Base Class: Artificer
Grenadiers are artificers who specialize in volatile alchemical devices and controlled detonations. Rather than relying on constructs or sustained spellcasting, a grenadier dominates the battlefield through precise timing, calculated blast placement, and carefully engineered payloads.
A grenadier’s creations are designed as much to control space and disrupt enemies as to deal damage. Smoke clouds, concussive blasts, and destabilizing effects force foes to reposition, lose momentum, or expose themselves to attack. Even when a grenade does little direct harm, it can decisively alter the flow of combat.
As grenadiers advance, they refine their explosives to suit their preferred role. Some focus on destructive payloads, maximizing the damage of their detonations, while others emphasize control and disruption, turning the battlefield itself into a weapon. At the height of their craft, grenadiers can unleash rapid bombardments while remaining hardened against the dangers of their own creations.
Grenadiers reward tactical thinking, teamwork, and situational awareness. A well-placed grenade can change the course of a fight—not simply by dealing damage, but by forcing enemies exactly where the grenadier wants them.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Alchemist’s Supplies and Glassblower's Tools. If you already have proficiency with one of these tools, you instead gain proficiency with Tinker's Tools. If you already have proficiency with both tools, you gain proficiency with one set of artisan’s tools of your choice.
In addition, when you craft bombs, grenades, or other consumable explosive items, the required crafting time is halved. The DM determines which items qualify as explosive for the purposes of this feature.
Level 3: Grenadier Spells
When you reach an Artificer level specified in the Grenadier Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Fog Cloud |
| 5 | Shatter, Web |
| 9 | Fireball, Stinking Cloud |
| 13 | Ice Storm, Otiluke's Resilient Sphere |
| 17 | Cone of Cold, Wall of Force |
Level 3: Bomb Satchel
Whenever you finish a Long Rest while holding alchemist’s supplies or glassblower’s tools, you can use those tools to magically produce a number of grenades. Each grenade is created with one grenade formula you know.
You create two grenades when you gain this feature.
When you reach certain levels in this class, you can create additional grenades at the end of each Long Rest: three at 5th level, four at 9th level, five at 13th level, and six at 17th level.
A grenade appears as a small reinforced vial, sphere, or charge. The grenade vanishes harmlessly if it is unused when you finish your next Long Rest.
Throwing a Grenade
As an Action, a creature can throw a grenade to a point it can see within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a saving throw against your artificer spell save DC, as specified in the grenade’s formula. A creature behind total cover from the point of origin is unaffected.
Creating Additional Grenades
As a Magic action while holding Alchemist’s Supplies or Glassblower's Tools, you can expend one spell slot to create an additional grenade. A 1st-level spell slot creates one grenade, and each spell slot level above 1st creates one additional grenade.
When you create a grenade in this way, you choose its formula from among the grenade formulas you know.
Grenade Formulas
You know a limited number of grenade formulas, which represent the different effects your explosives can produce. Each grenade uses your artificer spell save DC.
You learn additional grenade formulas as you gain artificer levels, as shown in the Grenadier subclass features.
At 3rd Level you know 2 grenade formulas from the Grenade Formulas Table. Whenever you finish a long rest, you can replace one or both of your grenade formulas with other formulas from the same list.
You learn additional grenade formulas at levels 5, 9, and 15 to a total of five formulas known.
Grenade Formulas Table
| Grenade Formula | Saving Throw | Effect |
|---|---|---|
| Fragmentation Grenade | Dexterity | A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. |
| Flash Grenade | Constitution | On a failed save, the creature is blinded until the start of your next turn. On a success, it has disadvantage on the next attack roll it makes before the end of its next turn. |
| Tremor Grenade | Strength | On a failed save, the creature is knocked prone. On a success, its Speed is reduced by 10 feet until the end of its next turn. |
| Smoke Grenade | — | The grenade creates a 10-foot-radius sphere of smoke that is heavily obscured until the start of your next turn. A strong wind disperses the smoke early. |
| Ionic Grenade | Intelligence | On a failed save, the creature can’t take reactions until the end of its next turn. On a success, it has disadvantage on the first opportunity attack it makes before the end of its next turn. |
| Cryo Grenade | Constitution | On a failed save, the creature takes 2d6 cold damage and its Speed is reduced by 10 feet until the end of its next turn. On a success, it takes half as much damage and suffers no Speed reduction. |
Grenade Scaling
The damage of your grenade formulas increases when you reach higher artificer levels, as described in the Grenadier subclass features. Grenade formulas that do not deal damage are unaffected by this scaling.
Level 5: Controlled Blast Pattern
You have learned to manipulate the timing and shape of your detonations.
When you throw a grenade, you can apply one of the following blast patterns. You can use this feature three times, and you regain all expended uses when you finish a Long Rest.
When you reach certain levels in this class, you can use this feature more often: four times at 9th level, five times at 13th level, and six times at 17th level.
Sculpted Blast
Choose a number of creatures up to your Intelligence modifier (minimum of one) within the grenade’s area. The chosen creatures automatically succeed on their saving throws against the grenade.
Focused Charge
Reduce the grenade’s radius to 5 feet. Creatures that fail their saving throws against the grenade take extra damage equal to your intelligence modifier.
Extended Fuse
The grenade detonates at the start of your next turn instead of immediately. Until it detonates, the grenade is a visible, audible object occupying its space.
A creature that can see the grenade can use its action to move it up to 10 feet to an unoccupied space it can see.
If the creature is hostile, it must first succeed on an Intelligence (Investigation) check against your artificer spell save DC to recognize the grenade as dangerous.
A friendly creature can move the grenade without making this check.
Level 9: Advanced Payloads
You refine your explosives to emphasize either raw destructive force or battlefield disruption.
When you gain this feature, choose one of the payload specializations below. You can change your choice whenever you gain a level in this class.
Control Payloads
Your grenades are designed to destabilize enemy positioning.
Once per turn, when a creature fails a saving throw against one of your grenades, you can apply one of the following effects:
-
Push the creature 5 feet directly away from the center of the explosion
-
Reduce the creature’s Speed by 10 feet until the start of your next turn
-
Prevent the creature from taking reactions until the start of your next turn
Destructive Payloads
Your grenades are engineered for maximum destructive force.
Once per turn, when a creature fails a saving throw against one of your grenades, that creature takes extra damage equal to your Intelligence modifier (minimum of 1).
Level 15: Master Demolitionist
Your mastery of explosives allows you to overwhelm the battlefield with coordinated detonations while remaining protected from the worst of their effects.
Saturation Bombardment
When you take the Action to throw a grenade, you can throw a second grenade as part of the same action by expending an additional grenade.
You can use this feature five times, and you regain all expended uses when you finish a Long Rest.
When you reach 17th level in this class, you can use this feature six times.
The second grenade must target a point within 30 feet of the first.
Blastproofing
You gain resistance to the damage types dealt by your grenade formulas.
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