January 1, 2016

Alchemist

Base Class
Comments from the Thumb: This is a culmination of months of procrastination, experimentation, and stupidity. I started trying to port the Pathfinder alchemist over to 5e back in 2014, after we switched over from 3.5 and I was unable to continue playing my homebrew alchemist character.
     With ample help from the Finger, we have brought life to this class in a way that was greater than anything I originally had planned. I'm not usually one for bragging, but I think we've pretty much hit the nail on the head with this one.
     
If you love the Alchemist, and want more bombs, more discoveries, and more subclasses, check out the Complete Alchemist here!

Alchemist


A grinning gnome cackles with glee as he hurls a bomb into a group of charging goblins, blasting them into scorched chunks. He produces another, throws it at his feet, and disappears, still laughing, in the ensuing cloud of smoke.
     A slender elf quickly mixes liquids and herbs in a small bowl. She applies the mixture to an arrow wound on an injured dwarf's side, which immediately stops bleeding.
     Whether their methods are explosive, transformative, or restorative, alchemists live to transmute the world around them to their liking.

Chemical Reactions
One of the first things an alchemist learns is how to mix chemicals that react explosively with each other. Ostensibly, this is taught to students to prevent deadly accidents, but adventuring alchemists often utilize this knowledge to create bombs to use in combat and exploration.
     An alchemical bomb is a 1-pound, apple-sized, spherical glass or clay flask filled with a reactive chemical. A smaller vial of thin glass containing a reagent is suspended in the liquid, and the whole thing is sealed with a cork or wax seal. The chemicals violently explode when mixed. This occurs when the inner vial breaks, usually after the bomb impacts a solid surface or a fuse sets off a small explosive detonator within the vial. Bombs are primarily used to fend off enemies, but creative alchemists may find more practical uses for explosives, such as demolishing obstacles.
     More experienced alchemists learn to mix less volatile substances, some of which can replicate magical effects. Many become apothecaries, healing and creating potions for others. Apothecaries can use herbs and chemicals to heal wounds, cure diseases, and neutralize poison.

Elemental Sciences
The primary source of alchemy's power comes from the elemental planes. It is no surprise, then, that alchemists strive to tap deeper into that power, researching and discovering new compounds composed of the elements. The pinnacle of alchemy is the philosopher's stone, which is rumored to grant its bearer supreme elemental power. Few alchemists have succeeded in creating a philosopher's stone, and fewer still remain alive to divulge its secrets.

Creating an Alchemist
When you create an alchemist, consider why your character studies alchemy. Are you attracted to its dangerous power, or its ability to help others? Do you desire to use magic, but lack the aptitude or inborn ability? Is your character an insane pyromaniac or a rational, scientific individual? Why do you adventure? Are you searching for new alchemical formulae, or rare ingredients? Do you, like so many, seek the philosopher's stone?
     Be sure to understand alchemy’s place in your campaign world. You might have learned your trade from a master, or studied alongside artificers and wizards in a university. Your trade might be commonplace or an oddity. Depending on the setting, you might be respected for your knowledge or feared for your destructive potential.

Quick Build
You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the sage background. If you are a human and have the option to take a feat at 1st level, select the Dual Wielder or Healer feat.




Level
Proficiency Bonus
Bomb Damage


Features
Discoveries Known
Bomb Formulae Known
1st
+2
1d10
Bombs, Natural Philosopher
2nd
+2
1d10
Bomb Formulae
3
3rd
+2
1d10
Field of Study
3
4th
+2
2d10
Ability Score Improvement, Firecracker
3
5th
+3
2d10
Discoveries
2
4
6th
+3
2d10
Brew Potions
2
4
7th
+3
2d10
Field of Study Feature
2
4
8th
+3
3d10
Ability Score Improvement
3
5
9th
+4
3d10
Brew Potions (Improved)
3
5
10th
+4
3d10
Field of Study Feature
3
5
11th
+4
4d10
4
6
12th
+4
4d10
Ability Score Improvement
4
6
13th
+5
4d10
Evasion
4
6
14th
+5
4d10
Brew Potions (Improved)
4
6
15th
+5
5d10
5
7
16th
+5
5d10
Ability Score Improvement
5
7
17th
+6
5d10
Field of Study Feature
5
7
18th
+6
6d10
6
8
19th
+6
6d10
Ability Score Improvement
6
8
20th
+6
6d10
Philosopher’s Stone
6
9

Class Features
As an alchemist, you gain the following class features
     Hit Dice: 1d6 per alchemist level
     Hit Points at 1st Level: 6 + Constitution modifier
     Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for each alchemist level after 1st

Proficiencies
     Armor: Light armor
     Weapons: Simple weapons
     Tools: Alchemist's supplies

     Saving Throws: Dexterity, Intelligence
     Skills: Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background.
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • alchemist's supplies and a component pouch
  • leather armor and two daggers

Natural Philosopher
You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to all skill checks made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.

Bombs
Starting at 1st level, you can create volatile alchemical bombs using your alchemist's supplies and material components. The cost of materials necessary to create these bombs is negligible, but you must have alchemist's supplies and a component pouch on hand to create anything. After 24 hours, an unused bomb becomes inert.
     You are proficient with your bombs and can’t throw more than 1 bomb per round. You do not have disadvantage when throwing a bomb while within 5 feet of a hostile creature. If you miss your attack roll with a bomb, the bomb does not explode. When a creature without proficiency with bombs makes an attack roll with one, there is a 50% chance that the bomb detonates before being thrown, dealing full damage to the attacker.
     Your bombs are finesse thrown weapons with a range of 30/60 feet. Unlike other thrown weapons, you add your Intelligence modifier to damage, rather than Strength or Dexterity. On a hit, the target takes 1d10 fire damage and each creature within 5 feet of it must succeed a Dexterity saving throw or take half as much damage. You can also choose to throw a bomb at an empty space within range, which is considered to have an AC of 10.
     The amount of damage dealt by your bombs increases as you gain levels in this class, as shown in the Bomb Damage column of the Alchemist table.
     Saving Throws. When you bombs call for a saving throw, its save DC is calculated as follows:


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

Bomb Formulae
Beginning at 2nd level, your research has granted you insight into new formulae for your bombs. Select three bomb formulae from the “Bomb Formulae” section below. You can apply a formula to one of your bombs when you make an attack with it. When you gain certain levels, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table.
     Additionally, when you gain a level in this class, you can choose one of the formula you know and replace it with another formula.

Field of Study
While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 3rd level, you select your field of study. Your field choice grants you features at 3rd level and then again at 7th, 10th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Firecracker
At 4th level, you can use your bonus action to surprise a creature within 10 feet with a small mundane explosive. The creature can't take reactions until the start of its next turn.

Discoveries
In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 5th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table.
     Additionally, when you learn a new discovery, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

Brew Potions
At 6th level, you learn to create magical potions with ease and speed. You have a number of alchemy points equal to half your alchemist level (rounded up). During a long rest, you can brew potions by expending these points. You regain all expended alchemy points when you finish a long rest. The potions retain potency 24 hours, after which they become inert.
     You can brew potions of climbing, growth, healing, and water breathing for 1 alchemy point each. At 9th level, you can brew potions of heroism and resistance for 2 alchemy points each and at 14th level you can brew potions of invisibility and speed for 3 alchemy points each.

Evasion
Beginning at 13th level, your experience with avoiding your own bombs' explosions has granted you the ability to nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Philosopher’s Stone
At 20th level, you unlock the secrets of alchemy. Using your alchemist's supplies and 1000 gold pieces worth of materials, you can spend 1 week of work creating a philosopher's stone, a dynamo of elemental energy encased in a fist-sized, glowing jewel. Your philosopher's stone only works in your possession, and you can only have 1 at a time. To any other creature, it is just an ordinary (if beautiful) gemstone. As long as you possess your philosopher's stone, you gain the following benefits.
  • You age 10 times slower than normal, and your age cannot be magically changed.
  • You have advantage on saving throws against disease and poison.
  • As an action, you can transmute a vial of water into any potion you can brew, which becomes inert after 24 hours. You must complete a short or long rest before you can do this again.
     The philosopher’s stone also has devastating destructive potential. As a bonus action when you throw a bomb, you can replace its reagent with the philosopher's stone, creating a nuclear bomb. A nuclear bomb has a blast radius of 500 feet, dealing 10d10 + 50 damage to all creatures in the area.


Fields of Study

All alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty which they practice and research in depth. Some focus on the healing arts, and some focus on destruction, where others focus on research or potion-brewing. Fields of study are as varied as the alchemists which research them, and have applications equally as diverse.

Apothecary

Many practically-minded alchemists decide assume the role of the apothecary. An adventuring party always needs a healer, and clerics might be in short supply. On their downtime, such alchemists have a marketable skill to depend upon for income. Apothecaries are constantly at work studying potions and herbology.

Bonus Proficiencies
When you select this field of study at 3rd level, you gain proficiency with the herbalism kit and with the Medicine skill. You can craft potions of healing with the herbalism kit as if you were a wizard of the same level using the normal rules for magic item crafting presented in the Dungeon Master's Guide.

Painkiller Bomb
At 3rd level, you can create bombs which spray an analgesic oil. As a bonus action when you throw a bomb, you can replace its contents with this oil, changing it to a painkiller bomb. The bomb can then be thrown as normal or splashed on a creature within your reach. You automatically succeed on attack rolls made with this bomb against a willing creature. Painkiller bombs do not have a blast radius and deal no damage. Instead, on a hit, the target gains temporary hit points equal to 2d4 + your Intelligence modifier for 1 minute. This amount increases by 1d4 at 8th level, 11th level, 15th level, and 18th level.
     After a creature gains temporary hit points from a painkiller bomb, it cannot be effected by another one until it finishes a short or long rest.

