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LLComplete; Alchemist Redux.json
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LLComplete; Alchemist Redux.json
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{
"_meta": {
"sources": [
{
"json": "MFoV_CAR",
"abbreviation": "MFoV",
"full": "Complete Alchemist Redux",
"authors": [
"Middle Finger of Vecna"
],
"convertedBy": [
"LL",
"Lxran#2292"
],
"version": "1.0",
"url": "http://mfov.magehandpress.com/2019/01/alchemist-redux.html",
"targetSchema": "1.0.0"
}
],
"optionalFeatureTypes": {
"BO": "Bomb Formula",
"DI": "Discovery"
},
"dateAdded": 1552865157,
"dateLastModified": 1601339123
},
"class": [
{
"name": "Alchemist",
"source": "MFoV_CAR",
"hd": {
"number": 1,
"faces": 6
},
"proficiency": [
"dex",
"int"
],
"classTableGroups": [
{
"colLabels": [
"Formulae Known",
"Discoveries Known",
"Reagent Dice"
],
"rows": [
[
0,
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0
],
[
3,
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[
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"type": "dice",
"toRoll": [
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"faces": 10
}
]
}
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"toRoll": [
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"faces": 10
}
]
}
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"toRoll": [
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}
]
}
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"faces": 10
}
]
}
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"toRoll": [
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]
}
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}
]
}
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}
],
"startingProficiencies": {
"weapons": [
"Simple",
"Bomb"
],
"tools": [
"Herbalism Kit",
"Alchemist's Supplies"
],
"armor": [
"Light"
],
"skills": [
{
"choose": {
"from": [
"arcana",
"history",
"insight",
"medicine",
"nature",
"perception",
"sleight of hand",
"survival"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"{@item Leather armor|phb}, a {@item dagger|phb}, and {@item alchemist's supplies|phb}",
"(a) {@item explorer's pack|phb} or (b) a {@item scholar's pack|phb}",
"(a) {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}",
"(a) a {@item acid (vial)|phb|vial of acid} or (b) a {@item alchemist's fire (flask)|phb|flask of alchemist's fire}, or (c) a {@item basic poison (vial)|phb|vial of basic poison}"
],
"defaultData": [
{
"_": [
"leather armor|phb",
"dagger|phb",
"alchemist's supplies|phb"
]
},
{
"a": [
"explorer's pack|phb"
],
"b": [
"scholar's pack|phb"
]
},
{
"a": [
"light crossbow|phb",
"crossbow bolts (20)|phb"
],
"b": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"acid (vial)|phb"
],
"b": [
"alchemist's fire (flask)|phb"
],
"c": [
"basic poison (vial)|phb"
]
}
]
},
"classFeatures": [
"Natural Philosopher|Alchemist|MFoV_CAR|1",
"Bombs|Alchemist|MFoV_CAR|1",
"Bomb Formulae|Alchemist|MFoV_CAR|2",
{
"classFeature": "Field of Study|Alchemist|MFoV_CAR|2",
"gainSubclassFeature": true
},
"Reagent|Alchemist|MFoV_CAR|3",
"Discoveries|Alchemist|MFoV_CAR|4",
"Ability Score Improvement|Alchemist|MFoV_CAR|4",
"Flashbang|Alchemist|MFoV_CAR|5",
{
"classFeature": "Field of Study Feature|Alchemist|MFoV_CAR|6",
"gainSubclassFeature": true
},
"Additional Discoveries|Alchemist|MFoV_CAR|6",
"Potion Improvement|Alchemist|MFoV_CAR|7",
"Ability Score Improvement|Alchemist|MFoV_CAR|8",
"Additional Discoveries|Alchemist|MFoV_CAR|9",
{
"classFeature": "Field of Study Feature|Alchemist|MFoV_CAR|10",
"gainSubclassFeature": true
},
"Evasion|Alchemist|MFoV_CAR|11",
"Ability Score Improvement|Alchemist|MFoV_CAR|12",
"Additional Discoveries|Alchemist|MFoV_CAR|13",
"Potion Improvement|Alchemist|MFoV_CAR|14",
"Blast Coating|Alchemist|MFoV_CAR|15",
"Ability Score Improvement|Alchemist|MFoV_CAR|16",
"Additional Discoveries|Alchemist|MFoV_CAR|17",
{
"classFeature": "Field of Study Feature|Alchemist|MFoV_CAR|18",
"gainSubclassFeature": true
},
"Ability Score Improvement|Alchemist|MFoV_CAR|19",
"Philosopher's Stone|Alchemist|MFoV_CAR|20"
],
"subclassTitle": "Field of Study",
"fluff": [
{
"entries": [
"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, into 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.",
{
"type": "entries",
"name": "Chemical Reactions",
"entries": [
"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 regularly apply this knowledge to create bombs.",
"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."
