Filippo, The Alchemist
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Filippo, The Alchemist
The Tortle- Arcane Distiller
Spellcasting. The Filippo, The Alchemist is a 3-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +5 to hit with spell attacks). Alchemist Spell list
Cantrips (at will): Light, Guidance (self only)
1st level (3 slots): Cure Light Wounds, Arms of Hadar, Protection from Good and Evil, Speak with Animals
2nd level (1 slot): Darkvision, Lesser Restoration,
Actions
Throw Bomb. +2 ranged attack, range 30/60, Damage: 2d6+3 fire damage Each creature within 5 feet of that point must succeed on a Dexterity saving throw against your spell save DC or take splash damage. On a miss, your bomb lands 5 feet away from the target. Roll a d8 to determine where the bomb hits (or a d6 if you’re using a hex map), with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 (or 6 for hex maps) rotating clockwise around the target. The bomb deals splash damage to all creatures within 5 feet of where it lands. Splash damage from an alchemist’s bomb equals the number of dice rolled for the bomb plus the alchemist’s Intelligence modifier. For example, if you normally roll 3d6 for a bomb and have a +3 Intelligence modifier, your bomb’s splash does 6 fire damage.
Drink Mutagen. For 1 Hour The mutagen you brew is the equivalent of an extract that triggers the following four effects: • Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal ld6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Lastly, you are proficient with your unarmed strikes and use your Strength bonus to determine attack and damage rolls. • Monstrous Power. Your features take on a more monstrous appearance. You gain advantage on Charisma (Intimidation) checks, and your body grows in power, granting you one of the following three abilities: ■ Bear’s Endurance. You have advantage on Constitution checks. You also gain 2d6 temporary hit points, which are lost when the mutagen ends. ■ Bull’s Strength. You have advantage on Strength checks, and your carrying capacity doubles. ■ Cat’s Grace. You have advantage on Dexterity checks. You also don’t take damage from falling 20 feet or less if you aren’t incapacitated. • Toughened Hide. Your skin becomes like hardened leather. Your base AC becomes 13 + your Dexterity modifier. • Monstrous Cost. These features come at a high price. For the duration of the mutagen you have the following penalties: ■ You have disadvantage on Intelligence and Charisma ability checks (except Intimidate) and saving throws. ■ You cannot use your extracts, or cast spells through any other means. ■ You cannot wear armor or wield a shield or a weapon while the mutagen is active. Once the mutagen wears off, your body returns to its normal form, and you must take a long rest before you can go through another transformation.
Hammer Attack. +3 to hit, Damage: 1d6+1 bludgeoning.