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Alchemist

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, bombs
tools: Alchemist’s supplies, herbalism kit
saving throws: Dexterity, Intelligence
skills: Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted to you 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) a vial of acid, (b) a vial of alchemist’s fire, or (c) a vial of basic poison
  • Leather armor and a dagger
spellcasting:
class features:

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 any ability check you make to identify herbs, potions, poisons, or other alchemical substances. This bonus stacks with your normal proficiency bonus, if you would add that already.  

Bombs

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. For you the cost of materials necessary to create these bombs is negligible. After 24 hours, an unused bomb becomes inert. The statistics of a bomb are shown in the Bomb sidebar above.

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 bomb’s explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Dexterity, to the bomb’s damage roll. Additionally, when you throw a bomb in this way, its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

  Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier  
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1lb Finesse, Special, Thrown (range 30/90)
subclass options:
LevelProf BonusFormula KnownReagent DiceDiscoveries KnownFeatures
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