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The Alchemist (5e Class w/ 4 Archetypes)
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The Alchemist (5e Class w/ 4 Archetypes)

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The Alchemist is an INT based caster who uses formulae instead of conventional spells.  They require preparation, but cast quickly when needed (usually by drinking a mixture).  He learns these formulae similar to the way a wizard learns spells, but he has spell slots like a warlock.  He supplements these abilities with Alchemical Esoteries (special abilities and tricks he discovers as he advances in levels), Alchemical Bombs (a new cantrip formula unique to the Alchemist), and a variety of class customization options as part of the base class, as well as the archetypes, each with their own unique flavor to allow you to play the kind of Alchemist you want to play.

A fully developed class with unique mechanics, four complete archetypes, and dozens of customization options.  Made from the ground up specifically for D&D 5th edition.  Please see the full preview under the cover art for several pages straight from the write up and a full description of how the class works.

Updates:
01/19/17 - Now a DMs Guild Gold Best Seller!
12/25/16 - Now including a Printer Friendly version.
11/24/16 - Now including a Fantasy Grounds module in addition to the regular PDF so you can have all of the Alchemist class info at your fingertips in Fantasy Grounds.  (No longer available)
 
-Cody Faulk


Please also feel free to check out my other titles:



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Non-Undead Death Domain by Cody Faulk Fate Domain by Cody Faulk Luck Domain by Cody Faulk


A Beginner’s Guide to D&D Magic Users

Beginner's Guide to Magic Users by Cody Faulk

Alchemist Changelog:

1-12: 2017-10-16:  Corrected a few lingering minor typos, updated Quick Build instructions.

1.11 - 2017-09-18: Tempered damage increases to Alchemical Bomb, Corrosive Bomb, and Scorching Bomb.  Fixed 1 minor typo.  Increased Toxic Explosive's damage.
1.10 - 2017-09-11: Increased damage on Alchemical Bomb, Corrosive Bomb, and Scorching Bomb.  Clarified mutation effects requiring Constitution modifiers.  Improved Altered Physiology mutation.

1.9 - 2017-04-26: minor typo correction and added Detect Thoughts to spell list

1.8 - 2017-02-20: minor wording chage in class table for clarity.

1.7 - 2017-01-19: minor formatting and diction corrections for clarity.

1.6 - 2016-12-25: simple typo correction.

1.5 - 2016-10-23: Removed an old placeholder in the spell list that should have been deleted previously.

1.4 - 2016-10-14: Corrected minor typographical inconsistencies.

1.3 - 2016-10-12: 2 minor typographical corrections.

1.2 - 2016-10-09: Fixed a minor typo and clarified that formulae can only affect the imbiber. You cannot give a formula's effects to someone else by touch or range, even if the corresponding spell normally allows for it. This is hopefully clearer now.

1.1 - 2016-09-26: minor formatting updates (spells in text italicized, etc.) 

 
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Reviews (14)
Discussions (45)
Customer avatar
Pen A April 20, 2019 10:42 am UTC
PURCHASER
Heyo, read the guide front-to-back and I love the effort that's gone into this, quality stuff!

Because I'm a total pleb I also have a question; Andrew's question helped me clarify a problem I had with Alchemical Bomb, and as you said, there is no 1d10 + 1d8 elemental damage, it's just a flat decrease in amount of damage in exchange for an element and an effect. Cool, I'm with you.

My question is; why would I choose the Corrosive Bomb esotery upon character creation to get the 1d8 acid damage, when the other "elemental" esoteries have 1d10/1d8 damage AND an associated effect?