]
},
{
"type": "entries",
"name": "Serums and Tinctures",
"entries": [
"More experienced alchemists learn to mix less volatile substances into potions, alchemical concoctions which replicate magical effects. These potions range from the medicinal, such as potions of healing, to the transformative, such as potions of gaseous form, to the downright deadly, such as potions of poison. Undisputed masters of potions, alchemists constantly innovate with new formulations and preparations, improving their potions into magic items in their own right."
]
},
{
"type": "entries",
"name": "Elemental Sciences",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Creating an Alchemist",
"entries": [
"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?",
"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",
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Choose any background."
]
}
]
}
],
"name": "Alchemist",
"type": "section"
}
]
}
],
"optionalfeature": [
{
"name": "Acid Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an acid bomb. An acid bomb deals acid damage instead of fire damage and has {@dice d4} damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, takes the same amount of damage again at the end of its turn."
]
},
{
"name": "Black Powder Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 18,
"subclass": {
"name": "Mad Bomber",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
" 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 {@dice d12} damage dice."
]
},
{
"name": "Bramble Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By adding a potent fertilizer to your bomb's explosive contents, you can change it into a bramble bomb. A bramble bomb deals no damage, and instead causes tough, thorny brambles to sprout from any area of natural ground within the bomb's blast radius, which becomes difficult terrain. Additionally, if a creature in the blast radius is prone when the bomb detonates, it is enveloped by the brambles and must make a Strength ({@skill Athletics}) check opposed by your bomb save DC in order to move or stand. The brambles shrivel and die after 1 minute."
]
},
{
"name": "Cryo Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a piece of ice nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, has {@dice 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, has its speed decreased by 10 feet until the end of its next turn."
]
},
{
"name": "Holy Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By adding a few drops of holy water to your bomb's explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage and has {@dice d8} damage dice, unless the target is a celestial, fiend, or undead. The bomb's damage dice are {@dice d6}s against celestials and a {@dice d12}s against fiends and undead."
]
},
{
"name": "Impact Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a more reactive one, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage and has {@dice d8} damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is pushed 5 feet away from the center of the blast."
]
},
{
"name": "Incendiary Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By adding a thickening agent to your bomb's explosive contents, you can change it into an incendiary bomb. An incendiary bomb has {@dice d6} damage dice. Additionally, the area of the blast radius is engulfed in flames which persist until the beginning of your next turn. Flammable objects in this area that aren't being worn or carried ignite. Any creature that ends its turn in this area takes half the bomb's damage."
]
},
{
"name": "Laughing Gas Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a laughing gas bomb. A laughing gas bomb deals poison damage instead of fire damage, has {@dice d6} 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, falls {@condition prone} in a fit of laughter. Once a creature is targeted by this bomb or succeeds on a saving throw against it, it does not fall {@condition prone} on subsequently failed saving throws."
]
},
{
"name": "Lightning Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage and has {@dice d8} damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can't take reactions until the end of its next turn."
]
},
{
"name": "Nonlethal Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a pouch of rubber pellets, you can change it into a nonlethal bomb. A nonlethal bomb deals bludgeoning damage instead of fire damage and has {@dice d8} damage dice. If damage from this bomb drops a creature to 0 hit points, it knocks the creature out, rather than dealing a killing blow, rendering the creature {@condition unconscious} and stable. Additionally, this bomb's rubber projectiles bounce around corners, ignoring half and threequarters cover for targets within the blast radius."
]
},
{
"name": "Oil Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive contents with a few drops of a super-surfactant, you can change it into an oil bomb. An oil bomb does not deal damage, but coats each creature within the blast radius in a sticky, flammable oil. The next time a creature coated in oil takes fire damage, it takes an additional {@dice d6} damage for each die of fire damage rolled. Oil can be removed by dousing a creature with a gallon of water."
]
},
{
"name": "Painkiller Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Apothecary",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
"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 {@dice 1d8} plus half your alchemist level, which last until the end of your next turn. This bomb has no effect on constructs and undead."
]
},
{
"name": "Pheromone Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Amorist",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
"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 {@condition charmed} by you until the end of its turn or it takes damage."
]
},
{
"name": "Plasma Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Ionizer",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
"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."
