Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Grenadier Class?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fralex" data-source="post: 6698444" data-attributes="member: 6785902"><p>I made a feat equivalent of the Alchemist Savant prestige class: <a href="http://www.enworld.org/forum/5efeats/showentry.php?e=69&catid=1" target="_blank">http://www.enworld.org/forum/5efeats/showentry.php?e=69&catid=1</a></p><p>A lot of the single-use throwable items feel overpriced for what they do, so I improved them and added some extra ones:</p><p>[Sblock=Extra Items]<em><strong>Alchemist's Fire (revised).</strong></em> 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)</p><p>[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.</p><p>[/Sblock]<strong><em>Alchemist's Spark.</em></strong> 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)</p><p></p><p><strong><em>Alchemist's Frost.</em></strong> 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)</p><p></p><p><strong><em>Thunderstone.</em></strong> 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)</p><p></p><p><strong><em>Aura Bomb.</em></strong> 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 <em>faerie fire</em> spell, but the effect is not magical and only lasts until the end of your next turn. (40 gp)</p><p></p><p><strong><em>Fortifying Tincture.</em></strong> 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)</p><p></p><p><strong><em>Smokestick.</em></strong> 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]</p></blockquote><p></p>
[QUOTE="Fralex, post: 6698444, member: 6785902"] I made a feat equivalent of the Alchemist Savant prestige class: [URL]http://www.enworld.org/forum/5efeats/showentry.php?e=69&catid=1[/URL] 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][I][B]Alchemist's Fire (revised).[/B][/I] 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][B][I]Alchemist's Spark.[/I][/B] 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) [B][I]Alchemist's Frost.[/I][/B] 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) [B][I]Thunderstone.[/I][/B] 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) [B][I]Aura Bomb.[/I][/B] 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 [I]faerie fire[/I] spell, but the effect is not magical and only lasts until the end of your next turn. (40 gp) [B][I]Fortifying Tincture.[/I][/B] 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) [B][I]Smokestick.[/I][/B] 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] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Grenadier Class?
Top