At 4th alchemist level, learn the bomb alchemical item recipe. If you already know it, you may learn an additional alchemical recipe.
At 4th alchemist level, you learn the closely guarded secrets of blasting powder creation, learning the following alchemical item recipe:
Blasting powder - You can spend 1 AP to sacrifice 1 volatile essence, 1 vital essence, and 1 caustic essence to create 2d4 + 1 doses of blasting powder. It can be sacrificed whenever creating a bomb or explosive, granting it 1d6 extra fire damage, and if it has a area of effect size or blast range, it is increased by 5ft.
A single dose of blasting powder can be used to create an ignitable trail 15ft long.
At 4th alchemist level, you gain access to blasting powder recipes, learning 1 recipe at 4th, 5h, and 6th level:
Cherry bombs - Requires expending 1 dose of blasting powder. Creates 1d4+1 cherry bombs. Can be thrown at a range of 25/50 as a thrown weapon, dealing 1d4 + int bonus fire damage to creatures in a 5ft radius. Creatures can make a dexterity save to halve the damage.
Explosive keg - Requires expending 10 doses of blasting powder and using up a keg, small barrel or similar container. Creates 1 explosive keg. When detonated, deals 5d10 fire and 5d10 force damage to creatures within 80ft. Creatures beyond 30ft can make a dexterity save to halve the damage. Creatures within 120 ft must make a constitution save to not become deafened for 2d4 rounds.
Powder bomb - Requires expending 1 dose of blasting powder and 1 flammable essence. One additional effect can be taken from the essence and granted to the item. Can be ignited as a bonus or move action and thrown at a range of 25/50 ft. Once ignited, it will detonate on its own after 1 round if not thrown. When thrown, deals 3d6 + int bonus fire damage to the target and creatures within 10ft of it. The main target can attempt to block to halve the damage. Targets within 10ft of the target can make a dexterity save to halve the damage. If a contact or difficult terrain or contact effect is chosen, it persists on tiles within the area of effect for 1 minute.
Blasting rod - Requires expending 3 doses of blasting powder and 1 metal cillinder, pipe segment, or similar object. Can be activated by the wielder to blast a 40ft narrow cone with 3d8 + int bonus fire damage. Creatures caught in the cone can make a dexterity to halve the damage. Creatures that critically fail the save take double damage.
Explosive pellets - Requires expending 2 doses of blasting powder and 1 flammable essence. Creates 1d4 + int bonus(min 1) explosive pellets, which can be thrown as a 20/40ft thrown weapon, or fired as sling or launcher ammunition. Each pellet deals 1d4 bludgeoning and 1d4 fire damage.
Tar bomb - Requires expending 1 dose of blasting powder and one essence with either an oil effect or a flammable effect. Can be thrown as a 30/60ft thrown weapon, or launched by a launcher weapon, dealing 3d6+int fire damage to the target, igniting the target if not blocked.
Smoke flask - Requires expending 1 dose of blasting powder and 1 caustic essence. When uncorked and thrown, it creates an expanding cover of smoke, filling a 20ft radius sphere, obscuring vision and dealing 1 damage worth of fatigue to characters that inhale it. The flask and smoke persists for 5 minutes.
Fire flasks - Requires expending 1 dose of blasting powder and 2 flammable essences. Create 1d3+1 fire flasks. They can be thrown as 30/60ft thrown weapon, dealing 1d6 fire damage and igniting creatures hit, or the tile hit, for 1d6 rounds. This is separate from the on-fire condition, dealing 1d4 + int bonus damage to ignited creatures and creatures entering or beginning their turn in an ignited tile. Creatures that block the attack are not set on fire, but the tile they are on is.
You may learn a recipe from the Explosive Alchemy list when given the option to learn a regular alchemical recipe.
At 5th alchemist level, learn 2 upgrades from the list below:
Sulphur extraction - You may sacrifice 2 bulk worth of volcanic or sulphuric rocks, a draconid fire sack, an appropriately igneous elementals remains, 1 bulk worth of an appropriately arcane plants remains, or 6 bulk worth of eggs in place of essences when creating blasting powder. A caustic essence is still needed for this process, but as a catalyst, so it is not consumed. When doing so, gain an additional 1d4 doses of blasting powder.
Explosives expertise - You do not suffer partial adverse effects when succeeding a save vs area of effect alchemical items or explosive/fiery spells. Whenever you roll whie prone, you remove 2 instances of the on-fire condition from yourself.
