I have completely redone the Alchemist Artificer's Experimental Elixir. I've made it more of an alchemist in the sense of making it a buffer/debuffer support. I also made it so they improve as you level up. This new version does not interact with your spell slots at all, instead allowing you to create potions a number of times per long rest.
Concoction
Beginning at 3rd level, as a bonus action, you can create an elixir or bomb, from the respective tables below, of your choice in empty flasks you touch. You can use this bonus action a number of times equal to your proficiency bonus plus half of you level in this class (round down), and regain all expended uses once you finish a long rest.
You learn how to create 4 concoctions. You learn two additional concoctions at 5th, 9th, 13th, and 17th level.
As you level up, the potency of some of your concoctions increase. An alchemical creation that increases at the following levels: 5th, 9th, 13th, and 17th level, are indicated by a * next to their name and how they scale.
Elixirs
The effect of an Elixir is triggered when someone drinks the Elixir. A creature can drink an elixir as a bonus action or administer it to a willing or incapacitated creature within 5 feet of you as an action.
-Antidote. Either a disease or poisoned condition (the drinker's choice) ends. Alternatively, you can use this potion on up to a 5ft cube to purify nonmagical food and drinks of poisons and diseases.
-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.
-*Flight. The drinker gains a 10 feet flying speed for 10 minutes.
*The flying speed increases by 5 feet.
-*Healing. The drinker regains 2d4+your intelligence modifier.
*The healing elixir restores an additional 1d4 hit points.
-Invisibility. The target becomes invisible as if under the effects of the invisibility spell for a duration equal to a number of minutes equal to your Artificer Level, or until they attack or cast a spell.
-Resilience. The drinker gains a +1 bonus to their AC for 10 minutes.
The bonus increases to +2 at 9th level, and to +3 at 17th level.
-*Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
*The walking speed increase increases by 5 feet.
-*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.
*The transformation lasts for an additional 5 minutes.
Bombs
The effect of a Bomb is triggered when splashed on a target. A bomb can be thrown up to 60 feet and can target either a creature or an object as an action. If a bomb specifies you need to make an attack roll, you are considered proficient in the attack and can use your Intelligence modifier, instead of your Dexterity modifier, for the attack roll. If the bomb specifies the target needs to make a saving throw, it makes it against your spell save dc.
-Adhesive. The target must succeed a Strength saving throw or have its movement speed is reduced to 0 feet for 1 minute. At the start of each of the creature's turns, it can attempt to make the saving throw again, ending the effect early on a successful saving throw.
-*Blast. The target must make a Strength saving throw. On a failed save, the target takes 2d4 thunder damage and be pushed 10 feet and knocked prone, taking half damage and is not pushed back or knocked prone on a success.
*The damage increases by 1d4.
-*Fire. Make an attack roll. On a hit, the target takes 1d4 fire damage and are lit on fire for the next minute. While on fire, the target must succeed a Dexterity saving throw at the start of each of their turns or take the damage again, and is no longer on fire if they succeed. Another creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames.
*The damage increases by 1d4.
-*Hallucinogen. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and the creature must use its reaction, if available, to move as far as its speed allows away from you. It will not move into obviously dangerous ground. The target takes half damage and does not suffer the effects of this bomb on a successful saving throw.
*The damage increases by 1d6.
-*Luminescence. Make an attack roll. On a hit, the target takes 2d6 acid damage. Until the end of your next turn, the next attack roll against the target has advantage and sheds dim light in a 10 foot radius.
*The damage increases by 1d6.
-*Poison. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and is poisoned for 1 minute, taking half damage and is not poisoned on a success. The creature can make the saving throw again at the end of each of their turns to end the effect early.
*The damage increases by 1d6.
-*Rot. Make an attack roll. On a hit, the target takes 2d8 necrotic damage and cannot regain hit points until the start of your next turn.
*The damage increases by 1d8.
-Smoke. You create the effects of the spell fog cloud centered on the target with a duration of a number of minutes equal to your Artificer Level.
Any Concoction you create through this feature lasts until it is consumed, thrown, or until the end of your next long rest.
Sorry, can you explain the reagents a bit more? Maybe I'm reading this wrong, but I don't understand how they work. Are the reagents new options for alchemical potions? Or is it a separate concept?
Sorry, can you explain the reagents a bit more? Maybe I'm reading this wrong, but I don't understand how they work. Are the reagents new options for alchemical potions? Or is it a separate concept?