To my eye, Galvanic, Hypothermic, and Percussive bombs all deal 1d10 damage of the appropriate element and have an effect. Scorching bomb deals 1d8 fire damage and an effect. But Corrosive Bomb seems to draw the lower-end damage without an effect. Am I being totally dense and acid has huge implications for anti-armour, or am I just flat-out reading it wrong? Thanks in advance, and thanks for...See more
Customer avatar
Cody F April 21, 2019 4:28 am UTC
CREATOR
You, my friend, have an eye for detail, and you are not wrong at all. That was honestly an oversight, but an easily fixed one. A good revision would be to make it 2d4, 1d10, or let it more or less do the same as Scorching bomb. I'll consider that when I release the revised Alchemist class one of these days.
Customer avatar
Pen A April 21, 2019 10:07 am UTC
PURCHASER
Glad to be of help :D I'll pass those suggestions to my DM, and thanks again for the reply. Peace, my man!
Customer avatar
Andrew A February 18, 2019 6:37 pm UTC
PURCHASER
Love this class!

A question about the damage type esotery: Is the damage supposed to be 1d10 of the specified type + 1d8 on the subsequent turn? And is the damage for that subsequent turn supposed to be countered by an additional Dexterity save or is the save mentioned just the normal DEX save that is part of the Alchemical Bomb cantrip?
Customer avatar
Cody F February 22, 2019 1:17 am UTC
CREATOR
Great! Feel free to rate and review it, please.

To answer your question, it works exactly as written. The damage dice are as printed and the only dex save is the one up front unless it specifies otherwise. Once you're hit with the effect, unless it says there's a way to avoid it, it triggers next turn, just as written.
Customer avatar
Max J January 25, 2019 6:36 pm UTC
PURCHASER
Hey a quick question about the class!

It states that remedies are formulas that restore health, grants temporary health, raises max health, and removes debuffs. But what about buffing spells? Can I make a strength potion (I dont have an example) and give it to my friends to carry?
Customer avatar
Cody F January 26, 2019 9:45 pm UTC
CREATOR
To my knowledge, there are no spells that add to or alter ability scores like that, so it doesn't really apply to the choice of Remedies, but you could certainly craft a potion of strength like you would some other consumable magical item using the crafting rules in the DMG or some variant of those rules. Alchemist's tools would be sufficient to craft such a thing.
Customer avatar
Mike T January 29, 2019 7:57 pm UTC
PURCHASER
Actually, the spell Enhance Ability gives advantage on all checks related to an ability score of the caster’s choosing (as well as other benefits) so a potion that provides a similar effect could work
Customer avatar
Cody F January 31, 2019 9:09 pm UTC
CREATOR
Correct, but it does not add a static number to or adjust your ability scores like a conventional potion of strength (i.e. Potion of Fire Giant's Strength). If someone really wanted to include that under the Remedies feature, it wouldn't break the game, but it was not included in the design intent.
Customer avatar
Harry M January 21, 2019 7:43 am UTC
PURCHASER
I'm in love with this class. I haven't played with it yet but conceptually it's phenomenal and very well developed. I'm very soon going to be building a character I'll be playing with for the next year or so.

My question is, I've noticed the known formulas (spells) tops out at level 5 even though the available spells list go's up to level 9.

Am I right in presuming once you've hit character level 9 (spell level 5) you've essentially got a spell pool between levels 1 and 5 to innately "learn". But anything 6 through 9 you'd have to descover individually at the DMs discretion?

I'm fine with it being that way but I just need clarification on if this is how it's intended to work, it if I'm confusing something somewhere.

How would the balancing work there? What limiting factor do I use to say what's appropriate for which level?

For example, when would it be appropriate (balance wise) for me to be able to find 6th level formulae in world? What...See more
Customer avatar
Cody F January 21, 2019 10:55 pm UTC
CREATOR
Thanks for commenting! Glad you like it. It's a bit involved, certainly, and it's not a class for a novice player for sure, but the answers are actually in the write up already. Allow me to direct you to the answers you seek!

Please refer to the sections entitled Learning Formulae of 1st Level and Higher and Advanced Formulae (both on the same page). The rules for learning/scribing formulae are explained in the former and the rules for learning/scribing spells of level 6+ are explained in the latter. It's essentially a combination of the Wizard and Warlock rulesets on this topic. The Advanced Formulae section even provides examples for when you learn higher level spells and when you can scribe them (in terms of levels).

