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Odbornosti

DEX , INT

Alchemist

Úroveň Bonus odbornosti Vlastnosti Formulae Known Discoveries Known Reagent Dice
1 + 2 Natural Philosopher Bombs 0 0 0
2 + 2 Natural Philosopher Bombs 3 0 0
3 + 2 Natural Philosopher Bombs 3 0 3d10
4 + 2 Natural Philosopher Bombs 3 2 4d10
5 + 3 Natural Philosopher Bombs 4 2 5d10
6 + 3 Natural Philosopher Bombs 4 3 6d10
7 + 3 Natural Philosopher Bombs 5 3 7d10
8 + 3 Natural Philosopher Bombs 5 3 8d10
9 + 4 Natural Philosopher Bombs 6 4 9d10
10 + 4 Natural Philosopher Bombs 6 4 10d10
11 + 4 Natural Philosopher Bombs 7 4 11d10
12 + 4 Natural Philosopher Bombs 7 4 12d10
13 + 5 Natural Philosopher Bombs 8 5 13d10
14 + 5 Natural Philosopher Bombs 8 5 14d10
15 + 5 Natural Philosopher Bombs 9 5 15d10
16 + 5 Natural Philosopher Bombs 9 5 16d10
17 + 6 Natural Philosopher Bombs 10 6 17d10
18 + 6 Natural Philosopher Bombs 10 6 18d10
19 + 6 Natural Philosopher Bombs 11 6 19d10
20 + 6 Natural Philosopher Bombs 11 6 20d10

Vlastnosti třídy

Úroveň 1

Natural Philosopher
Bombs

Úroveň 10

Field of Study Feature

Úroveň 11

Evasion

Úroveň 12

Ability Score Improvement

Úroveň 13

Additional Discoveries

Úroveň 14

Potion Improvement

Úroveň 15

Blast Coating

Úroveň 16

Ability Score Improvement

Úroveň 17

Additional Discoveries

Úroveň 18

Field of Study Feature

Úroveň 19

Ability Score Improvement

Úroveň 2

Bomb Formulae
Field of Study

Úroveň 20

Philosopher's Stone

Úroveň 3

Reagent

Úroveň 4

Discoveries
Ability Score Improvement

Úroveň 5

Flashbang

Úroveň 6

Field of Study Feature
Additional Discoveries

Úroveň 7

Potion Improvement

Úroveň 8

Ability Score Improvement

Úroveň 9

Additional Discoveries

Odbornosti

Armor

light

Weapons

simple

bombs

Skills

Vlastnosti třídy

Natural Philosopher (Level 1)

You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to any skill check 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 (Level 1)

At 1st level, you can create volatile alchemical bombs using your alchemist's supplies. Whenever you take a short or long rest, you can create a number of bombs equal to 10 plus twice your alchemist level. The cost of materials necessary to create these bombs is negligible. The statistics of a bomb are shown in the Bombs sidebar. After 24 hours, an unused bomb becomes inert

Priming Bombs

Instead of making an attack with a bomb using the Attack action, once per turn you can take the Use an Object action to prime a bomb with explosive reagents and throw it, increasing the bombs explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Dexterity, to the bombs damage roll. Additionally, when you throw a bomb in this way, its damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Saving Throws

When your bombs call for a saving throw, its save DC is calculated as follows:

Bomb

Bomb

Bombs are martial ranged weapons with the following statistics:

NameCostDamageWeightProperties

Bomb

2 sp

1d10 fire

1 lb.

Finesse, special, thrown (range30/60)

  • Special Property
  • Bomb.
  • Additionally, as a bonus action, you can empty some of the bomb's explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb's target

Missed Bombs

As bombs are explosive projectiles, it makes sense to ask what happens if a thrown bomb fails to hit its target. For simplicity, we assume that missed bombs explode harmlessly in the background or fail to detonate altogether, but do not explode in the target's space and deal damage with its blast radius. The GM can decide which of these two outcomes happens or can determine the outcome randomly.

Bomb Formulae (Level 2)

By 2nd level, your research has granted you insight into new alchemical formulations for your bombs. Select three bomb formulae from here. Once per turn, when you take the Use an Object action to throw a bomb, you can apply a formula to it.

When you gain certain levels in this class, 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 formulae you know and replace it with another formula.

Field of Study (Level 2)

While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 2nd level, you select your field of study, which grants you features at 2nd, 6th, 10th, and 18th level.

