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Volatile Mixture

  • casting time 1 action
  • range 20 feet

  • components -
  • duration -

Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives

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Arcane Explosives

You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.

Heat Metal

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

2nd-level transmutation

Mirror Image

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Illusion: three duplicates

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

2nd-level illusion

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