You learn to mix dangerous chemicals on the fly. While you are carrying Alchemist's Supplies, you can fling a volatile concoction as a bonus action, making a melee spell attack against a creature or object you can see within 60 feet of you. On a hit, you deal acid, cold, fire, necrotic, or poison damage (your choice) equal to 1d6 + your Intelligence Modifier, and apply one of the following effects based on the number rolled on the die.
| Roll | Effect |
| 1 | The target takes additional damage equal to your Intelligence modifier (minimum of 1) at the end of it's next turn. |
| 2 | The target cannot take reactions until the end of it's next turn. |
| 3 | The target is moved 5 feet in a direction of your choice. |
| 4 | The targets speed is reduced by 10 feet until the end of it's next turn. |
| 5 | A creature of your choice within 30 feet of you can add 1d4 to it's next saving throw. |
| 6 | The target must subtract 1d4 from its next saving throw. |
| 7 | A creature of your choice within 30 feet of you gains 2d4 temporary hitpoints. |
| 8 | The target has disadvantage on its next attack roll. |
| 9 | All attacks made against the target have advantage until the end of your next turn. |
| 10 | The target can use its movement or its action, but not both. |
| 11 | The target is restrained until the end of your next turn. |
| 12 | The target is paralyzed until the end of your next turn. |
The extra damage increases as you gain levels in this class, becoming 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.
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