Wizard
Base Class: Wizard

The Alchemist Table


 

Level

Proficiency
Bonus

Features

Bomb Damage

—Extracts per day per Level—

1st

2nd

3rd

4th

5th

6th

1st

+2

Alchemy, mutagen,

1d6

1

2nd

+2

Discovery, Alchemist Resilience, poison use

1d6

2

3rd

+2

 

2d6

3

 _

 _

4th

+2

Ability Score Improvement, Discovery, Swift Alchemy

2d6

 3

1

5th

+3

2d6

4

2

_

6th

+3

Discovery, Swift Poison

3d6

4

3

_

7th

+3

3d6

4

3

1

_

8th

+3

Ability Score Improvement, Discovery,

3d6

4

4

2

_

9th

+4

 

4d6

5

4

3

_

_

10th

+4

Discovery, Alchemical Evasion

4d6

5

4

3

1

_

11th

+4

4d6

5

4

4

2

_

_

12th

+4

Ability Score Improvement,Discovery 

5d6

5

5

4

3

_

_

13th

+5

5d6

5

5

4

3

1

_

14th

+5

Discovery, persistent mutagen

5d6

 5

5

4

4

2

_

15th

+5

 

6d6

5

5

5

4

2

_

16th

+5

Ability Score Improvement, Discovery

6d6

5

5

5

4

2

1

17th

+6

6d6

5

5

5

4

2

2

18th

+6

Discovery

7d6

5

5

5

4

3

2

19th

+6

Ability Score Improvement

7d6

5

5

4

3

2

20th

+6

Grand Discovery

8d6

5

5

5

4

3

2

 

Hit Points

Hit Dice: 1d6 per alchemist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, Bombs
Tools: Portable Alchemist Kit
Saving Throws: Intelligence, Dexterity
Skills: Craft Alchemy Choose two from Arcana, History, Medicine, Nature, Perception, and Survival.

Bombs

 Alchemists are masters at mixing a variety of volatile chemicals and infusing them with magic to create powerful bombs that they can throw at their enemies. An alchemist can create and use a number of bombs each day equal to their class level + the alchemist intelligence modifier. Bombs are unstable, and if not used by the end of the day that they are created, they will degrade and become inert. Because of the creation process of making bombs, alchemist are unable to store or create large volumes of the explosive material.

To create a bomb, the alchemist must use a small vial containing a liquid catalyst. The alchemist can create this liquid catalyst from small amounts of chemicals from their alchemy lab or with natural components found in nature. These supplies can be refilled by purchasing component pouches. Alchemists can create a number of catalyst vials at the start of the day equal to the total number of bombs they can create a day. Once a catalyst is created, it will remain usable for years.

Bombs can be created either at the beginning of the day, or during combat.Drawing the components of, and creating a bomb during combat is an action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and causes splash damage equal to half the bombs damage. Those caught in the splash damage can attempt a dexterity save for half damage. The dc of this save equals 8 + the alchemist proficiency bonus + the alchemist intelligence modifier. Splash damage does not benefit from critical hits, and must be calculated before critical multipliers are applied.  Bombs are considered weapons and can benefit from feats such as sharpshooter. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb is 1d6 + the alchemist intelligence modifier,  and increases by 1d6 points at levels 3, 6, 9, 12, 15, 18, and 20 for a maximum of 8d6. 

Alchemists can learn new types of bombs as discoveries (see the Discoveries) as they level up. An alchemist’s bomb, inert and unusable if used or carried by anyone else.

Mutagens

At 1st level, an alchemist discovers how to create mutagens that they can drink in to heighten their physicality at a cost. It takes 1 hour to brew a dose of mutagen. Once a mutagen is brewed, it remains potent until used. An alchemist can only create and maintain one dose of a mutagen at a time. If a second dose is brewed, the previous mutagen becomes inert and usable, if it was not used previously. Mutagen's become inert and unusable if it is not in the possession of the alchemist that created it.