Quick Hands
Starting at 7th level, as a bonus action, you can drink a potion or safely pass a potion to a willing creature within 15 feet of you that has at least 1 hand free. As an action, you can pass a number of potions and bombs up to your Dexterity modifier to willing creatures within range.

Bonus Potions
At 10th level, when you take a long rest, you can brew potions of greater healing and vials of elixir of health for 2 alchemy points each, which become inert after 24 hours.

Panacea
At 17th level, during a long rest, using 5 alchemy points and materials worth at least 100 gp (which are consumed upon use,) you can distill the essence of universal healing, the panacea. When you drink this potion, you instantly gain the following benefits:
  • Any reduction to the creature's ability scores or hit points is ended.
  • The creature's hit points are restored to maximum.
  • The creature is no longer cursed, blinded, deafened, paralyzed, poisoned, or petrified. It loses all levels of exhaustion.
  • All the creature's diseases are cured.
     The panacea must be consumed within 24 hours, after which it becomes inert. You can re-brew it for no additional cost.

Mad Bomber

While many "mad bombers" aren't actually mad, it takes a special kind of crazy to devote one's life to studying explosives. Most alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad bombers are always working to improve their bombs' effectiveness.

Bonus Proficiencies
When you select this field of study at 3rd level, you gain proficiency with 1 martial melee weapon and 1 martial ranged weapon.

Shrapnel Bomb
At 3rd level, you can make bombs that explode in a shower of shrapnel. As a bonus action when you throw a bomb, you can uncork it and fill it with metal bearings, changing it to a shrapnel bomb. A shrapnel bomb deals piercing damage rather than fire damage, and has a 10-foot radius.

Demolition
At 7th level, you learn to use your bombs to damage and destroy structures. You now make your bombs to accept fuses of various lengths. As an action, you can set a bomb and light its fuse, which has a duration of your choice between 1 round and 5 minutes. You can only have one bomb with a lit fuse at a time. Upon detonation, this bomb deals its damage as normal, but also deals double damage any nonmagical object within 5 feet of it that isn't being worn or carried and also ignores its damage threshold. For rules on objects and their hit points, see pages 246 and 247 of the Dungeon Master's Guide.

Additional Potions
At 10th level, when you take a long rest, you can brew potions of hill giant strength and vials of oil of slipperiness for 2 alchemy points each, which become inert after 24 hours.

Black Powder
Beginning at 17th level, you have unlocked the alchemical secrets of black powder and have infused your bombs with its devastating potential. Your normal bombs have d12 damage dice and ignore fire damage resistance. Creatures with immunity to fire damage are instead treated as only having resistance to it.


Bomb Formulae
Bomb formulae are presented in alphabetical order.

Acid Bomb
You can make bombs which spray a corrosive acid. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an acidic one, changing it to an acid bomb. An acid bomb deals acid damage instead of fire damage, and has d8 damage dice. Additionally, the target, as well as all creatures within the blast radius that fail their saving throws, take an additional 2d4 acid damage at the end of its next turn.

Forceful Bomb
You can make especially volatile bombs. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an elemental one, changing it to a force bomb. A forceful bomb deals force damage instead of fire damage, and has d8 damage dice. Additionally, the target, as well as all creatures within the blast radius that fail their saving throws, are pushed 5 feet away from the blast.

Frost Bomb
You can make bombs that generate a cryogenic burst of intense cold. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an elemental one, changing it to a frost bomb. A frost bomb deals cold damage instead of fire damage and has d8 damage dice. Additionally, the target must make Constitution saving throw. On a failed save, it can't make more than one melee or ranged attack until the start of your next turn.

Holy Bomb
You can infuse a bomb with holy water. As a bonus action when you throw a bomb, you can add a few drops of holy water to the bomb, changing it to a holy bomb. A holy bomb has d8 damage dice. If its target is a fiend or undead, it takes an additional 4d6 radiant damage.

Implosion Bomb
You can create a bomb which produces a small singularity, pulling creatures to its center. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an elemental one, changing it to an implosion bomb. An implosion bomb deals force damage instead of fire damage, and has d8 damage dice. Additionally, all creatures within 15 feet must make a Strength saving throw or are pulled up to 5 feet toward the bomb’s target.

Laughing Gas Bomb
You can make nonlethal bombs which afflict your foes with fits of laughter. As a bonus action when you throw a bomb, you can replace the bomb's contents with a drop of jesterate, a highly euphoric chemical, changing it into a laughing gas bomb. A laughing gas bomb deals poison damage instead of fire damage, and has d4 damage dice. Instead of a Dexterity saving throw, creatures in the blast radius must make a Constitution saving throw. The target also makes a Constitution saving throw. Each creature that fails its saving throw begins laughing uncontrollably, and has disadvantage on attack rolls until the beginning of your next turn. On a successful save, a creature is immune to the effects of laughing gas bombs for 24 hours.

Lightning Bomb
You can make bombs that generate a burst of electricity. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an elemental one, changing it to a lightning bomb. A lightning bomb deals lightning damage instead of fire damage, and has d8 damage dice. Additionally, the target, as well as all creatures within the blast radius that fail their saving throws, cannot take reactions until the beginning of your next turn.

Nonlethal Bomb
You can make a nonlethal bomb, designed to incapacitate rather than kill. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with a pouch of rubber pellets, changing it to a nonlethal bombs. A nonlethal bomb deals bludgeoning damage instead of fire damage, and has d8 damage dice. If this bomb reduces a creature to 0 hit points, it knocks the creature out, rather than killing it, rendering it unconscious and stable.

Oil Bomb
You can make nonlethal bombs which cover the ground in a slick oil. As a bonus action when you throw a bomb, you can replace the bomb's contents with a flask of flame-resistant oil, changing it into an oil bomb. An oil bomb deals no damage, but covers a 10-foot square of ground centered on the explosion with grease, turning it into difficult terrain for 1 hour, when it dries. Additionally, the target, and each creature in the blast radius must succeed on a Dexterity saving throw or be covered in oil and fall prone.

Psionic Bomb
You can make psionic bombs which addle the minds of those in the blast. As a bonus action when you throw a bomb, you can replace the bomb's reagent with a psionic crystal, changing it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage and has d8 damage dice. The target and each creatures in the blast radius concentrating on a spell must succeed a concentration check against your Bomb save DC or lose concentration.

Seeking Bomb
You can make a homing bomb which arcs towards close targets when you would otherwise miss. As a bonus action when you throw a bomb, you can add an enchanted powerful natural magnet to its contents, changing it to a seeking bomb. A seeking bomb has no blast radius and d6 damage dice. Attack rolls made with a seeking bomb against targets within 15 feet are made with advantage.

Smoke Bomb
You can make nonlethal bombs that generate smoke. As a bonus action when you throw a bomb, you can replace the bomb's reagent with a less explosive one, changing it to a smoke bomb. A smoke bomb deals no damage, but creates a 20-foot-radius sphere of fog. The sphere spreads around corners, and its area is heavily obscured. It lasts for a number of rounds equal to your Intelligence modifier or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
     If you use another one of these bombs while a previous bomb is still in effect, the effect of the old bomb ends.

Sonic Bomb
You can make bombs that generate a deafening boom. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with a different one, changing it to a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, and has d8 damage dice. Additionally, the target, as well as all creatures within the blast radius that fail their saving throws, are deafened until the beginning of your next turn.

Stink Bomb
You can create bombs that produce putrid, noxious gas. As a bonus action when you throw a bomb, you can replace the bomb's explosive reagent with an ounce of a toxic compound, changing it into a stink bomb. A stink bomb deals poison damage instead of fire damage, and has d8 damage dice. Instead of a Dexterity saving throw, creatures in the blast radius must make a Constitution saving throw. The target also makes a Constitution saving throw. Each creature that fails its saving throw begins to choke uncontrollably, and has disadvantage on ability checks until the beginning of your next turn.

Thorn Bomb
You can make bombs which envelop the ground in thorny vines. As a bonus action when you throw a bomb, you can replace the bomb’s contents with a vial of extremely potent fertilizer, changing it into a thorn bomb. A thorn bomb deals no damage, but causes the ground in a 10-foot radius to sprout hard spikes and thorns. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. This amount of damage increases by 1d4 at 8th level, 11th level, 15th level, and 18th level. These spikes shrivel and die after 1 minute.
     If you use another one of these bombs while a previous bomb is still in effect, the effect of the old bomb ends.

Tanglefoot Bomb
You can make nonlethal bombs which explode with a glue-like resin. As a bonus action when you throw a bomb, you can replace a bomb’s contents with a hardened block of resin which liquefies in the explosion, changing it into a tanglefoot bomb. A tanglefoot bomb deals no damage and has no blast radius, but its target must make a Dexterity saving throw or be glued to the floor, reducing its speed to zero. At the end of each of its turns, the creature can break the resin with a successful DC 12 Strength check.

Teleportation Bomb
You can make nonlethal bombs which make small tears in the weave, teleporting you a short distance. As a bonus action when you throw a bomb, you can replace a bomb’s contents with a glowing arcane crystal, changing it into a teleportation bomb. A teleportation bomb deals no damage and has no blast radius, but if it explodes within 30 feet of you, you instantly teleport to its location.

Withering Bomb
You can make bombs which waste away living things. As a bonus action when you throw a bomb, you can add a desiccating chemical to the bomb’s reagent, changing it to a withering bomb. A withering bomb deals necrotic damage instead of fire damage, and has d8 damage dice. Additionally, the target, as well as all creatures within the blast radius that fail their saving throws, can’t regain hit points until the start of your next turn.


Discoveries
If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. You can only learn a discovery once, unless otherwise specified.

Alchemist Apron
You have developed a special apron to assist in your alchemical experiments. It is flame-retardant and resistant to caustic substances, granting you resistance to fire and acid damage.

