Using your knowledge of alchemy and a fragment of your magical reserves, you combine a specially prepared and empowered catalyst with a pre-mixed alchemical compound, creating a short-lived, exremely volatile, alchemical bomb. once mixed, the bomb remains potent until your next turn, after that it becomes inert. you may prepare and throw a single bomb as an action, and you may choose to target a creature or a space within range.
If targeting a creature, it must make a Dexterity Saving Throw against your spellscasting DC. If Successful, the bomb misses and the target takes no damage. If target fails the saving throw the bomb scores a direct hit and the target takes 1d10 force damage. Additionally, if the bomb hits its mark, all other creatures within 5 feet of the target must also make a dexterity saving throw against your Spellcasting DC. If they are Successful no damage is taken. If they fail they take Half Damage.
The bombs base damage increases by 1d10 when you reach 5th lvl, 11th lvl, and 17th lvl. When rolling damage, you may expend a single spell slot to ad 1d8 to the bomb's damage for each level of the spell slot used.
* - (Preparing the reagents and throwing the resultant bomb)
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