When an alchemist brews a mutagen, they select one physical ability score, Strength, Dexterity, or Constitution. It is a bonus action to drink a mutagen. Once drank, the mutagen causes the alchemist to transform and become more bestial, granting a +2 alchemical bonus to the selected ability score for 10 minutes per alchemist level. Additionally, while the mutagen is in effect, the alchemist takes a –2 penalty to one of their mental ability scores.

If the mutagen enhances their Strength, the alchemist becomes bulkier, and it applies a  -2 penalty to their Intelligence, but has resistance to bludgeoning damage. 

If the mutagen enhances their Dexterity, the alchemist becomes more slender, and it applies a -2 penalty to their Wisdom, but had resistance to piercing damage.

If the mutagen enhances their Constitution, the alchemist skin becomes calloused, and it applies a -2 penalty to their Charisma, but as resistance to slashing damage.

A non-alchemist who drinks a mutagen must make a Fortitude save equal to 8 + the alchemist proficiency bonus + the alchemist’s Intelligence modifier, or become poisoned for 1 hour. A non-alchemist can never benefit of a mutagen. Alchemist can only gain the benefits of a mutagen they create, although alchemist will never become poisoned if they drink another alchemist's mutagen. 

Extracts

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Extracts behave like spells but in potion form, and their effects can be dispelled by effects like dispel magic and counter spell Unlike potions, extracts can have powerful effects and duplicate spells that many potions normally could not.

Alchemist are only able to create a number of extracts each day per level. Their daily allotment of extracts per day is given on the Alchemist Table. Alchemist infuses a bit of their own magic, from their magical aura, with the chemicals and appropriate reagents when mixing an extract. Extracts become inert and unusable if it is not in the alchemist’s possession. Extracts reactivate as soon as it returns to the alchemist who created it. Only the Alchemist that created the extract are able to drink it, If a non-alchemist attempts to ingest an extract, they must make a constitution save of 8+ the extract level + the alchemist intelligence modifier. If the save is failed, the non-alchemist who drank the extract will suffer from the poisoned condition for 1 hour.

Once and extract is created, it will remain potent for 1 day before becoming inert and unusable, so an alchemist must re-prepare their extracts every day. Mixing an extract takes 1 minute to create. Most alchemists prepare many extracts at the start of the day or just before going on an adventure, however, it’s not uncommon for an alchemist to keep some or all of their daily extract slots open so that they can prepare extracts in the field as needed. Drinking and casting an extract is a standard action, due to the time it takes to draw the extract, drink it, and then casting it. 

 

Formulae

Although alchemist do not actually cast spells, they do have a formulae list that determines what extracts they can create.  An alchemist “cast” an extract by drinking it. The effects of an extract exactly duplicate the spell which its formula is based upon. Creating extracts consumes raw materials, similar to the physical materials wizards need to cast their spells. Alchemist can use component pouches for materials that do not have a specific cost, such as a diamond that cost 1000gp. Components are expended when the extract is created. Extracts cannot be made from spells that requires concentration checks to maintain.

An alchemist can prepare an extract of any formula they know. Alchemist store their formulae in a tome called a formula book. They must refer to this book whenever they preparesan extract but not when they consume it. An alchemist begins play with two 1st level formulae, plus additional forumlae equal to their Intelligence modifier. At each new alchemist level, tey gain one new formula of any level that they are able to create. An alchemist can also add formulae to their book, similar to how a wizard adds spells to their spellbook, using the same costs and time requirements. An alchemist can study other formula book's to learn any formula that the other formula book contains. 

Your Formula Book

The formulae that you add to your formula book as you gain levels reflects the research you conduct on your own, as well as breakthroughs you have had about the nature of the natural elements found around you. You might find other formulae  or formula books during your adventures. You could discover a formula recorded on a scroll in a mad scientist workshop, or in a old abandoned library. 

Copying a Formula into the Book. When you discover a new formula, you can add it to your formula book if it is of an  extract level you can prepare and if you have the time to decipher and copy it.

Copying that formula into your formula book involves reproducing the formula he basic formula, then deciphering the mathematical equations used by the alchemist who wrote it. You must practice the formula until you perfect the extract, then transcribe it into your formula book using your own notation.