Alchemist Goggles
You have invented a pair of goggles which enhance your sight and protect your eyes. While wearing the alchemist goggles, you gain darkvision: you can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. If you already have darkvision, the goggles increase your range by 60 feet.
     Additionally, while wearing your goggles, you can use your bonus action to activate or deactivate aura vision. While active, you can see magical auras, as per the spell detect magic. You can use your aura vision for a total of 10 minutes each day, and regain expended time when you finish a long rest.
     Lastly, while wearing your goggles, you are immune to being blinded.

Arcane Study
You learn two cantrips of your choice from the wizard’s spell list. Your casting modifier for these cantrips is Intelligence.

Aqua Fortis
Using your alchemist's supplies, you can spend 1 hour to create a vial of aqua fortis, a very strong acid that rapidly dissolves organic material and most metals. This vial can be splashed or thrown at a creature like common acid. On a hit, a creature takes 3d6 acid damage, followed by an additional 2d6 acid damage at the start of your next turn and another 1d6 acid damage at the start of the turn after that.
     If a vial of aqua fortis is splashed on a nonmagical object that isn't being worn or carried, it will dissolve a 1-foot cube of it. If splashed on a suit of armor or a shield, the object takes a permanent and cumulative -1 penalty to the AC it offers. If splashed on a weapon, it takes a permanent and cumulative -1 penalty to damage rolls. It has no effect on gold, glass, stone, and adamantine objects or magical items.
     You can have up to 3 vials of aqua fortis prepared at a time.

Ballistics Research
You learn one additional bomb formula. You can select this discovery multiple times. Each time you do so, you must select a different formula.

Blast Coat
You have developed a laboratory coat, specially treated to protect you from your own explosions. You automatically succeed any saving throws against your own bombs.

Clotting Agent
You have developed a serum that protects you from harm. Your hit point maximum increases by your alchemist level + your Constitution modifier, and increases by 1 again whenever you gain a level in this class.

Craft Homunculus
Using a special alchemical process requiring 8 hours of work, you can create a homunculus (Monster Manual pg. 188.) A homunculus functions as a familiar summoned by the find familiar spell, with several differences:
  • The telepathic link between you and your homunculus functions at any distance, provided you and your homunculus are on the same plane of existence. 
  • Your homunculus is a construct. 
  • You cannot dismiss your homunculus as you would a familiar. 
  • Your homunculus cannot assume a different form. 
  • When your homunculus dies, its body remains, and can be reanimated as a ritual requiring 1 hour of work. 
  • Your homunculus is able to take the Attack action on its turn.

Detonation Theorem
When you throw a bomb, you can add your Intelligence modifier, instead of Strength or Dexterity, to its attack roll.

Explosive Missile 
You can rig arrows and crossbow bolts with explosive heads. As a bonus action, you can attach a small vial of chemicals from one of your bombs to the head of a projectile. On a hit, the projectile deals additional fire damage equal to half of your bomb damage dice, rounded down (minimum 1d10). The projectile does not have a blast radius.

Fire Eater
Instead of throwing a bomb, you can choose to use your action to drink the bomb's contents and spit them out in a 15-foot cone. All creatures within the cone must make a Dexterity saving throw. A creature takes the full damage of the bomb instead of half on a failed save, or half as much (instead of none) on a successful one. When you use a bomb in this way, you take 2 points of fire damage for each of your bomb's damage dice.

Fire in the Hole
You have tweaked your bomb’s formula to increase the explosive yield. The blast radius of your bombs ignores cover, and your Bomb Save DC increases by 1.

Landmine
You can bury a bomb with a pressure trigger, changing it into a landmine which explodes when a creature steps on it.
     You can bury such a bomb with 1 minute of digging. You can have a number of landmines up to your intelligence modifier at one time. When a creature of Small size or larger steps on the spot where a landmine is buried, it must make a Dexterity saving throw. On a failed save the creature takes full damage from the bomb, or half as much on a successful save.
      A creature can detect the presence of a buried landmine with a Wisdom (Perception) check opposed by your Charisma (Deception) check. After burying it, you can take 10 minutes to carefully disguise the landmine, and checks made to discover it are made at disadvantage.

Poisoner
Prerequsite: Brew Potions feature
You have extensively studied poisonous herbs, and you know how to mix them into potent poisons. You gain proficiency with the poisoner's kit. During a short or long rest, you can brew a vial of basic poison for 1 alchemy point or a vial of serpent venom for 2 alchemy points. The poison retains potency for 24 hours, after which it becomes inert.

Reflexive Toss
You can throw a bomb as an Opportunity Attack, even if you have already thrown a bomb on your turn.

Syringe
Using a sophisticated hypodermic needle, you can administer a potion to a willing creature within your reach as a bonus action. If the creature is unwilling, you can administer a potion to it with a successful melee attack.

Draught of Necromancy
Prerequisite: 8th level
During a long rest, you can prepare a single dose of an alchemical potion that reanimates corpses for 3 alchemy points. You can pour this potion on a corpse or a pile of bones as an action, causing it to reanimated as if it was the target of an animate dead spell. This potion loses potency after 24 hours. 

Grenadier
Prerequisite: 8th level, Mad Bomber Field of Study
When you take the Attack action and attack with a weapon that you’re holding in one hand, you can use a bonus action to throw a bomb.

Lazarus Bolt
Prerequisite: 8th level, Apothecary Field of Study
As an action, you can drive a bolt into the torso of a creature that has died within the last minute and shock it back to life with electricity. That creature returns to life with 1 hit point. This feature can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Rocket Bomb
Prerequisite: 8th level
You have developed a special rocket-propelled bomb, and a cannon from which to fire it. As an action, you can fire a rocket bomb, which is a normal bomb with a range of 120 feet and a 10-foot blast radius. You can’t target individual creatures with a rocket bomb. You instead make attack rolls targeting a location you can see within range, which is considered to have an AC of 10.

Alchemy of Influence 
Prerequisite: 11th level, Brew Potions feature
You can brew potions of clairvoyance and mind reading and philters of love for 2 alchemy points each, and potions of animal friendship for 1 alchemy point each.

Alchemy of Life
Prerequisite: 11th level, Brew Potions feature
You can brew potions of invulnerability and vitality for 2 alchemy points each, and potions of superior healing for 3 alchemy points each.

Construct Bomb
Prerequisite: 11th level
During a long rest, you can assemble a rolling construct around one of your bombs, creating a construct bomb. A construct bomb is a tiny construct with 1 hit point, an AC of 10, and a movement speed of 35 feet. It takes it turn on your initiative, though it doesn’t act unless you command it to. If a construct bomb is ever reduced to 0 hit points, it detonates, dealing damage to creatures and objects in its blast radius as a normal bomb.
     As an action, you can command one or more of your construct bombs to detonate, each targeting a creature within 5 feet of it. Make a ranged attack roll for each construct bomb. On a hit, the construct bomb detonates as if it were a normal bomb, dealing damage to the target and those in the blast radius. On a miss, the bomb does not explode.
     You can have up to 3 construct bombs at a time

Alchemy of Change
Prerequisite: 15th level, Brew Potions feature
You can brew potions of fly and gaseous form for 3 alchemy points each and potions of diminution for 1 alchemy point each.

Shaped Charge
Prerequisite: 15th level, Mad Bomber Field of Study
You can set your bombs to explode in different patterns. As part of your attack when you throw a bomb, you can change that bomb's blast radius to a 15-foot cone or a 20-foot line, originating from the target's space in a direction of your choice.

Elixir of Life
Prerequisite: 15th level, Apothecary Field of Study
During a long rest, using your alchemist's supplies and materials worth at least 1000 gp (which are consumed upon use), you can brew a powerful elixir which, when poured over a corpse, acts as if a resurrection spell has been cast upon it. The target must not have been dead for longer than 1 year.
     Additionally, if a living creature drinks the elixir, it functions as if a regenerate spell was cast upon the drinker.
     The elixir must be consumed within 24 hours, after which it becomes inert. You can re-brew an elixir for no additional cost.


Sidebar: School of Alchemy
Your campaign setting might have entire universities or guilds devoted to the study of alchemy, or perhaps alchemy classes offered wherever wizards learn their trade. Alternatively, alchemy could be handled in a master-apprentice fashion, as knowledge is passed down the generations. Or even, perhaps, it is a fringe belief or taboo, practiced only in the shadows.
     Whatever its nature in your setting, alchemy is a major addition to any world. Especially in low-magic or nonmagical settings, or in those with a greater focus on technology, alchemy might even supplant magic as one of society's cornerstone utilities.



Bonus Section! 
Here's an excerpt from one of our campaigns, in which our party encountered Hassleus and Jethro Meddlitt, gnomish brothers and alchemists. Hassleus was a xenoalchemist who became kind of our benefactor, paying us for any monster parts we brought him. Jethro was more of the mad bomber archetype and he became my character for a while.

     The shop was an oddity for sure. The wooden sign over the entrance declared the establishment to be "Meddlitt's Magnificent Monster Market, Grafts and Alchemy Emporium". Inside, the usual jumble of alchemy equipment and potions was supplemented by a bizarre assortment of monster limbs, ranging from troll arms to displacer beast tentacles to a blindfolded basilisk head mounted on the wall. A sudden noise from above caused the adventurers to look up, just in time to see a smiling gnome with spider legs attached to his hips and enormous feline eyes descending down a wall.
     "You here for a graft?" he spoke in a fast, high-pitched voice. "I can put all sorts of parts on you. Ever wanted to shoot spiderwebs from your arse? I can give you that ability, and many more! Hassleus Meddlitt, at your service."
     A loud boom sounded from the back of the potion shop, shaking the vials and bottles perched precariously on the shop's many shelves. The door behind the counter swung open and smoke came pouring out, followed by a chuckling, soot-covered gnome, his hair blown back in a comical way. "Oh, customers!" he exclaimed. "I was just testing a theory. Wanna help?"
     "And this is my brother Jethro," continued Hassleus. "Just ignore him and maybe he won't blow us all up."

