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Middle Finger of Vecna; Alchemist.json
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Middle Finger of Vecna; Alchemist.json
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{
"$schema": "../schema.json",
"_meta": {
"sources": [
{
"json": "MFOV:A",
"full": "Alchemist Class",
"abbreviation": "MFoV",
"authors": [
"Middle Finger of Vecna"
],
"url": "http://mfov.magehandpress.com/2016/01/alchemist.html",
"version": "2017.05.03"
}
],
"optionalFeatureTypes": {
"Bo:A": "Bomb Formula",
"Di:A": "Discovery"
},
"dateAdded": 1545342498,
"dateLastModified": 1545342498
},
"class": [
{
"name": "Alchemist",
"source": "MFOV:A",
"hd": {
"number": 1,
"faces": 6
},
"proficiency": [
"dex",
"int"
],
"startingProficiencies": {
"armor": [
"light"
],
"weapons": [
"simple"
],
"tools": [
"Alchemist's Supplies"
],
"skills": [
{
"choose": {
"from": [
"arcana",
"history",
"insight",
"medicine",
"nature",
"perception",
"sleight of hand",
"survival"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) 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) an {@item explorer's pack|PHB} or (b) a {@item scholar's pack|PHB}",
"{@item alchemist's supplies|PHB} and a {@item component pouch|PHB}",
"{@item leather armor|PHB} and {@item dagger|PHB|two daggers}"
],
"defaultData": [
{
"a": [
"light crossbow|phb",
"Crossbow Bolts (20)|phb"
],
"b": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"explorer's pack|PHB"
],
"b": [
"scholar's pack|PHB"
]
},
{
"_": [
"alchemist's supplies|PHB",
"component pouch|PHB"
]
},
{
"_": [
"leather armor|PHB",
"dagger|PHB"
]
}
]
},
"fluff": [
{
"source": "MFOV:A",
"page": 1,
"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, 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.",
{
"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 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."
]
},
{
"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."
]
},
{
"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? 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.",
{
"name": "Quick Build",
"entries": [
"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."
]
}
]
}
],
"name": "Alchemist",
"type": "section"
},
{
"source": "MFOV:A",
"page": 12,
"entries": [
{
"type": "inset",
"name": "Sidebar: School of Alchemy",
"entries": [
"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."
]
}
],
"type": "section"
}
],
"classTableGroups": [
{
"colLabels": [
"Bomb Damage"
],
"rows": [
[
"1d10"
],
[
"1d10"
],
[
"1d10"
],
[
"2d10"
],
[
"2d10"
],
[
"2d10"
],
[
"2d10"
],
[
"3d10"
],
[
"3d10"
],
[
"3d10"
],
[
"4d10"
],
[
"4d10"
],
[
"4d10"
],
[
"4d10"
],
[
"5d10"
],
[
"5d10"
],
[
"5d10"
],
[
"6d10"
],
[
"6d10"
],
[
"6d10"
]
]
},
{
"colLabels": [
"{@filter Discoveries Known|optionalfeatures|source=null|feature type=Di:A}",
"{@filter Bomb Formulae Known|optionalfeatures|source=null|feature type=Bo:A}"
],
"rows": [
[
0,
0
],
[
0,
3
],
[
0,
3
],
[
0,
3
],
[
2,
4
],
[
2,
4
],
[
2,
4
],
[
3,
5
],
[
3,
5
],
[
3,
5
],
[
4,
6
],
[
4,
6
],
[
4,
6
],
[
4,
6
],
[
5,
7
],
[
5,
7
],
[
5,
7
],
[
6,
8
],
[
6,
8
],
[
6,
9
]
]
}
],
"classFeatures": [
"Natural Philosopher|Alchemist|MFOV:A|1",
"Bombs|Alchemist|MFOV:A|1",
"Bomb Formulae|Alchemist|MFOV:A|2",
{
"classFeature": "Field of Study|Alchemist|MFOV:A|3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Alchemist|MFOV:A|4",
"Firecracker|Alchemist|MFOV:A|4",
"Discoveries|Alchemist|MFOV:A|5",
"Brew Potions|Alchemist|MFOV:A|6",
{
"classFeature": "Field of Study Feature|Alchemist|MFOV:A|7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Alchemist|MFOV:A|8",
"Brew Potions (Improved)|Alchemist|MFOV:A|9",
{
"classFeature": "Field of Study Feature|Alchemist|MFOV:A|10",
"gainSubclassFeature": true
},
"Ability Score Improvement|Alchemist|MFOV:A|12",
"Evasion|Alchemist|MFOV:A|13",
"Brew Potions (Improved)|Alchemist|MFOV:A|14",
"Ability Score Improvement|Alchemist|MFOV:A|16",
{
"classFeature": "Field of Study Feature|Alchemist|MFOV:A|17",
"gainSubclassFeature": true
},
"Ability Score Improvement|Alchemist|MFOV:A|19",
"Philosopher's Stone|Alchemist|MFOV:A|20"
],
"subclassTitle": "Field of Study"
}
],
"optionalfeature": [
{
"name": "Acid Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Forceful Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Frost Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Holy Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Implosion Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Laughing Gas Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Lightning Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Nonlethal Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Oil Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Psionic Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Seeking Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Smoke Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Sonic Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Stink Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Thorn Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Tanglefoot Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Teleportation Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Withering Bomb",
"source": "MFOV:A",
"featureType": [
"Bo:A"
],
"entries": [
"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."