Each level of the formula requires 2 hours and costs 50 gp to copy. The cost represents material components you expend as you experiment with the formula to master it. Once you have spent this time and money, you can prepare the extract just like your other extracts.

Replacing the Book. You can copy a formulae from your own formula book into another book, if you want to make a backup copy in case of an emergency. This is just like copying a new formula into your formula book, but faster and easier, since you understand your own notation and already know how to create the extract. You need only 1 hour and 10 gp for each level of the copied spell.

If you lose your formula book, you can use the same procedure to transcribe the formulae that you have prepared into a new formula book. Filling out the remainder of your formula book requires you to find new formulae to do so, as normal. Alchemist typically keep a back up formula book in case they lose their original book. 

The Book’s Appearance. Your formula book is a unique compilation of formulae, with its own flourishes and margin notes. It might be a plain, leather book that you bought at childhood, it a finely decorated tome you received at a learning institute or academy, or even a loose collection of notes scrounged together over time.

Discovery

At 2nd level, and then again every even level after, an alchemist makes an alchemical discovery. Alchemist cannot select an individual discovery more than once, unless otherwise specified. Some discoveries have level requirements, or can only be learned if another prerequisite discovery is learned first. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 8 + the alchemist’s proficiency + the alchemist’s Intelligence modifier.

  • A complete list of discoveries can be found below

Poison Use

At 2nd level Alchemists are trained in the use of poison and cannot accidentally poison themselves when handling poison.

Alchemist Resilience

At 2nd level, an alchemist has advantage on all saving throws against poison.

Swift Alchemy

At 4th level, an alchemist can create bombs with astounding speed. It takes an alchemist half the normal amount of time to create bombs, and can create a bomb as a bonus action.

Swift Poison

At 6th level, an alchemist can apply a dose of poison to a weapon as a bonus action.

Alchemical Evasion

On a successful save against area of affect spells and splash damage, Alchemist take no damage instead of half damage 

Persistent Mutagen

At 14th level, the effects of a mutagen last for 1 hour per level.

 

Instant Alchemy

At 18th level, an alchemist can create alchemical items with near supernatural speed. The alchemist can create nearly any alchemical item during their turn. If they succeed at the Craft alchemy check and has the appropriate resources at hand to fund the creation.

The alchemist are unable to use the move or disengage action, and must use their bonus action to draw the components and materials to create the alchemical item. Items that can be created will be at the Dungeon Masters discretion. 

Grand Discovery

At 20th level, the alchemist makes a grand discovery. They  immediately learn two normal discoveries, but also learns a third discovery chosen from the Grand Discovery list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

  • A list of grand discoveries can be found below

Formulae List

1st-Level Alchemist Formulae

Formula Name Range Duration
Burning Hands Self (15-foot cone)  Instantaneous

This creates an extract that allows the alchemist to cast Burning Hands, after drinking the extract

You can prepare this formula using an extract slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 

Color Spray Self (15-foot cone)  1 round

This creates an extract that allows the alchemist to cast Color Spray after drinking the extract. 

You can prepare this formula using an extract slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. 

Comprehend Languages Self  1 hour

This formula is used to create an extract that allows the alchemist to use Comprehend languages after drinking the extract

Disguise Self Self 1 hour

This formula creates an extract that functions just like the Disguise Self spell

False Life Self  1 hour

This formula creates an extract that functions just like the False Life spell when drank. 

You can prepare this formula using an extract slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

 
Feather Fall 60 feet  1 minute
 

Components 100gp pearl, owl feather

The alchemist must have a pearl worth at least 100 gp and an owl feather when preparing this extract. This formula duplicates the effects of Feather Fall when drank. 

Grease  60 feet 1 minute

This formula creates and extract that duplicates the grease spell

 
Identify Touch Instantaneous 

This formula duplicates the effects of identify spell. 

 
Illusory Script Touch  10 days

This formula duplicates the effects of the Illusory Script spell

 
Jump Touch  1 minute
 This formula duplicates the effects of the jump spell

 

Longstrider Touch  1 hour

This formula duplicates the Longstrider spell

You can prepare this formula using an extract slot of 2nd level or higher, allowing you to target one additional creature for each slot level above 1st.

