Mad Bomber
Blow Things Up
While many “Mad Bombers” aren’t actually mad, it takes a special kind of crazy to devote one’s life to studying explosives. Most Alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad Bombers are always working to improve their bombs’ effectiveness.
Level 3: Blasting Specialty
Your bombs deal double damage to objects and structures.
Level 3: Black Powder Bomb [Formula]
By adding a charge of black powder to your Bomb, you can change it into an Black Powder Bomb. All of this Bomb’s damage dice are d12s. If a target has Resistance to Fire damage, it loses that Resistance for this damage roll. If it has Immunity to Fire type, it instead has Resistance
for this damage roll.
You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Level 6: Timed Demolition
When you prime a Bomb, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to 10 minutes. The Bomb
detonates using the Bomb’s Explode property at the end of your turn after this duration. If a creature is in the area of more than one Bomb’s explosion simultaneously, the creature is only affected by one Bomb of your choice.
Level 10: Blast Shield
Choose one damage type from among Acid, Cold, Fire, Lightning, or Thunder whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Overloaded Charge
Whenever you expend a number of Reagents equal to your Proficiency Bonus to empower a Bomb, you gain 2 additional Reagents which you can immediately expend to further empower the Bomb beyond the normal maximum of Reagents.
Get even more subclasses in the Complete Alchemist
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