Changelog:
1/1/16: Sentence of alchemist description cut because of reference to Xenoalchemist
Psionic Bomb: Typo: Hit dice changed to damage dice
Discoveries: Discoveries can only be taken once, unless otherwise specified.
Clotting Agent: Rounds up.
Demolition: Deals double damage to objects
Black Powder Bombs: Renamed 'Black Powder', to remove Formula confusion
1/2/16: Holy Bomb: Only requires 'a few drops' of holy water
1/3/16: Bombs: Clarified that "You do not add your Dexterity modifier to [your bombs'] damage."  I checked some math, and I'd prefer that alchemists get this damage. Now deal +Intelligence modifier
Bombs: If you miss your attack roll with a bomb, the bomb does not explode.
Detonation Theorem: Now adds +Int to attack rolls, rather than damage rolls.
Saving Throws: Dexterity instead of Wisdom
Demolition: Ignores object's damage immunities
1/23/16: Bombs: Wording change
Firecracker: Added
Clotting Agent: Your max HP increases by your Alchemist level + your Con mod.
Hit Dice: reduced to d6
Shrapnel Bomb: Just deal piercing damage at 10 foot radius
Alchemy of Influence: Moved down to level 11, and cost for Mind Reading and Clairvoyance reduced to 2 alchemy points
1/27/16: Grenadier: You can now use this feature with any weapon held in 1 hand
Thorn Bomb: No longer imposes difficult terrain
Smoke Bomb: Duration reduced to Int mod rounds
2/2/16: Alchemy of Influence: Now includes Philter of Love for 2 alchemy points
Alchemy of Change: Potions of Diminution reduced to 1 alchemy point
2/4/16: Poisoner: Requires Brew Potion feature
2/28/16: Demolition: You can only have 1 bomb lit at a time
3/15/16: Frost Bomb: Con save or target is limited to 1 attack
Implosion Bomb: Creatures are pulled from as far as 15 feet away
Laughing Gas Bomb: Deals d4 poison damage
4/10/16: Brew Potions: Alchemy points is half level rounded up.
Poisoner: You can make a vial of Serpent Venom for 2 Alchemy Points
5/10/16: Bombs: range is 30/60
5/13/16: Discoveries: +1 discoveries at all levels
Bomb Formulae: +1 formulae at all levels
6/19/16: Teleportation Bomb: 30 foot limit
9/5/16: Typo fixed in ABI description
Alchemy of Life: Potion of Greater Healing for 2 AP replaced with Potion of Superior Healing for 3 AP
12/13/16: Bombs: Reworded
Bombs: Creatures that are not proficient with bombs do not have disadvantage with attack rolls using them
Bombs: You can aim a bomb at an empty space within range, which has an AC of 8
Rocket Bomb: Reworded to be consistent with new Bomb text regarding targeting empty locations
4/23/17: Brew Potions: Reworded
Apothecary: Painkiller Bomb: Automatically succeed on attack rolls against a willing target, temp HP increase levels changed
Apothecary: Panacea: 100 gp cost
Mad Bomber: Demolition: Ignores damage threshold
Formulae: Laughing Gas Bomb: Con save instead pf Dex save
Formulae: Stink Bomb: Con save instead pf Dex save
Formulae: Thorn bomb damage scales
Discovery: Alchemist Goggles: Aura vision added
Discovery: Aqua Fortis: Cost removed, limit of 3
Discovery: Clotting Agent: HP increase changed to alchemist level + Con, +1 for at each level
Discovery: Draught of Necromancy: One potion limit removed
Discovery: Construct Bomb: Reworked completely
5/3/17: Formulae: Stink Bomb: typo fixed

168 comments:

  1. Is there supposed to be a third Field of Study? The flavor text at the top describes Apothecary and Mad Bomber but there was also that part about the transmutation abilities.

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    1. Thanks for being the first commenter of 2016!

      There was a third field of study, the Xenoalchemist, which we're going to release later. We cut it during production to keep a more focused whole. That flavor text must have flown under my radar; I'll cut the sentence for now and add it back in later when the third subclass is published.

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    2. Yeah I was wondering where the obligatory Mutagenic rage Alchemist was at. Looking forward to it.

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  2. It says that the bombs will expire, but is there a limit to how many bombs you can make a day? Short rest? Long rest?

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    1. Any reasonable amount. Your DM should have a problem if you try to start a business selling bombs, but you can throw as many as you care to.

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  3. YEEEES! I've been waiting to play an alchemist in 5e so long! I'm glad I see the fire-breathing discovery, and I don't care about it's penalty. Now is Xenoalchemist a mutagen based one? Man, your work is epic, and this class just made my day! Thank you!

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    1. Now that I read the bonus section, I guess Xenoalchemist is a graft crafter or something of sorts. Well, I really do hope you plan on making mutagen alchemists, as it was one of the core features in Pathfinder, and an awsome one at that.

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    2. We plan on using grafts and mutagens in the Xenoalchemist. It ended up being more complicated than we wanted, so we're giving it another few drafts to get it right

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    3. The last reply had so many grammatical errors that I had to delete it. Here's the "fixed" version:

      Oh... Well, I'm not sure on how combining grafts and mutagens will work out, but you never failed to amaze me. Wich reminded me, is adding dragon parts an option? If it is, man will I be happy!

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  4. It mentions Alchemy points multiple times but I can't seem to find the section that says how many Alchemy points you get or how the work. Am I missing something?

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    1. Look at Brew Potions. You can craft potions worth a number of alchemy points equal to half your alchemist level.

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    2. I think I get it now, but that system and wording is *extremely* odd.

      Smugus, the Alchemist doesn't *have* alchemy points at all, instead potions are worth a number of Alchemy points, and the Alchemist can craft potions worth a total number of alchemy points up to half their Alchemist level during a long rest.

      The problem is, the text doesn't say that at all. The text says crafting potions *costs* alchemy points, implying they are a resource that must be expended and later details how many points different types of potions cost.

      Since none of the Alchemist's other class features mention or utilize alchemy points, I would advise against making them a resource that needs to be tracked by the player, but I'm at a loss for a suggestion on how to word it in the absence of assigning the potions point values...

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  5. Reminds me a lot of my 4e Artificer, I might make the bombs into special crossbow bolts if I convert that campaign to 5th

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    1. We've got you covered. Check out the discovery Explosive Missile.

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  6. Typo in some of the bomb types, mentions hit dice rather than damage dice. Regarding the bomb types, are the specific ingredients required (at least a few of them show up in the PHB)?

    Really like the class though.

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    1. Similar to spells' material components, there is no real need to keep track of components unless there is a gold cost listed.

      I believe I did mention that you are required to have a component pouch to make bombs, though.

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    2. I was mainly thinking along the lines of, for example: the party is adventuring in the hells, they level up, the alchemist decides to take holy bomb, the description states it uses holy water.

      To avoid this, I'd give the alchemist a flavour feature at low level to synthesise ingredients (something along the lines of: over a long rest, the alchemist may, with a successful investigation check with a DC determined by the DM, use various chemicals they carry combined with materials from the surrounding region to create up to their Int mod of any mundane item smaller than 5ft. in any dimension and worth less than 100 gold.

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    3. You have a good point about the holy water problem, since it has an associated gold price in most games, but scavenging for materials to use his formulae isn't the way I want the Alchemist to work. Crafting was a nightmare in 3.5, and I wanted to eliminate the constant checks, the material search, and the pages of inventory.

      I'll change the holy water description to mention that it uses 'a few drops' of holy water. Hopefully, the rest of the material components should be covered by the alchemist's supplies

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  7. First off, love the class.
    Does Clotting Agent level with you, or is it just a bonus that gives you HP = to 1/2 your level when you take it. Also, would it round up or down? If it doesn't level with you and isn't restricted to how many times you can take it, I can see it being a bit of a problem later if you do end up doing a Mutagen based Field of Study. Just stacking HP on HP like that would be pretty strong.

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    1. The 'Ballistics Research' discovery specifies it can be taken multiple times, implying that by default a player may only take each discovery once.
      That said, clarification in the feature would be nice, as would a rewording of some of the discoveries from "You learn..." to "While you have this discovery..." so as to prevent players swapping them out but keeping the benefits via RAW cheese.

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    2. Clotting Agent does level with you, and it rounds up.

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  8. I really like this. Few things:

    Philosophers Stone could use more oomph. I´d let it completely stop aging and be useable as a true resurrection spell, but make it cost more gold.

    Quick Hands refers to Dex bonus instead of modifier.

    I do not like the bonus proficiencies on mad bomber. I don´t know why the dedicated bomb throwing class get´s access to better traditional weapons. I´d change this to something along the lines of :"Elation: A good explosion fills your heart with joy. Whenever one of your bomb explodes in a range of 15 feet of you, you gain temporary hitpoints equal to your alchemist level"

    I´d like demolition to deal more damage to structures so that you actually blow stuff up, but maybe that´s too good for level 7. Maybe switch this and Black powder bombs? I don´t think that the d12 damage would be too good at that level.

    Do Black Powder bomb formulae still get reduced to d8 in damage? That seems kinda bad in synergy terms.

    Would Detonation Theorem be too good if it added our int Mod in addition to instead of instead? I think it´s rather underwhelming else.



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    1. Philosopher's Stone: I'm fine with it eliminating aging, but I'm not cool with it eliminating death from old age (the ultimate equalizer in D&D tradition.) I might go for a compromise on this front, but the real power of this feature comes from the quick potion creation. An earlier version of the feature had more features but it was really bloated. I'll think about incorporating a healing feature, if it fits.