They are new options for alchemical potions. I couldn't think of a name for the offensive potions so I just took the name *reagent*.
You have proficiency in throwing them and can use your int mod instead of dex for the attack roll and damage. The damage scales with your proficiency bonus. For example, at 3rd level, the fire reagent deals 2d4 fire damage and 3d4 at 5th level.
I haven't read the whole post yet since I need to get going to the office, but on the first glance Antidote feels pretty weak. Why just advantage on saving throws against poison? Removing poison from all food and drink is merely a 1st level spell and curing poisoned (as well as blind, deafened and paralyzed) merely a second level spell. Feels a bit underpowered to just gain advantage, really. Being able to put the potion into a number of food/drink to purify it from poison would also be a neat way of application you could add to the effect.
Also would be fun if the Transformation potion would give you at higher levels a wild shape or polymorph effect instead of just Alter Self. Only optionally of course since Alter Self has other other uses as well.
It definitely is underpowered (I just copied and pasted the antidote item ngl). I didn't want it to be lesser restoration since you already get up to 5 free uses at higher levels. I'll get around to revising that one (I'll probably implement some of your ideas).
I though about having the Transformation potion upgrade as you leveled up, but I decided to be a bit more conservative with it since I was already giving the subclass a fairly big power boost.
Since this is a pretty big boost to Alchemists, consider making the creation of an elixir or reagent take a minute, so they have to be prepared ahead of combat. Also, they should take an action to consume, like any potion.
You may also want to clarify that spell slots can’t be converted into reagents or elixirs. I read it that way, but you might want to be clear that it does not include that part of the Alchemist’s kit either. That would definitely be OP.
Personally, I don’t think you even need to include the reagents. But if you do, maybe they would be better as weapon or ammunition coatings, to better match the Alchemist’s support role? They could be applied with a bonus action and last for one hit or one minute, whichever comes first.
As sfPanzer points out, Adhesive really needs some kind of saving throw, and smoke should be limited a little (perhaps to a smaller radius, so your party could still coordinate multiple to create a larger area)?
On the name of reagents, why not just call them bombs? I know that there is already an item called a bomb but what you're describing is a projectile designed to break on impact and "explode"; reagent really isn't the correct word for this (as it's just an ingredient). You could call it an "alchemical bomb" to disambiguate it a little?
I think you might have too many instances of proficiency bonus being tied to effects; I think the number of potions should scale with the class level, and effects should be tied either to Intelligence or class level as appropriate. Otherwise a character could just multiclass into Alchemist to gain basically the full benefit of this feature with little incentive to take more than 3 levels. For example, you could have damage bombs start at two dice (or one plus Intelligence?), and gain extra dice at certain levels in the class, but bombs with enduring effects use your Intelligence for their duration?
I'm not sure about using a bonus action to administer an elixir; that feels like something that should still be an action, but I would like to see the incapacitated restriction lifted, as this would allow a Homunculus Servant and/or supporting characters to apply effects as they come up, e.g- quickly administering an antidote once someone gets [condition]poisoned[/conditioned] rather than having to try and rely on giving everyone their own antidote and hoping each character only gets poisoned once. In fact allowing elixirs to be administered to conscious creatures is one of the main house-rules I'd give to the current Alchemist (along with access to more spells that work with Alchemical Savant).
Rollback Post to RevisionRollBack
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Since this is a pretty big boost to Alchemists, consider making the creation of an elixir or reagent take a minute, so they have to be prepared ahead of combat. Also, they should take an action to consume, like any potion.
You may also want to clarify that spell slots can’t be converted into reagents or elixirs. I read it that way, but you might want to be clear that it does not include that part of the Alchemist’s kit either. That would definitely be OP.
Personally, I don’t think you even need to include the reagents. But if you do, maybe they would be better as weapon or ammunition coatings, to better match the Alchemist’s support role? They could be applied with a bonus action and last for one hit or one minute, whichever comes first.
I don't see why that should be necessary. The potions aren't terribly strong and you don't go around saying spells should take a minute to cast either. Bonus Action to use them is fine as well. If it takes a whole action it competes with other character's Attack or Spell Casting action so nobody would want to use the Alchemist's potions in combat except for in extreme niche situations. In fact I'd say using them with a BA is required to make the feature work in combat in the first place. Keep in mind you technically already use two BAs for an effect that's often around the strength of a low level spell. One to create it and one to use it (plus the fact that you also still need to give them the potion in the first place). Action Economy is important.
