Base Class: Artificer
The Grenadier the master artificer of explosive munitions you have developed a means of trapping arcane magic within a glass orb and able to release it upon impact. You are able to prepare a head of time for all hazards that may approach the grenadier.
Tool Proficiency
3rd-level Grenadier feature
You gain proficiency with glassblower's tools. 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 |
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5th |
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9th |
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13th |
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17th |
Arcane Bomb
3rd-level Grenadier feature
Beginning at 3 level you gain access to the arcane bomb this counts as a simple weapon which you are proficient with using your spell casting modifier for attack & damage. You have a number of these equal to your proficiency bonus per long rest. At the end of the long rest, you must decide what effects these bombs will have. Short range 30 Long range 60
Arcane Bomb
| Bomb Type | Effect |
|---|---|
|
Force Bomb |
Roll to throw this bomb at a target using your spell attack bonus on a hit the target takes 2d6 force damage. |
|
Smoke Bomb |
When thrown this bomb produces a 10ft radius sphere of smoke. The area becomes heavily obscured for 2 rounds |
|
Flash Bomb |
When thrown this bomb produces a blinding light, creatures within 10ft radius of the bomb must make a dexterity saving throw of be blinded until the end of their next turn. |
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Fear Bomb |
When thrown targets within a 10ft radius must make a wisdom saving throw or become frightened for 2 rounds. |
|
Inferno Bomb |
Roll to throw this bomb, if the bomb hits the target takes 1d6 fire damage and is set on fire. They must use an action to extinguish the fire or they will continue to take 1d6 fire damge at the end of their turn. The fire lasts for 1 minute. |
|
Entangle Bomb |
Roll to throw this bomb, if the bomb hits the target takes 1d4 piercing damage and becomes restrained. The creature must use a action to remove the restrained condition. If they are still restrained at the end of their turn they take an additional 1d4 piercing damge. This effect lasts for 1 minute. |
Backup Bomb
5th-level Grenadier feature
You have discovered a way to quickly create a Arcane Bomb. If you have no more uses of your Arcane Bomb, you may jury-rig an additional bomb at the cost of 1 spell slot.
In addition to being able to jury- rig an Arcane Bomb you can throw one as a bonus action
Enhanced Bombs
9th-level Grenadier feature
Through hard work and experimentation, the Grenadier has made their Arcane Bomb more powerful. This has produced the following effects.
- The Arcane Bombs now deal an additional damage dice.
- The Area the Arcane Bombs has increased from 10ft to 20ft.
Disintegration Bomb
15th-level Grenadier feature
You have mastered the art of glassblowing and have formed the ultimate Arcane Bomb. Once per long rest the Grenadier can throw a special bomb. This bomb has the same range as a regular Arcane Bomb Short Range 30ft Long Range 60ft. The chosen target is effected by the disintegrate as if it were cast at 7th level. If the creature passes the saving throw the Grenadier may recover the bomb and gain an additional use of their Arcane Bomb feature.
Previous Versions
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6/25/2023 7:46:49 PM
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Coming Soon
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