Alchemist A half elf runs across a body strewn battlefeild, syringe in hand. He frantaclly searches for his comrad's corpse, knowing that one dose from the syringe can reverse anything, even death. Holding her breath, a human hopes that this experement will be less... painful than before. After a quick stabing pain, she looks down at her clawed hands and smiles, knowning that it was indeed, a success. An alchemist's reputation is not softened by their exuberance, some would say dangerous recklessness in perfecting their extracts and potion-like creations, and using their own bodies as experimental stock. Nor is it mollified by the alchemist's almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making them a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups. Applied Academia Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected academy, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, the true alchemist answers a deeper calling. Creating an Alchemist Creating an alchemist character demands a backstory dominated by at least on life changing event. What caused your alchemist to take that first drink? Was it a life of study leading up to this point? Was it a moment of desperation? Class Features As a alchemist, you gain the following class features Hit Points Hit Dice: 1d8 per alchemist level

1d8 per alchemist level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per alchemist level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: Alchemist's supplies Saving Throws: Inteligence, Dexerity

Inteligence, Dexerity Skills: Choose two from Arcana, Invesigate, Medicine, Nature, Perception, Slight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) light crossbow or (b) any simple weapon

(a) scolar's pack or (b) an explorer's pack

leather armor

a formulea book and alchemist's supplies 1

The Alchemist Level Proficiency Bonus Features Cantrips Known Regents Max Slot Level Discoveries 1st +2 Path of Study, Formulaic Alchemy 2 2 1st — 2nd +2 Discoveries 2 4 1st 2 3rd +2 Focused Academics 2 6 2nd 2 4th +2 Ability Score Improvement 3 6 2nd 2 5th +3 ─ 3 8 3rd 3 6th +3 Field Feature 3 8 3rd 3 7th +3 ─ 3 12 4th 4 8th +3 Ability Score Improvement 3 12 4th 4 9th +4 Complex Formulae 3 14 5th 5 10th +4 Field Feature 4 14 5th 5 11th +4 Alchemical Breakthrough (6th level) 4 18 5th 5 12th +4 Ability Score Improvement 4 18 5th 6 13th +5 Alchemical Breakthrough (7th level) 4 18 5th 6 14th +5 Field Feature 4 18 5th 6 15th +5 Alchemical Breakthrough (8th level) 4 18 5th 7 16th +5 Ability Score Improvement 4 18 5th 7 17th +6 Alchemical Breakthrough (9th level) 4 28 5th 7 18th +6 ─ 4 28 5th 8 19th +6 Ability Score Improvement 4 28 5th 8 20th +6 Grand Breakthrough 4 32 5th 8 Path of Study At 1st level, you choose a path of study shaping your practice of alchemy. Choose from the Mutagenist, the Psychonaut, or the Chirurgeon. The path you choose grants you features at 1st level and again at 6th, 10th and 14th level. Formulaic Alchemy As a student of formulaic alchemy, you have a formulae book containing formulae that show the first glimmerings of your advanced understanding of alchemy’s deeper mysteries. Formulae behave like spells in potion form, and as such their effects can be dispelled by effects like the dispel magic spell. Although you don’t actually cast spells, you do have a formulae list that determines what formulae you can create. Cantrips At 1st level, you know two cantrips of your choice from the alchemist formulae list. You learn additional alchemist cantrips of your choice at higher levels as shown in the Cantrips Known column of the Alchemist table. You cast your cantrips as spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the alchemist formulae list. Preparing and Using Formulae You prepare the list of alchemist formulae that are available for you to cast. To do so, choose a number of alchemist formulae from your formulae book equal to your Intelligence modifier + half your alchemist level, rounding up (minimum of one formulae). The alchemist uses a modified version of the spell point variant (found on page 288 of the Dungeon Master's Guide) known as regents. Instead using spell slots to cast your formulae, you gain a pool of Regents instead. You expend a number of regents to create a spell slot of a given level, then use that slot to cast a formulae. You cannot reduce your regent total to less than 0, and you regain all regent points when you finish a long rest. The number of regents you have is based on your alchemist level, as shown on the alchemist table. Your level also dictates the maximum level spell slot you can create. Rengent Cost Slot Level Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 2