 
Mage Armor Touch  8 hours

This formula duplicates the effects of the Mage Armor spell.  

Magic Missile 120 feet  Instantaneous
 

This extract duplicates the Magic Missile spell

When you prepare this extract using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Sleep  90 Feet 1 minute
 

This extract duplicates the Sleep spell

When you prepare this extract using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Thunder Wave  Self (15-foot cube) Instantaneous

This extract duplicates the Thunder Wave spell

When you prepare this extract using an extract slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 
Unseen Servant 60 feet  1 hour

This extract duplicates the Unseen Servant spell

Chromatic Orb 90 feet  Instantaneous 

This extract required a diamond worth 50 gp

 This extract duplicates the Chromatic Orb spell

 The damage increases by 1d8 for each slot above 1st that this extract is prepared.

Ray of Sickness   60 Feet Instantaneous 

This extract duplicates the Ray of Sickness spell

The damage increases by 1d8 for each slot level above 1st that this extract is prepares

Snare  touch 8 hours

This extract requires the following components: 25ft of rope

 

This extract duplicates the Snare spell

 


 

 2nd Level Alchemist Formulae

Formula Name Range Duration
Blindness/Deafness  30 feet 1 minute
 

This extract duplicates the Blindness/Deafness spell

You can target one additional creature for each slot level above 2nd that this extract is prepared.

Dark Vision Touch  8 hours
 

This extract duplicates the Dark Vision spell

Gentle Repose Touch  10 days
 This extract duplicates the Gentle Repose spell
Magic Mouth 30 ft  Until dispelled
 

 

This extract duplicates the Magic Mouth spell

Melf's Acid Arrow 90 feet  instantaneous 

This extract duplicates the Melf's Acid Arrow spell

Both damages increase by 1d4 for each slot level above 2nd that this extract is prepared.

 
Mirror Image Self  1 Minute
 This extract duplicates the Mirror Image spell

 

Misty Step  Self instantaneous 
 

This extract duplicates the Misty Step Spell

Pyrotechnics 60 Feet  Instanenous
This extract duplicates the Pyrotechnics spell
Scorching Ray 120 feet  instantaneous
 

This Extract duplicates the Scorching Ray spell

You create one additional ray for each slot level above 2nd that this extract is duplicated.

See Invisibility Self  -
 This extract duplicates the See Invisibility spell
Aid 30 Feet  8 Hours

This extract duplicates the Aid spell

 The hit points are increased by an additional 5 for each slot level above 2nd that this extract is prepared.

Lesser Restoration Touch Instantaneous

This extract duplicates the Lesser Restoration spell


 

3rd-Level Alchemist Formulae

Formula Name Range duration
Blink Self 1 minute
 This extract duplicates the Blink spell

 

Catnap 30 feet  10 minutes

This extract duplicates the Catnap spell

You can target one additional willing creature for each slot level above 3rd that this extract is prepared.

Dispel Magic 120 feet  Instantaneous

This extract duplicates the Dispel Magic spell

You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the extract slot you prepared.

 
Feign Death  Touch  1 hour
 

This extract duplicates the Feign Death spell

Fireball  150 feet Instantaneous
 This extract duplicates the Fireball spell

The damage increases by 1d6 for each level above 3rd that this extract is prepared.

Life Transference 30 feet  Instantaneous
 

This extract duplicates the Life Transference spell

The damage increases by 1d8 for each slot level above 3rd that this extract is prepared.

Lightening Bolt Self (100ft line)  Instantaneous
 

This extract duplicates the Lightening Bolt spell

The damage increases by 1d6 for each slot level above 3rd that this extract is prepared

Nondetection Touch  8 hours

This duplicates the Nondetection spell

 
Remove Curse Touch  Instantaneous
This extract duplicates the Remove Curse spell
Sending Unlimited 1 Round
 This extract duplicates the Sending spell

 

Tongues Touch  1 Hour

This extract duplicates the Tongues spell

 
Water Breathing 30 feet  24 hours

This extract duplicates the Water Breathing spell

 

 

4th-Level Alchemist Formulae

Formula Name Range duration
Blight 30 feet  Instantaneous

 

This extract duplicates the Blight spell

The damage increases by 1d8 for each slot this extract is prepared at 4th level and above.

