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Fuyu

6 Level (0/23000 XP for level-up) Background human Race / Species / Heritage Alignment
Battle Alchemist
Level 6
Hit Dice: 6/6
1d10-5 Class 1

STR
1
-5
DEX
1
-5
CON
1
-5
INT
1
-5
WIS
1
-5
CHA
1
-5
10
Hit Points
-5
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
5
Passive Perception
1 / 1
Potions
7 / 7
functions known
14 / 14
Alchemical points
3 / 3
alchemy limit
+6 Expertise Bonus
+3 Proficiency Bonus
-5 Strength
-5 Dexterity
-2 Constitution
-2 Intelligence
-5 Wisdom
-5 Charisma
saving throws
-2 Acrobatics DEX
-5 Animal Handling WIS
-5 Arcana INT
-2 Athletics STR
-2 Deception CHA
-5 History INT
-5 Insight WIS
-5 Intimidation CHA
-2 Investigation INT
skills
-5 Medicine WIS
-5 Nature INT
-5 Perception WIS
-5 Performance CHA
-5 Persuasion CHA
-5 Religion INT
-5 Sleight of Hand DEX
-5 Stealth DEX
-5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
War Criminal

Features & Traits
a G36C and the stun baton the "hallife civil protection have"
AC: 14
"scale mail"
Stealth: Disadvantage
Weight: 45
Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
alchemist's supplies, component pouch, two daggers and a shield
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
disguise kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies
common and rex "hehe t-rex"

Languages & Proficiencies
You have learned how to quickly transmute raw materials into weapons. To do so, as a bonus action, you can touch any surface to craft a weapon made out of that material. You can create any simple or martial weapon that doesn't have the ammunition or loading property.

You are proficient with this weapon and you must use the same materials normally used to create the chosen weapon (determined by your DM), or else the weapon is considered to be a improvised weapon. If you are wearing an armor made out of metal, you can convert the gauntlets of your armor into any weapon with the light property. This gauntlet weapons can't be disarmed.

You can have up to two weapons created at the same time, and creating another one makes the previous one disappear. A weapon created with this feature lasts until your next rest.

Starting at 6th level, your alchemical armament is considered magical for the purposes of overcoming resistance to non-magical attacks and damage.

Upon becoming a Battle Alchemist, you must choose to dedicate to a particular field of alchemy, that better suits your pursuits. Your specialty grants features at 1st level, and again at 6th, 10th, 15th, and 18th level.

Starting at 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

By 2nd level, your studies in alchemy have granted you the ability to mold and alter matter at your volition.
Sword Oils

At 2nd level, you can coat your weapon with alchemical oils enhancing its powers. As an object interaction on your turn, you can coat a weapon or piece of ammunition with a oil that enhances the next attack you make on this turn. On a hit, you deal additional damage equal 1d6.

The damage type depends on the type of oil created. When you finish a long rest, you can create a number of oils equal to your proficiency bonus + your level in this class. When you create an oil, you decide the damage type for each, from the following list: acid, cold, fire or poison. A oil created loses the effect after 24 hours.

Starting at 3rd level, you learn to concoct powerful infusions to create almost supernatural effects trough the use of potions. These potions enhance the ability of a creature who drank from it in unique ways.

Making a potion requires you to spend 1 hour during a long rest, and its effects lasts until your next long rest. You can craft a single potion over the course of a long rest, but you gain more as you gain levels in this class. The effects of a potion created by you and not consumed end in 1 hour.

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Alchemical Blade
Coating their weapons with alchemical oils and crafting them with special materials, the alchemical blade specialty battle alchemists allows them to deliver destructive chemical components through sword strikes.

Weapon Crafting
Starting at 1st level, you learn how to use the Smith's Tools, and you add twice your proficiency bonus on checks with it.

Alchemist's Blade
Starting at 1st level, whenever you make an attack using a weapon created by your Fabricate Armament feature, you can use your Intelligence, instead of Strength or Dexterity, for your attacks and damage rolls.

In addition, you can keep three weapons when using this feature at 9th level and four at 17th level.

Hollow Blade
At 6th level, when you use your Fabricate Armament feature to craft a weapon, you can create a hollow space inside the weapon to store any amount of sword oils you have created. You can use the oils inside this weapon without taking an action.

Improved Oils
Starting at 6th level, you can increase the power of your sword oils with specially prepared reagents. You can create a number of improved oils equal to your Intelligence modifier. You can choose one of the following improvements:

Lasting Oil: When you coat a melee weapon with this oil, the oil lasts for 1 minute, affecting the first successful attack you make in each turn, and it has its damage die reduced in one category (1d8 > 1d6 > 1d4).
Armor Oil: You can coat a suit of armor or a shield with the weapon oil. The next time you take damage from the oil type for 1 hour, the damage is reduced to half and the oil vanishes



https://www.dandwiki.com/wiki/Battle_Alchemist_(5e_Class)#Fabricate_Armament

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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