Base Class: Artificer
Alchemical Grenadiers are the terror of the battlefield. Feared by all they sling volatile alchemical mixtures around, creating effects to devastate and hinder, and, occasionally, help. Whether they are in an open field, dense urban streets, on the deck of a ship, or in a rocky wasteland, destruction is sure to follow in their wake.
Tool Proficiency
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.
Bombs Away
In lieu of learning additional spells, you instead have chosen to learn how to create similar effects by combining alchemical reagents.
You have a number of Reagent Points equal to your Artificer level + PROF + INT MOD, you may use these charges to craft grenades. You regain all Reagent points upon completing a long rest, and you may only expend Reagent points during a short rest to craft Grenades. Grenades become inert and non functional after 1 day.
Reagent Points at Levels
Artificer Level | Reagent Points (RP) |
3 | 3+PROF+INT |
4 | 4+POF+INT |
... | ... |
17 | 17+PROF+INT |
You gain Grenade recipes as you gain Artificer levels, all Grenades have the light and thrown properties, having a range of 15*STR MOD, with a minimum range of 15 ft.
Additionally, Some grenades (That have the At Higher Levels text) may be crafted as a higher level grenade, this increases the cost to whatever the cost of that level is(e.g. a Fragmentation Grenade crafted at Journeyman level costs 5 RP to make)
Novice, Unlocked at 3rd level (2 Reagent Points) |
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Fragmentation |
15 ft. Sphere. Creatures within the Sphere must make a DEX Saving throw against your Spell Save DC. On a failed save they take 2d6 piercing damage taking half as much on a successful save. At Higher Levels: increase Damage by 1d6 per level higher than Novice |
Knock-Out Gas |
15 ft. Sphere Duration: 1 minute. Roll 5d6.. Creatures within the Sphere that have current HP less than the rolled amount fall asleep for the duration unless they take damage or a creature uses an action to wake them up. At Higher Levels: Increase dice rolled by 3d6 per level higher than Novice |
Repulsor |
15 ft. Sphere. Creatures within range must make a STR saving throw, on a failure they are pushed back 15 ft. from the center of the sphere in a straight line. Loose objects within range are knocked 20 ft. away if it is directly on a creature it knocks them away from you, if above a creature knocks them prone. At Higher Levels: Increase radius and distance moved by 5 ft. per level higher than Novice |
Vortex |
15 ft. Sphere. Creatures within range must make a STR Saving throw. On a failure they are sucked 5 ft in a straight line towards the center, they can not pass the center. If multiple creatures are moved into the same tile they occupy adjacent tiles instead and take 1d6 bludgeoning damage. At Higher Levels: Increase radius and distance moved by 5 ft. per level higher than Novice |
Smoke |
15 ft sphere, Duration: 1 minute. Creates a cloud of smoke, The sphere spreads around corners, and its area is heavily obscured for the duration. |
Adept unlocked at 5th Level (3 Reagent Points) |
|
Stun Grenade |
15 ft. Sphere. Creatures within the sphere must make a CON saving throw. On a failure they are blinded and deafened until the end of your next turn. |
Healing Grenade |
15 ft. Sphere. Creatures within the sphere restore 1d6+spell mod hit points. At Higher Levels: Increase amount healed by 1d6 per level higher than Adept |
Silencing Grenade |
15 ft. Sphere. Duration: 1 minute. For the duration, no sound can be created within or pass through the sphere centered on a p. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. |
Laughing Gas |
10 ft Sphere. Creatures within the sphere must succeed on a WIS saving throw or they will perceive everything as hilariously funny and fall into fits of laughter, falling prone, becoming incapacitated and unable to stand up until the end of your next turn. |
Boomburst |
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels: Increase damage by 1d8 for each level above Adept |
Razor Wire |
15 ft sphere Duration: 1 minute. Creatures within the sphere must make a DEX saving throw. They take 2d4 slashing damage, taking half as much on a successful save. The area is then covered in the razor wire for the duration of the effect. The terrain becomes difficult terrain, and any creature moving through it takes 2d4 slashing damage per 5 ft. they move through it. |
Journeyman, unlocked at 9th level (5 reagent points) |
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Incendiary |
15 ft. Sphere. Creatures within the Sphere must make a DEX Saving throw against your Spell Save DC. On a failed save they take 8d6 fire damage, taking half as much on a successful save. |
Thunderhead |
Cone, 10 ft wide, 30 ft high. Creatures within the cone must make a DEX saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The storm persists until the end of your next turn. Any creature that ends their turn in the cone must make the save again. |
Combustible |
20 ft sphere. Coats everything within the sphere in a film of flammable liquid that looks and smells like whiskey. Upon anything that is coated in the fluid taking fire damage, everything connected by touch that is coated ignites, dealing 1d6 fire damage at the end of their turn until they take an action to put it out. At Higher Levels: Expert: The fluid is scentless and invisible Master: The fire can not be put out by nonmagical means |
Expert, unlocked at 13th level (7 reagent points) |
|
Hellfire |
