Bomb formulae are summarized on the following table. If a bomb is exclusively available to one field of study, it will be marked with an asterisk. Unless otherwise stated, all bombs produce a loud boom, audible out to one mile. Bombs are presented in alphabetical order.
Acid Bomb
By mixing your bomb’s explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an acid bomb. An acid bomb deals acid damage instead of fire damage and has d4 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, takes the same amount of damage again at the end of its next turn.
Bramble Bomb
By adding a potent fertilizer to your bomb’s explosive contents, you can change it into a bramble bomb. A bramble bomb deals no damage, and instead causes tough, thorny brambles to sprout from any area of natural ground within the bomb’s blast radius, which becomes difficult terrain. Additionally, if a creature in the blast radius is prone when the bomb detonates, it is enveloped by the brambles and must make a Strength (Athletics) check opposed by your bomb save DC in order to move or stand. The brambles shrivel and die after 1 minute.
Cryo Bomb
By replacing your bomb’s explosive contents with a piece of ice nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed decreased by 10 feet until the end of its next turn.
Holy Bomb
By adding a few drops of holy water to your bomb’s explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage and has d8 damage dice, unless the target is a celestial, fiend, or undead. The bomb’s damage dice are d6s against celestials and d12s against fiends and undead.
Impact Bomb
By replacing your bomb’s explosive contents with a more reactive one, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage and has d8 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is pushed 5 feet away from the center of the blast.
Incendiary Bomb
By adding a thickening agent to your bomb’s explosive contents, you can change it into an incendiary bomb. An incendiary bomb has d6 damage dice. Additionally, the area of the blast radius is engulfed in flames which persist until the beginning of your next turn. Flammable objects in this area that aren’t being worn or carried ignite. Any creature that ends its turn in this area takes half the bomb’s damage.
Laughing Gas Bomb
By mixing your bomb’s explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a laughing gas bomb. A laughing gas
bomb deals poison damage instead of fire damage, has d6 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, falls prone in a fit of laughter. Once a creature is targeted by this bomb or succeeds on a saving throw against it, it does not fall prone on subsequently failed saving throws.
Lightning Bomb
By replacing your bomb’s explosive contents with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage and has d8 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t take reactions until the end of its next turn.
Nonlethal Bomb
By replacing your bomb’s explosive contents with a pouch of rubber pellets, you can change it into a nonlethal bomb. A nonlethal bomb deals bludgeoning damage instead of fire damage and has d8 damage dice. If damage from this bomb drops a creature to 0 hit points, it knocks the creature out, rather than dealing a killing blow, rendering the creature unconscious and stable. Additionally, this bomb’s rubber projectiles bounce around corners, ignoring half and three-quarters cover for targets within the blast radius.
Oil Bomb
By mixing your bomb’s explosive contents with a few drops of a super-surfactant, you can change it into an oil bomb. An oil bomb does not deal damage, but coats each creature within the blast radius in a sticky, flammable oil. The next time a creature coated in oil takes fire damage, it takes an additional d6 damage for each die of fire damage rolled, up to a maximum of half your alchemist level, rounded up. Oil can be removed by dousing a creature with a gallon of water.
Prismatic Bomb
By adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your bomb’s explosive contents, you can change it into a prismatic bomb. A prismatic bomb deals damage randomly-determined instead of fire damage, has d8 damage dice, and requires a randomly-determined type of saving throw. Roll on each of the following tables.
Psionic Bomb
By mixing your bomb’s explosive contents with dust from a psionic crystal, you can change it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage, has d6 damage dice, and requires a Wisdom saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, makes ability checks to concentrate on spells with disadvantage until the end of its next turn.
Quiet Bomb
By replacing your bomb’s explosive contents with a wad of thermal cotton, you can change it into a quiet bomb. A quiet bomb has d8 damage dice. When this bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light given off by its blast. Creatures have disadvantage on ability checks to detect that this bomb was detonated nearby.
Seeking Bomb
By replacing your bomb’s explosive contents with a powerful lodestone, you can change it into a seeking bomb. A seeking bomb has d6 damage dice. You don’t suffer disadvantage from making a ranged attack using this bomb while you are within 5 feet of a hostilecreature.
Smoke Bomb
By removing your bomb’s explosive contents entirely, you can change it into a smoke bomb. A smoke bomb deals no damage but fills a 10-foot radius sphere with smoke. This fog spreads around corners and its area is heavily obscured. It lasts for a number of rounds equal to your Intelligence modifier or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once you throw one of these bombs, you can’t throw another for 1 minute.
Sonic Bomb
By mixing your bomb’s explosive contents with a few drops of air elemental essence, you can change it into a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, has d6 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is deafened until the end of its next turn.
Stink Bomb
By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes before the end of its next turn.
Teleportation Bomb
By replacing your bomb’s explosive contents with a glowing etherite crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation, if it explodes within 30 feet of you.
Thermobaric Bomb
By replacing your bomb’s explosive contents with a delayed explosive, you can change it into a thermobaric bomb. A thermobaric bomb deals has d6 damage dice and explodes in a 10-foot radius sphere.
Withering Bomb
By mixing your bomb’s explosive components with a powerful desiccating agent, you can change it into a withering bomb. A withering bomb deals necrotic
damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t regain hit points until the end of its next turn.