Short answer, you can scribe any formula you are of sufficient level to learn. Refer to the 2 sections mentioned above for an explanation with examples. As for what levels would be appropriate? Whenever you're able to cast/scribe a spell, that's appropriate level...See more
Customer avatar
Luke C December 22, 2018 5:10 am UTC
PURCHASER
The MASSIVE FLAW with this build is how trash alchemic bomb is in comparison to eldrich blast. In my opinion, since this class is basically a reflavoured warlock, the damage difference shouldnt be that big when compairing both classes MAIN form of damage.

A 20th lvl warlock (20th lvl) eldrich blast:
4d10 + 20 = 42 (+20 because 4 times cha mod thanks to agonizing blast and the fact that edrich blast consists of 4 seperate beams) (I could also add hex but were looking at damage without spending spell slots)

A 20th lvl alchemist:
4d10 + 5 = 27 (High yield reaction is only applied once because unlike eldrich blast, alchemical bomb is a single attack, unlike eldrich blast)

Also, when a warlock spends a spell slot for Hex, he gains the extra 4d6 damage for every round of attacks for the next 24 hours. When an alchemist spends a spell slot to augment his bomb, he is spending a spell slot to do 5d8 damage ONCE.

Seems like a waste of your mere FOUR spell slots...See more
Customer avatar
Cody F December 24, 2018 4:41 am UTC
CREATOR
The Alchemist trades pure offensive power for utility when compared side by side with the Warlock. If you're trying to optimize for pure damage output, then yes, the alchemist will likely fall short against that matchup. Unless you're a Bomber and choose the various esoteries that improve the bomb. Then you'll be fine. The class is balanced as intended on the whole. If you only look at Eldritch Blast vs Alchemical Bomb, yes, Eldritch Blast is superior mechanically, as well it should be. It fulfills an entirely different role.
Customer avatar
Luke C December 21, 2018 9:57 pm UTC
PURCHASER
Hi, I love the class so far, the only thing I dont like is how you activate your potions with magic. Usually I imagine an alchemist as someone who cant use magic, so instead uses concoctions. But I can tweak that, instead of spell slots, I can call them "reactants" so instead of using a magic to active the potion, my character uses one of his limited reactants (basically spell slots) he makes every long rest. But my question is, on page 8, in the mutagen section, a paragraph starts of with "at 6th level, your mutation can increase one ability score" and the same follows for 10th and 14th level. What does that mean? Increase one ability score by how much?
Customer avatar
Cody F December 24, 2018 5:00 am UTC
CREATOR
It says it increases one ability score AND you get to pick X amount of mutations at each level. X changes per level. The amount the ability score increases by is explained in the previous bullet points directly above that sentence. It scales up with level.
Customer avatar
Ben A December 08, 2018 8:16 pm UTC
PURCHASER
Hi there, absolutely in love with this class but I'm curious; How would you go about building a front line alchemist? I figured Mutant but mutant seems to be one of the weakest options until level 6 which is when it balances a little more. I wondered as the creator what you'd suggest?

Thanks again!
Customer avatar
Cody F December 15, 2018 9:05 am UTC
CREATOR
Thanks! I'm not sure why you'd say Mutant is weaker than the other traditions early on, honestly, given the stat bumps it gets in mutant form. Bombs and formulae work just fine in your mutant form, too, keep in mind. In general, Alchemists aren't amazing at the front line, but if you stack CON and use things like Armor of Agathys and Haste, you're going to do fairly well. Bombs would be your best bet for damage still, especially if you take Bomb Esoteries.

Mutant with Practical Measures can be pretty good in combat (albeit Multiple Ability Dependent), but you're going to be even better served doing something like taking some Bladesinger levels to boost your AC with your INT if you want to hang out in the front ranks. A Mutant Alchemist/Eldritch Knight Fighter is an extremely viable option for front line combat, too, potentially. Heavy armor (assuming you take level 1 as the fighter), high INT, then either use Mutations to do more fighty things or go Bomber and just stand in the middle of the...See more
Customer avatar
Cody F December 15, 2018 9:07 am UTC
CREATOR
And please consider leaving a review if you're enjoying the class!
Customer avatar
David W October 11, 2018 8:57 pm UTC
PURCHASER
Hi, I have a couple questions about this class?