Formulae Book At 1st level, you have a formulae book containing three 1st-level Alchemist formulae of your choice. Formulae of 1st Level or Higher Each time you gain an alchemist level, you can add one alchemist formulae of your choice to your formulae book. Each of these formulae must be of a level equal to or less than your casting slots, as shown on the Alchemist table. On your adventures, you may find other formulae that you can add to your formulae book, in the same manner a wizard can add spells to her spellbook (see page 114 of the Player’s Handbook for more information on a wizard’s spellbook). If you find a wizard spell of 1st level or higher and that spell also appears on the list of alchemist formulae, you can add it to your formulae book if it is of a level equal to or less than your casting slots and you can spare the time to decipher and copy it. Spellcasting Ability Intelligence is your spellcasting ability for your alchemist cantrips and formulae, since you learn your cantrips and formulae through dedicated study and experimentation. You use your Intelligence whenever a cantrip or formulae refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist cantrip or formulae you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier = your proficiency bonus + your Intelligence modifier Discoveries As your alchemical studies advance, you uncover new techniques known as discoveries that provide new ways for you to express your alchemical abilities. At 2nd level, you gain two discovery of your choice. Your discovery options are detailed at the end of the class description. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the discoveries that you know and replace it with another discovery that you could learn at that level. Focused Academics At 3rd level, you begin to see benefits from specializing in a specific field. You gain one of the following features of your choice. Engineering You gain proficiency with a Tinker's Tools. You can use these to create inventions. Your DM will choose the DC, and if the invention is even allowed. Toxicology You gain proficiency with a poisoner’s kit and you can craft poisons in your downtime activities in half the time normally required. Further, due to your advanced skill and training, you only consume half the raw materials normally required. Your DM will tell you what poisons you are able to craft (you can peruse a selection of these at pages 257 and 258 of the Dugneon Master’s Guide). You also gain resistance to poison damage and have advantage on saving throws against poison. Philosophy You create an alchemically infused item known as the Philosopher’s Stone. When you gain this feature, choose three cantrips from any class’s list. While the stone is on your person, you can cast those cantrips at will. They don’t count towards your total number of cantrips known. Herbology You gain proficiency with a herbalist’s kit and you can craft potions in your downtime activities in half the time normally required. Further, due to your advanced skill and training, you only consume half the raw materials normally required. You know the formula for creating all common potions and can learn the formula for other potions by spending 1 hour examining a sample (so, you could spend 1 hour examining a potion of fire breathing to learn the formula). This examination can be performed during a short or long rest. You can always identify a potion of poison when you inspect it. Finally, you also double the duration of any potion you consume. Complex Formulae Beginning at 9th level, you can place two different formulae into one casting slot. When it is consumed, both formulae take effect. If both of the formulae have a duration of Concentration, they share the same duration and both end when you either stop concentrating on the formulae or when your concentration is broken. The two formulae combined must both be at least two levels lower than that of your casting slots. For example, if your casting slots are 5th level, you can use this ability with any two formulae that are 3rd level or lower. You cannot place the same formula in a complex formula twice. 3