 
Charm Monster 30 feet  1 hour

 

This extract duplicates the Charm Monster spell 

Dimension Door  500 Feet Instantaneous

 

This extract duplicates the Dimension Door spell 

Fire Shield Self  10 minutes

 

 This extract duplicates the Fire Shield spell

Hallucinatory Terrain 300 Feet  24 hours
 This extract duplicates the Hallucinatory Terrain Spell

 

Ice Storm 300 Feet Instantaneous
 

This extract duplicates the Ice Storm spell

The bludgeoning damage increases by 1d8 for each extract slot level above 4th.

Stone Shape  Touch Instantaneous
This extract duplicates the Stone Shape spell.
Death Ward Touch 8 Hours
This extract duplicates the Death Ward spell

 

 

5th-Level Alchemist Formulae

Formula Name Comp. Description
Cone of Cold Self (60ft cone) Instantaneous

 

This extract duplicates the Cone of Cold spell

The damage increases by 1d8 when this is prepared as a 6th level extract.

 
Contact Other Plane Self  1 minute
This extract duplicates the Contact Other Plane spell
Negative Energy Flood  60 Feet Instantaneous
 

This Extract duplicates the Negative Energy Flood spell

Rary's Telepathic Bond 30 feet  1 Hour

This extract duplicates the Rary's Telepathic Bond Spell

Seeming 30 Feet 8 Hours
 This extract duplicates the Seeming spell

 

Synaptic Static 120 Feet  Instantaneous

This extract duplicates the Synaptic Static spell

 

6th-Level Alchemist Formulae

Formula Name Range Duration
Chain Lightening 150 Feet Instantaneous

This extract duplicates the Chain Lightening spell.

 
Circle of Death 150 Feet  Instantaneous

This extract duplicates the Circle of Death Spell

 

Mass Suggestion  60 Feet 24 hours

 This extract duplicates Mass Suggestion

Otiluke's Freezing Sphere 300 Feet  Instantaneous
 This extract duplicates Otiluke's Freezening Sphere

 

True Seeing Touch  1 Hour
 This extract duplicates the True Seeing Spell

 

 

Discoveries list

List of Discoveries

Discovery Prerequisites
Acid Bomb
Alchemist can create bombs that inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage.
Toxic skin
The alchemist flesh becomes toxic. Any creature that uses a bite attack against the alchemist becomes poisoned for 1 round unless it succeeds at a Constitution save using the alchemist spell save dc. A creature that swallows the alchemist whole becomes poisoned unless it succeeds at a Constitution of the alchemist spell save dc with disadvantage. If the creature fails the save, it vomits him back out immediately as a free action at the start of the creature’s turn; the alchemist lands prone adjacent to the creature. 
Blinding Bomb Alchemist 8
The alchemist creates a bomb that emits a bright light upon detonation. Creatures that take a direct hit from a blinding bomb will be blinded for 1d4 rounds unless they succeed at a Constitution save using the alchemist spell save dc. Creatures in the splash area that fail their saves against the bomb are stunned for 1 round.
Boneshard Bomb  
Bombs deals piercing damage instead of fire, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 bleed damage in addition to normal damage. 
Concentrate Poison
The alchemist can combine two doses of the same poison to increase their effectiveness. Creatures must make a constitution save with disadvantage when saving against concentrated poisons. 
Concussive Bomb Alchemist 6
Concussive bombs deal sonic damage and emits a loud ear piercing sound that affects a 5 ft. radius. Creatures that take a direct hit from a concussive bomb are deafened for 2 rounds unless they succeed at a Constitution save.
Confusion Bomb Alchemist 8
creature that takes a direct hit from a confusion bomb takes damage from the bomb and is affected similarly to the confusion spell, unless it passes a wisdom saving throw equal to the alchemist spell save dc. This affect last 4 rounds, and the affected creature can make a wisdom saving throw at the end of the affected creatures turn. 
Darkness Bomb
Darkness bombs suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level.
Herbicide Bomb
These poisonous bombs are extra effective against plant creatures. Non plant-like creatures affected by these bombs take half damage. These bomb deal an additional 1d8 points of damage, against plant like creatures. This is a poison-like effect and can kill regular vegetation, such as weeds, bushes, and the like, in the target’s square and its splash area. Plant-based difficult terrain in the affected by the bomb becomes normal terrain.
Delayed Bomb Alchemist 8
The alchemist can rig a bomb so that it explodes after a set number of rounds up to equal to alchemist level.The alchemist can choose to deactivate the bomb as a bonus action by picking it up. A delayed bomb immediately detonates if any other creature o touches or move it, or if the bomb’s takes damage. The bomb deals damage as normal if it detonates while a creature is in the same square as the bomb when it detonates; creatures can take half damage upon a successful dexterity save using the alchemist spell save dc. It does splash damage, as normal, to all adjacent creatures, and does half damage upon a successful dexterity save using the alchemist spell save dc. An alchemist cannot have more than one delayed bomb active at a time. If another delayed bomb is created, the previous bomb becomes inert and unusable. Dispel magic can neutralize a delayed bomb, as as Rogues using thieves tools, the dc to disable the bomb is equal to the alchemist spell save dc.
Demolition Charge Alchemist 8
These bombs are designed to deal damage to buildings and inanimate objects, by shaping the charge in a single direction dealing an additional 2d6 damage to inanimate objects such as walls and doors. Demolition charges work similarly to delayed bombs, however, these bombs must be placed on an inanimate object such as the hull of a ship, a door, or a wall. Demolition charges do splash damage as normal, but does not increase with the additional 2d6 damage. 

