I am making a hombrew subclass for artificer called Grenadier, I could use some balancing help and I have no idea for the capstone, if you could just review and tell me the errors and maybe some ideas for the capstone that would be great, thanks everyone!
The Details are in the spoiler
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Grenadier
Grenadiers specialise in making traps and grenades by combining alchemy and technology and just killing everything, including their allies-
Tool Proficiency
3rd-level Grenadier feature
You gain proficiency with Alchemist Supplies If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Grenadier Spells
3rd-level Grenadier feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Grenadier Spells
Artificer Level
Spell
3rd
Burning Hands, Guiding Bolt
5th
Scorching Ray, Shatter
9th
Fireball, Lightning Bolt
13th
Wall of Fire, Vitriolic Sphere
17th
Flame Strike, Immolation
Arcane Launcher
3rd-level Grenadier feature
You have learnt how to create a small launcher which you attach to a part of your body, using Tinker’s tools or Alchemist’s Supplies you can create your launcher during a long rest, the launcher is attached to a part of your body (your choice) during the rest and can’t be removed against your will. You can only have one Arcane Launcher and can use it as a spellcasting focus. Your Arcane Launcher is required for any of your future abilities.
Also, you can cast firebolt through it
Arcane Explosives
3rd-level Grenadier feature
You can make new weapons, called Arcane Explosives. Arcane explosives are made as either Balls, or Traps. Balls require a bonus action to shoot through your Arcane Launcher and explode on impact, and Traps take an action to place and are triggered with either a bonus action as long as you are within 60ft or if 2 or more pounds of pressure is applied to the trap. The trap is a Tiny object but technically takes a 5x5ft square of floor space (cus dnd)
There are 2 types of Arcane Explosives, Boom and Gas. When you make an Arcane Explosive, you choose either Trap or Ball and Boom or Gas, (e.g. Boom Balls, Gas Traps).
Booms explodes in a 10ft radius and does 2d6 fire damage on a failed dexterity saving throw (half on a success) against your spell save DC. Gas explodes in a 5ft radius and does 1d6 poison damage on a failed constitution saving throw (half on a success) against your spell save DC and persists for 18 seconds. The affected area is lightly obscured.
Booms and Gas Damage Scale at the following levels: 5, 9, 15, 20. Booms scales by 2d6 and gas by 1d6
You can During a short rest you can create an amount of Arcane Explosives equal to your artificer level + intelligence modifier / 4 rounded down (minimum 1) During a long rest you can create an amount of Arcane Explosives equal to your artificer level + intelligence modifier / 2 rounded down (minimum 2) You can expend a spell slot and create an amount of expendable weapons equivalent to the spell slots level. When you create the Explosives, you must determine what specific types they are, then add them to your inventory for future reference.
Arcane Shock
5th-level Grenadier feature
You gain access to a new Arcane Explosive: Shock. Shock explodes and hits anything within 5ft and does 2d6 lightning damage on a failed dexterity saving throw (half on a success) against your spell save DC and on a fail the target is stunned until the start of your next turn.
Arcane Turrets
9th-level Grenadier feature
You learn how to make an Arcane Turret, you can create the turret once per short rest or long rest as an action and summon it within 5ft of you, after that you cannot create another cannon unless you expend a spell slot. The Turret is a magical object. The cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 30 seconds. You can dismiss it early as an action. You can have an amount of cannons active at once equal to your intelligence modifier (minimum 1) You can activate all of your active turrets with a single bonus action which allows them to move up to 15ft in any way of your choice and shoot an Arcane Explosive ball, from your own reserves of either Boom, Gas or Shock.
I am making a hombrew subclass for artificer called Grenadier, I could use some balancing help and I have no idea for the capstone, if you could just review and tell me the errors and maybe some ideas for the capstone that would be great, thanks everyone!
The Details are in the spoiler
|
v
Grenadier
Grenadiers specialise in making traps and grenades by combining alchemy and technology and just killing everything, including their allies-
Tool Proficiency
3rd-level Grenadier feature
You gain proficiency with Alchemist Supplies If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Grenadier Spells
3rd-level Grenadier feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Grenadier Spells
Artificer Level
Spell
3rd
Burning Hands, Guiding Bolt
5th
Scorching Ray, Shatter
9th
Fireball, Lightning Bolt
13th
Wall of Fire, Vitriolic Sphere
17th
Flame Strike, Immolation
Arcane Launcher
3rd-level Grenadier feature
You have learnt how to create a small launcher which you attach to a part of your body, using Tinker’s tools or Alchemist’s Supplies you can create your launcher during a long rest, the launcher is attached to a part of your body (your choice) during the rest and can’t be removed against your will. You can only have one Arcane Launcher and can use it as a spellcasting focus. Your Arcane Launcher is required for any of your future abilities.
Also, you can cast firebolt through it
Arcane Explosives
3rd-level Grenadier feature
You can make new weapons, called Arcane Explosives. Arcane explosives are made as either Balls, or Traps. Balls require a bonus action to shoot through your Arcane Launcher and explode on impact, and Traps take an action to place and are triggered with either a bonus action as long as you are within 60ft or if 2 or more pounds of pressure is applied to the trap. The trap is a Tiny object but technically takes a 5x5ft square of floor space (cus dnd)
There are 2 types of Arcane Explosives, Boom and Gas. When you make an Arcane Explosive, you choose either Trap or Ball and Boom or Gas, (e.g. Boom Balls, Gas Traps).
Booms explodes in a 10ft radius and does 2d6 fire damage on a failed dexterity saving throw (half on a success) against your spell save DC. Gas explodes in a 5ft radius and does 1d6 poison damage on a failed constitution saving throw (half on a success) against your spell save DC and persists for 18 seconds. The affected area is lightly obscured.
Booms and Gas Damage Scale at the following levels: 5, 9, 15, 20. Booms scales by 2d6 and gas by 1d6
You can During a short rest you can create an amount of Arcane Explosives equal to your artificer level + intelligence modifier / 4 rounded down (minimum 1)
During a long rest you can create an amount of Arcane Explosives equal to your artificer level + intelligence modifier / 2 rounded down (minimum 2)
You can expend a spell slot and create an amount of expendable weapons equivalent to the spell slots level. When you create the Explosives, you must determine what specific types they are, then add them to your inventory for future reference.
Arcane Shock
5th-level Grenadier feature
You gain access to a new Arcane Explosive: Shock. Shock explodes and hits anything within 5ft and does 2d6 lightning damage on a failed dexterity saving throw (half on a success) against your spell save DC and on a fail the target is stunned until the start of your next turn.
Arcane Turrets
9th-level Grenadier feature
You learn how to make an Arcane Turret, you can create the turret once per short rest or long rest as an action and summon it within 5ft of you, after that you cannot create another cannon unless you expend a spell slot.
The Turret is a magical object. The cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 30 seconds. You can dismiss it early as an action.
You can have an amount of cannons active at once equal to your intelligence modifier (minimum 1)
You can activate all of your active turrets with a single bonus action which allows them to move up to 15ft in any way of your choice and shoot an Arcane Explosive ball, from your own reserves of either Boom, Gas or Shock.
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15th-level Grenadier feature
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