Legends of Thassilon
Albi Komodon, 5th ed.
Gnome Alchemist (Wizard, Artificer)
Male Rock Gnome Wizard 15
Small humanoid, neutral good
Armor Class 16 (elven chain)
Hit Points 99 (15d6 + 30)
Speed 5 ft.
STR 8 ( – 1), DEX 14 ( + 2), CON 15 ( + 2), INT 20 ( + 5), WIS 12 ( + 1), CHA 10 ( + 0)
Feats Alchemist, Investigator
Saving Throws Int + 10 (Advantage vs. magic), Wis +6 (Advantage vs. magic)
Skills Arcana + 10, History + 10, Investigation + 15, Medicine + 6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Custom Language, Common, Draconic, Gnomish
Alchemist. You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion
is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
+ 1 Crossbow, Light. Ranged Weapon Attack: + 8 to hit, range 80 ft./320 ft., one target.
Hit: 1d8 + 3 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 + 2 piercing damage.
Sling. Ranged Weapon Attack: + 7 to hit, range 30 ft./120 ft., one target.
Hit: 1d4 + 2 bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: + 4 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
Equipment + 1 Crossbow, Light, Dagger, elven chain, Sling, abacus, alchemist’s supplies, alchemy jug, arcane focus (crystal), bedroll, blanket, block and tackle, bottle, glass, bottle, glass, bottle, glass, bottle, glass, bottle, glass, cap of water breathing, carpet of flying, case, map or scroll, case, map or scroll, cloak of displacement, clothes, traveler’s, crowbar, flask, flask, hammer, handy haversack, healer’s kit, healer’s kit, healer’s kit, healer’s kit, healer’s kit, herbalism kit, hourglass, ink (1 ounce bottle), ink (1 ounce bottle), ink pen, mess kit, mirror, steel, oil (flask), paper, periapt of proof against poison, piton (10), potion of healing (2), potion of superior healing (3), pouch, pouch, quiver, rations (10), rope, silk (50 feet), shovel, signal whistle, soap, spellbook, spikes, iron (10), tent, two-person, tinderbox, waterskin, waterskin, whetstone
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
So, as Alchemy sucks in 5th Ed, he’s a wizard who casts spells by mixing reagents on the fly. Close range spells are thrown, medium tossed with a sling, long with the crossbow, in role-playing terms. Otherwise, his rules are just like any other wizard, just explained differently.
This guys a quick build. Longer term use would require me to learn how many magic items I can get. Although, this build is growing on me.
As herolab doesn’t output spells (why?), there’s none listed above. Given he’s a 15th level wizard, I can’t explain that. Possibly more to follow.