      Mad Bomber is a more combat-oriented alchemist. The idea is that one can do a melee+bomb build with the mad bomber and a few discoveries. I'm fine with trading out the bonus proficiencies, but it should still be bonus proficencies - that's part of the model for the alchemist subclasses.

      Demolition: I'm down for increasing damage to structures. I'm thinking swapping the extra damage for doubling the damage to structures outright.

      Black Powder Bombs: this is not a formulae; it's a static damage boost. No bonus action to use, no reduced damage.

      Detonation Theorem: In an early draft, Detonation Theorem did just that. I should do some expected damage math before deciding which version I should go with.

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    2. Hey, thanks for the reply. I really like the class, so I´m basically just arguing to get a greater understanding for the class since it´s something I´d actually want to add to my players options.


      Philosophers Stone: Interesting. Simply reading through it, I didn´t think that it sounded powerful at all. While you are busy creating potions, the wizard/sorcerer/bard/arcane cleric was busy making infinite copys of himself. Altough I guess if you measure every classes level 17-20 potential against that, plenty of classes in the PHB wouldn´t look good too good either, so maybe that´s a moot point.

      Mad Bomber: I know why you added that, I just don´t actually see the payoff for the build. Simply hitting something in melee is a painfully weak option for the alchemist at every level past 5. Grenadier at level 8 is nice, but doesn´t really profit from having proficiency in a martial weapon, after all the weapon you can wield is light only, so at best you go from 1d4 to 1d6, which sounds kinda bad as the payoff for the entire level 1 ability. Same with the ranged martial weapons, you get 1d10 instead of 1d8. Not particularly good either. I want to enable a melee+bombs playstyle as well, which is why I think my idea would fit better. I don´t know why having a bonus proficiency thing at level 3 is so important, cleric domains also don´t all have bonus proficiencies at level 1, just some. (The only example I can think of where both subclasses get bonus proficiencies at the same level is the bard, so it doesn´t seem like 5e places any specific value on subclasses sharing that.)

      Demolition: Nice.

      Black Powder Bombs: Now what I meant, though that´s my fault since I wrote that really confusingly. I meant that if you have the d12 damage bombs from Black Powder Bombs, and then you use a Bomb Formula that reduces them to d8 damage bombs, it feels like you "lost" more damage than when you still had d10 damage bombs. It seems like Black Powder Bombs just synergize really badly with another big part of the same class. I´d add "When you use a bomb formula with a d8 damage die, use a d10 instead. When you use a bomb formula with a d6 damage die, use a d8 instead" to Black Powder Bombs, just to make it feel less bad.

      Detonation Theorem: Cool, I will look out for updates. I guess the problem with letting it add Int on top of Dex makes it a 100% always pick, much like Agonizing Blast for Eldritch Invocations.

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    3. Philosopher's Stone: You make a good point about other higher level classes. I'll have to look at some higher level builds and compare damage output.

      Subclasses: When we worked out the skeleton of this class, we decided on a skeleton for the Fields of Study that would compliment and highlight the tent-poles of the main class, Formulae, Potions, and Discoveries. The subclasses work as follows:

      3: Bonus Proficiency
      3: Unique Formula
      7: Exploration/Interaction
      10: Additional potion options
      17: Powerful capstone

      We have one or two more Fields of Study in the works, and I'm trying hard to maintain this structure with them as well

      Black Powder: You raise an interesting point with 'damage sacrifice.' I'm really torn on this one. On one hand, you downgrade two damage dice, rather than one, but on the other hand, it's still strictly a damage increase.

      If we increase damage on all the Formulae, in addition to ordinary bombs, it incentives the Mad Bomber to use them in equal measure. However, if we keep the damage to only the ordinary bombs, it fits the 'kill it with fire' idea a little better, at the cost of total class damage output.

      I'll have to think about this for a bit. There's a lot of merit on both sides.

      Detonation Theorem: You know, after playing with the math, if we made the change, it's possible, though a little unlikely, for a character to get Xd10 + 10 damage on bombs, which is a little crazy. I think I'm going to keep it where it is.

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    4. Bonus Proficiencies: Yea I realize why you did that, and how the subclasses are structurized, I just don´t see the inherent value in it and find it limiting at best. But maybe that´s just my subjective opinion.

      So a solution that might appeal to you more would be to change grenadier from "light weapon that you hold in one hand" to "melee weapon you hold in one hand" which means that the effect of the bonus proficiency at level 3 allows the dex-build bomber to wield a 1d8 weapon instead of a 1d4 weapon. That sounds a bit better as the payoff, shouldn´t be too good and still isn´t impossible from a flavor perspective.

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    5. Bit of a late reply here, but you actually aren't supposed to add dex to your bomb damage in the first place. I guess we ought to change the wording to reflect that.

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  9. There are a few level 11+ Discoveries which have a pre-requisite of "Brew Potions feature" but is this necessary if you gain Brew Potions at level 10? Have I missed something?

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  10. or.... I read it wrong, Brew potions is Level 6 not 10, but my intended question stands, is the extra Pre-req necessary?

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    1. The prerequisite might be unnecessary, but I included it for completeness sake. I thought about it as watertighting the class against unforeseen changes in the future.

      Is this prereq confusing? If so, do you think this confusion warrants its removal?

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    2. Isn´t the prerequisite necessary for multiclassing? I.e. a level 11 character has to have 6 levels in Alchemist before he can take Alchemy of Life

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    3. The Prereq is meant to keep multiclassers from having early access to potions with only a dip into alchemist.

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    4. Warlock's wording of the pre-req's of Invocations prevented this problem (altho people tried to debate it could be done none-the-less)

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  11. What is the starting wealth for an Alchemist? I would estimate it would be the same as a Wizard (4d4*10gp).

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    1. That's a good estimate. I would give them the same starting wealth as a wizard.

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  12. One thing I've noticed is that the class benefits more from high Dex than high Int.

    Dex:
    -Common save
    -Better to hit (RAW, bombs don't have the AoE on a miss)
    -Higher single-target damage
    -Less likely to be damaged by own bombs
    -Better AC
    -Helps with other weapons
    Int
    -Higher save DC
    -More temp HP with Apothecary
    -Helps with cantrips
    -More skill synergy

    Granted, the save DC is valuable, but only once you start getting more bomb formulae, and even then, a large number still require you to hit. It seems more valuable to get Dex to 20 before putting anything into Int.

    Correct me if I've missed something.

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    1. As I said on a separate reply, you don't add dex to bomb damage, only to attack rolls.
      Yes, you can min-max to your heart's content. I always put RP before effectiveness when assigning ability scores, but it's the same thing with Monks and Wisdom. Monks benefit from Wisdom, but they don't really need it.

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    2. I was going to question bomb damage being a bit high, initially I read it as not adding Dex mod but comments seemed to suggest otherwise.
      Is it intended that on a miss the bombs don't detonate? Every other AoE I can think of off the top of my head requires a save only and always works. I can see it being optimal to always target the ground if going for a high Int, med-high Dex build.

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    3. Correct. On a miss, they don't go off. Although you can always target the ground (which, as a DM, I give AC 5)

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    4. Problem is that if you target the ground, you don't do full damage to anyone. It's a cantrip-esque tradeoff.

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    5. For my group, I think I'll add something to the description like: "On a miss, the bomb lands next to the target but fails to detonate. If the bomb takes any fire, bludgeoning, piercing, slashing or lightning damage it immediately detonates, dealing full damage. The bomb has 5 AC and fails all saving throws."

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    6. Sounds like a good rule. I'll just leave that aspect up to our faithful DMs, as other people might want them to behave differently.

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    7. I'm reminded of the arrow rules I heard about for AD&D. Supposedly there was a d100 table for when an arrow would go if you missed, which you needed to roll every time. You can include rules like that in your own game, but I won't be including it in the main class for the sake of simplicity.

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  13. So if one was to throw the bomb but miss the initial attack roll, does it still explode? Or does it fall harmlessly to the ground near the target, and then they have a chance to throw it back?

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    1. The bomb does not explode when you miss. I have edited the blog post to clarify this, and am waiting on the Finger to edit the PDF.

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    2. Whether or not the enemy can throw it back depends on your DM, but remember that they don't have proficiency, and there's a good chance the bomb explodes in their hand when they try to throw it.

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    3. The latter, but in a game I would put the bomb ten feet or so behind the target, as it rolled some distance or whatever. This is similar to including rules as to where an arrow goes if it misses - best left to the DM

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  14. Why wisdom saving throw and not dex? I mean, dodging your own explosions and all it seems important.

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    1. We followed the convention that the Wizard set, since it's the closest analogy to an alchemist. However, you might be right with a Dex saving throw. I'll ask the Thumb

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  15. Do you mind if I come up with some bomb ideas?

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    1. Go for it! I was originally going to outsource bomb ideas to the community anyway, so I'd love to see what others come up with.

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  16. Wait, you don't get a ref save on the nuclear bomb, right?

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    1. The nuclear bomb behaves in the same way as any other bomb.

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    2. I find it funny that combined with Fire Breathing, a Philosopher's Stone bomb could have most of the risk removed: Instead of 10d10 + 50, it's just a flat 20 self damage, which isn't too bad at 20th level.

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    3. It's subtle, but by RAW, you can't use Fire Eater with a nuclear bomb. You can only apply a nuclear bomb when you throw a bomb, but with fire eater, you drink the contents instead of throwing it bomb. Hence, because the bomb is not being thrown, you can't use it as a nuclear bomb.

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  17. When you use the Grenadier discovery to throw a bomb with a bonus action, do you still add your INT mod to your damage roll? Or is it like the rules for dual-wielding?

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  18. I'm going to be playing an Alchemist soon, is there an ETA on the other archetype?