It doesn't need to be clarified except for maybe in context of this thread. The feature doesn't say you can do that so you can't.
Applying the reagents to weapons or ammunition would be fun too, yeah. I don't think their ability to throw them on their own needs to be removed. Even supports should be able to do things on their own and most of them come with effects that support the party in a fight after all.
Some of the Reagents really need some re-work though. Not because they're weak but because they're super strong. As I read it there's no limit on the amount of Reagents you can use, they're basically Cantrips. However there are some that are super abusable this way.
Throwing Adhesive every round effectively means the target can't move. Ever. There's no save no nothing for them to succeed to prevent the effect. You just throw it and their movement speed is zero, next turn you throw it again and their movement speed is zero again and so on and on.
Blast is strong but not as abusable. Might need some adjustment after play testing it though since it really is strong for what's basically a Cantrip.
Throwing Fire is basically just broken. The target is automatically lit on fire without any saving throw and it takes a whole Action for them to put the fire out. So you just throw it, they're lit on fire and then it either takes 2d4 to 6d4 damage on their turn or use their one Action to put it out ... just for you to throw it again on your next turn and make them do the same thing all over again on their next turn and so on and on.
Hallucinogen is mostly fine, the damage could be an issue since it's not just a blasting effect but also a control effect and with 2d6 to 6d6 it scales pretty well. I'd change it so the target moves only half its speed and perhaps scale the damage down a bit (needs to be tested).
What Luminescence offers is fine. Using your Action to deal damage and grant Advantage on just the next attack is great but not broken.
Poison is fine as well. Poison damage is often resisted, there are plenty creatures immune to the poisoned condition and it grants saving throws to protect yourself against it (even targets CON which is far from great). Might even be the weakest of the bunch but not too weak to use.
Rot does great damage (2d8 to 6d8) and nothing else. I'd probably scale the damage down and give it the Chill Touch effect to prevent regeneration on targets and weaken undead.
Smoke is potentially abusable as well. It creates the same effect as a 1st level spell but without requiring concentration. So you can spam it all day every day. I'd definitely reduce the duration to proficiency bonus rounds instead of Artificer level minutes at the very least.
I agree with everything you said in response to Rocks.
Mb if it wasn't clear (I'll edit the original post in a bit to clarify stuff), the double proficiency bonus uses is for both elixirs and reagents, which is why some of then are on the stronger side. You can only use them so many times a day.
I could definitely see giving the adhesive a strength saving throw. I didn't include one initially so you wouldn't need to both hit with the attack and have the target fail the save to do something with the reagent since it doesn't deal damage.
The blast reagent is balanced out by the limited uses.
All of the reagents require an attack roll (I may change that for the smoke reagent and maybe the adhesive as well) so it isn&t auto damage. I modeled it after alchemist's fire (for obvious reasons), but I can see having the target automatically have to make the save at either the start or end of their turn.
Hallucinogen is a dissonant whispers clone, so I can see it being half movement instead of your full movement.
The change to Rot seems pretty good.
The smoke reagent is balanced by the limited uses.
I think you might have too many instances of proficiency bonus being tied to effects; I think the number of potions should scale with the class level, and effects should be tied either to Intelligence or class level as appropriate. Otherwise a character could just multiclass into Alchemist to gain basically the full benefit of this feature with little incentive to take more than 3 levels. For example, you could have damage bombs start at two dice (or one plus Intelligence?), and gain extra dice at certain levels in the class, but bombs with enduring effects use your Intelligence for their duration?
Also a very good point. Don't make the Eldritch Blast mistake (not tied to proficiency bonus but to overall character level so practically the same).
I have it all scale off of proficiency bonus simply because it was easier to make, I'll get around to making it scale differently once I get the chance (I'm currently typing on my phone while on the bus, typing this took forever lol).
I'm not sure about using a bonus action to administer an elixir; that feels like something that should still be an action, but I would like to see the incapacitated restriction lifted, as this would allow a Homunculus Servant and/or supporting characters to apply effects as they come up, e.g- quickly administering an antidote once someone gets [condition]poisoned[/conditioned] rather than having to try and rely on giving everyone their own antidote and hoping each character only gets poisoned once. In fact allowing elixirs to be administered to conscious creatures is one of the main house-rules I'd give to the current Alchemist (along with access to more spells that work with Alchemical Savant).