1. What action should allies take to consume a remedy? Is it similar to drinking a potion, requiring an action?
2. It states that "An alchemist's empowered formula is rendered inactive after 1 minute or as soon as it leaves his possession". So when I burn a spell slot to empower a spell, do I have 60 seconds / 10 rounds before I have to use it? This probably doesn't apply to combat as you would be able to hold a formula for nine rounds. There is even an ability called Persistent Bomb that lets you hold the bomb for an amount of time equal to your intelligence modifier. Is this a typo?
3. I assume that Alchemist Bomb is the only formula that does not become inactive as soon as it leaves your possession? Is there any other mechanical reason that a formula should become inert as it leaves your hand? I don't think this is necessary as most of the time, only you can imbibe the formula.
Customer avatar
Cody F October 14, 2018 7:05 pm UTC
CREATOR
1. It would be like a normal potion. In my home game, using a potion on yourself is a bonus action. Using one on someone else (like pouring a healing potion in their mouth) is an action. That's just a house rule, though, so just make it equivalent to a potion.

2. Yes, that's how it works. The intent is let's say you empower a formula, but want to hold your action to actually use it until something happens. You can continue to hold it that way for a minute. Just like if you burn a spell slot and hold the casting on a spell, you can hold onto it for awhile. I just put a limit on it. If this doesn't jive with how you play, then just remove it. It won't really affect anything strongly, in my opinion. Persistent Bomb is intended to let you place the bomb and move away, using it something like a time bomb.

3. Alchemical Bomb and remedies should be the only ones that don't become inert after leaving your possession after being empowered. Before they are empowered, that doesn't...See more
Customer avatar
Phillip R September 20, 2018 5:18 am UTC
PURCHASER
Hello Cody! I have been in love with the Alchemist Class you have put together and am currently in the process of making a character for a campaign using it. The flavor is absolutely there and does everything id expect an Alchemist to do.

I do have a question however... The Poisoners 'Toxic Explosives' state you may add 1d10 poison damage to 'Alchemical Explosion' and that certain esoteries may allow you to replace the poison damage effect. On careful study I only saw Rootbane as an option for this damage replacement feature which seemed wrong since your wording suggests there to be more then one option. Am I mistaken or overlooking something?

Also, to clarify while I am here, 'Toxic Explosives' states you may add 1d10 poison damage to the damage of 'Alchemical Explosion'. Does this stack with esoteries stating how they can not be used with other features that change the damage type? Since your not changing the damage type but adding poison damage on top of it.

Your thoughts...See more
Customer avatar
Phillip R September 20, 2018 11:03 pm UTC
PURCHASER
In studying the sheet more i realized Toxic Explosives works with Terror Distillate as well. Partially answered my own question. So new new question becomes may a Poisoner apply Terror Distillate to weapons/ammo via Steady Hands?
Customer avatar
Cody F September 25, 2018 1:57 am UTC
CREATOR
Hello! Glad you are enjoying it so much. Feel free to leave a review to that effect! :)

So yes, you found the two esoteries that would work to alter Toxic Explosives, but I also wrote it that way in case any additional ones were added later, so as to leave it open ended.

Terror Distillate is indeed a poison and while you have to make it during a long rest, you can apply it using Steady Hands without issue.

And yes, you could use, say, Scorching Bomb, in addition to Toxic Explosives, as Toxic Explosives does not change the damage type, but rather adds an additional effect that includes poison damage. You would not be able, however, to use Scorching Bomb with Toxic Explosives if you were also using Terror Distillate, as Terror Distillate specifies that the bomb does no damage. Technically, I didn't say that the follow up effects of scorching bomb and similar wouldn't trigger, but that was the intent. If you use Terror Distillate, that's the only effect the bomb has....See more
Customer avatar
Phillip R September 26, 2018 8:45 pm UTC
PURCHASER
I do indeed plan to leave a review! I will be starting a campaign as a level 5 Apothecary on Sunday and plan to review here after that session. Will be working on Poisoner for a dif campaign. ;)

I see, leaving it open ended like that does make sense then, just threw me for a bit of a loop. Do you intend to add/update anything else to this guide in that area, or any other areas for that matter?