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    1. Well, we're 80-90% though our first draft of the Xenoalchemist, but we're having trouble making room for both the mutagens and grafts, which is holding up design a little bit. Next time I see the Thumb in person, we'll walk through it, but it might be a week or so yet (then it gets put at the end of the release queue, which is sitting at a record 3 week of posts!)

      So not super soon.

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    2. Cool, thanks for the update. It sounds like you guys/girls have been super busy and I'm excited to see what comes down the pipeline next. It's always something awesome!

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    3. We ended up breaking the mutagenist and Xenoalchemist into two separate subclasses, and we're looking at doing a new big release for the three upcoming subclasses with a new alchemy-related subsystem. It's really close to completion itself, but we want it in a nice package for release

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    4. If you'll be playing an alchemist really soon, drop me an email and let me know the situation. We might just patch the holes and give you a draft to playtest.

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  19. So how many bombs can you make at a time ? And is it only during a short or long test or can I make them whenever ?

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    1. You can craft as many bombs as your DM considers reasonable over a short or long rest. We recommend that you skip the accounting on this section and just make 'as many as needed.' I can't think of anything that would take the fun out of D&D faster than making an excel spreadsheet to keep track of your bombs.

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  20. I'm a bit unclear on how the shrapnel bomb works. So it's fire damage in a 5' radius, but piercing in the radius of 5'1" to 10'? Honestly it just seems easier to make it piercing damage and be done with it.

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    1. We just did a playtest today of an alchemist who had shrapnel bomb, and I'm inclined to agree with you.

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  21. Also, comments on a few features.
    It seems a bit odd to restrict the alchemy of change to 15th level. Most of the effects in there are readily available via spell or magic item loooong before you get to that level. Honestly the same holds true for Alchemy of Influence. The Apothecary's 10th level bonus potions and Alchemy of Life discovery overlap. Both provide greater healing potions for 2 Alchemy Points within a level of one another, which is a bit odd. I suppose you could allow make so that if the Apothecary takes that Greater Healing potions only cost one. There are some other consumables you might substitute instead of these like...Alchemist flavored Quaal's Feather tokens? ;).

    Is fire eater combinable with other bomb effects or just the standard bomb? Same question for the rocket bomb. The main reason I ask is because fire resistance/immunity is one of the more common ones, which means if these are limited to the base type of bomb their utility is somewhat limited.

    Also Detonation theorem seems a bit confused. The description of the bombs says they are finesse weapons that do 1d10+int modifier fire damage (already a tad confusing), while Detonation Theorem allows you to replace the str/dex damage modifier with dex. Not sure what you're intending there, but you could go with [Bomb Dice]+str/dex, with Detonation theorem adding int, but only to the primary target. Or swap dex/str and int in the above example. Your call.

    Grenadier strikes me as a tad underwhelming since it's basically just two weapon fighting... Which you could've done anyways. (I suppose by RAW you might not be able to use bombs in two weapon fighting, but that seems silly.) Plus, given all the bomb formulas are activated with bonus actions, bonus actions are something of a premium for the Alchemist. I suppose you could let them add their bonuses to both weapons but IMO that's both unoriginal and also a bit underwhelming (Especially considering the Apothecary essentially gets limited resurrection.) Maybe a free bonus action that can be used ONLY for alchemist features (I.E. picking a bomb formula or firing exploding arrows.) That would allow the mad bomber to dual wield while still using their bombery. Or allow a certain selection of bombs to be activated without using a bonus action. Both of which could be unbalancing, I realize.

    Sorry if I'm coming across overly critical. I say all this hoping to play the Alchemist (My reason for the fire resistance concern is because I'm playing it in the Prince of the Apocalypse campaign, and the fire cultists could be a problem...) This is a sweet class, and the idea of being a cackling mad bomber is totally awesome. On that note, here are the ideas I had to add on off the top of my head:

    You might consider employing alchemy points to make more potent 'one off' bombs. (I.E. an electrical bomb that can paralyze or a psychic bomb that charms.)

    Possible other discoveries you might consider:
    Increased Range for bomb throwing.
    Throwing more than one bomb in a turn.(Quite possibly unbalancing.)
    A way to make the bombs 'magical.' (Limited but important usefulness.)
    Bombs inflict half damage to the main target on a miss.

    That's all I've got for the moment. I'll be sure to come back if I think of more.

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    1. Another important consideration that's struck me. Because the alchemist is tied to using bombs they might well never use magic weapons, meaning they miss out on the +3 THB and Damage. The damage isn't a big deal considering max level bombs deal 6d10 in 5ft burst, but the THB could be pretty major. Some method of boosting that and maybe save DC might be advisable, but it would probably be hard to do outside of making up some magic items.

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    2. Okay, rapid fire responses:

      Alchemy of Change and Influence are high level because there's no point of reference for these types of features. Potions are way more powerful than comparable spells since they don't require concentration on anyone's part, and can be used by anyone, which makes them surprisingly powerful in a lot of places.

      Also, I don't want potion-crafting to be the focus of this class, especially at lower levels. The artificer in 3.5 was basically unplayable without a spreadsheet, and I didn't want that as a problem, so we restrict choices until later.

      Fire Eater and Rocket Bomb are not Formulae, they're Discoveries, which means they do exactly what they say on the tin and nothing more. This is important, otherwise they open up some major exploitable territory.

      Bombs are finesse thrown weapons, which means you can use Str or Dex for attack rolls, but unlike other thrown weapons, you only add Int to damage. Detonation Theorem allows you to use Int instead for you attack rolls.

      Grenadier is something we saw in the playlist today as something that is pretty crucial to the class's playability if you have a monster in your face. The scarcity of bonus actions is important to the design of the class because it adds another level of cost to the Formulae, which need a decent cost to prevent the base bomb from becoming completely worthless. On any given turn, you have to decide where you're putting your bonus action: alternate bomb type or additional attack in case your bomb misses. This ended up being a much more interesting choice for the class on a given turn, since an extra chance to hit is really tempting.

      We will be employing the use of alchemy points in 'one-off' bombs in an upcoming subclass, which focuses on having weird and useful nonlethal bombs. This same subclass gets a bomb-thrower, which doubles its range.

      More than 1 bomb is too powerful (we've run the numbers.) Most bombs aren't magical, but deal elemental damage, and will bypass a lot of DR as a result. And bombs inflicting half damage on a miss is something I'm going to think about. I need to make sure (in playtesting) that it won't make the class too strong or slow down combat too much.

      Expect a few changes by tomorrow. You'll find the relevant notes in the changelog.

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  22. @Alchemy: While I can see your point (especially with reguards to concentration), I still disagree. Boots of flying are Uncommon (Char Level '1st or higher' per DMG pg. 135. I actually don't think they should be but that's its own issue), so is Helm of Telepathy. Both of these are usable by anyone and much more utilitarian than potions. The point being that by the time you reach that level, odds are those potions will easily be overshadowed by spellcasters or magic items.

    @Detonation Theorem: I would argue that makes it a pretty useless discovery, but I play at a table of minmaxers. The more RP inclined tables may not mind as much.

    @Grenadier: I'm not sure I follow. My point was the ability literally doesn't do anything. On rereading the text, I suppose bombs aren't technically classified as light weapons, but at worst this means you pick up the two-weapon fighting feat, and you can do everything Grenadier can do plus a whole host of other things. I'm not sure how else you might restructure that ability.

    @One-off bombs: Hmm... I was thinking more in the context of more powerful bombs for the mad bomber, or healing bombs for the apothecary. Maybe I'll whip a few examples up that you can use if you'd like.

    @Multi-Bomb: Yeah, that was an off the cuff idea. I reached the same conclusion when I ran the numbers.

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    1. @Alchemy: I still maintain that being able to create potions of telepathy is roughly two orders of rarity more powerful than simply having a Helm of Telepathy. Consider that, while the Helm of Telepathy is uncommon, a Potion of Mind Reading is rare. You require no concentration for the potions, you can make as many as you want over time, and you can give them freely to your party.

      Right now, I'm considering reducing the Alchemy point cost on these two, but I'm very unsure if I want to reduce the level of the feature.

      @Detonation Theorem is exactly FOR the Min-Maxers, so they can focus on having a very high Int and Con, while dumping Str and Dex. Otherwise, you have to focus on Dex for throwing, Con for HP, Int for saves, and Str for melee (if you use grenadier + blast coat.)

      @One-Off Bombs: When we wrote the class we had a longer list of bombs, but some of them, like the Hallucination Bomb and Flash Bomb, were too good at debuffing enemies and needed to be restricted by level or times/day. I didn't love either of these options, since it broke the flow of the Formulae, so I cut them and added them to a subclass.

      Right now, we have Terror Bomb, Darkness Bomb, Flash Bomb, Hallucination Bomb, and Temporal Bomb. They're going to be fun.

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    2. @Alchemy I suppose we'll have to agree to disagree. I also think the potions system in 5E is a bit bonkers, but whatevs.

      @Detonation Theorem I suppose I could see that, but with so many other good options it seems easier to just split Dex/Int

      @One-off Bombs Sounds Sweet :D.

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  23. @Grenadier Nevermind. The PHB specifies melee weapons, which I think is stupid for a whole different reason. Alas, there goes my idea of duel wielding handcrossbows.

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    1. The Crossbow Expert feat allows dual hand crossbows.

      As far as Grenadier goes, I'm thinking we could drop "light" from the description without breaking it. As-is, grenadier is essentially the bomb-specific version of crossbow expert, but not as good.

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    2. Also, I plan on releasing some bomb types and discoveries with any new alchemist subclass, so magic bombs, stronger 1/short rest bombs, and other goodies will eventually show up somewhere.

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  24. We Ought to change Natural Philosopher to advantage rather than half prof.