Bombs is a much better name, thanks fo the idea.
It probably should still be an action, yeah.
I'll change it to a willing or incapacitated creature.
I stopped sort of half way through making the changes because I'm struggling a bit. I don't want them to scale off of proficiency bonus so it doesn't have a similar problem to Eldritch Blast as stated by sfPanzer, so should I just have them scale at the same Artificer Levels (for example, the damaging bombs deal an additional damage die at 5th, 9th, 13th, and 17th level)?
For ones like the flight and swift potion, should they scale in the same way?
I'd love for Alchemical Creations to have more interactions with your intelligence, but I need to major overhaul if I wanted to do that (the best thing I can think to do as is is allow you to add your int mod to the damage)
I also want to avoid the scaling being all over the place since artificers already have a lot to keep track of.
I've made the first round of changes, though I'm still thinking of ways to incorporate your intelligence more.
Here are the main changes:
-I've changed the name of the feature to Alchemical Creations (since bombs aren't exactly potions) and reagents to bombs.
-The number of uses is now your int mod + proficiency bonus instead of twice your proficiency bonus.
-Each of the creations that used to scale with prof now scale at 5th, 9th, 13th, and 17th level (they scale at the same levels, but now you have more incentive to level up as an alchemist).
Should adhesive last longer and affect a small area? Like a 10 ft radius? And maybe lasts for 1 minute with a STR save every round to break free? That would make it similar to Entangle.
Should adhesive last longer and affect a small area? Like a 10 ft radius? And maybe lasts for 1 minute with a STR save every round to break free? That would make it similar to Entangle.
It lasting a minute is something I thought of. As it is now, I think it is either the weakest or second weakest bomb (but it would be cool if I changed up one of their later features to allow the bombs to affect a 10 radius either as a permanent upgrade or useable a few times a day). (this may low key turn into a revision of an entire class lol)
I decided to go ahead with the increased blast radius idea and added this to Alchemist Savant:
Alchemist Savant
At 5th level, 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). You healing elixir gains this bonus as well.
Additionally, when you throw a bomb (with the exception of the smoke bomb), you can cause it to explode in a 10 feet radius. If the bomb normally requires an attack roll, each creature within the area must make a dexterity saving throw against your spell save dc, suffering the effects of the bomb on a failed save, and taking half damage and suffering no other effects on a successful save.
You can expand the radius of your bombs' explosions a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.
I have completely redone the Alchemist Artificer's Experimental Elixir. I've made it more of an alchemist in the sense of making it a buffer/debuffer support. I also made it so they improve as you level up. This new version does not interact with your spell slots at all, instead allowing you to create potions a number of times per long rest.
Concoction
Beginning at 3rd level, as a bonus action, you can create an elixir or bomb, from the respective tables below, of your choice in empty flasks you touch. You can use this bonus action a number of times equal to your proficiency bonus plus half of you level in this class (round down), and regain all expended uses once you finish a long rest.
You learn how to create 4 concoctions. You learn two additional concoctions at 5th, 9th, 13th, and 17th level.
As you level up, the potency of some of your concoctions increase. An alchemical creation that increases at the following levels: 5th, 9th, 13th, and 17th level, are indicated by a * next to their name and how they scale.
Elixirs
The effect of an Elixir is triggered when someone drinks the Elixir. A creature can drink an elixir as a bonus action or administer it to a willing or incapacitated creature within 5 feet of you as an action.
-Antidote. Either a disease or poisoned condition (the drinker's choice) ends. Alternatively, you can use this potion on up to a 5ft cube to purify nonmagical food and drinks of poisons and diseases.
-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.
-*Flight. The drinker gains a 10 feet flying speed for 10 minutes.
*The flying speed increases by 5 feet.
-*Healing. The drinker regains 2d4+your intelligence modifier.
*The healing elixir restores an additional 1d4 hit points.
-Invisibility. The target becomes invisible as if under the effects of the invisibility spell for a duration equal to a number of minutes equal to your Artificer Level, or until they attack or cast a spell.
-Resilience. The drinker gains a +1 bonus to their AC for 10 minutes.
The bonus increases to +2 at 9th level, and to +3 at 17th level.