When using a demolition charge, roll the bombs normal damage to calculate splash damage before adding the additional 2d6 damage from the demolition charge. 
Diluted potion Alchemist 12
Twice per day, the alchemist can dilute any one potion to create  two doses of the same potion. Diluting a potion costs is equal to one-quarter of the potion’s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.
Directed Bomb
Bombs do splash damage in a 15-foot cone instead of a 5-foot-radius. The alchemist has the ability to choose the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb or precise bomb discoveries.
Ectoplasmic Bomb
These bombs deal full damage to incorporeal creatures as if they were corporeal
Elemental Mutagen
 Whenever the alchemist drinks a mutagen they must pick an element (acid, cold, fire, lightening, or thunder), whenever they drink a mutagen, they gain resistance to the associated element of the selected type. An alchemist can select this discovery up to two times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time when they drink the mutagen.
Explosive Bomb
 The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking an additional 1d4 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Dexterity save. If the take chooses to roll on the ground provides , it the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. The save dc is equal to the alchemist spell save dc. 
Explosive Missile Alchemist 4
As a standard action, the alchemist can attach a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. If the alchemist is not proficient with the weapon, they must roll on disadvantage. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Extend Potion
Alchemist can cause any potion they drink, that does not have an instantaneous duration, will last twice its normal duration. Alchemist can use this affect a number of times a day equal to their intelligence modifier. This discovery does not apply to extracts or mutagens.
Fast Bombs Alchemist 8
 An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw one additional bomb as a bonus action.  
Feral Mutagen
Whenever the alchemist drinks a mutagen, their finger nails grow into claw attacks and they gain a bite attack as their teeth grow sharper. An aclhemist can use all three attacks by using their standard attack action and bonus action, or do a single attack using a single claw or bite attack as a standard attack action. The claws deals 1d6 points of damage and the bite attack deals 1d8 points of damage. While the mutagen is in effect, the alchemist roll with advantage on Intimidate skill checks.
Force Bomb Alchemist 8
These bombs  inflict force damage. Force bombs deal 1d6, and pushes creatures 10 feet instead of doing splash damage unless they pass a dexterity save equal to the alchemist spell save dc. Creatures that are hit directly by the force bomb are knocked prone unless they pass a dexterity save equale to the alchemist spell dc. 
Frost Bomb
These bombs inflict an additional 1d6 cold damage. Creatures that take a direct hit from a frost bomb have their movement speed reduced by 20 feet unless they pass a constitution save equal to the Alchemist spell save dc. 
Glassfoot Bomb
When the alchemist creates a bomb, he can choose to have it cover the ground in crystals that act like caltrops, evaporating into a harmless gas in 2d6 rounds
Grease Bomb Alchemist 6
When the alchemist creates a bomb, it affects an area similar to the grease spell when it detonates. A grease bomb can’t affect items or armor.
Greater Mutagen Alchemist 12
The alchemist’s mutagen now grants a +4 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and is able to temporarily add their proficiency bonus to their associated physical score. The alchemist still takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.
Grounding Bomb
The alchemist’s bomb applies a sticky residue after it deals damage to the creature. Creatures that can fly must make a strength check equal to the alchemist spell save dc or be grounded for 5 rounds. Creatures can attempt to save again at the end of their turn.
Hellfire Bomb Alchemist 9 explosive bomb
When the alchemist creates a Hellfire bomb, it acts as an explosive bomb, but instead deals necrotic damage instead of fire damage.
Holy Bombs Alchemist 8
Holy bombs deal radiant damage. When holy bombs directly hits an evil or undead creature, it must succeed a Constitution save, equal to the alchemist spell save dc, or be stunned on their next turn. On a successful save, they take half damage and ignore the stunned effect. Non evil, and non undead creatures are not affected by the stun effect.
Inferno Bomb Alchemist 16, smoke bomb
Infernal bombs act similarly to the  incendiary cloud spell instead of fog cloudfilling a 20 foot radius for 5 rounds. The cloud is stationary and cannot move it. The spell dc of the cloud equals the alchemist spell save dc. This bomb cannot be affected by the precise bombs discovery 
Malignant Poison Alchemist 10
Once per long rest the alchemist can increase the save DC of any poison by 4 and double its duration and does 1 additional damage die. Malignant poisons immediately takes effect and do not have an onset time. 
Plague Bomb Alchemist 8, smoke bomb
Plague bombs cast a contagion cloud similar to the con, filling an area equal to twice the bomb’s splash area for 1 round per level.
Poison Bomb Alchemist 12, smoke bomb
Poison bombs act similarly to the  cloud kill spell instead of fog cloudfilling a 20 foot radius for 5 rounds. The cloud is stationary and cannot move it. The spell dc of the cloud equals the alchemist spell save dc. This bomb cannot be affected by the precise bombs discovery
Precise Bombs
Whenever the alchemist throws a bomb, they can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Psychoactive Bomb Alchemist 6