Alchemical Breakthrough At 11th level, your insights into the science of alchemy grant you a powerful new formulae called a breakthrough. Choose one 6th level formula from the alchemist formulae list as this breakthrough. You can cast your breakthrough formula once without expending a casting slot. You must finish a long rest before you can do so again. At higher levels, you gain more alchemist formulae of your choice that can be cast this way: one 7th level formula at 13th level, one 8th level formula at 15th level, and one 9th level formula at 17th level. You regain all uses of your Alchemical Breakthroughs when you finish a long rest. Grand Breakthrough At 20th level, you cease aging. You can still be aged magically. You also choose two 3rd level formulae in your formulae book as your master formulae. You always have these formulae prepared, they do not count against the number of formulae you have prepared, and you can cast each of them once at 3rd level without expending a casting slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either formula at a higher level, you must expend a casting slot as normal. Paths of Study Mutagenist Create Mutagen At 1st level, you discover how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality, or vice versa. It takes 1 hour to brew a dose of mutagen, which can be done while you complete a short rest. Once brewed, your mutagen remains potent until used. Only you can use this mutagen, as it is tailored solely to your internal biology. You can only maintain one dose of mutagen at a time Mutagens Name Effect Strong Advantage on Strength checks and saves, +2 damage on melee attacks, +1 AC, disadvantage on Intelligence checks and saves Sturdy Advantage on Constitution checks and saves, +2 temp. hit points per lvl, +1 AC, disadvantage on Charisma checks and saves Swift Advantage on Dexterity checks and saves, +10 ft to speed, +2 AC, disadvantage on Wisdom checks and saves Smart Advantage on Intelligence checks and saves, +1 casting slot, +1 passive perception, disadvantage on Strength checks and saves Charming Advantage on Charisma checks and saves, +1 passive perception, comprehend languages, disadvantage on Constitution checks and saves Perceptive Advantage on Wisdom checks and saves, +2 passive perception, Darkvision 60ft , disadvantage on Dexterity checks and saves Minor Mutation At 6th level, your body has started to mutate. You add alter self to your formulae book, and it does not count towards the number of formulae known. You can cast alter self without expending a slot. Once you use this feature, you may not use it again until you have finished a short or long rest. Mutagenic Fury At 10th level, you can fly into a fury while under the effects of a mutagen, but doing so leaves you drained While under the effects of a mutagen, you gain the Action Surge ability from the fighter class. Using this ability causes a level of exhaustion True Mutation At 14th level, your body has started to fuse with your mutagens. You may chose to make one mutagen permanent, which causes it to not count against the limit you can maintain. You may also cast alter self on yourself at will. Chimerist Bound Chimera At 1st level, you successfully create and bond with a chimera. Your chimera gains a variety of benefits while it is linked to you. It obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your chimera has abilities and game statistics determined in part by your level. Your chimera uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a chimera also adds its proficiency bonus to its AC and to its damage rolls. It gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your chimera gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your chimera’s abilities also improve. It can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your chimera can’t increase an ability score above 20 using this feature. A new chimera can be created with 8 hours of work, as well as the expenditure of 100 gold. Chimera use the Homunculus stat block. (Found on page 188 of the Monster Manual) Purpose Built At 6th level, your chimera fully understands the purpose for it being built. Chose either an attack or support form chimera. Attack Form: you and your chimera form a potent fighting team. When you use the Attack action on your turn, if your chimera can see you, it can use its reaction to make a melee attack. Damage increases to 2d6 at 10th level, and 3d6 at 14th. Support Form: your chimera's presence steels your resolve. As long as you and your chimera are on the same plane, you gain advantage on checks and saves of an Ability Score of your choice. The chosen ability score can be change during a short or long rest. 4

Alchemical Reserve At 10th level, your chimera is able to absorb formulae for later use. Your chimera store up to 3 levels worth of formulae at a time. You can cast a formulae onto the chimera. The formulae has no effect, other than being stored. As long as you and your chimera are on the same plane, you can cast the formulae stored in it. The formulae uses the slot level, save DC, spell attack bonus, and spellcasting ability as you. Guardian Angel At 14th level, your chimera is willing to sacrifice its own life to save others. At the cost of death, your Chimera can cast true resurrection. Chirurgeon Surgeon’s Strike At 1st level, you use your understanding of anatomy to hit where it hurts. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, but cannot be used with a bomb created by the bomb cantrip. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increase as you gain levels in this class. Surgeon's Strike Level Damage 1st 1d6 5th 2d6 9th 3d6 13th 4d6 17th 5d6 Keeping track of proficiency When you gain your chimera at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your chimera’s proficiency bonus improves as well, and is applied to the following areas:

Armor Class, skills, saving throws, attack bonus, and damage rolls Hands of the Healer At 1st level you become proficient with healer’s kits. Also starting at 1st level, your healing formulae are more effective. Whenever you use a formula of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the formula’s level. Self Medicate Beginning at 6th level, the healing formulae you cast on others heal you as well. When you cast a formula of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the formula’s level. Resuscitate At 10th level, you add raise dead and animate dead to your formulae book and can prepare and cast it like any of your other formulae. Balance the Humors Starting at 14th level, you can use your mastery of alchemy and anatomy to dramatically improve the health of an injured or ill creature. By spending your action to touch a creature, you can cause it to heal 10d10 hit points, bringing its hit point total up to its maximum hit points. Once you use this feature, you can’t use it again until you finish a long rest. 5