]
},
{
"name": "Psionic Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive contents with dust from a psionic crystal, you can change it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage, has {@dice d6} damage dice, and requires a Wisdom saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, makes ability checks to concentrate on spells with disadvantage until the end of its next turn."
]
},
{
"name": "Quiet Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a wad of thermal cotton, you can change it into a quiet bomb. A quiet bomb has {@dice d8} damage dice. When this bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light given off by its blast. Creatures have disadvantage on ability checks to detect that this bomb was detonated nearby."
]
},
{
"name": "Seeking Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a powerful lodestone, you can change it into a seeking bomb. A seeking bomb has {@dice d6} damage dice. You don't suffer disadvantage from making a ranged attack using this bomb while you are within 5 feet of a hostile creature."
]
},
{
"name": "Shrapnel Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Mad Bomber",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
"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 {@dice d8} damage dice, and explodes in a 10-foot radius."
]
},
{
"name": "Slime Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Ooze Rancher",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
" 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 {@action Dash} action or the {@action 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."
]
},
{
"name": "Smoke Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By removing your bomb's explosive reagent entirely, you can change it into a smoke bomb. A smoke bomb deals no damage but fills a 10-foot radius sphere with smoke. This fog 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 (atleast 10 miles per hour) disperses it. Once you throw one of these bombs, you can't throw another for 1 minute."
]
},
{
"name": "Sonic Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive contents with a few drops of air elemental essence, you can change it into a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, has {@dice d6} 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, is {@condition deafened} until the end of its next turn."
]
},
{
"name": "Stink Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, has {@dice 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, has disadvantage on ability checks it makes before the end of its next turn."
]
},
{
"name": "Teleportation Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a glowing etherite crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation, if it explodes within 30 feet of you."
]
},
{
"name": "Thermobaric Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By replacing your bomb's explosive reagent with a delayed explosive, you can change it into a thermobaric bomb. A thermobaric bomb deals has {@dice d6} damage dice and explodes in a 10-foot radius sphere."
]
},
{
"name": "Venom Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"prerequisite": [
{
"level": {
"level": 2,
"subclass": {
"name": "Venomsmith",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
" 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 {@dice 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"
]
},
{
"name": "Withering Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By mixing your bomb's explosive components with a powerful desiccating agent, you can change it into a withering bomb. A withering bomb deals necrotic damage instead of fire damage, has {@dice 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, can't regain hit points until the end of its next turn."
]
},
{
"name": "Prismatic Bomb",
"source": "MFoV_CAR",
"featureType": [
"BO"
],
"entries": [
"By adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your bomb's explosive contents, you can change it into a prismatic bomb. A prismatic bomb deals damage randomly-determined instead of instead of fire damage, has {@dice d8} damage dice, and requires a randomly determined type of saving throw. Roll on each of the following tables.",
{
"type": "table",
"colLabels": [
"{@dice d6}",
"Damage"
],
"colStyles": [
"col-6 text-center",
"col-4-5 text-align-left "
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Fire"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Acid"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Lightning"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"Poison"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"Cold"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"Radiant"
]
]
},
{
"type": "table",
"colLabels": [
"{@dice d6}",
"Save"
],
"colStyles": [
"col-6 text-center",
"col-4-5 text-align-left "
],
"rows": [
[
{
"type": "cell",
"roll": {
"min": 1,
"max": 2
}
},
"Dexterity"
],
[
{
"type": "cell",
"roll": {
"min": 3,
"max": 4
}
},
"Constituion"
],
[
{
"type": "cell",
"roll": {
"min": 5,
"max": 6
}
},
"Wisdom"
]
]
}
]
},
{
"name": "Advanced Poisoner",
"source": "MFoV_CAR",
"featureType": [
"DI"
],
"prerequisite": [
{
"level": {
"level": 13,
"subclass": {
"name": "Venomsmith",
"source": "MFoV_CAR",
"visible": true
},
"class": {
"name": "Alchemist",
"source": "MFoV_CAR"
}
}
}
],
"entries": [
"Your morbid research into the most vicious, exotic poisons has revealed how to synthesize the following poisons when you brew potions:",
{
"type": "table",
"colLabels": [
"Poison",
"Cost"
],
"colStyles": [
"col-6 text-center",
"col-4-5 text-align-left "
],
"rows": [
[
"{@item Burnt Othur Fumes}",
"3 reagent dice"
],
[
"{@item Crawler Mucus}",
"3 reagent dice"
],
[
"{@item Drow Poison}",
"3 reagent dice"