Your explanation does help a bunch! Thank you. I will for sure keep this all in mind. By chance would you mind sending me a text version of this guide? e-mail: modestphil55@gmail.com. The campaign is via Roll20 so being able to copy and paste information would be super helpful.

Many thanks!
Customer avatar
Cody F September 27, 2018 12:26 am UTC
CREATOR
Hello again! Glad to hear it on all counts! I do intend to do a bit of retooling for it in a few places, including formulae from Xanathar's and some new esoteries and such, but I'm not sure what the timeframe on all that will be. I have to work out the specifics with my publisher and figure out how to handle it, but it's on my list of things to do. As for the text version, I need to see what format I have things in for the current version. I may or may not have a cleaned up text version ready to go. This was made in homebrewery, so the master is covered with html and other code. Let me see what I can do.
Customer avatar
Phillip R September 27, 2018 6:55 am UTC
PURCHASER
Looking forward to seeing what you add on. :D

Thanks! Its much appreciated Cody.
Customer avatar
Cody F September 28, 2018 7:57 pm UTC
CREATOR
Apologies, I do not have a text version that would be helpful to you. The master is riddled with code and other notations. My best advice is to just transcribe the relevant portions until I release a new version with workable OCR.
Customer avatar
Claire M September 11, 2018 8:52 pm UTC
PURCHASER
I have a question about the Remedy feature. Can you use make a remedy with a formulae that can normally only target the user, like False Life or Armor of Agathys?
Customer avatar
Cody F September 12, 2018 3:33 am UTC
CREATOR
Yes, all that is required to use a formula as a remedy is that the Alchemist knows the formula in question, and that formula must restore HP, increase max HP, grant temporary HP, and/or remove negative conditions from a creature.
Customer avatar
Robert T August 24, 2018 5:30 am UTC
PURCHASER
Hey Cody! Really neat idea here, I just need some clarification. How do Esoteries work? Do you use them like spells where each Esotery you choose is like a spell that you can cast once per long rest or can you use them as many times as you like unless it specifies say 'you can use it twice'? Particularly this has me curious about the bomb augmentation Esoteries. Can you only use them once per every short/long rest?
Customer avatar
Cody F August 24, 2018 12:19 pm UTC
CREATOR
They are analogous to Warlock Invocations and function the same way. An Esotery is only limited as to how many times you can use it if the Esotery description says that it is limited in that way. Otherwise, it can be used as the Alchemist pleases.
Customer avatar
Gabriel C August 16, 2018 2:19 pm UTC
PURCHASER
Hey Cody,
I was talking with Rob Twohy about this, and he said he would be willing to program it for ya (though you guys would have to charge for the FFG versions).
If you are interested email him at rob.twohy@gmail.com - that would be sweet!