Cantrips (0 Level) Acid Splash

Blade Ward

Bomb

Mending

Message

Posion Spray

Prestidigitation

Produce Flame

Resistance

Spare the Dying

True Strike 1st Level

Comprehend Languages

Cure Wounds

Detect Good and Evil

Disguise Self

Expeditious Retreat

False Life

Heroism

Identify

Jump

Longstrider

Mage Armor 2nd Level Aid

Alter Self

Barkskin

Blur

Darkvision

Detect Thoughts

Enhance Ability

Enlarge

Invisibility

Lesser Restoration

Levitate

Magic Weapon

Protection from Poison

See Invisibility

Spider Climb

Zone of Truth 3rd Level Aura of Vitality

Elemental Weapon

Fly

Gaseous Form

Haste

Nondetection

Protection from Energy

Tonuges

Water Breathing

Water Walk 4th Level Arcane Eye

Aura of Life

Aura of Purity

Death Ward

Fire Shield

Freedom of Movement

Greater Invisibility

Polymorph

Stone Shape

Stoneskin 5th Level Contact Other Plane

Dream

Greater Restoration

Mass Cure Wounds

Mislead

Seeming 6th Level Contingency

Eyebite

Heal

Magic Jar

True Seeing 7th Level Etherealness

Regenerate

Simulacrum 8th Level Animal Shapes

Clone

Glibness

Mind Blank

Telepathy 9th Level Foresight

Mass Heal

Shapechange

Time Stop Bomb Evocation Cantrip Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M, V (alchemist's upplies)

S, M, V (alchemist's upplies) Duration: Instantaneous You swiftly mix volatile chemicals and infuse them with your magical reserves to create a powerful bomb. You are considered to be proficient with the bomb and it is a weapon with the finesse, light, and thrown properties and a range of 20/60. You throw the bomb as if it were a finesse thrown weapon. The bomb deals 1d8 fire damage to the target and half damage to all other creatures within 5 ft of the target, or no damage on a successful Dexterity saving throw. A flammable object directly hit by the bomb ignites if it isn’t being worn or carried. You can only have one bomb created by this cantrip at any given time. The bomb’s damage increases by 1d8 when you reach 5th (2d8), 11th level (3d8), and 17th level (4d8). 6

Discoveries If an alchemist discover has prerequisites, you must meet them to learn it. You can learn the alchemist discovery at the same time that you meet its prerequisites. Acid Bomb Prerequisite: Bomb cantrip When you cast bomb, you can choose to have it do acid damage instead of fire damage. If so, the target hit takes damage from the bomb again at the start of its next turn. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Alchemical Regeneration You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to your alchemist level x5. As an action, you can draw from the pool to restore a number of hit points to yourself equal to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure yourself of one disease or neutralize one poison affecting you. You can cure multiple diseases and neutralize multiple poisons with a single use of Alchemical Regeneration, expending hit points separately for each one. If you are incapacitated because of hit point damage, and you have points remaining in your pool, you automatically regain enough hit points to regain consciousness, if enough points are available in your pool. Alchemical Simulacrum Prerequisite: 15th level You can cast simulacrum without expending a casting slot, though you must pay the normal component cost. Casting this spell takes 12 hours and you must have access to alchemist’s supplies. You must finish a long rest before you can do so again. Alchemical Zombie You can create a zombie, as if created by the animate dead spell by spending 1 hour performing alchemical treatments on a corpse. This procedure can be performed during a short or long rest. You must have access to a relatively intact corpse to use this ability. The created zombie has its hit point maximum increased by your level and adds your proficiency bonus to damage rolls. You can only have one alchemical zombie created at a time, but, once created, it lasts until destroyed. Concussive Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to have it do thunder damage instead of fire damage. If so, the target hit makes a Constitution saving throw and is deafened until the start of your next turn on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Confusion Bomb Prerequisite: 7th level, bomb cantrip When you cast bomb, you can choose to have it do half the normal fire damage. If so, the target hit makes a Wisdom saving throw and is affected by a confusion spell until the start of your next turn on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Delayed Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to place the bomb so that it explodes a number of rounds after you place it, up to a maximum of one minute. If at any point you reclaim the delayed bomb, you can end the timer and prevent its detonation. The delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in contact with the bomb when it detonates, and splash damage to all adjacent creatures as normal. You cannot have more than one delayed bomb at one time. Dilute Potion Prerequisite: 12th level At the cost of one quarter the market price of a potion in raw materials, you can create a second copy of a potion by spending 1 hour working with the potion (so, you could spend 1 hour working with a potion of fire breathing to create a second copy). This work can be performed during a short or long rest. Once a potion has been diluted, it cannot be diluted a second time. Dispelling Bomb Prerequisite: 7th level, bomb cantrip When you cast bomb, you can choose to have it function as a counterspell or dispel magic spell on a hit, instead of doing damage. You choose which of the two effects the bomb will have when you cast bomb. If you choose the counterspell effect, you can throw it as a reaction when you see a creature within 60 feet of you casting a spell. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Doppelganger Simulacrum Prerequisite: 12th level You can cast simulacrum without expending a casting slot, though you can only create a duplicate of your own body. Casting this spell takes 1 week of downtime, and requires 1,000 gp worth of alchemical reagents, and you must have access to alchemist’s supplies. You must finish a long rest before you can do so again. As an action, you may shift your consciousness from your current body to any one of your available doppelganger simulacra, which must be on the same plane as you. If killed in a simulacrum, you transfer to your own body automatically; if killed in your own body, though, you are dead. Unused simulacra (including your abandoned original body) appear to be lifeless corpses, though they do not decay. 7

