Skip to content

Alchemist’s Bomb

Prerequisite: Crafting (Alchemist)

Tags: Multiple

Cost: 5 Points

You are adept at swiftly mixing various volatile chemicals and infusing them with extra chemicals to create more powerful bombs, called Alchemist’s Bombs, that you can hurl at your enemies. You can make and use a number of Alchemist’s Bombs every 24 hours equal to your Proficiency Score, a fourth of these slots are renewed after a short rest. Bombs created this way are unstable and, if not used within a minute from when they are created, they degrade and become inert. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst found in an Alchemist Supply Kit. Most who possess this trait create a number of catalyst vials at the start of the day equal to the total number of bombs they can create that day since, unlike the final result, a catalyst vial remains usable for years.

Drawing the components of, creating, and throwing this type of bomb requires a double action that provokes attacks of opportunity. They have a range of 20 feet and are treated as a Ranged attack. On a direct hit, an Alchemist’s Bomb inflicts a number of d8s fire damage equal to half your Proficiency Score plus 5 for each die. It has a splash radius of 5 feet. Splash damage from an Alchemist’s Bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d8+10 fire damage on a direct hit, its splash damage would be 12 fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to your Proficiency Score plus the modifier of one of the following ability scores: Intelligence, Wisdom, or Charisma.

This trait can be taken multiple times to a maximum of 6 times. Each time you gain one of the following types to apply to a bomb: Acid, Concussive, Delayed, Explosive, Force, Frost, Inferno, Madness, Poison, Shock, Smoke, Sticky, or Stink. When you take this trait again, you must select one of the types listed above and once selected this choice cannot be changed. When you create and throw a bomb you can apply one of any of the types that you have the ability to create.

Acid: When you create a bomb, you can choose to have it inflict acid damage instead of fire damage. Creatures that take a direct hit from an acid bomb take an additional 1d10 Persistent Damage with the acid tag a round later.

Concussive: When you create a bomb, you can choose to have it inflict sonic damage. Concussive bombs deal a number of d4s of sonic damage equal to your Proficiency Score. Creatures that take a direct hit from a concussive bomb are Deafened for 1 minute unless they succeed at a Fortitude save with the same DC used to avoid the splash damage.

Delayed: You can place a bomb so that it explodes a number of rounds after you cease contact with it. This delay can last any number of rounds equal to or less than your Proficiency Score. If at any point you reclaim possession of the delayed bomb, you can end the timer as an action and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates and splash damage to all adjacent creatures as normal. You cannot have more than one delayed bomb at one time. If you create another delayed bomb, the previous bomb becomes inert. A successful Thievery check with the same DC used to avoid the splash damage can neutralize a delayed bomb.

Explosive: Your bomb now has a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 Persistent Damage with the fire tag each round until the fire is extinguished. Extinguishing the flames is a double action that requires a Reflex save with the same DC used to avoid the splash damage. Rolling on the ground provides the target with advantage to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Force: When you create a bomb, you can choose to have it inflict force damage. Force bombs deal a number of d4s of force damage equal to your Proficiency Score. Creatures that take a direct hit from a force bomb are knocked Prone unless they succeed on a Reflex save with the same DC used to avoid the splash damage.

Frost: When you create a bomb, you can choose to have it inflict cold damage instead of fire damage. Additionally, creatures that take a direct hit from a frost bomb are Slowed 1 on their next turn unless they succeed on a Fortitude save with the same DC used to avoid the splash damage.

Inferno: The effects of the smoke created by an alchemist’s bomb obscure the area making all creatures Sensed unless they are next to each other in which case they are Concealed. Additionally, the smoke contains sparks and coals that deal a number of d4s fire damage equal to half your Proficiency Score to everything within it. This bomb’s effects fill an area with a 10 foot radius for 1 round per Proficiency Score. This bomb does not work under water.

Madness: This bomb does more than sear flesh — it sears the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb as normal and becomes Stupefied 2. The amount of damage dealt by a madness bomb is reduced by two dice and the Stupefied value by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of damage.

Poison: The effects of the smoke created by this alchemist’s bomb obscure the area making all creatures Sensed unless they are next to each other in which case they are Concealed. Additionally, this bomb deals a number of d4s poison damage equal to half your Proficiency Score to all living creatures within the area. They must attempt a Fortitude save with the same DC used to avoid the splash damage. On a success, the target takes half damage, minimum 0, and is Bolstered. On a failure, the target takes full damage. On a critical failure, the target must continue to save or take the same damage repeatedly for a number of rounds equal to your Proficiency Score, even after exiting the smoke. Holding one’s breath does not help. Creatures immune to poison are unaffected by this bomb. This bomb’s effects fill an area with a 10 foot radius for 1 round per Proficiency Score.

Shock: When you create a bomb, you can choose to have it inflict electricity damage instead of fire damage. Creatures that take a direct hit from a shock bomb are also Dazzled for 1d4 rounds.

Smoke: The effects of the smoke created by an alchemist’s bomb obscure the area making all creatures Sensed unless they are next to each other in which case they are Concealed. This bomb’s effects fill an area with a 30 foot radius for 1 round per Proficiency Score.

Sticky: This bomb does not deal damage to the target. Rather, it requires the target and all adjacent creatures to make a Reflex save with the same DC used to avoid the splash damage. On a success a target is unaffected. On a failure the target is Entangled for a maximum number of rounds equal to your Proficiency Score. On a critical failure the target is Immobile but can attempt an Athletics check to remove the condition, reducing it to Entangled as per a failure.

Stink: The effects of the smoke created by an alchemist’s bomb obscure the area making all creatures Sensed unless they are next to each other in which case they are Concealed. Additionally, the smoke contains nauseating vapors. All creatures within the smoke must attempt a Fortitude save with the same DC used to avoid the splash damage or become Sick 2, this persists even after the creature exits the smoke for another 1d4 rounds. Holding one’s breath does not help. Creatures immune to poison are unaffected by this bomb. This bomb’s effects fill an area with a 10 foot radius for 1 round per Proficiency Score.