PDA

View Full Version : D&D 5e/Next New Base Class Alchemist for 5e, ready for PEACH!



Newti
2016-02-29, 05:41 PM
5e Alchemist

When creating this class I used a lot of resources on this forum as inspiration, including other alchemist base class threads. Here is a list of the material I used.


Alchemist WIP based off of Pathfinder/MoE3.5 by BRKNdevil

The Alchemist! Bomber, potion maker, and researcher of knowledge! by daemonaetea

Alchemist - Potent Potables and Other Avenues of Medieval Science by xyianth

The Alchemist by TopCheese

Homebrew class - the Alchemist by Sammuthegreat

180 New spells



Notes before reading:


I am keeping the lore short/absent for now to speed up the reading. This version of the class is meant to be balanced and improved first. I will add the flavour text and lore around the abilities later. Phrasing is also not final yet...
This class is meant to be somewhere between the wizard/sorcerer and the cleric. Filling the role of a healer and damage dealer, but severely lacking in battlefield control.
Key advantages: No concentration saves (other aspects of concentration remain). The whole spell book is accessible at any time. Spell slots are flexible (even more than with the sorcerer). Can create potion versions of some self-only spells like blink, blur, fly, disguise self, etc.
Key disadvantages: Cannot cast spells in higher level slots. Can cast roughly 30% less spells per day than other full casters. Almost zero battlefield control. Spells have very limited range (25/50 resp. 40/80 ft.). No spell has a larger AoE than 15x15 ft. Shorter spell list than other full casters.
When talking about a feature - in particular concerning its balance - please include spells that would be problematic with this feature if applicable. That helps a lot!
If anything is unclear, please do ask!



Hit Points
Hit Dice: 1d6 per alchemist level
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

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies, Herbalism kit

Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Religion, Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch
(a) a dungeoneer’s pack or (b) a scholar’s pack
any simple weapon, alchemist's supplies, herbalism kit





Level
Proficiency Bonus
Features
Alchemical Supplies
Bomb Recipes Known


1st
+2
Crafting: Potion Brewing, Bomb Building
3
3


2nd
+2
Improvised Creation
3
4


3rd
+2
Guild Membership
6
4


4th
+2
Ability Score Improvement
8
6


5th
+3
Extra Bomb
12
6


6th
+3
Guild Feature
14
6


7th
+3
-
18
9


8th
+3
Ability Score Improvement
20
9


9th
+4
Improvised Creation
22
11


10th
+4
Philosopher's Stone
24
11


11th
+4
-
28
14


12th
+4
Ability Score Improvement
30
14


13th
+5
Guild Feature
32
16


14th
+5
Explosive Studies
34
16


15th
+5
-
40
18


16th
+5
Ability Score Improvement
42
18


17th
+6
-
44
20


18th
+6
Guild Feature
46
20


19th
+6
Ability Score Improvement
48
20


20th
+6
True Philosopher's Stone
50
22




Crafting

You have two books containing your crafting recipes: A potion compendium and a bomb manual.
At 1st level you learn how to brew basic potions and build simple bombs.


Alchemical Supplies

These are your crafting resources used to create bombs and brew potions as detailed in the following paragraphs. The maximum amount of alchemical supplies you can carry depends on your level and is listed in the Alchemist table. You cannot store more than this amount of alchemical supplies at any time. During each long rest you regain all expended alchemical supplies, but your unused creations will cease to function.
Alchemical supplies are stored in your components pouch. When you use them to craft a potion or bomb you only have to provide material components exceeding 1 gp in total value.


Crafting Ability Modifier

Intelligence is your crafting ability modifier for your alchemist creations. You use your Intelligence whenever a recipe refers to your spellcasting ability. In addition you use your Intelligence modifier when setting the saving throw DC for an alchemist bomb or potion and when making an attack roll to throw a bomb.

Crafting save DC = 8 + your proficiency bonus + your Intelligence modifier
Bomb attack modifier = your proficiency bonus + your Intelligence modifier

Potion Compendium

Mechanically, this book works just like a wizards spellbook, detailed in the PHB. You can copy spells into the book and replace it as written.
You do not know any cantrips. At 1st level you have a potion compendium containing three 1st-level alchemist spells of your choice. Each time you gain an alchemist level, you can add two alchemist spells of your choice to the compendium. None of these spells can be higher than half your level rounded up. Spells marked with an asterisk (*) produce complex potions. (Alchemist spells are listed at the end of this class description).
Instead of casting the spells in your spellbook, you can expend alchemical supplies equal to the spell's level and spend one minute per level of the spell to imbue the spell's effects into a potion. That potion will have a level equal to the spell's level used to create it and will take one action to drink. You can brew any potion with a recipe in your compendium at any time, providing you have enough alchemical supplies.