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    1. Double proficiency bonus is more base-class consistent. I don't think any core class gets free advantage on any type of check. Admittedly, while we use advantage pretty liberally, I've been trying to cut back, except when it's the only appropriate choice

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  25. Changelog reports "1/3/16: Detonation Theorem: Now adds +Int to attack rolls, rather than damage rolls.
    1/23/16: Clotting Agent: Your max HP increases by your Alchemist level + your Con mod."

    This hasn't been updated in the pdf. Great class by the way.

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    1. Got it, fixed. Thanks for the comment, by the way.

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  26. just wandering because it dosn't seem to be there, or at least I couldn't find it, but how long does it take to make it the base level bomb?

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    1. You can make enough bombs to make it through the day when you take a long rest. I intentionally hand-waved the crafting time and costs of the bombs in order to simplify the class and keep it from turning into something too unwieldy.

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    2. But instead you have created confusion by mentioning crafting to begin with, implying something more complicated.
      A simple statement that said you always have the bombs you need as long as you carry the appropriate items would have been much clearer.

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  27. Just wanted to make sure I'm understanding this right because it was a bit unclear to me: The primary target of Throw Bomb takes Xd10 damage on a successful attack roll, and everyone else in the area rolls the save to take half/no damage, right?

    On a related note, can bombs crit? They're a bit unique in that they require an attack role AND a saving throw for everyone else in the area. My group was thinking they'd crit on the main target, but everyone else would take half the non-crit damage, but I wanted to get some confirmation.

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    1. @Bombs: Any bomb thrown requires an attack roll. On a miss, nothing happens at all (unless the target was the ground, or an object). On a hit, the target takes Xd10 + Int mod damage, and everyone else in the blast radius must make a Dexterity saving throw, taking half damage on a failed save, and no damage on a successful one.

      RAW, bombs can crit, but only do so on the main target. Everyone else takes half damage as normal.

      Happy gaming!

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  28. I'm concerned with the power balance of the Demolition ability. It's original intent I believe was to enable the alchemist to blow holes in structures (very cool). The problem is when a player wants to put 30 bombs in a hallway (timing them appropriately, perhaps concealed by illusion), then get the bad guy to chase her/him down the corridor to the tune of 2d10x30 (60d10, average 330 dmg). Wearing a blast coat eliminates any risk to the character. Rinse and repeat trick with new hall.

    As a possible fix, include the landmine limit on Int modifier # of bombs. Another possible idea might be that overlapping bomb blasts do not stack (ie getting caught in a 2d10 & 7d10 blast at the same time would do 7d10 dmg on a failed saved). Lastly, might be good for both landmine and demolitions to have a limit to how closely the bombs can be placed together (perhaps 20 feet from other bomb placements, so that shrapnel bombs can't overlap).

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    1. That's a really interesting issue that I never considered. After all, Demolition is intended to be an exploration feature, allowing you to blow apart walls, doors, and the columns holding up the ceiling. And because timers make things in combat quite hard to control, I didn't consider it to have any exploitable sides.

      But, yes, 30 well-timed bombs at one time is something of a problem. And you provide some excellent solutions! Demolition should totally have a limit on the bombs; Int mod would be more consistent, but I'm left to wonder if simply limiting it to 1 timed bomb at a time would work even better (after all, 5 simultaneous bombs will kill you just as much as 30, although it does rob the player of the joy of setting off a fireworks display of timed explosives. I'll have to think about this one.

      A note on landmines: there's no AOE, nor are there applied formulae on landmines. The feature simply states how much damage a creature stepping on it takes. This means any notes on overlapping bomb blasts will be Demolition-specific.

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  29. How did you do the stylized border for the class feature table? Is it something you created in another program and imported to the text file?

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    1. We created that from scratch in Gimp and Word.

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  30. How did you do the stylized border for the class feature table? Is it something you created in another program and imported to the text file?

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  31. Two things. One, it says you add INT to damage but the discovery "Detonation Theorem" says that you can add INT to your damage instead of STR or DEX. I suggest just remove Detonation Theorem. Second, if I made a guide to this class, would you be willing to put it on the site?

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    1. Detonation Theorem adds Int to the attack roll, the Bomb description adds Int to only damage.

      I would want to read over a guide in depth if you wrote one.

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  32. About bombs...
    Do bombs deal full damage to the enemy that is hit with a successful attack roll? I know the creatures within 5 feet around it must make saving throws or take no damage on a successful save and half on a failed one.
    So my understanding is this:
    Goblin A is hit with a bomb due to a successful attack roll. roll 1d10. Damage is not halved.
    Goblin B, C, and D around it make DEX saves. These goblins are the ones that must make saving throws or take half damage correct?
    Thank you in advance.

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  33. I have a question about the grenadier feature.
    Could i use a heavy crossbow (2-handed) and still use my bonus action to use a bomb? How does 2-handed stuff work in relation to bomb isage and formula usage. They are technically items, right? So by that theory, i can wield a 2-handed weapon and throw a bomb.

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    1. Well, grenadier triggers when you take the attack action with a weapon you're holding in one hand. You can't do that with a heavy crossbow since it's two-handed, so the point is moot.

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  34. Is there an inherent way to use the nuke without it being suicide? Nothing seems to be able to give enough range for a safe shot. Not ever the bowgunner.

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    1. Two good ways that I know of: Blast Coat discovery and gravity (dropping a nuke from a very, very high place.)

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    2. I'm such an idiot, how did I miss the coat!?

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    3. But, I don't see the Nuclear bomb allowing for a save.

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    4. That's a good point! I totally forgot about that. That's somwaht intentional too, since I didn't want you to survive a nuclear bomb easily. If you have a wizard friend, you can use some teleportation to escape the blast, or you can drop the bomb from a high place and survive. Or, you know, just vaporize yourself in the blast if the target is important enough.

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  35. What is the max range for the bombs? Most, if not all, ranged weapons have a normal range and a maximum range. The only number provided is 30.

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    1. That's weird, I thought we fixed that. It's 30/60 ft, and I'll make that edit ASAP

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  36. hey together, just for clarification, am I right with the understanding that the bomb formulae scale with the number of d10 used for normal bombs?
    I find the wording a bit lacking in clarifaction. Maybe the bomb damage table should show number of dice indest of d10s.

    best regards

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    1. Yes, the bomb formulae do scale with increasing bomb dice. And, while I agree that it might be simpler on one level to change the way the table represents bomb damage, I don't think it would make the entire class easier to understand. Specifying a number of dice is more generic, but I get the impression it'll be more confusing for first time readers

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  37. Do you guys have anymore alchemist subclasses in the works? Besides the ones one your Patreon?

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    1. I mean, not currently, but there's a total of 5 of them on Patreon (if you can get access to that), plus the recent bowgunner. We might turn out some more, but there's none in-progress right now.

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    2. Just noticed as I was typing this that this comment is half a month old. Oh well, commenting anyway. I'm writing an alchemist wizard subclass for people who don't want to mess with our base class, and I'm writing a field of study that gets more discoveries, for people who, like me, wish they could take some more adventurous discoveries.

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    3. Hi Thumb/Ben,

      Did you get anywhere with this field of study? Can we expect its release anytime soon? ;) ;)

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  38. Is the xenoalchemist on your patreon? If it's not, when are you guys planning to release it?

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    1. Xenoalchemist, Formulaeist, and Mutagenist are patreon-exclusive.

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    2. Do you plan on making them free on Vecna sometime? I mean, in a month/year, or whenever you feel like it? Or, is it always gonna be Patreon exclusive?

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    3. For now, I plan on keeping the Complete Alchemist for patrons. This might change in the coming months if we decide to release some of our books on drivethrurpg or similar, but right now, I think this arrangement works. The alchemist, the craftsman, and (soonish) the witch, all have free releases, and then more expanded releases for patrons when we get everything polished.

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  39. Odd question about a couple of the formula, Acid Bomb doesn't specify what the saving throw is, Forceful Bomb doesn't specify what the saving throw is, Lightning Bomb doesn't specify what the saving throw is, Sonic Bomb doesn't specify what the saving throw is, and Withering Bomb doesn't specify the saving throw. I wasn't sure if you were aware of this, but I wanted to double check and make sure that this wasn't somewhere else in the class.

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    1. When you throw a bomb at a target, adjacent creatures make a Dexterity save or take half damage. It's that saving throw these bombs refer to.

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    2. Thank you, I was just a bit confused, and I am making some cards for my player that is playing one for each of the bomb formulae.

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    3. I totally made cards for the Binder class (out on patreon), which I didn't think to do for with the alchemist, but it's a good idea, for sure.

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  40. First of all, thank you, this class is amazing! Just a few clarification questions:
    >An oil bomb deals no damage, but covers a 10-foot square of ground
    >Additionally, the target, and each creature in the blast radius must succeed on a Dexterity saving throw or be covered in oil and fall prone.

    Is it a 10' square, or a 5' radius? Is the difficult terrain 10' and the blast radius still 5'?
    And as for "covered in oil", is that intended to be like a flask of oil from the phb?
    >On a hit [with a flask of oil], the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.

    If so, that seems pretty potent, but it makes sense thematically.

    And lastly, i have a few questions about the Landmines discovery. It seems like the minute to dig a hole and arm prevents it from being used in combat, and thus its necessary to have time to set up before, which doesnt usually happen. Do you think reducing the time it takes to use the landmines would make them to strong?

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    1. It's a 10 ft square of oil (like the spell grease) and the bomb's normal blast radius of 5 feet. There's no mechanical intent behind being covered in oil -- it's just fluff text.

      The landmine discovery isn't really intended for use in combat as much as it is for laying ambushes. Like, if you can set up a series of landmines around your camp, or along a road, it can be quite deadly. Ultimately, it's more like an interaction feature than it is a combat feature, and will almost certainly feel like when it gets use.