A formula granted by your field of study does not count against the total number of formulae you know.

Reagent (Level 3)

Starting at 3rd level, you have a collection of powerful alchemical reagents, represented by a pool of reagent dice, that you can spend to brew potions or magnify the power of your explosives.

Reagent Dice

You start with three reagent dice, which are d10s, and you gain additional reagent dice as you gain levels in this class, as shown in the Reagent Dice column of the Alchemist table. You regain all expended reagent dice when you finish a long rest.

When you take the Use an Object action to prime and throw a bomb, you can expend a number of reagent dice up to your proficiency modifier and add the dice to the bombs damage roll.

Brewing Potions

You can spend 10 minutes and expend any number of reagent dice to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your bomb save DC.

The number of reagent dice and the alchemist level required to brew a potion are given in the following table:

PotionCostAlchemist Level

Potion of Climbing

1 reagent die

3rd

Potion of Growth

1 reagent die

3rd

Potion of Healing

1 reagent die

3rd

Potion of Water Breathing

1 reagent die

3rd

Cure-All

2 reagent dice

7th

Potion of Greater Healing

2 reagent dice

7th

Potion of Heroism

2 reagent dice

7th

Potion of Resistance

2 reagent dice

7th

Potion of Diminution

3 reagent dice

14th

Potion of Flying

4 reagent dice

14th

Potion of Hill Giant Strength

4 reagent dice

14th

Potion of Invisibility

4 reagent dice

14th

Potion of Superior Healing

4 reagent dice

14th

Reagent Synthesis

Once per day when you finish a short rest, you can regain all of your expended reagent dice that you have not used to brew potions.

Discoveries (Level 4)

In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 4th level, you gain two discoveries of your choice, found here. 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.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

Flashbang (Level 5)

Beginning at 5th level, you carry a supply of concussive explosives which help you escape from perilous situations. As a bonus action, you can throw one of these explosives at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can't take reactions until the start of its next turn.

Field of Study Feature (Level 6)

At 6th level, you gain a feature granted by your Field of Study.

Additional Discoveries (Level 6)

At 6th level, you make your 3rd Discovery.

Potion Improvement (Level 7)

At 7th level, your repertoire of Potions expands.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

Additional Discoveries (Level 9)

At 9th level, you make your 4th Discovery.

Field of Study Feature (Level 10)

At 10th level, you gain a feature granted by your Field of Study.

Evasion (Level 11)

Beginning at 11th level, you can 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.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

Additional Discoveries (Level 13)

At 13th level, you make your 5th Discovery.

Potion Improvement (Level 14)

At 14th level, your repertoire of Potions expands.

Blast Coating (Level 15)

Starting at 15th level, you automatically succeed on saving throws against your own bombs and never take damage from them.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

Additional Discoveries (Level 17)

At 17th level, you make your 6th Discovery.

Field of Study Feature (Level 18)

At 18th level, you gain a feature granted by your Field of Study.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

Philosopher's Stone (Level 20)

At 20th level, you unlock the crowning achievement of all alchemy: a philosopher's stone, a dynamo of alchemical energy in a fist-sized glowing jewel. You can construct your philosopher's stone using your alchemist supplies, 1,000 gp worth of materials, and 1 week of work. You can only have one philosopher's stone at a time and only you can gain the stone's benefits. As long as you possess the stone, you gain the following benefits:

  • Whenever you finish a short rest, you regain all expended reagent dice.

  • Using the stone's transmutation magic, you can brew potions as an action, instead of in 10 minutes.

  • You age 10 times slower than normal, and your age cannot be magically changed.

Additionally, you learn the following formula, which doesn't count against the total number of formulae you know:

Nuclear Bomb

By replacing your bomb's explosive reagent with your philosopher's stone, you can change it into a nuclear bomb. A nuclear bomb deals 10d10 + 100 force damage instead of its normal fire damage, has a blast radius of 1 mile, and completely destroys the philosopher's stone. Additionally, each creature within the blast radius that fails its saving throw takes full damage, instead of half damage, and each creature that succeeds its saving throw takes half damage, instead of no damage

Podtřídy

Amorist
MFoV-CAR
Apothecary
MFoV-CAR
Ionizer
MFoV-CAR
Mad Bomber
MFoV-CAR
Mutagenist
MFoV-CAR
Ooze Rancher
MFoV-CAR
Venomsmith
MFoV-CAR

Vlastnosti podtřídy

Amorist

Armorist (Level 2)

The study of mind-affecting alchemy is a delicate one, practiced only by a small number of alchemists, known as amorists. Often called "love doctors" by their clientele, amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, amorists can also craft pungent pheromone bombs which can even soften the hearts of terrible monsters.