Limitations of your potions

No matter what the target of the spell used to create the potion is, even if it has multiple targets, the potion only affects the person drinking it and you take any decision involved in the casting of the spell while your brew the potion.
Unless noted otherwise, at the start of a long rest, all your unused potions created this way - active or not - will lose their magical properties. You may reactivate these potions after resting by spending an amount of alchemical supplies equal to the potion level. When you brew a complex potion, all other complex potions created by you - active or not - will permanently lose their magical properties. When you brew a potion of 6th level or higher, all potions created by you with the same potion level - active or not - will permanently lose their magical properties.
Potions need to be drank fully to have the desired effect. Pouring the potion over an object will have no effect other than consuming the potion.


Bomb Manual

At first level you can add three bomb recipes of your choice to the bomb manual. Your bomb options are detailed at the end of the class description. When you gain certain alchemist levels you gain additional bomb recipes of your choice, as shown in the Bomb Recipes Known column of the Alchemist table.
You can build the specified quantity of a bomb from a recipe you know at any time, using the amount of alchemical supplies noted in the recipe. You need one minute of focused crafting per alchemical supply used to build a bomb.

Properties of a Bomb

A bomb is either simple or complex. Each bomb has an impact effect and an area effect covering a 15x15 ft. square centered on the impact. When attempting to throw a bomb you use an action and chose a target creature, object or location. You can throw a bomb up to 25 feet or 50 feet with disadvantage. This range increases by five times your strength ability score modifier (decreasing for negative values). Roll a ranged bomb attack roll (d20 + your proficiency bonus + your Intelligence modifier) against the target's AC. The AC of an unoccupied 5 ft. square is zero and the AC of other objects is specified by your DM. If you miss with the bomb attack, the impact has no effect and the bomb drops in the closest 5 ft. square, unleashing its area effect. If you hit with the bomb attack, apply the impact effect only to the target and then unleash the area effect. The area effect will hit the impact target as well if it can.
A bomb explosion can be heard in a 50 ft. radius unless specified otherwise and is considered magic for all purposes. Unless noted otherwise, at the start of a long rest, all your unused bombs created this way will stop to function and need to be disassembled or maintained. To maintain a bomb, spend an amount of alchemical supply equal to the crafting cost of that bomb at the end of your rest.


Improvised Creation

​Starting at 2nd level, you are able to quickly create a bomb or potion from materials around you. On your turn, as a bonus action you gain half your alchemist level (rounded up) as alchemical supplies and instantly craft a bomb or potion recipe using a maximum of 5 alchemical supplies. Once you use this feature you must finish a long rest before you can use it again. Starting at 9th level you can use it twice before a long rest, but only once on the same turn.


Guild Membership

At 3rd level you chose a guild to continue perfecting your craft. Chose the Order of Asclepius or the Society of Engineers, both detailed at the end of this class description. The guild membership you choose grants you additional features at 3rd level and again at 6th, 14th and 18th level.


Extra Bomb

Beginning at 5th level, when you use your action to throw a bomb, you can use your bonus action to throw an additional bomb. You cannot throw more than one complex bomb on the same turn.


Philosopher's Stone

Starting at 10th level you can attempt to craft the legendary philosopher's stone. This process will take you 72 hours and cost a total of 7.000 gp.
As long as you are in possession of your philosopher's stone you gain the following benefits:

Your ageing speed is halved,
Potion of protection from energy* is no longer a complex potion for you,
During each long rest you can brew one permanent non-complex potion of level 1 or 2 at no cost. No more than three potions created that way can exist at the same time.

While holding the philosopher's stone in your hand, you gain resistance to poison and advantage on saving throws against poison.



Explosive Studies

Beginning at 15th level, when you are exposed to an effect form a bomb, trap or spell that allows you to make a Dexterity save to take only half damage, you can instead choose to use your Intelligence save.