]
},
{
"name": "Alchemist Apron",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Alchemist Goggles",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"You have invented a pair of goggles which enhance your sight and protect your eyes. While wearing the alchemist goggles, you gain {@sense 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 {@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."
]
},
{
"name": "Arcane Study",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"You learn two cantrips of your choice from the wizard's spell list. Your casting modifier for these cantrips is Intelligence."
]
},
{
"name": "Aqua Fortis",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Ballistics Research",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"You learn one additional bomb formula. You can select this discovery multiple times. Each time you do so, you must select a different formula."
]
},
{
"name": "Blast Coat",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Clotting Agent",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Crafting Homunculus",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"Using a special alchemical process requiring 8 hours of work, you can create a {@creature homunculus|MM} (Monster Manual pg. 188.) A homunculus functions as a familiar summoned by the find familiar spell, with several differences:",
{
"type": "list",
"items": [
"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."
]
}
]
},
{
"name": "Detonation Theorem",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"When you throw a bomb, you can add your Intelligence modifier, instead of Strength or Dexterity, to its attack roll."
]
},
{
"name": "Explosive Missile",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Fire Eater",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Fire in the Hole",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Landmine",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Poisoner",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"feature": [
"Brew Potions feature"
]
}
],
"entries": [
"You have extensively studied poisonous herbs, and you know how to mix them into potent poisons. You gain proficiency with the {@item poisoner's kit|PHB}. During a short or long rest, you can brew a vial of {@item Basic Poison (vial)|PHB|basic poison} for 1 alchemy point or a vial of {@item Serpent Venom (Injury)|DMG|serpent venom} for 2 alchemy points. The poison retains potency for 24 hours, after which it becomes inert."
]
},
{
"name": "Reflexive Toss",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"You can throw a bomb as an Opportunity Attack, even if you have already thrown a bomb on your turn."
]
},
{
"name": "Syringe",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"entries": [
"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."
]
},
{
"name": "Draught of Necromancy",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 8
}
}
],
"entries": [
"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 {@spell animate dead|PHB} spell. This potion loses potency after 24 hours."
]
},
{
"name": "Grenadier",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 8
},
"feature": [
"Mad Bomber Field of Study"
]
}
],
"entries": [
"When you take the {@action Attack} action and attack with a weapon that you're holding in one hand, you can use a bonus action to throw a bomb."
]
},
{
"name": "Lazarus Bolt",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 8
},
"feature": [
"Apothecary Field of Study"
]
}
],
"entries": [
"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."
]
},
{
"name": "Rocket Bomb",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 8
}
}
],
"entries": [
"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."
]
},
{
"name": "Alchemy of Influence",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 11
},
"feature": [
"Brew Potions feature"
]
}
],
"entries": [
"You can brew potions of {@item potion of clairvoyance|DMG|clairvoyance} and {@item potion of mind reading|DMG|mind reading} and {@item philter of love|DMG|philters of love} for 2 alchemy points each, and potions of {@item potion of animal friendship|DMG|animal friendship} for 1 alchemy point each."
]
},
{
"name": "Alchemy of Life",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 11
},
"feature": [
"Brew Potions feature"
]
}
],
"entries": [
"You can brew potions of {@item potion of invulnerability|DMG|invulnerability} and {@item potion of vitality|DMG|vitality} for 2 alchemy points each, and potions of {@item potion of superior healing|DMG|superior healing} for 3 alchemy points each."
]
},
{
"name": "Construct Bomb",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 11
}
}
],
"entries": [
"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"
]
},
{
"name": "Alchemy of Change",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 15
},
"feature": [
"Brew Potions feature"
]
}
],
"entries": [
"You can brew potions of {@item potion of fly|DMG|fly} and {@item potion of gaseous form|DMG|gaseous form} for 3 alchemy points each and potions of {@item potion of diminution|DMG|diminution} for 1 alchemy point each."
]
},
{
"name": "Shaped Charge",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 15
},
"feature": [
"Mad Bomber Field of Study"
]
}
],
"entries": [
"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."
]
},
{
"name": "Elixir of Life",
"source": "MFOV:A",
"featureType": [
"Di:A"
],
"prerequisite": [
{
"level": {
"class": {
"name": "Alchemist",
"source": "MFOV:A"
},
"level": 15
},
"feature": [
"Apothecary Field of Study"
]
}
],
"entries": [
"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."
]
}
],
"classFeature": [
{
"name": "Natural Philosopher",
"source": "MFOV:A",
"className": "Alchemist",
"classSource": "MFOV:A",
"level": 1,
"entries": [
"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."
]
},
{
"name": "Bombs",
"source": "MFOV:A",
"className": "Alchemist",
"classSource": "MFOV:A",
"level": 1,
"entries": [
"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 {@dice 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.",
{
"name": "Saving Throws",
"entries": [
"When you bombs call for a saving throw, its save DC is calculated as follows:",
{
"type": "abilityDc",
"name": "Bomb",
"attributes": [
"int"
]
}
]
}
]
},
{
"name": "Bomb Formulae",
"source": "MFOV:A",
"className": "Alchemist",
"classSource": "MFOV:A",
"level": 2,
"entries": [