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School of Alchemy

The most common type of alchemist wizard is this explosive adept, who has learned how to combine nature and technology together in order to come up with explosives which deal in poison rather than outright destructive fire, which even the taínem in all their advancements in technology, would have a problem with for risk of burning down part of the jungle. This alchemy is safe, practical, and has no potential for destroying the landscape, though has devastating effects on the individual.

Medical Knowledge

At 2nd level, you learn about the best ways to harm others with your explosives. You gain proficiency in Medicine and Nature ability checks.

Poison Bombs

At 2nd level, you gain the ability to quickly create and set off bombs which explode into a cloud of contact poison. As an action, you can throw a bomb at a creature within 30 feet. That creature must make a Constitution saving throw with a DC equal to your spell save DC or take damage from the bomb. These bombs deal 1d6 points of poison damage at 1st level and increase in damage by 1d6 points for every two wizard levels you have beyond 1st. A successful saving throw halves this damage. Creating a bomb requires you to expend a spell slot of any level.

Poison Tolerance

At 6th level, you gain resistance to poison damage.

Nauseating Explosion

At 10th level, a creature which fails its saving throw against your Poison Bombs ability becomes poisoned. A poisoned creature can attempt another saving throw at the end of each of its turns.

Stunning Toxin

At 14th level, a creature which fails its saving throw against your Poison Bombs ability must attempt an additional Constitution saving throw with the same DC. A creature that fails this second saving throw becomes stunned until the end of its next turn.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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