True Philosopher's Stone

At 20th level you have finally unlocked the true secrets of the philosopher's stone. Attempting to craft it will take a week's time of work, cost a total of 25.000 gp and will replace your philosopher's stone.
As long as you are in possession of your true philosopher's stone you gain the following benefits:

Your ageing speed is halted,
Potion of protection from energy* and potion of fly* are no longer complex potions for you,
During each long rest you can brew one permanent non-complex potion of up to level 4 at no cost. No more than five potions created that way can exist at the same time.

While holding the true philosopher's stone in your hand, you gain resistance to poison and acid damage as well as immunity to the poisoned condition.




Guild Membership
Different alchemists choose different approaches to perfect their craft. The guild you join will reflect your approach.

Order of Asclepius
(description of guild - focus on potion brewing)

Potion Savant

Beginning when you select this guild at 3rd level, the gold and time you must spend to copy an alchemist spell into your potion compendium is halved.

Separation Techniques

Starting at 3rd level when you join this guild, you learn how to separate fluids back into their original components. At any time you can spend one minute per level of a potion to turn it back into the basic solvant, extracting alchemical supplies from it equal to the level of the potion.

Mending Brews

At 3rd level when you join this guild, you can decide to share you mending brews with your companions while resting. During a short rest, when you expend a hit dice to heal yourself and before you roll the dice, you can give a copy of that hit dice to a party member. This shared hit dice must be used immediately.

Potion Studies

Beginning at 6th level, you learn how to brew the simple potion of revivify and the complex potion of lesser haste*, a potion of haste* that lasts for 18 seconds. Additionally, the potion of levitate* and potion of enhance ability* are no longer complex potions for you.

Complexity Unravelled

Starting at 13th level, up to two complex potions you created can exist at the same time, but no creature can handle the effect of more than one complex potion created by you at a time. Attempting to will immediately end the effect of both potions and deal 3d8 poison damage to that creature.

Devotion to Reconstruction

At 18th level, you learn how to brew the potion of resurrection. Additionally, potions you created that directly restore health can be used one additional time before they are depleted.


The Society of Engineers
(description of guild - focus on bombs and trinkets)

Bomb Scrapper

Starting at 3rd level when you join this guild, you learn how to disassemble bombs, reclaiming the alchemical supplies used to make them. This process takes one minute for each alchemical supply retrieved.

Controlled Blast

At 3rd level when you join this guild, you learn how to better shape the blast of your bombs. Whenever you throw a bomb, you can exclude one 5x5 ft. square from the area effect of your bomb.

Self-Propelled Bombs

Beginning at 6th level, you attach small jets to your bombs, increasing your bomb attack range to 40 feet or 80 feet with disadvantage. This range still increases by five times your strength ability score modifier (decreasing for negative values).

Bigger, Better, Faster

Starting at 13th level, you found a new compound to make your things even bigger, better and faster. You start by attaching small rockets to your boots. During your turn you can use a bonus action to increase your movement speed and jump distance to 60 feet for 2 rounds. During this time you can also use your reaction to move up to 60 feet. Once you use this feature you must finish a short or long rest before you can use it again.
Additionally, on your turn you can use a bonus action and spend 1 alchemical supply to upgrade a bomb with your new compound. This will increase its area effect radius by 5 feet to a 25 ft. diameter sphere.

Devotion to Demolition

At 18th level, when you use your action to throw a bomb, you can use your bonus action to throw two additional bombs. You cannot throw more than one complex bomb on the same turn.


Alchemist Spell List (Potion Recipes)

Complex potions are marked with an asterisk (*).

Level 1: bless*, comprehend languages, cure wounds, disguise self, expeditious retreat*, false life, feather fall, heroism*, jump, longstrider, protection from evil and good*, sanctuary, shield of faith*, speak with animals, healing (2d4+4)

Level 2: aid, alter self*, barkskin*, beast sense*, blur*, darkvision, detect thoughts*, enhance ability*, enlarge/reduce*, find traps, flame blade*, invisibility*, lesser restoration, levitate*, mirror image*, pass without trace*, protection from poison, see invisibility, spider climb*, warding wind*, greater healing (4d4+4)

Level 3: blink, dispel magic, feign death, fly*, gaseous form*, meld into stone, nondetection, protection from energy*, remove curse, tongues, water breathing, water walk

Level 4: death ward, fire shield, freedom of movement, greater invisibility*, stoneskin*, superior healing (8d4+8)