Perfected powder mixture - Your alchemical items whose creation includes blasting powder have their damage increased by 1 dice size. A single dose of your blasting powder can now form a 30ft trail instead of a 15ft one.
Arms manufacture - So long as you have the blasting powder necessary, while in a civilized area, you can produce 5AP worth of alchemical items during a long rest.
Special admixture - You may modify up to 1d4+1 doses of blasting powder by spending 1 AP and sacrificing 1 essence, granting them an additional property from the essence, which is granted to items created from them. In case of multiple powders used, no more than 1 such powder effect can be granted.
Perfected angle - You can spend 1 rest dice or take 1d2-1 damage to fatigue to make a thrown attack which ignores 1/4 and 2/4 cover. The range of your ranged and thrown weapon attacks is increased by 10/20ft.
Specialist gear - You can spend 2 rest dice and 3 AP during a rest to modify a set of armor in your possession, sacrificing an essence and a padded or layered coat (light armor.) The modified armor grants the wearer a 1d4 damage reduction from damage effects in the sacrificed essence. Such armor requires mild maintenance by the alchemist, experiencing wear and losing the property after several long rests (Subject to GM.) Up to a maximum of 3 damage reduction effects can be granted.
Duck for cover - You can move up to 10ft as a bonus action, or as a free action if you have already moved. You become prone afterwards. You can do so once per your turn. Gain a +1 bonus to initiative.
Fragmentation explosive creation - You can spend 1 AP when creating a bomb or an explosive alchemy item to modify it, granting it a +10 bonus to area and granting its area a 3d4 piercing damage splash uppon contact, which can be halved on a successful dexterity save. If the item already has a dexterity save are effect, combine both saves into one. Doing so requires spending a handful of nails, fine pellets, ball-bearings, or similar material(Subject to GM.)
Whiteflame secrets - You can spend 1 AP to sacrifice a flammable or caustic essence when creating an item that can ignite. Creatures and areas set on fire by the item are now ignited an additional time(+1 on-fire conditions.)
Spark-sigil -You can spend 1 blasting powder dose and 1 AP or 1 rest dice to create a blasting sigil on a surface you can touch. So long as you have the same sigil either depicted on your hand, or on a glove or gauntlet, you can snap at the surface sigil as a bonus action, igniting it if it is within 200ft.
Produce munitions - When you spend 2 or more AP to create 2 of the same explosive alchemy items(or regular bombs or alchemical bolts) you may spend 1 extra AP to create an additional item without expending additional blasting powder or essences.
Powder packing - You can spend an additional dose of blasting powder when creating an item, granting its effects an additional time.
Powder-singe - You may spend 1 dose of blasting powder as an action to attempt to treat/singe a wound, either allowing an additional save vs an infection, disease, or poison localized to the wound, or removing 1 bleed condition. This deals 1d3 damage to the target.
Weapons of alchemy - You may select 2 alchemical recipes that have a predetermined damage amount that they deal. You can improve those two recipes, increasing their damage dice by 1 size category. If they have associated DCs, grant them a +1 bonus.
Gain an additional upgrade at 6th Alchemist level.
At 6th alchemist level, choose 1 special upgrade for blasting powder:
Black power - The damage bonus of blasting powder is increased by 1 dice size category, the area bonus is increased by 10 ft. You may pack an additional instance of blasting powder into alchemical creations when creating them at the cost of 1 AP. Once per rest, you can create 6 alchemical bombs(basic alchemical item) so long as you can spend 1 dose of blasting powder and have access to 1 volatile or caustic essence, which itself is used as the bombs main essence but is not consumed if you succeed a DC 15 alchemist's tools check.
Alchemists flame - Burning tile effects you create last twice as long, and when you apply the on-fire condition to creatures with your alchemical items, you apply 1 extra on-fire condition(extra fire damage per round, as per on-fire rules.) The area of your alchemical item cone effects is increased by 10ft, including breath attacks/effects you possess. You may apply your int bonus to fire damage dealing items you create, even if they originally did not have scaling.
Explosion sigil - You may spend carve or inscribe a sigil on a gauntlet or on your palm. An explosion sigil may be invoked as an action while wearing it, allowing you to sacrifice either a spectral essence, a mana potion, or an essence with a lightning effect to trigger it. If successful, you can target a point within 60ft, causing a surface area to explode, dealing 4d6 force damage and 4d6 firedamage to creatures within 15ft of the point. Creatures hit can make a dexterity save to halve the damage. Deals double damage to buildings. The target can be further than 60ft, but per 5ft outside the range, the damage is reduced by 1d6 dice of the alchemists choosing.