Artificer
Base Class: Artificer

A Grenadier specializes in using alchemy to create explosive devices. This creative yet destructive power is valued by a number of armies in wars on many worlds.

Tool Proficiency

3rd-level Grenadier feature

You gain proficiency with alchemist’s 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 Grenadier 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

entangle, thunderwave

5th

shatter, pyrotechnics

9th

fireball, melf's minute meteors

13th

blight, vitriolic sphere

17th

cloudkill, immolation

Magical Ordinance

3rd-level Grenadier feature

Also at 3rd level, you've learned how to create Alchemical bombs. Using Alchemist's tools and Tinker's tools, you can manufacture a number of bombs equal to twice your proficiency score over the course of a long rest. These Bombs lose their potency when you next long rest.

You learn how to create two types of Ordinance of your choice, chosen from the list below. When you craft your bombs, you can choose what type of ordinance they are. You learn another type of Ordinance at 5th level, 9th level, 15th level, and 17th level.

Bombs you create are simple weapons in which you are proficient, and have the throwing (60/120) feature. On a hit, they do 1d4 bludgeoning damage.

Concussive Bomb

When this alchemical bomb is thrown, it detonates with force enough to be heard up to 200ft away. Any creature within 20 feet of the bomb must make a Strength Saving throw against your spell save DC. On a failure, they take 2d10 Thunder damage, are pushed back 10 feet, and are knocked prone. On a Success, they take half damage, are not moved, and are not knocked prone.

At 11th and 17th level, the damage dealt by these bombs increases by 2d10 (4d10 at 11th, 6d10 at 17th)

Fire Bomb

When this alchemical bomb is thrown, it erupts into a ball of fire. Any creature within 20 feet of the bomb must make a Dexterity Saving throw against your spell save DC. On a failure, they take 3d8 Fire damage. On a Success, they take half damage. Any flammable items that are not being worn that are hit by the explosion ignite.

At 11th and 17th level, the damage dealt by these bombs increases by 3d8 (6d8 at 10th, 9d8 at 17th)

Flash Bomb

When this alchemical bomb is thrown, it bursts in a brilliant flash. Any creature within 20 feet of the bomb must make a Constitution Saving throw against your spell save DC. On a failure, they take 2d8 Radiant damage, and are blinded and deafened until the end of your next turn. While blinded in this manner, targets have disadvantage on Concentration Saves. On a Success, they take half damage, and aren't blinded.

At 11th and 17th level, the damage dealt by these bombs increases by 2d8 (4d8 at 10th, 6d8 at 17th)

Frost Bomb

When this alchemical bomb is thrown, it releases a burst of horrific frost. Creatures within 10 feet of the bomb must make a Constitution Saving throw. On a failure, the target takes 2d10 Cold damage. On a success, they take half damage. For the next minute, the area within 10 feet of the bomb is covered with a layer of frost for 1 minute, and counts as difficult terrain.  A creature the starts its turn in the frost or enters it on that turn must make a Dexterity Saving Throw against your Spell save DC or immediately fall prone. A creature entering the frost that fails its dexterity save will immediately move to the opposite end of the radius.

At 11th and 17th level, the cold damage dealt by these bombs increases by 2d10 (4d10 at 10th, 6d10 at 17th)

Mustard Bomb

When this alchemical bomb is thrown, it releases a burst of yellow-green fog that fills a 20-foot radius sphere centered around the bomb, which spreads around corners. x The area is heavily obscured. When a creature enters the area for the first time on a turn, the creature must make a Constitution saving throw. The creature takes 2d12 poison damage on a failed save, or half as much damage on a successful one. When the bomb detonates, a noxious gas fills the area. Creatures that start their turn in this radius must make a Constitution saving throw takes 2d8 poison damage. The gas spreads around corners. It lasts for 1 minute, or until Strong Wind disperses the fog.

At 11th and 17th level, the initial damage dealt by these bombs increases by 2d12 (4d12 at 10th, 6d12 at 17th)

Sticky Bomb

When this alchemical bomb is thrown, it releases a burst of a sticky, web-like substance. The area within 30 feet of the bomb is covered with this webbing for 10 minutes, and counts as difficult terrain.  A creature the starts its turn in the webbing that is not restrained by the webs or enters it for the first time on that turn must make a Dexterity Saving Throw against your Spell save DC or be restrained by the webbing. On it's turn, it can make a Strength Check against the Spell save DC in order to end the restrained condition.

This Artificial webbing is also flammable, and a 5-foot section exposed to flame burns away in 1 round, dealing 2d10 fire damage to any creature that starts its turn in the fire.

At 11th and 17th level, the fire damage dealt by these bombs increases by 2d10 (4d10 at 10th, 6d10 at 17th)

Detonated Charge

5th-level Grenadier feature

At 5th level, you've learned to time your Alchemical reactions, or even prevent them from going off until the exact right moment. As an action, you can place your bomb and set it up for a timed detonation, choosing a period of time up to 1 hour.

Just One More

9th-level Grenadier feature

At 9th level, when you roll for initiative, you can quickly create a bomb that lasts for the next minute before losing potency. You can choose to grant yourself disadvantage on the initiative roll to create two bombs instead.

Spell Bombs

15th-level Grenadier feature

At 15th level, once per long rest, you can use a bonus action to imbue a spell into one of your bomb casings. The spell can be any artificer spell of 3rd level or lower with a casting time of 1 action, and imbuing it consumes the spell slot. If the spell imbued in this manner that has an AOE effect effects all valid targets within 30 feet of the bomb

If the spell normally effects a limited number of creatures instead of all creatures within the AOE, the radius of the bomb is reduced to 15 feet.

If the spell uses concentration, it requires you to concentrate on the effects as normal.

Previous Versions

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