Speed 5 m.
Skills Alchemy +3 (14), Nimbleness +3 (14), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common, Goblin

Alchemy. The goblin alchemist uses Alchemy (int) to create concoctions (alchemical save Difficulty 12). It has 2 catalysts, a catalyst limit of 1, regains all expended catalysts when it finishes a long rest and regains half its total catalysts when it finishes a short rest. It knows the following concoctions:

1 catalyst: alchemical fire, fire bomb, fire breath, fire oil, nail bomb, protection from fire potion, smoke bomb

Nimble Escape. Once on its turn, the goblin alchemist can use the Disengage action or Stealth without using an action.

Actions (1)

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Feywild, Forest, Grassland, Hill, Underdarkhomebrew

Concoctions

As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 and the burning level by 1 for each additional catalyst expended.

  • Sticky Napalm. You can expend 1 additional catalyst to increase the burning Difficulty by 2 and change the chemical composition so that water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 concussion damage and 2d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment

You can increase the fire damage by 1d6 and the burning level by 1 for each additional catalyst expended.

As an action, you can create a vial of liquid that smells of kerosene. A creature can take the contents into their mouth and spit it out as an action as a thin sheet of flames shoots forth. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create this flammable oil. As an action, a creature can coat one weapon with the oil to cause it to ignite in flames. For the duration, the weapon deals an extra 1d4 fire damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and 3d6 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The fire damage increase by 1d6 and the piercing damage increases by 1d6 for each additional catalyst expended.

As an action, you can create a vial liquid with white powder that has scorched pieces suspended in it. A creature can drink the contents as an action so harmless flames race across its body. As an action, the creature can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, the creature has resistance to fire damage, advantage on skill checks to end the burning condition, and ignores the effects of extreme heat for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to fire damage.

  • Cold Resistant. You can expend 1 additional catalysts so the creature has resistance to cold damage.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Smoke spreads to fill a sphere twice as big as normal for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke. Non-magical light, as well as light created by spells of using equal or less energy, can’t illuminate the area.