Alchemical Savant
Your intelligence increases by 1.
You may create 1 additional Alchemist bomb per day.
You gain a bonus discovery of your choice that you would otherwise qualify for.
Magic Initiate.
Int by 1
Warforged
Ability Scores: +2 Con
Size: Medium
Speed: 30 feet
Languages: You can speak, read, and write Common and one additional language of it's creators choice that it knows and is not a secret language.
Darkvision: Warforged optics are designed to work with or without light, and therefore they gain a 60 foot darkvision.
Construct Properties: Warforged do not truly live, but their internal mechanisms and "spark" function somewhat like organic systems. All Warforged have the following properties:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Voidforged sub.
A Voidforged has the following Benefits:
A Voidforged gains a +1 bonus to Intelligence.
Cantrip: A Voidforged gains one cantrip of it's choice, selected from the Wizard list. Intelligence is it's spellcasting modifier for this cantrip.
Arcane Imbuement: The Voidforged are considered to be under a constant mage armor effect (Replacing the material based natural armor bonus from their racial trait) and may Detect Magic at will without needing to concentrate.
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Class features:
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Alchemist:
Formula Book
At 1st Level, you have a Formula Book containing six 1st-level Alchemist Formula of your choice. Your Formula Book is the repository of the Alchemist Formula you know.
List of extracts = Int mod+alchemist level = 11
Learning Formula of 1st Level and Higher. Each alchemist level add two alchemist formula.
Bombs: an alchemist can use a number of bombs = proficiency mod + int mod = 8 regaining these at long rest. Throwing is adding prof+dex to the roll. 30/60 feet range. The target of a bomb suffers fire damage as determined by the dice equal to a number of dice equal to your proficiency modifier using the dice indicated by your bomb class feature. Any creature adjacent to the target must succeed on a Dexterity saving throw against your Alchemist saving throw DC or suffer slashing damage equal to your bomb damage dice.
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Discoveries: At 2nd level, you gain two Alchemist Discoveries of your choice. When you gain certain Alchemist levels, you gain additional discoveries of your choice. (Currently 8 allowed)
Shrapnel Bomb (Bomb Modification)
You create a bomb casing that is designed to create maximum area of effect. When you throw a shrapnel bomb, you add an additional dice of damage to the splash damage effect.
You can create three shrapnel bombs per short rest.
Clearing Bomb: Prerequisite: Shrapnel Bomb
You create a bomb casing that is designed to create maximum area of effect. When you throw a shrapnel bomb, not only must the primary target save against the splash damage, all creatures within 30 feet of the target must all save against splash damage. If this modification is applied to a bomb that has some secondary effect attached, all creatures in the area of effect suffer from the secondary effect.
Alchemist Spikes: (Bomb Modification)
When throwing a bomb, you can modify it to create a field of spikes centered on the square it hits. You must throw this bomb at a square, and not at a creature. Once it hits, it creates an effect equivalent to the Spike Growth spell. This does not require you to concentrate but only lasts for 1 minute.
You may use a bomb to create alchemical spikes twice per short rest.
Extra Bombs (Miscellaneous)
You gain additional uses of your bomb class feature per day. When determining how many bombs you can create per long rest, double your proficiency bonus to determine the final result.
Flash of Brilliance (Miscellaneous)
Your mental quickness allows you momentary flashes of great insight.
Three times per short rest, you may roll a dice equal to your bomb damage dice and add it to the total of any ability or skill check you have just made. You can do this after the roll is made but before the result is revealed.
Precision Bombs (Bomb Modification)
You can shape your bombs to avoid collateral damage. When you throw a bomb, you can select a number of targets equal to your intelligence modifier. These creatures do not suffer splash damage from the bomb.
Accidental Exposure (Miscellaneous)
When an creature strikes you with a melee weapon or touch attack spell, you may use your reaction to cause the attack to "accidentally" disrupt a bomb somewhere on your person.
The attacking creature suffers damage as if they had been struck by one of your unmodified bombs. This consumes one of your daily bombs. The damage is halved if they succeed on a dexterity saving throw equal to your Alchemist saving throw DC.
blative Ointment (Extract Modification)
You have learned how to create an ointment designed to ward away harm. You can spend a 1st level spell slot or higher as an action to create a dose of Ablative Ointment as an item interaction. As an action, you may anoint a creature with this special ointment, which causes a faint bluish sheen to appear on their flesh. For one hour, a creature under the effects of Ablative Ointment ignores the first 3 points of damage they would suffer from nonmagical bludgeoning, piercing or slashing damage. It also provides an armor class of 11 if the target is not already wearing armor. This effect does not stack with similar effects such as heavy armor master.
For each spell slot used above 1st level, the damage mitigation effect increases by 1 point, to a maximum of 8 points of damage when spending a 6th level spell slot.
An alchemist may create a number of doses of Ablative Ointment equal to their intelligence modifier. They regain all uses of this ability after successfully completing a long rest.
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Alchemical Resistance:
At 2nd level, the Alchemist gains resistance against poison damage, the poisoned condition and diseases.
SUBCLASS: BOMBARDIER.
Arcane Ammunition:
At 3rd level, you learn how to imbue spell effects into bombs. At 3rd level, you know two 1st level spells of your choice, and any spell effect you emulate occurs at 1st level. As you gain levels as a Bombadier, you learn more spells as indicated in the "Spells Known" column. The level of spell you can learn, as well as the level your spell takes effect at is indicated by the "Spell Level" column. Whenever you gain a level in this class, you can replace one spell you know with a new spell of a level that you are capable of learning. Spell effects infused into bombs use your Alchemist saving throw DC.
Infusing a bomb with arcane energy is done as part of the action to create and throw your bomb. You perform this by spending an alchemist spell slot of a level equal the the level of the spell you wish to infuse, which you then incorporate into the bomb before throwing it. You must expend an alchemist spell slot equal to the base level of the spell you wish to imbue, but it takes effect at the maximum level of spell you can imbue. (For example, a level 9 Bombardier wants to create a bomb that imparts a Bane effect. They must expend the use of 1 bomb, a minimum of a level 1 spell slot, and the Bane takes effect at 3rd level – the maximum spell level the Bombardier can learn) This can be used with discoveries that modify the effects of bombs as long as the bomb modification does not force the target(s) to make an additional saving throw. (Beyond what is required of a basic bomb)
Arcane Ammunition deals it's basic bomb damage and splash damage, then delivers the spell as if you had cast it. The spell only targets the creature struck by your bomb and creatures adjacent to it, unless a bomb modification grants it an increased effect. If you have no ability to distinguish targets for your bomb, the spell affects the target first, then the creatures closest to the target.
A spell effect created from this feature requires concentration.
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Elemental Admixture:
At 6th level, when you create a bomb, you can choose it to deal cold, acid, thundering or lightning damage instead of fire damage.
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Class/Racial Features & Traits