-*Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
*The walking speed increase increases by 5 feet.
-*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.
*The transformation lasts for an additional 5 minutes.
Bombs
The effect of a Bomb is triggered when splashed on a target. A bomb can be thrown up to 60 feet and can target either a creature or an object as an action. If a bomb specifies you need to make an attack roll, you are considered proficient in the attack and can use your Intelligence modifier, instead of your Dexterity modifier, for the attack roll. If the bomb specifies the target needs to make a saving throw, it makes it against your spell save dc.
-Adhesive. The target must succeed a Strength saving throw or have its movement speed is reduced to 0 feet for 1 minute. At the start of each of the creature's turns, it can attempt to make the saving throw again, ending the effect early on a successful saving throw.
-*Blast. The target must make a Strength saving throw. On a failed save, the target takes 2d4 thunder damage and be pushed 10 feet and knocked prone, taking half damage and is not pushed back or knocked prone on a success.
*The damage increases by 1d4.
-*Fire. Make an attack roll. On a hit, the target takes 1d4 fire damage and are lit on fire for the next minute. While on fire, the target must succeed a Dexterity saving throw at the start of each of their turns or take the damage again, and is no longer on fire if they succeed. Another creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames.
*The damage increases by 1d4.
-*Hallucinogen. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and the creature must use its reaction, if available, to move as far as its speed allows away from you. It will not move into obviously dangerous ground. The target takes half damage and does not suffer the effects of this bomb on a successful saving throw.
*The damage increases by 1d6.
-*Luminescence. Make an attack roll. On a hit, the target takes 2d6 acid damage. Until the end of your next turn, the next attack roll against the target has advantage and sheds dim light in a 10 foot radius.
*The damage increases by 1d6.
-*Poison. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and is poisoned for 1 minute, taking half damage and is not poisoned on a success. The creature can make the saving throw again at the end of each of their turns to end the effect early.
*The damage increases by 1d6.
-*Rot. Make an attack roll. On a hit, the target takes 2d8 necrotic damage and cannot regain hit points until the start of your next turn.
*The damage increases by 1d8.
-Smoke. You create the effects of the spell fog cloud centered on the target with a duration of a number of minutes equal to your Artificer Level.
Any Concoction you create through this feature lasts until it is consumed, thrown, or until the end of your next long rest.
Sorry, can you explain the reagents a bit more? Maybe I'm reading this wrong, but I don't understand how they work. Are the reagents new options for alchemical potions? Or is it a separate concept?
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
They are new options for alchemical potions. I couldn't think of a name for the offensive potions so I just took the name *reagent*.
You have proficiency in throwing them and can use your int mod instead of dex for the attack roll and damage. The damage scales with your proficiency bonus. For example, at 3rd level, the fire reagent deals 2d4 fire damage and 3d4 at 5th level.
It definitely is underpowered (I just copied and pasted the antidote item ngl). I didn't want it to be lesser restoration since you already get up to 5 free uses at higher levels. I'll get around to revising that one (I'll probably implement some of your ideas).
I though about having the Transformation potion upgrade as you leveled up, but I decided to be a bit more conservative with it since I was already giving the subclass a fairly big power boost.
Since this is a pretty big boost to Alchemists, consider making the creation of an elixir or reagent take a minute, so they have to be prepared ahead of combat. Also, they should take an action to consume, like any potion.
You may also want to clarify that spell slots can’t be converted into reagents or elixirs. I read it that way, but you might want to be clear that it does not include that part of the Alchemist’s kit either. That would definitely be OP.
Personally, I don’t think you even need to include the reagents. But if you do, maybe they would be better as weapon or ammunition coatings, to better match the Alchemist’s support role? They could be applied with a bonus action and last for one hit or one minute, whichever comes first.
Some interesting ideas here!
As sfPanzer points out, Adhesive really needs some kind of saving throw, and smoke should be limited a little (perhaps to a smaller radius, so your party could still coordinate multiple to create a larger area)?
On the name of reagents, why not just call them bombs? I know that there is already an item called a bomb but what you're describing is a projectile designed to break on impact and "explode"; reagent really isn't the correct word for this (as it's just an ingredient). You could call it an "alchemical bomb" to disambiguate it a little?