Level 5: greater restoration, mislead*, telekinesis*, supreme healing (10d4+20)

Level 6: heal, investiture of flame*, investiture of ice*, investiture of stone*, investiture of wind*, primordial ward*, true seeing, wind walk

Level 7: etherealness, plane shift, regenerate

Level 8: glibness, mind blank

Level 9: astral projection, time stop



Bomb Recipes


Frost Bomb
simple bomb
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 1d8 frost damage
Area: Blast radius of bomb is difficult terrain for 2 rounds

Magnesium Bomb
simple bomb
Cost: 1 Alchemical Supply
Quantity: 10
Impact: Disadvantage on next attack roll until end of turn
Area: Emits bright light up to 15’ from impact and dim light for another 10’ for 30 seconds. Works underwater. Does not ignite objects.

Spark Bomb
simple bomb
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 1d8 fire damage
Area: Ignite flammable objects not carried or worn.

Force Bomb
simple bomb
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 1d8 force damage
Area: Str save or be pushed 10 feet away from center of impact. Target is pushed away from you.

Dirt Bomb
simple bomb
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 1d4 bludgeoning damage
Area: 1d4 bludgeoning damage, dex save for half.

Acid Bomb
complex bomb
Cost: 1 Alchemical Supply
Quantity: 1
Impact: 2d6 acid damage
Area: 1d4 acid damage, dex save for half.

Nail Bomb
complex bomb
Cost: 1 Alchemical Supply
Quantity: 1
Impact: 1d6 bludgeoning damage.
Area: 1d8 piercing damage, dex save for half.



Fork Bomb
complex bomb, requires level 4
Cost: 2 Alchemical Supply
Quantity: 1
Impact: 2d6 lightning damage, advantage on attack roll if target is wearing metal armor.
Area: 2d6 lightning damage, dex save for half. Disadvantage if target is wearing metal armor.

Tar Bomb
complex bomb, requires level 4
Cost: 2 Alchemical Supplies
Quantity: 1
Impact: Covers target in acidic tar for 2 rounds. Everything is considered difficult terrain. 1d10 acid damage at start of each round. Additional 1d6 if ignited (does not stack with other burning effects).
Area: Covered in tar. Lasts 2 rounds. Difficult Terrain. If ignited, deals 1d6 fire damage to each creature starting its turn in this area.

Smoke Bomb
complex bomb, requires level 4
Cost: 3 Alchemical Supplies
Quantity: 2
Impact: 3d8 fire damage.
Area: Heavily obscured for 1 minute.

Large Force Bomb
complex bomb, requires level 4, requires force bomb
Cost: 1 Alchemical Supply
Quantity: 1
Impact: 2d6 force damage
Area: Str save or be knocked prone.



Cluster Bomb
complex bomb, requires level 7
Cost: 4 Alchemical Supplies
Quantity: 1
Impact: 3d6 fire damage
Area: 5d6 fire damage, dex save for half. Ignite flammable objects not carried or worn.

Hallucinogenic Gas Bomb
complex bomb, requires level 7
No explosion can be heard.
Cost: 3 Alchemical Supplies
Quantity: 1
Impact: 4d6 poison damage
Area: Wis save or frightened from you until the start of your next turn.

Sticky Bomb
simple bomb, requires level 7
Cost: 2 Alchemical Supplies
Quantity: 1
Impact: 1d8 acid damage
Area: Str save or be restrained until the start of your next turn. Secondary targets have advantage on this save.

Chromatic Bomb
complex bomb, requires level 7
requires diamond dust worth at least 50g. You choose acid, cold, fire, lightning, poison, or thunder for the type of bomb when you create it.
Cost: 4 Alchemical Supplies
Quantity: 1
Impact: 6d8 specified damage.
Area: Diamond dust covers the area. Creatures cannot benefit from invisibility.



Light Acid Bomb
requires level 9, requires acid bomb
requires copper springs worth at least 50g.
Cost: 3 Alchemical Supplies
Quantity: 2
Impact: 2d6 acid damage
Area: 1d4 acid damage, dex save for half.

Light Nail Bomb
requires level 9, requires nail bomb
requires copper springs worth at least 50g.
Cost: 3 Alchemical Supplies
Quantity: 2
Impact: 1d6 bludgeoning damage.
Area: 1d8 piercing damage, dex save for half.

