Base Class: Artificer
An alchemical bombardier is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Alchemist's Satchel
At 3rd level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of an hour by converting Alchemist's Supplies.
This Alchemist's Satchel can be used as Alchemist's Supplies for any purposes including as a Spellcasting Focus for your Artificer Spells. Despite being magical it can be infused as if it was a non magical Spellcasting Focus.
Alchemical formula
At 3rd level, you learn four Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 9th, 14th, and 17th levels.
To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
Alchemical Acid
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 2d6 acid damage. An object
automatically takes that damage, and the damage is maximized.
This formula’s damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
Alchemical Fire
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.
This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Healing Draught
As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th
level (8d8), 17th level (9d8), and 19th level (10d8).
Smoke Stick
As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
Swift Step Draught
As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
Tanglefoot Bag
As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
Thunderstone
As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
Powerful Bombardier
At 5th level you have improved the power of your alchemical formulas. Whenever you use an alchemical formula from your alchemist's satchel you add a bonus to one roll of the alchemical formula. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum of +1).
Pinpoint Bombardier
Starting at 9th level, your Alchemical Fire and Alchemical Acid now deal half damage on a successful save.
Alchemical Inured
By 15th level, you have been exposed to so many chemicals and explosions that they pose little risk to you:
- You gain resistance to acid, cold, fire, lightning, poison and thunder damage, and you are immune to the poisoned condition.
Previous Versions
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PERFECT thank you
I really like this
Before I begin with the beast of suggestions I have, I would like to make it clear that I don't dislike this subclass. I think artificer is the forgotten child of the D&D classes and love the concept of this subclass. However, as a person who has DMed for 4 years and homebrewed for 3 of them, I see some issues I'd like to provide solutions to. I am completely open to criticism as well.
Alchemical Formulas
- First major tweak here is to put a limiter on how many formulas you can make. Perhaps at the end of a long rest, you make an amount equal to your Intelligence modifier. If desired, one could add dissolving spell slots to create more formulas.
- If there is one thing I've seen as a DM, players don't really like character options being picked for them. At least none that I've encountered. So instead when this ability is first obtained, they gain two formulas of their choice. They gain another at 9th, 14th, and 17th levels.
- Scale back the damage and healing caps a tad on the formulas. 7d6 is plenty enough for AoE, 8d6 is good for single target. As for healing, drop it to 6d8.
- For the damage formulas, include the half damage on a successful save right from the get go.
Powerful Bombardier
- With a limiter put on the amount of formulas able to be made, this ability needs a little bit of a buff.
- Instead of a small bonus, perhaps they are allowed to reroll 1s that occur on their damage and healing formulas. However, they must keep the new roll. Since the probability of rolling a one is not great, I don't believe this ability needs a limiter. This concept is also used in 5e official content already, proving that is it balanced.
Pinpoint Bombardier -> Strengthened Chemicals
- Since this ability has been merged into the formulas themselves, a change needs to be made.
- Keeping with the original theme of saving throws, now would be a good time to add disadvantage. When you would force a creature to make a saving throw against one of your formulas, you can make it be at disadvantage. Add a limiter such as intelligence modifier and this seems like a good add on to what this ability originally was.
Alchemical Inured
- That is quite a lot of resistances, even for 15th level. Instead, keep the immunity to the poisoned condition and resistance to poison damage. Then, let them pick one from the list of other resistances. At 19th level, they get to pick another one.
- To replace the potency that was lost with limiting the resistances, now add that they can make two additional formulas at the end of a long rest.
New Formulas
I've added some new formulas to the selections already. Not that I thought they were needed but to show that I love this concept and wanted to add some new stuff to it.
Hoarfrost
You concoct a liquid of freezing temperatures that rapidly spreads and hurl it at a point you can see within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 cold damage and have their movement speed reduced by half until the end of their next turn. A target takes half damage on a successful save.
This formula’s damage increases when you reach certain levels in this class:
4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Flash Bang
You create a volatile mixture that explodes into a flash of light and hurl at a point you can see within 30 feet of you. On impact, the vial detonates and each creature within 10 feet of it must is forced to make a Constitution saving throw. On a failed save, a target is blind and stunned until the end of their next turn.
Static Charge
You hurl a vial of electric charged chemicals at a creature you can see within 30 feet of you. The creature must succeed a Dexterity saving throw or take 2d6 lightning damage and can't take reactions until the end of their next turn. A target takes half damage and can still use reactions on a successful save.
This formula’s damage increases when you reach certain levels in this class: 5th level (3d6), 8th level (4d6), 11th level (5d6), 14th level (6d6), 16th level (7d6), 19th level (8d6).
Healing Haze
You create a vial of healing gas and throw at a point within 30 feet of you. On impact the vial shatter and releases the gas in a 10-foot radius. Each creature of your choice within the cloud regains 1d8 hit points.
This formula’s healing increases when you reach certain levels in this class: 5th level (2d8), 9th level (3d8), 13th level (4d8), 17th level (5d8).
I think you believe this to be scaling to fast because the numbers get high, however if you rolled max on 7d6 thats 42 damage. Fire bolt a cantrip wizards also can cast every turn does 4d10. Which if you maxed out would also be 40 so its actually quite balanced. But you also have to take in consideration, wizards and all the other full casters have a ton more spells and spell slots that have potential to do more damage in a turn.
I really love the concept of this subclass. It's so good
Well, it has been over a year since this was last edited, but I do think the damage should be scaled a little better. That said, I really dig the concept of this, and may tweak it myself since it works so well with what a player of mine was wanting.
actually quite like this one
The potions seem to level to fast and too high. The acid being used every turn seems like it deals way too much damage, and alchemist's fire is up to 7d6 every turn. That can be used at the start of every combat and then you can use acid each turn and deal way too much damage. Also every time an enemy gets off the alchemist's fire, you can use it again. I think the damage for both of these should be reduced, and you should limit the alchemist's fire to once per minute.
Under Alchemical formula it reads:
At 3rd level, you learn four Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice
is it 4 options or 3?
This is fantastic!