15 ft. Sphere, Duration: 1 minute. Coats the area in a burning gel, creatures in the range must make a DEX saving throw. They take 4d6 fire damage or half as much on a success; creatures that failed their save are ignited for the duration. Ignited creatures repeat the saving throw at the end of each of their turns, taking 2d6 fire damage on a failure, the effect ends on a success. Creatures that end their turn on terrain ignited by this grenade take 1d6 fire damage. The fire can not be put out by non-magical means. |
Freeze Blast |
15 ft. Sphere, duration 1 minute. Creatures within the sphere must make a DEX saving throw or take 4d8 cold damage, or half as much on a success. Additionally, creatures within the range have their movement reduced by 10 and the terrain within the range becomes difficult terrain for the duration of the spell. |
Toxic Fog |
The grenade generates a 15-foot-radius sphere of poisonous, yellow-green fog centered on the grenade. The fog spreads around corners. It lasts for the 1 minute. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. This spell does not effect creatures that do not breathe At Higher Levels. When you craft this grenade at a level higher than Expert, increase the damage by 1d8 per level higher than Expert |
Master, unlocked at 17th level (7 reagent points) |
|
Numbing Agent |
10 ft Sphere. Duration: 1 minute. Creatures within the sphere must make a CON Saving throw. On a failure, must choose one between a move, action or bonus action for the duration. On their turn they repeat this saving throw to attempt to end the effect. |
Confounding Gas |
15 ft. Sphere. Duration: 10 minutes. Creatures within the sphere must make a CON saving throw. On a failed save they have disadvantage on WIS, INT, and CHA saving throws for the duration of the effect. They repeat the saving throw at the beginning of each of their turns to try and end the effect |
Fear Gas |
15 ft sphere. Duration: 2 minutes. Creatures within the range must make a WIS saving throw. On a failure the creatures are frightened of all creatures for the duration. They repeat the saving throw at the beginning of each turn to try and end the effect early |
Rage Gas |
10 ft sphere, Duration 1 minute. Creatures within range must make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, they lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time an effected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. |
Advanced Fuses
You have figured out how to create a variety of different detonation methods for your explosives. Using a grenade, you can designate the intended detonation method as a bonus action. If not specified, defaults to impact.
Time Delayed |
Designate when the grenade will detonate between 1-3 turns later |
Tripwire |
Can not be thrown, set up a tripwire up to 10 ft in length to trigger the explosive when a creature passes over it, can be found with a perception check (vs your stealth check) and avoided with acrobatics if detected (DC 13) |
Pressure |
Detonates when a creature steps on it, can be detected with a perception check |
Remote |
Remote detonated by you, can not be further than 120 ft away. |
Airburst |
The Grenade detonates when it is 10 ft. off the ground, ignores the effect of cover unless they are sheltered from above |
Proximity |
Detonates when something moves through a 5 ft cone in front of the Grenade, you choose the orientation of the cone |
Ordinance Enhancements
You have learned how to enhance your grenades even further. When crafting grenades may spend extra gold to increase effects. An enhancement costs an additional RP on top of base crafting cost. Each individual Grenade can only have 1 enhancement
Yield |
Increases the radius of the grenade by 10 ft. |
Potency |
Creatures within the grenade’s effect have disadvantage in the Save |
Self-Propelled |
Increases the range of the grenade by 60 ft. |
Dead Man’s Switch |
Grenade detonates upon the holder dropping to 0 HP or it is otherwise dropped, deals maximum damage with initial blast (Can't be used with healing Grenade, can be given to another creature either willingly as a free action, or with a slight of hand check as an Action) |
Sapper
Starting at 13th level you deal double damage to structures and constructs with grenades and other explosives
Additionally, during downtime you can use your grenade recipes to craft Satchel Charges. You may have as many charges up to your INT MOD. Each charge takes 1 hour to craft, and requires no RP to craft. Charges may only have the tripwire, pressure, or remote fuse options. All Charges are treated as crafted at the highest level (Novice, Journeyman, etc.) you can currently craft. When you plant a charge you can choose to modify the shape of the charge, choosing between the default Sphere, a 30 ft cone, or a line that is 5 ft. wide and 45 ft. long.
Volatile Veteran
You have gathered much experience with explosive ordinance and volatile chemicals. You gain resistance to acid, poison, and burning damage. Additionally you can give advantage on saving throws to allies that are within the area of effect of one of your grenades.
Delivery System
Using a set of Tinker's tools, you can create a mortar launcher to deliver you grenades across a battle field. The Mortar can be placed or picked up as an action, and has the reload property. When Grenades are launched with the mortar their range is greatly enhanced, however the mortar can not target creatures within its minimum range.
Mortar range: 30/300/600 ft. (Grenades launched beyond 300 ft. will not land until the end of your next turn)
Previous Versions
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Agreed, also the class feature is not adding my player's intelligence modifier to the amount of RP he should have.
This is great, but I think the novice grenades should cost 1 reagent point each.