Bonus Proficiencies

When you select this field of study at 2nd level, you gain proficiency in the Deception and Persuasion skills.

Pheromone Bomb

Starting at 2nd level, you can craft pheromone bombs. By replacing your bomb's explosive reagent with a potent pheromone you can change it into a pheromone bomb. A pheromone bomb deals requires a Wisdom saving throw instead of a Dexterity save. The bomb deals no damage, and instead causes the target, as well as each creature within the blast radius that fails its saving throw, to be charmed by you until the end of its turn or it takes damage.

Magnetic Personality (Level 6)

Starting at 6th level, you can add your Intelligence modifier to Charisma checks that you make.

Alchemical Perfume (Level 10)

Beginning at 10th level, you wear an aromatic mindaltering perfume which endears others to you. When a hostile creature within 5 feet of you makes an attack roll against you, it must make a Wisdom saving throw against you bomb save DC or have disadvantage on the attack roll. Once a creature succeeds on this saving throw, it is immune to this effect for 24 hours. Creatures which are immune to being charmed automatically succeed this save.

Alchemical Romance (Level 18)

Starting at 18th level, during a long rest, you can spend 4 reagent dice to make an extremely potent potion of true love. This potion acts much like a philter of love, except that when you make the potion, you choose the creature the target regards as its true love, provided the target knows the creature or meets it within 24 hours of consuming the potion. Additionally, this effect lasts indefinitely, ended only when you make a new potion of true love, or the effect is removed with a remove curse spell or similar magic. When this potion's effects are ended on a target, it regards the creature it once loved with total disgust, and can never love that creature again.

Apothecary

Apothecary (Level 2)

Many practically-minded alchemists assume the role of the apothecary, for adventuring parties always needs a healer, and clerics might be in short supply. During their downtime, such alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. Apothecaries are constantly at work studying potions and herbology, preferring to learn how to mend the body, rather than destroy it.

Bonus Proficiencies

When you choose this field of study at 2nd level, you gain proficiency with the Medicine skill.

Formula: Painkiller Bomb

At 2nd level, you can create painkiller bombs. By mixing your bomb's explosive reagent with a slurry of analgesic oil, you can change it into a painkiller bomb. A painkiller bomb deals no damage, and instead grants each creature within its blast radius temporary hit points equal to 1d8 plus half your alchemist level, which last until the end of your next turn. This bomb has no effect on constructs and undead.

Potion Toss (Level 6)

Starting at 6th level, you've developed a chemical mechanism to deliver potions more effectively to distant allies. You can use your action to hurl a potion at a willing creature within 20 feet of you. The target gains the benefit as if they had drank the potion normally.

Self-Medication (Level 10)

By 10th level, you've tested out your own tolerances to painkillers such that you can take a small measure regularly without ill effect. Whenever you drink a potion that has the effect of restoring your hit points (even if you already have all of your hit points), you gain advantage on saving throws until the end of your next turn.

Alchemical Resurrection (Level 18)

Starting at 18th level, your medicines are potent enough to rouse the dead. By using your action to mix 500 gp worth of diamond dust into a potion of superior healing or a potion of supreme healing, you create a potion of raise dead. Pouring this concoction on a humanoid corpse that has been dead no longer than 10 days as an action causes the effect of the raise dead spell.

Ionizer

Ionzier (Level 2)

Research into alchemical alternatives to devices such as blasters or personal shield emitters is practiced by very few alchemists, more out of scientific curiosity rather than true innovative spirit. A select few, however, become true masters in energy manipulation. These so-called ionizers can bend most forms of energy to their will using sophisticated alchemical reactions.

Dark Matter

The Ionizer Field of Study uses blaster rules included in the book Dark Matter.

Bonus Proficiencies

When you select this field of study at 2nd level, you gain proficiency in the Technology skill.

Plasma Bomb

At 2nd level, you can craft plasma bombs. By replacing your bomb's explosive reagent with an ion-fluxer, you can change it into a plasma bomb. A plasma bomb deals radiant damage instead of fire damage. When you hit a creature with this bomb, an intense attractive force causes it to permanently stick to the creature, exploding and dealing damage as normal at the end of the creature's turn.

