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An alchemist put up a poster requesting a lab assistant. The one that answered the ad had an accompanying golem that seemed a bit more active than normal, but the alchemist ran along with it because he just needed hands, and this guy came with 4. While helping in the lab that same day, the golem became possessed and started sabotaging the equipment. The duo was probably sent as counterintelligence by some rival group, but they ran away before they could be… questioned.


The golem was just a kid and did as a kid would in a room full of shiny colorful rocks and liquids.

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Medium Monstrosity (Shapechanger), Neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18) 
Speed 15 ft.
Roll Initiative! +1
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills Stealth +5 
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
SHAPECHANGER

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

ADHESIVE (OBJECT FORM ONLY)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

FALSE APPEARANCE (OBJECT FORM ONLY)

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

GRAPPLER

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions
PSEUDOPOD

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

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An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Alchemist Spells

3rd-level Alchemist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Experimental Elixir

3rd-level Alchemist feature

Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

Experimental Elixir

ROLL TABLE TO VTT
d6Effect

1

Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2

Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4

Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5

Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

5th-level Alchemist feature

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

9th-level Alchemist feature

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

15th-level Alchemist feature

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A large town rich in the arts and theater. It is known for entertainment and varying festivals. It also acts as a high trade town for the region.


Population:

  • Approximately 2100; mostly minotaur and Firbolg.

Government:

  • Mackenzii is governed by an order of knights and warriors, whose weekly meetings often turn into drunken brawls.

Notable Places:

  • The Stormspire: A tall spire of hewn crystal, engraved with columns of arcane symbols. Each time the spire is struck by lightning, it vanishes for exactly nine hours. Each time it returns, some of the symbols have changed. Usually the symbols pertain to the lunar cycle.
  • The Protection Tree: A great tree stands here, gnarled with age but green and strong. It is said to be the home of a dryad, and that anyone who kisses the tree will be lucky for the rest of the day.
  • An overgrown temple ruins, which appears restored upon the night of the solstice. It's said that monster overran the temple and murdered all that were within it. 


Old Ward


Upper Tome Ward

Notable Places:

  • The Silver Dagger: A shabby human tavern.
  • The Honest Merchant: The shop of a female shifter scroll merchant named Hora Gefidotr, within which a magical spell prevents lies and falsehoods from being spoken.

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