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  41. Why does the quick build say to pick the dual wielder feat? You can't throw two bombs in a round, and the discovrry grenadier allows you to throw a bomb and attack with the other weapon.
    Also, do you have unlimited bombs? And how large are they? Where can they be stored, besides a regular bag. I'm currently playing a level 3 alchemist and i had a few of these questions pop up betweeen me and the dm
    Tw great job on the class!

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    1. Dual-Wielding is for the flexibility of drawing two items, and for the +1 bonus to AC when holding a bomb and a weapon.

      For all intents and purposes, you have unlimited bombs. This is predicated on the idea that most groups don't take meticulous track of their carry weights and encumbrance. If you need to keep track of them, bombs are apple-sized and weigh about 1 pound each.

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  42. Also, do bombs count as items, in that they can be used without having to stow or draw the weapons in your hands? I was thinking of dual wielding some weapons in case my bag of bombs gets compromised.

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    1. A bomb counts as a weapon, specifically a finesse thrown weapons with a range of 30 feet / 60 feet. Typically, you will use your action to both draw and throw a bomb, as you would a dart or throwing dagger. This doesn't really get in the way of two-weapon fighting, provided you can draw your melee weapons after your bag gets compromised.

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  43. I love the class idea but i'm torn on what race best fits with the dynamics.

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    1. Tiefling might be a good choice, given the fire resistance, but high elf gives you Dex and Int, which works nicely with your bombs.

      If you check out our Patreon for the Complete Alchemist, you might want to consider half-orcs or dragonborn for the Mutagenist or Xenoalchemist.

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    2. Deep gnome. Int boost + great defensive spells

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  44. The ability score increase paragraph in the class features lists level 10 as a level where you get an ASI. There isn't an ASI listed at level 10 of the table. Which one is mistaken?

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    1. The table is correct in this case. I'll fix that ASAP

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  45. When will the xenoalchemist be released?

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    1. Xenoalchemist is one of the subclasses in the Complete Alchemist, available on our patreon.

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  46. Could an alchemist also Brew Potions the normal method, if they have the resources? Could they create other magical items like powders? It doesn't specify but I think that would be a nice little addition.

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    1. Wow, I'm flattered that people are still commenting on this. Yes, you are able to use your alchemist supplies as normal, as per the rules for item crafting in the DMG.

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    2. Well, this class is great!

      More specifically, what are your thoughts on crafting true, expendable and expensive potions, outside of potions they can normally brew. Technically, by the DMG, they couldn't craft any of them because they aren't actually spellcasters.

      I think if I were GMing, I'd grant the ability to craft any potions or wondrous items that are expendable, such as Necklaces of Fireball or Oils of Sharpness. It fits the theme of the class well without damaging round-to-round balance.

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  47. The new Unearthed Arcana full class Artificer has an Alchemist subtype. Interesting how they compare.

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  48. What happened to bowgunner archetype you guys made?

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  49. How do you think a Re-Animator or Artificer archetype would work for this class?

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  50. The Lazarus Bolt seems overpowered, as it is a free unlimited use of Revivify, that clerics have to spend a spell slot to do so. Maybe limit it to once a day? At least that's one of the several "fixes" I am giving this class for my player who's been running this in my game.

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  51. Thanks for the time you put into creating this class. My son wants to play it. The DM was against allowing any homebrew characters, but I described how professionally done this is & he allowed it.

    I do have a couple questions concerning potion brewing. A level 3 apothecary can brew healing potions according to the DMG rules. I read those rules to say it would take 4 days of downtime and 50 GP to brew a single (common, consumable) healing potion. Do you agree?

    At level 6 I can brew potions expending alchemy points. There's no mention of gold or components. Is that your intention? These potions do not take any gold or components to brew?

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    1. I'm glad you like it!

      As for potions, you are correct on all counts: according to the DMG, you can craft a potion of healing with 2 days of downtime and 25 gp worth of materials. At 6th level, an alchemist can craft some potions without using gold or components over a long rest. Observe, however, that these potions are temporary -- if not used they lose their potency.

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  52. I was unable to locate a specific number of bombs that could be created each day. Might I have missed that in the Complete Alchemist document and if so might you point its specific location out for me.

    Love playing this class. Thanks.

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    1. The underlying idea behind this class is that there's no limit to the number of bombs you can use each day -- it's more about choosing which of your formulae to use on each of your turns. Since your bombs are far less useful in other creatures' hands, this doesn't tilt the power of the class much whatsoever.

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  53. I think there is a mistake on the stink bomb, it used to affect skill checks, did it not? Now is just like the laughing gas one, without the 24 hour restriction on a save.
    Anyways great material, all around. The day a totemist like class shows up here I might actually squeal out loud. No pressure tho ;)

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    1. You're correct -- that's a typo from the last round of changes. I'll change it back to ability checks

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  54. Do you know of a way I could possibly limit the amount someone can make a holy bomb? I'm okay with the others, but they're playing through Curse of Strahd. Being able to shut down Strahds healing every turn kind of sucks for me.

    Maybe limit him by only allowing him to prepare a few vials of holy water? What would be a reasonable amount?

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    1. In Curse of Strahd, holy water might be a rare enough commodity that you can't include it free of charge. You could limit your player to only using as many holy bombs as he has vials of holy water, and have him buy/find new vials of holy water to continue using it.

      If you prefer to limit it to times/day, I'd probably cut it down to Int mod/day or proficiency bonus/day, whichever is more limiting.

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    2. The only issue I have with the holy bombs is that at level 2, my Alchemist player was doing 1d8+4d6 to undead every turn they could, see, if there is no resource to rely on, it gets out of hand, also the damage needs to scale somehow. So for resource wise, what I've done is the Bomb Formula is limited to Int Mod/Per Day, but it scales at +1 level 5, +2 level 11, +3 level 17.

      I'd like for the damage to not be so high, but we needed to reach a compromise of sorts.

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  55. A bit late with this, but oh well. Where are the alchemy points? Or is it your intelligence Modifier plus your proficiency bonus?

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  56. Hey, late to the party. Reflexive toss lets me throw a (standard) bomb as an AoO. But this will hit me too, as the enemy is adjacent. Seems kinda bad. This is my complaint with the class, that seeking bomb is the only ability that doenst hurt me or my melee allies. It should just be a standard bomb at level 1. Also, alchemists make chemicals, like acids before they learb to make explosives, but this class learns to run before it walks.

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  57. You saw Reflexive Toss but missed Blast Coat? Also the point of being able to target empty squares is so that you can choose who is in the blast radius of your bombs when your party doesn't have good enough saves or resistances to include them. Btw it makes way more sense to learn what explodes when you mix it before you learn to make stable alchemical substances that can get around damage reduction and fast healing and hit vulnerabilities.

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  58. Have you thought about adding something like this as a feat? https://www.dndbeyond.com/characters/subclasses/12024-alchemist

    I love the idea of creating a random unstable concoction in the heat of battle. It must be used within a minute before it explodes in your hand and can only be performed once per day. I would make the DM roll the percentile to figure out what was made and the Alchemist has to make an intelligence check to know what they just made.

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  59. I bought the redux version. Do I also get this version?

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    1. This comment has been removed by the author.

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    2. No. He redux is supposed to be the more balanced, updated version of this class after extensive playtesting feedback. The same is true foe the warmage and it's redux. Also since the redux is the reworked version of this, all the new updates for the class will be on its page and because you bought the complete version you will get an email with a download link if the off is ever updated.

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  60. Quick question, for the Alchemist's 50 percent chance of their bomb exploding if someone else tries to throw it without a proficiency for Alchemist Bombs, then does this somehow completely negate a monk's Deflect Missile ability to reduce damage to 0 and throw it back?

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  61. This comment has been removed by the author.

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  62. Just bought the Warmage and the Alchemist and I'm in love with both concepts! Phew, we're about to run into the finale of our three year campaign. I'll be playing an Alchemist VenomSmith in our new campaign. Thank you for making this amazing class!

    I have a few questions about bits that were unclear to me:

    1. When you use Reagent Dice to enhance a bomb's damage, while using a Bomb Formula, do the Reagent Dice take on the dice size of that Formula's bombs? Or do they remain d10's?

    2. When you use the Fire Eater discovery, can you combine it with Bomb Formulae? If so, do you still fire damage?

    3. I forget the third, so I'll just ask-- do you have any new juicy Alchemist/Warmage updates in the pipeline that I should be keeping my eyes open for?

    Thanks for your time!

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    1. The Digits rarely reply to posts older than a week, but I can answer your questions based off their wording and stuff said on other posts.

      1. When using a formula to change a bomb's damage type, the bomb changes die size to the one listed in the formula. It still does the same number of dice worth of damage(1 at level 1, 2 at level 4, 3 at level 8...).

      2. You can't use Fire Eater with Bomb Formula because you take the bonus action to switch reagents when throwing a bomb, and Fire Eater is instead of throwing.

      3. Any new content for both classes would be on the most recent posting or Redux on the blog or Patreon.

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  63. This wasn't my original question, but does the "drawing" requirement of a bomb mean that the Grenadier discovery would not necessarily allow you to throw a second bomb? You'd be better off holding a bomb and a handaxe, for example, right?

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    1. It says in the Bombs class ability that you can only throw 1 bomb/round, so, yes, you would be better off in most situations having Grenadier and holding a melee weapon. Especially since you can't threaten opportunity attacks with a bomb.

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  64. Another question: If you throw the bomb at an unoccupied space, do you need to roll? Or do you automatically hit that space and cause the savable damage to that area? Thanks!

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    1. It says in the Bomb class ability that, "You can also choose to throw a bomb at an empty space within range, which is considered to have an AC of 10.". In doing so you get a much easier to hit target at the cost of only doing splash damage to what you want to hit and they can save to take nothing.

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    2. This includes empty spaces above and if possible below you.

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