Gabe
Customer avatar
Cody F August 24, 2018 12:23 pm UTC
CREATOR
Rob is welcome to reach out to me on Facebook or similar to discuss any topics, this included.
Customer avatar
Michael V August 04, 2018 11:50 pm UTC
PURCHASER
I apologize if this is something very obvious, but I have a question about the Alchemical Bomb cantrip. Please note that I'm asking this as a relatively new player. I'm assuming that this is supposed to be a similar signature attack to the Warlock's Eldritch Blast, but the bomb also causes splash damage, which seems like it would a liability in longer fights where your main target is more likely then not going to be surrounded by other PCs. Am I missing something, or should you only be relying on the bomb in fights if you take the Bomber archetype?
Customer avatar
Cody F August 05, 2018 9:33 pm UTC
CREATOR
It really just depends on the situation, though it is probably going to be the main offensive option for most Alchemists, Bomber or not. Having to make decisions about splash damage and how to manage it is part of the balance.
Customer avatar
Justin K July 24, 2018 8:15 pm UTC
PURCHASER
So say Im at level 6, how many spells do I know and how many spell slots do I have total? I'm a tad confused on the tables info, sorry.
Customer avatar
Cody F July 28, 2018 4:03 am UTC
CREATOR
You would have 2 spell slots, both 3rd level, and you get them back on a short rest. This works just like a Warlock and their Pact Magic. As for how many formulae you know, you start with the Alchemical Bomb cantrip formula and 6 level 1 formulae in your book. You gain 2 additional formulae each level, plus any you scribe into your book during your adventures. This works just like a wizard. So at level 6, you'd have your initial 6 formulae, + 2 + 2 + 2 + 2 + 2 = 16 formulae + alchemical bombs + whatever other formulae you picked up or got from your subclass choice. And like a wizard, you can prepare Alchemist Level + INT mod formulae to use that day each time you take a long rest. This, too, works just like a wizard preparing spells.
Customer avatar
Jacob A June 10, 2018 8:49 pm UTC
PURCHASER
Can the bloodlust mutation ability be used to throw 2 bombs in the same turn, I'm not sure if you call them weapons
Customer avatar
Cody F June 11, 2018 12:04 am UTC
CREATOR
Alchemical bombs are not attacks, they are cantrips, so no.
Customer avatar
Jacob A June 11, 2018 8:57 am UTC
PURCHASER
Cheers. Well done on the character. Is there any way as the mutant to reliably get 2 attacks a turn
Customer avatar
Cody F June 12, 2018 2:50 pm UTC
CREATOR
Thank you! Please consider leaving a rating/review on here!

The Bloodlust mutation effect is your best bet. It gives you an extra action that can only be used to attack once, but you could attack with your normal action, then attack with that.

With Tooth and Claw, you also gain a bonus action XXX attack.

If you had both active, you could attack twice with whatever weapon (claws included), then bonus action XXX.

If you're asking how to throw 2 bombs in a turn with a Mutant, you would need to use the Desperate Alchemy esotery.


Does that help?
Customer avatar
May 29, 2018 12:03 am UTC
PURCHASER
Question for you Cody regarding the Desperate Alchemy Esotery: Was it meant to be used with the Alchemical Bomb formula/cantrip? Functionally, this would allow the user to cast their bombs twice a turn from level 2. As a Bomber, at level 6, they can functionally gain three attacks a round with Bombardment.

I understand the bomb is the major (and pretty much only) method for damage the Alchemist has, but I want to make sure that was an intended read of that esotery before allowing it in game.

Thanks, this is a very well put together class you created. My players are having a lot of fun with it!
Customer avatar
Cody F May 29, 2018 4:45 am UTC
CREATOR
Thanks for the kind words and feedback! Please, if you don't mind, leave a review/rating so other people know!

So technically yes, Desperate Alchemy does work on the Alchemical Bomb cantrip. That said, if you look at what Bombardment does, it says that whenever you use Alchemical Bomb, you can use a bonus action to throw another one. Desperate Alchemy says if a formula has a casting time of one action, you can use a bonus action to cast it instead (basically just like Quickened Spell with the Sorcerer). So in both cases, they both use a bonus action, of which you only get one per round, so a Bomber at 6th level with Desperate Alchemy could use either Desperate Alchemy or Bombardment, but not both, and there's a subtle difference in how they work.

With Bombardment, they would have to use their action to throw the first bomb, then use their bonus action to throw a second bomb.

With Desperate Alchemy, they could just throw a single bomb with their bonus action and then...See more
Customer avatar
June 08, 2018 10:55 pm UTC
PURCHASER
Thank you for the answer!
Customer avatar
Cody F July 28, 2018 4:05 am UTC
CREATOR
Happy to help!
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This title was added to our catalog on September 25, 2016.