I made a feat equivalent of the Alchemist Savant prestige class:
http://www.enworld.org/forum/5efeats/showentry.php?e=69&catid=1
A lot of the single-use throwable items feel overpriced for what they do, so I improved them and added some extra ones:
[Sblock=Extra Items]
Alchemist's Fire (revised). This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d8 fire damage, or half that damage on a miss due to splash (creatures with Evasion or a similar ability take no splash damage). If you hit the creature, it takes an ongoing 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. (50 gp)
[Sblock=Why I changed this]According to the DMG, a 50-gp single-use item should have an effect roughly on-par with a first-level spell. This version of alchemist's fire has been adjusted with that in mind.
[/Sblock]
Alchemist's Spark. The flickering, volatile chemicals in this flask release crackling arcs of energy when agitated, shocking groups of creatures that are standing together. As an action, you can throw it up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s spark as an improvised weapon. On a hit, the target takes 3d4 lightning damage, or half that damage on a miss due to splash (creatures with Evasion or a similar ability take no splash damage). Also on a hit, all other creatures within 5 feet of the target take the same amount of damage, or half as much on a successful DC 10 Dexterity saving throw. Creatures wearing armor made of metal, or wielding heavy weapons made of metal, have disadvantage on the save. (50 gp)
Alchemist's Frost. This glittering, misty fluid flash-freezes when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s frost as an improvised weapon. On a hit, the takes 4d4 cold damage, or half that damage on a miss due to splash (creatures with Evasion or a similar ability take no splash damage). For the next minute following a hit, all of the target's speeds are reduced by 15 feet and any bonuses to speed are suppressed. It may end the effect early by using its action to successfully make a DC 10 Strength check. (50 gp)
Thunderstone. This fist-sized rock has been alchemically treated to explode with a resounding bang on impact. Can be thrown at a point within 60 feet as an action, where it smashes. When smashed, all creatures within 10 feet of it take 1d8 thunder damage, or half that damage on a successful DC 10 Constitution saving throw. Any creature that fails the save is also deafened for 1 minute, or until they receive any magical healing. (50 gp)
Aura Bomb. A flask of luminous swamp gas and ground foxfire. As an action, throw it at a point within 60 feet to outline everything within 10 feet in harmless ghostly flames. All objects in the area, as well as creatures in the area that fail a DC 10 Dexterity saving throw, are affected as if by the
faerie fire spell, but the effect is not magical and only lasts until the end of your next turn. (40 gp)
Fortifying Tincture. This is a simple herbal tonic designed to improve one aspect of your physical capabilities for 10 minutes after drinking. A fortifying tincture can be brewed to boost either Strength, Dexterity, or Constitution. While under its effects, whenever you make a saving throw or ability check with the designated ability, you roll a d4 and add it to the d20 roll. Drinking another tincture while still under the effects of a previous one will cause the previous one's effects to end early. This concoction can be brewed with either alchemist's supplies or an herbalism kit. (30 gp)
Smokestick. As an action, you can snap the end off this short, wooden rod to spark an alchemical reaction. When broken or burned, thick, gray smoke billows steadily out of it, heavily obscuring the area within a 10-foot radius in a matter of seconds. The smoke doesn't rise or sink, but it disperses on its own after 1 minute. Moderately fast wind (at least 10 mph) disperses the cloud early. The stick is too light to be thrown farther than 20 feet on its own. (20 gp)[/Sblock]