Soul Fragmentation Bomb
complex bomb, requires level 9
Cost: 5 Alchemical Supplies
Quantity: 1
Impact: 3d10 necrotic damage. Gain 1 level of exhaustion.
Area: Con save or gain 1 level of exhaustion.

Large Magnesium Bomb
complex bomb, requires level 9, requires magnesium bomb
Cost: 4 Alchemical Supplies
Quantity: 1
Impact: 3d8 fire damage.
Area: Con save or be blinded for 3 turns. Can repeat the save at the end of its turns. Emits bright light up to 30’ from impact and dim light for another 20’ for 30 seconds. Works underwater. Does not ignite objects.



Fiery Shrapnel Bomb
complex bomb, requires level 11
requires powder of a crushed black pearl worth at least 300g.
Cost: 7 Alchemical Supplies
Quantity: 1
Impact: No effect.
Area: 5d6 percing damage and 6d6 fire damage, dex save for half.

Static Discharge Bomb
complex bomb, requires level 11
Cost: 6 Alchemical Supplies
Quantity: 1
Impact: 9d8 lightning damage.
Area: Affected creatures cannot take reactions until the beginning of their next turn.

Dampening Bomb
complex bomb, requires level 11
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 2d8 necrotic damage
Area: For 2 rounds, creatures standing in the area effect can't regain hit points.

Puff Bomb
complex bomb, requires level 11
Cost: 1 Alchemical Supply
Quantity: 10
Impact: 1d8 force damage
Area: 1d6 force damage, dex save for half. Disperses Smoke and similar phenomenons in a radius of 20 feet centred on the impact.

Shatter Bomb
complex bomb, requires level 11
Cost: 1 Alchemical Supply
Quantity: 10
Impact: Target is deafened for 2 rounds.
Area: 2d6 thunder damage, dex save for half. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.



Biting Vapor Bomb
complex bomb, requires level 13
Cost: 6 Alchemical Supplies
Quantity: 1
Impact: 3d10 acid damage. Until the beginning of your next turn or until the fumes are dispersed, target is screaming in pain and cannot cast spells requiring a verbal component.
Area: Area covered in biting fumes. If set ablaze, deals 6d6 fire damage, dex to save.

Freezing Bomb
complex bomb, requires level 13
Cost: 5 Alchemical Supplies
Quantity: 1
Impact: Target is stunned until the end of your next turn.
Area: For 2 rounds, area is difficult terrain. Creatures moving into or moving while inside the area must succeed on a dex save or fall prone.

Darkflame Bomb
complex bomb, requires level 13
Darkfire emits no light, but produces the same heat as a regular fire, and it is invisible except to those with darkvision (you can always see your own darkflames).
Cost: 7 Alchemical Supplies
Quantity: 1
Impact: 5d10 necrotic damage.
Area: 6d6 fire damage fire damage, dex save for half. If creature cannot see the darkfire, it has disadvantage on the save. Ignite flammable objects not carried or worn.



Magma Bomb
complex bomb,requires level 15
requires obsidian shards worth at least 300g while crafting.
Cost: 8 Alchemical Supplies
Quantity: 1
Impact: 12d6 Fire damage.
Area: Covered in Flowing Magma for 3 rounds. Ignites flammable objects not carried or worn. When a creature starts its turn in flowing magma, it takes 2d6 fire damage. When the flowing magma is hit with cold damage from any source it becomes solid. Creatures standing in it: Str save or restrained. Can repeat save as an action. (Effect ends after 3 rounds either way).

Bundle of Flares
simple bomb, requires level 15
Cost: 1 Alchemical Supplies
Quantity: 10
Impact: Deals 2d10 Fire damage.
Area: Ignite flammable objects not carried or worn.



Singularity Bomb
complex bomb, requires level 17
requires a black pearl worth at least 1000g while crafting.
Cost: 9 Alchemical Supplies
Impact: 10d10 force damage.
Area: Singularity lasts for 3 rounds. In a radius of 50ft around the singularity, it costs triple movement speed to move away from the center. At the start of each creature’s turn it must succeed on a str save or be pulled 10 ft in direction of the singularity.