Heatsink (Level 6)

By 6th level, you've learned an alchemical trick to channel excess heat away from a blaster, normalizing its temperature. Once per turn, you can use an action or a bonus action to supercool a blaster you touch. The next time this blaster would overheat within the next minute, it automatically cools down and stops being overheated. If you supercool a blaster that is overheated, it immediately stops being overheated.

You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.

Electromagnetic Shield (Level 10)

Starting at 10th level, you have discovered a way to deflect harmful projectiles by reverse engineering a plasma bomb. As a reaction when you would be hit by a ranged weapon attack that deals force, lightning, necrotic, or radiant damage, you can roll a d6. On a roll of 6, the attack misses you.

Energetic Discharge (Level 18)

At 18th level, you create a fist-sized "discharge device" that can absorb, store, and redirect small amounts of any energy that hits you. When you use your Electromagnetic Shield feature, regardless of your roll, your discharge device gains 1 charge, to a maximum of 10. Charges last for 24 hours. As a bonus action on your turn, you can expend any number of stored charges and make a ranged attack roll against a target within 60 feet. On a hit, the target takes 1d8 force or radiant damage (your choice) for each charge expended.

Mad Bomber

Mad Bomber (Level 2)

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.

Blasting Specialty

Starting when you choose this field of study at 2nd level, your bombs deal double damage to objects and structures.

Formula: Shrapnel Bomb

At 2nd level, you can create shrapnel bombs. By augmenting your bomb's explosive reagent with metal bearings, you can change it into a shrapnel bomb. A shrapnel bomb deals piercing damage instead of fire damage, has d8 damage dice, and explodes in a 10-foot radius.

Timed Demolition (Level 6)

At 6th level, you've learned how to set bombs to explode on a delay. When you take the Use an Object action to prime a bomb and throw it, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to one minute. Following this duration, the bomb detonates at the end of your turn.

Blast Shield (Level 10)

Starting at 10th level, you have developed an elemental plating to protect you from hazardous energies. You gain resistance to your choice of acid, cold, fire, or lightning damage and can change your selection whenever you finish a long rest.

Formula: Black Powder Bomb (Level 18)

Beginning at 18th level, you can craft the dreaded black powder bombs. By replacing your bomb's explosive reagent with a charge of black powder, you can change it into a black powder bomb. A black powder bomb has d12 damage dice.

Mutagenist

Mutagenist (Level 2)

The study of alchemy is fundamentally the study of transformation. All alchemists transmute mundane materials into magical substances: potions, elixirs, and bombs, yet some take it one step further. You have discovered the secrets of the mutagen, the very keystone of transmutation, which allows you to transform your very body, gaining supernatural strength or speed, sprouting additional limbs or claws, or thickening your skin into a stony aegis.

Bonus Proficiencies

At 2nd level, you gain proficiency in your choice of the Acrobatics or Athletics skill, as well as in the use of shields.

Mutagen

Beginning at 2nd level, you can use your bonus action to inject yourself with a powerful transmutative potion known as a mutagen. You gain one of the following benefits of your choice for 1 minute, or until you use your bonus action to inject yourself with a different mutagen:

Strength

Your Strength score increases by 3, to a maximum of 20. Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make unarmed strikes. On a hit, you deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage of this attack is bludgeoning, piercing, or slashing, as appropriate for the natural weapon.

Dexterity

Your Dexterity score increases by 3, to a maximum of 20. Additionally, your movement speed increases by 5 feet.

Constitution

Your Constitution score increases by 3, to a maximum of 20. When you gain this increase, your current and maximum hit points increase accordingly with your new Constitution score, but when this effect ends, both your current and maximum hit points decrease by the same amount.

Shared Mutagen (Level 6)

At 6th level, you've created a formulation of your mutagens generic enough to safely be injected into others. You can use your action and spend a reagent die to inject a willing creature within 5 feet of you with a mutagen of your choice. A creature can only be under the effect of one mutagen at a time. Once you have injected another creature with a mutagen, you can't do so again until the original mutagen ends.

Advanced Mutation (Level 10)

Starting at 10th level, whenever you inject yourself with a mutagen, you can choose one of the following additional mutations:

Hyperelastic

Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your melee weapon attacks gain the Reach property, if they did not already have them. Additionally, you have advantage on ability checks you make to escape grapple or slip binds.