 Psychoactive bombs are mixed with neurotoxins. On a direct hit, the target must make a Charisma Saving throw equal to the Alchemist spell save, or be affected as if the Bane spell were cast on it for 5 rounds. 

 
Rocket Bomb  

 Alchemists with this discovery can prepare special rockets to deliver their bombs. Rocket bombs travel farther and explode bigger than normal bombs, but cannot target individual creatures. Rocket bombs explode in a 20-foot radius, and all creatures in that area take the alchemist’s normal splash damage. The range increment on a rocket bomb is 50 feet. Rocket bombs cannot be used with the precise bomb or fast bomb discoveries. An alchemist must be at least 6th level before selecting discovery.

 

Shock Bomb
When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are stunned for 1d6 rounds.
Smoke Bomb
When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling a 20 ft radius
Sticky Poison Alchemist 6
Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.
Stink Bomb Smoke bomb
The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, with a 20ft radius.
Strafe Bomb

The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The =alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage.

Special: If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.

Snaring bomb

A creature that takes a direct hit from a snaring bomb must save against the bomb’s DC or be entangled and glued to the floor. The dc of this bomb is equal to the alchemist spell save dc
Underwater Demolition
The alchemist gains the ability to throw bombs underwater (normally, thrown weapons cannot be used underwater), including throwing from the air into the water. If the bomb travels through water, the range increment is reduced to 5 feet.

 

List of Grand Discoveries

to be added to

--

-

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2019 3:25:48 AM
112
7
1
Coming Soon
2/12/2019 3:36:46 AM
172
19
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes