Black Briar Alchemist

Medium humanoid (human), Lawful Evil

"name": "Black Briar Alchemist"
"size": "Medium"
"type": "humanoid"
"subtype": "human"
"alignment": "Lawful Evil"
"ac": !!int "13"
"ac_class": "Leather Armor"
"hp": !!int "45"
"hit_dice": "7d8 + 14"
"speed": "30 ft."
"stats":
  - !!int "10"
  - !!int "14"
  - !!int "14"
  - !!int "16"
  - !!int "12"
  - !!int "10"
"skillsaves":
  "Medicine": !!int "5"
  "Arcana": !!int "5"
"senses": "passive Perception 11"
"languages": "Common"
"cr": "2"
"traits":
  - "name": "Field Medic"
    "desc": "As a bonus action, the alchemist can administer a stabilizing tonic to an unconscious ally within 5 feet, causing them to regain 1 hit point."
"actions":
  - "name": "Multiattack"
    "desc": "The alchemist makes two Dagger attacks or two Alchemical Bolt attacks."
  - "name": "Alchemical Bolt"
    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (1d8 + 3) acid damage."
  - "name": "Healing Vapor (Recharge 5-6)"
    "desc": "The alchemist throws a glass vial at a point on the ground within 30 feet. The vial shatters into a 10-foot-radius cloud of green mist. Allies in the area regain 10 (3d6) hit points."
  - "name": "Noxious Fumes (1/Day)"
    "desc": "The alchemist releases a burst of choking gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn."
"source":
  - "Homebrew"

“Don’t die yet. You haven’t finished your shift.”

The Alchemists are the reason the Black Briar Company is so hard to dislodge. They view the human body as just another machine to be patched and fueled. In occupied villages, they can often be found requisitioning herbs and fish oils to brew their combat tinctures.

They don’t use magic to keep their comrades standing — they use adrenaline, smelling salts, and whatever they can distill from whatever is nearby. The results are reliable enough to matter.