Mucilaginous

Your skin secretes a thick, extremely sticky substance which helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a climbing speed equal to your walking speed. Additionally, creatures have disadvantage on ability checks made to escape grapple with you.

Polybrachia

You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant you any additional actions.

Mutated Blood (Level 18)

By 18th level, your mutagens have permanently altered your biology. Choose Strength, Dexterity, or Constitution. This ability score increases by 2 and its maximum becomes 22. Once you have chosen an ability score, this selection can't be altered.

Ooze Rancher

Ooze Rancher (Level 2)

Unsurprisingly, oozes, jellies, and slimes are a fascinating subject of subject for alchemists who wish to piece together how inanimate chemicals can form together and rise up in a moving, hungry mass. The answer to this question may very well be at the heart of alchemy itself. Alchemists which choose to research slimes in depth are called ooze ranchers, for they breed and keep numerous slimes to experiment upon.

Ooze Empathy

Starting when you choose this field of study at 2nd level, you've developed a pheromone mix which engenders all kinds of slime to you. Whenever an ooze tries to attack you, it must make a Wisdom saving throw against your bomb save DC. On a failed save, its attack misses. On a successful save, the ooze is immune to this feature for the next 24 hours.

Formula: Slime Bomb

At 2nd level, you can create slime bombs. By mixing your bomb's explosive contents with the remnants of an ooze, you can change it into a slime bomb. A slime bomb deals no damage, but coats each creature within the blast radius in a viscous, green slime. No creature coated in slime can take the Dash action or the Disengage action. Slime can be removed by dousing a creature with a gallon of water or by taking an action to remove most of it.

Bottled Oozes (Level 6)

Starting at 6th level, you've learned a clever alchemical trick for condensing oozes into denser states and storing them in stasis for later use. Whenever you brew potions, you can spend 2 reagent dice to create an Ooze Bottle.

Liquid Anatomy (Level 10)

By 10th level, your experiments with ooze alchemy has resulted in injecting yourself with a measure of ozoplasm, a fundamental substance which composes oozes and slimes. As a result, you can move through any space as narrow as 1 inch wide without squeezing (though your equipment does not similarly compress). Moreover, you take no additional damage from critical hits.

Ooze Jug (Level 18)

Beginning at 18th level, you've solved the major problem preventing large oozes from being bottled: you just needed a much larger bottle. You have one ooze jug, which functions like an Ooze Bottle, but contains a larger ooze. You can only have one ooze jug at a time and it can only contain one ooze at a time. You can fill it with the following oozes when you brew potions:

OozeCost

Ochre Jelly

4 reagent dice

Gelatinous Cube

8 reagent dice

Black Pudding

10 reagent dice

Venomsmith

Venomsmith (Level 2)

For every alchemist that has devoted his or her life to healing the sick and infirm, there is another with a darker calling. Commonly called poisoners or venomsmiths, these alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin's guild or performing assassinations themselves, a venomsmith's presence is usually accompanied by untimely death.

Poisoner

Beginning when you choose this field of study at 2nd level, you gain the Poisoner discovery. Until you reach 3rd level, you have 2 reagent dice which can spend only on crafting poisons using this discovery. You can't later replace this discovery with a different one when you gain a level in this class.

Additionally, when you deal poison damage to a creature, you ignore resistance to poison damage and you treat immunity to poison damage as resistance instead, dealing half damage.

Formula: Venom Bomb

At 2nd level, you can create venom bombs. By mixing a few drops of a fast-acting toxin into your bomb's explosive components, you can change it into a venom bomb. A venom bomb deals poison damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, have disadvantage on the next Strength, Dexterity, or Constitution saving throw it makes before the end of its next turn.

Alchemical Assassin (Level 6)

Beginning at 6th level, you are adept at applying poisons without being seen. You have advantage on Dexterity (Sleight of Hand) checks you make to add ingested poisoned to food or drink, to apply poison to a weapon you are holding without being seen, or to place a vial of poison on another person without them noticing.

Mithridatism (Level 10)

By 10th level, by administering yourself small doses of various poisons and toxins, you have developed immunity to their ravages. You have immunity to poison damage and to being poisoned.

Toxic Recompense (Level 18)

Starting the 18th level, whenever a creature within 5 feet of you hits you with a melee attack, you can use your reaction to unleash a spray of poisonous vapor. The attacker must make a Constitution saving throw against your bomb save DC or be poisoned for 1 minute. While poisoned, the creature takes 1d10 poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.