Base Class: Artificer
Some battle their foes with conventional weapons, others with magic. Even fewer use the newly discovered smoke powder to vanquish their enemies. Yet grenadiers have discovered that a combination of the latter two is most effective, employing highly destructive traps and lethal ranged weapons to combat their enemies.
Arcane Explosive
Once per short rest, you may take an action to conjure an amount of magical explosives equal to your intelligence modifier (minimum 1). They can take the form of either throwable grenades or landmines. You may have a combination of the two.
Grenade- You summon a grenade and can throw it up to 30 feet away from yourself. To do this, you must choose to either target the area around a creature or the creature itself. If you target the area, all creatures within 10 feet of the grenade must make a dc 15 dexterity save or take 1d6 fire damage, or half as much on a success. If you target the creature, roll a spell attack. On a hit, the creature takes 2d6 fire damage. On a miss, the grenade is wasted.
Landmine- You summon a landmine and may plant it or place it on a flat surface. To plant the mine requires an action. If a creature passes within 5 feet of the landmine in any direction, it triggers. The creature must make a dexterity saving throw or take 2d6 fire damage, or half as much on a success.
Ordinance Expert
You gain proficiency with Tinker’s Tools and can spend 1 hour to craft a packet of smoke powder once per day. You also improve your Intelligence score by 1.
Arcane Explosive Improvement
You can now select one of three types of explosions when conjuring explosives.
Incendiary explosives- the explosion now deals 4d6 fire damage on a failed save, or half as much on a success. If used on a grenade targeting the area, the damage is instead 2d6 fire damage.
Shrapnel explosives- all creatures within a 10 foot circle originating from the explosive must pass a dexterity saving throw with your spell save dc as the dc, or take 2d10 piercing damage and be knocked prone or half as much on a successful save. If they succeed the save, they are not knocked prone. If used on a grenade targeting the area, the damage is instead 1d10.
Blinding explosives- The explosion deals no damage. However, all creatures within a 10 foot circle originating from the explosive must pass a constitution saving throw with a dc of your spell save dc, or be blinded and deafened until the beginning of your next turn.
Ordinance Overload
Upon reaching 10th level, you learn how to combine ordinances. You can combine two or more explosives into one as a bonus action. This adds to damage and the effects of the explosives together
Explosive Reflexes
Starting at 15th level, you can conjure arcane explosives as a bonus action.
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