Elixir of Life Prerequisite: 17th level You can cast the true resurrection spell once without expending a casting slot, though you must pay the normal component cost. Casting this spell takes 1 hour and you must have access to alchemist’s supplies. You must finish a long rest before you can do so again Explosive Missile Prerequisite: 5th level, bomb cantrip When you cast bomb, you can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of your bomb, load the ammunition, and shoot the ranged weapon. When the infused ammunition hits its target, it deals damage normally and detonates as if you had thrown the bomb at the target. If the explosive missile misses, it does not detonate. Force Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to have it do force damage instead of fire damage. If so, the target hit makes a Strength saving throw and is knocked prone on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Frost Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to have it do cold damage instead of fire damage. If so, the target hit makes a Constitution saving throw and its speed is reduced by 10 feet until the start of your next turn on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Healing Touch Prerequisite: 7th level, alchemical regeneration You may now use your alchemical regeneration discovery on others, as an action. Inferno Bomb Prerequisite: 15th level, smoke bomb, bomb cantrip When you cast bomb, you can choose to have it duplicate the effect of an incendiary cloud spell for a radius of 10 feet for one round instead of its normal damage. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Lingering Spirit You have advantage on death saving throws. Madness Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to have it do psychic damage instead of fire damage. If so, the target hit makes a Charisma saving throw and it suffers disadvantage on all Intelligence, Wisdom, and Charisma ability checks and saving throws until the start of your next turn on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Mummification Prerequisite: 12th level By applying an alchemical process to your own body, you no longer require natural sleep, nor can you be put to sleep by magic. Further, you gain immunity to cold damage and the paralyzed effect. Multi-Bomb Prerequisite: 18th level You have discovered a way to fit multiple charges into a single bomb. When you make an attack with the bomb cantrip, multiply the splash radius by your Inteligence modifier. Parasitic Twin Prerequisites: two vestigial limb discoveries Your two vestigial limbs are part of a parasitic twin on your torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, your twin is mostly recessed within your body, with the visible arms acting like the vestigial limb discovery, though you can manifest or hide the twin as a bonus action. The twin is helpless, fully subservient to you, and cannot be targeted or harmed. If you succumbs to a mental effect that would make him incapacitated, restrained, stunned, or unconscious, or not in control of his own actions (such as charm person,feeblemind, or hold person), you can reroll your saving throw. Success means your twin absorbs the effect and you can ignore it. Once you use this ability, you can’t use it again until you complete a long rest. Poison Bomb Prerequisite: 12th level, smoke bomb, bomb cantrip When you cast bomb, you can choose to have it duplicate the effect of a cloudkill spell for a radius of 10 feet for one round instead of its normal damage. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. Precision Bomber Prerequisite: bomb cantrip When you throw a bomb created by the bomb cantrip, you can choose any number of creatures to be unaffected by the bomb. Preserve Organs You gain resistance to critical hit damage and the extra damage from sneak attacks, such as the rogue’s class ability. Shock Bomb Prerequisite: bomb cantrip When you cast bomb, you can choose to have it do lightning damage instead of fire damage. If so, the target hit makes a Constitution saving throw and it suffers disadvantage on all attack rolls until the start of your next turn, on a failed save. This discovery cannot be used with any other discoveries that alter the effects of the bomb cantrip. 8