Base Class: Artificer
A Grenadier specializes in the creation and deployment of alchemical explosives. Through a combination of arcane ingenuity and chemical experimentation, Grenadiers develop volatile compounds capable of producing devastating bursts of elemental energy. Rather than relying solely on conventional weapons or spells, Grenadiers manipulate the battlefield through carefully placed explosives and potent area-of-effect bursts. Their creations can shatter defenses, scatter groups of enemies, and transform otherwise controlled environments into zones of chaos. The most accomplished Grenadiers learn to combine their magical and alchemical talents, modifying their explosives to produce a variety of effects. Fire, acid, frost, thunder, and other destructive forces become tools in their arsenal, allowing a Grenadier to adapt their creations to nearly any battlefield.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Alchemist’s Supplies.
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.
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, Ice Knife |
| 5 | Melf's Acid Arrow, Shatter |
| 9 | Fireball, Lightning Bolt |
| 13 | Ice Storm, Vitriolic Sphere |
| 17 | Cone of Cold, Flame Strike |
Level 3: Alchemical Bombs
You gain the ability to create alchemical reagents that are explosive in nature. Over the course of a long rest, you can prepare 3 of the following Alchemical Bombs. While prepared, you have a supply of them on hand until your next long rest, when they lose their potency. An Alchemical Bomb is thrown as an action, making a ranged spell attack roll with a range of 60 feet. Each type of Alchemical Bomb has a specific effect and a boosted effect. To activate the boosted effect, you must expend a spell slot of 1st level or higher as a bonus action after spending your action to throw it and make an attack. Attack rolls with Alchemical Bombs use your Intelligence modifier, and you have proficiency in attacks with Alchemical Bombs. Any saving throw that an Alchemical Bomb requires uses your spellcasting DC.
The Alchemical Bombs are as follows:
Alchemist's Fire
Upon being thrown, this bomb deals 2d4 Fire damage on a hit, or half as much damage on a miss.
If you boost the effect, the target takes an extra 2d4 Fire damage at the start of it's next turn, and creatures within 5 feet of the bomb's target take 1 Fire damage.
Bottled Lightning
Upon being thrown, this bomb deals 2d6 Lightning damage on a hit, or half as much damage on a miss.
If you boost the effect, electricity arcs to up to two targets of your choice within 10 feet of the original target, dealing half the damage dealt to the main target.
Freeze Charge
Upon being thrown, this bomb deals 1d8 Cold damage on a hit, or half as much damage on a miss.
If you boost the effect, frost rapidly forms on the original target, forcing it to attempt a Constitution saving throw or take 2d6 Cold damage on a failed save.
Thunderstone
Upon being thrown, this bomb deals 1d8 Thunder damage on a hit, or half as much damage on a miss.
If you boost the effect, booming sound bursts from the original target, dealing an additional 1d6 Thunder damage and knocking the target and all creatures within 5 feet of it Prone.
Vial of Acid
Upon being thrown, this bomb deals 2d6 Acid damage on a hit, or half as much damage on a miss.
If you boost the effect, sticky acid coats the target, reducing it's movement speed by 5 feet for 1 minute and dealing an additional 1d4 Acid damage.
Level 5: Explosive Expert
You gain the following benefits.
- Arcane Reagents: You can change the damage type of your Alchemical Bombs to Force damage, and all your alchemical bombs deal an additional amount of Force damage on a hit equal to your Intelligence modifier.
- Potent Preparation: You can prepare 1 extra type of Alchemical Bomb per Long Rest.
Level 9: Quick Thrower
You can throw an Alchemical Bomb as a bonus action directly after casting a spell of 1st level or higher. In addition, damage-dealing spells you cast that affect more than one target deal an additional amount of Force damage equal to half your level.
Level 15: Handheld Nuke
You can unleash a destructive blast as an action. Creatures within 30 feet of you, including yourself, must attempt a DC: 20 Dexterity saving throw or take 6d10 Force damage, or half as much on a successful save. You take half damage from this on a failed save, and no damage on a successful one. You can do this once every 7 days.
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