I think you might have too many instances of proficiency bonus being tied to effects; I think the number of potions should scale with the class level, and effects should be tied either to Intelligence or class level as appropriate. Otherwise a character could just multiclass into Alchemist to gain basically the full benefit of this feature with little incentive to take more than 3 levels. For example, you could have damage bombs start at two dice (or one plus Intelligence?), and gain extra dice at certain levels in the class, but bombs with enduring effects use your Intelligence for their duration?
I'm not sure about using a bonus action to administer an elixir; that feels like something that should still be an action, but I would like to see the incapacitated restriction lifted, as this would allow a Homunculus Servant and/or supporting characters to apply effects as they come up, e.g- quickly administering an antidote once someone gets [condition]poisoned[/conditioned] rather than having to try and rely on giving everyone their own antidote and hoping each character only gets poisoned once. In fact allowing elixirs to be administered to conscious creatures is one of the main house-rules I'd give to the current Alchemist (along with access to more spells that work with Alchemical Savant).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I agree with everything you said in response to Rocks.
Mb if it wasn't clear (I'll edit the original post in a bit to clarify stuff), the double proficiency bonus uses is for both elixirs and reagents, which is why some of then are on the stronger side. You can only use them so many times a day.
I could definitely see giving the adhesive a strength saving throw. I didn't include one initially so you wouldn't need to both hit with the attack and have the target fail the save to do something with the reagent since it doesn't deal damage.
The blast reagent is balanced out by the limited uses.
All of the reagents require an attack roll (I may change that for the smoke reagent and maybe the adhesive as well) so it isn&t auto damage. I modeled it after alchemist's fire (for obvious reasons), but I can see having the target automatically have to make the save at either the start or end of their turn.
Hallucinogen is a dissonant whispers clone, so I can see it being half movement instead of your full movement.
The change to Rot seems pretty good.
The smoke reagent is balanced by the limited uses.
I have it all scale off of proficiency bonus simply because it was easier to make, I'll get around to making it scale differently once I get the chance (I'm currently typing on my phone while on the bus, typing this took forever lol).
Bombs is a much better name, thanks fo the idea.
It probably should still be an action, yeah.
I'll change it to a willing or incapacitated creature.
I stopped sort of half way through making the changes because I'm struggling a bit. I don't want them to scale off of proficiency bonus so it doesn't have a similar problem to Eldritch Blast as stated by sfPanzer, so should I just have them scale at the same Artificer Levels (for example, the damaging bombs deal an additional damage die at 5th, 9th, 13th, and 17th level)?
For ones like the flight and swift potion, should they scale in the same way?
I'd love for Alchemical Creations to have more interactions with your intelligence, but I need to major overhaul if I wanted to do that (the best thing I can think to do as is is allow you to add your int mod to the damage)
I also want to avoid the scaling being all over the place since artificers already have a lot to keep track of.
I've made the first round of changes, though I'm still thinking of ways to incorporate your intelligence more.
Here are the main changes:
-I've changed the name of the feature to Alchemical Creations (since bombs aren't exactly potions) and reagents to bombs.
-The number of uses is now your int mod + proficiency bonus instead of twice your proficiency bonus.
-Each of the creations that used to scale with prof now scale at 5th, 9th, 13th, and 17th level (they scale at the same levels, but now you have more incentive to level up as an alchemist).
-The fire bomb has been nerfed.
Should Alchemical Creations also gain the benefits of Alchemist Savant?
No, because they aren’t spells.
Should adhesive last longer and affect a small area? Like a 10 ft radius? And maybe lasts for 1 minute with a STR save every round to break free? That would make it similar to Entangle.
I meant should it be changed so they are affected by Alchemist Savant.
It lasting a minute is something I thought of. As it is now, I think it is either the weakest or second weakest bomb (but it would be cool if I changed up one of their later features to allow the bombs to affect a 10 radius either as a permanent upgrade or useable a few times a day). (this may low key turn into a revision of an entire class lol)
I decided to go ahead with the increased blast radius idea and added this to Alchemist Savant:
Alchemist Savant
At 5th level, 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). You healing elixir gains this bonus as well.
Additionally, when you throw a bomb (with the exception of the smoke bomb), you can cause it to explode in a 10 feet radius. If the bomb normally requires an attack roll, each creature within the area must make a dexterity saving throw against your spell save dc, suffering the effects of the bomb on a failed save, and taking half damage and suffering no other effects on a successful save.
You can expand the radius of your bombs' explosions a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.