Deep Water Bomb
complex bomb, requires level 17
Cost: 9 Alchemical Supplies
Impact: For 2 Rounds, forms a 15x15x15 foot cube of water around target, forcing itself down the lungs of that creature and moving with it. Target makes a con save now and at the beginning of its next two turns while remaining in the water. 1. Fail: 5d10 necrotic damage, 2. Fail 10d10 necrotic damage, 3. Fail 15d10 necrotic damage. No effect on creatures that don’t need air to live.
Area: Creatures that end their turn in the water make a con save with the same consequences as above, but they can swim out.



Melting Shrapnel Bomb
complex bomb, requires level 20, requires Fiery Shrapnel Bomb
Cost: 10 Alchemical Supplies
Impact: No effect.
Area: 20d6 piercing damage and 20d6 fire damage, dex save for half.

Vacuum Bomb
complex bomb, requires level 20
Cost: 10 Alchemical Supplies
Impact: 5d10 necrotic damage.
Area: Kills every creature with less than 75 hp.

Massive Force Bomb
complex bomb, requires level 20, requires Large Force Bomb
Cost: 10 Alchemical Supplies
Impact: 15d10 force damage.
Area: Str save, or be blasted up to 100ft away from the center of the bomb. The primary target is blasted away from your position. Upon colliding with a solid object, take 1d6 bludgeoning damage for each 10 ft travelled and fall prone.



Thanks a lot for reading, this was a lot of words =)! Any feedback you can leave is greatly appreciated!

Flashy
2016-02-29, 06:24 PM
Random thoughts.

13 appears to be a dead level.
Why is the bomb recipe known progression so haphazard? You get one at 2nd level, two at 4th level, two at 7th level, one at 9th level, two at 11th level, two at 14th level, one at 16th level and two at 17th level. That weird, lumpy curve should really be smoothed out.
This class doesn't have any scaling at will damage. Extra Bomb is a neat idea, but it should be replaced with something that gives the Alchemist some kind of scaling at will ability (possibly scaling again at 13th level to help do something with that dead level). A 11th level alchemist is going to be pretty silly when they have to ration their supply points and are reduced to making a single light crossbow attack every round. Make it extra attack, give them bonus elemental damage on weapon attacks, or give them the ability to splash acid on their enemies but they need something.
The Rocket Boots feature is far and away not powerful enough. A two round duration is pretty much pointless.

Newti
2016-03-01, 04:22 AM
Random thoughts.

13 appears to be a dead level.
Why is the bomb recipe known progression so haphazard? You get one at 2nd level, two at 4th level, two at 7th level, one at 9th level, two at 11th level, two at 14th level, one at 16th level and two at 17th level. That weird, lumpy curve should really be smoothed out.
This class doesn't have any scaling at will damage. Extra Bomb is a neat idea, but it should be replaced with something that gives the Alchemist some kind of scaling at will ability (possibly scaling again at 13th level to help do something with that dead level). A 11th level alchemist is going to be pretty silly when they have to ration their supply points and are reduced to making a single light crossbow attack every round. Make it extra attack, give them bonus elemental damage on weapon attacks, or give them the ability to splash acid on their enemies but they need something.
The Rocket Boots feature is far and away not powerful enough. A two round duration is pretty much pointless.



Hey Flashy, thanks for the response.


At level 13 you get a guild feature, i forgot to put that into the table, will edit it.
Usually you only get new bomb choices when new bomb recipes are unlocked or when there is not much to do on the level. When you unlock 4-5 new bombs you want to get at least 2 of them, so that is why the curve is a bit "lumpy". I don't think its a bad thing?
Good point with the scaling at will, especially at level 11. I will add a couple complex bombs that deal around 2d8 dmg to the level 11 tier costing 1 supply for 10 pieces. This way you can deal 2d8 + 1d8 + some minor effect damage at level 11 with bombs almost for free, which is about in line with other casters.
Hm yeah, you got any suggestions to make this feature better? Maybe allow moving up to 60 feet as a reaction?


edit: smoothed out the bomb recipe progress curve a bit more and adjusted the bomb levels to be more in line with caster progression.

edit2: Changed the lvl 13 society of engineers feature. On top of the rocket boots you can now increase the explosion radius for a bomb by spending resources.

Thanks again for the help!

StorytellerHero
2016-03-01, 03:47 PM
I'd recommend making the range of attack a set close range/max range.

Just make it a Dex or Con saving throw based on the type of bomb rather than a "ranged bomb attack", since it's an explosion. Make the DC similar to spell DC, using your Dex or Int.