Artificer
Base Class: Artificer

Arcane Grenades- Once a day, you can infuse a number of arcane grenades equal to the number of spell slots available to your character. These grenades can be infused with a spell or cantrip and can be placed as a prepared action or thrown as an attack action. Use of arcane grenades does not expend a spell slots. At higher levels, arcane grenades can be launched and increase in potency.

Grenade Launcher-You utilize your skills as a Grenadier to craft a launching device. This grenade launcher is capable of shooting both regular and arcane grenades to an extended distance.

Enhanced Grenades and Arcane Accuracy- your arcane grenades become more potent and only target creatures and objects of your choosing.

Multiple Infusions- Arcane grenades you create can be infused with 2 spells.

Tool Proficiency

3rd-level Grenadier feature

You gain proficiency with smiths 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 Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artillerist Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Arcane Grenades

3rd-level Grenadier feature

You've learned how to create a magical grenades. Using smith’s tools, you can create magically infused grenade. A grenade may be thrown or launched as an attack option to be used instantaneously or placed to be used as a prepared action. 

You can craft any number of cantrip infused grenades. Cantrip grenades may be placed on the ground before combat or use an action during combat and then remotely detonated as a bonus action on a future turn. At level 5, cantrip grenades can be tossed as a bonus action if the grenade launcher was used to shoot an arcane grenade of a level 1 spell or higher.

You can create a number of arcane grenades equal to your number of spell slots once per long rest. The number of arcane grenades is equal to the amount of spell slots known per level. Arcane spell grenades may be placed on a flat surface to be remotely detonated as an action or thrown as an action. At level 5, arcane spell grenades may be used with a grenade launcher.

Arcane grenades will lose their potency after a long rest, older arcane grenades lose their arcane infusion and become a shrapnel grenade. 1d4 piercing for a 10' radius.

The arcane grenade is a magical object. Unless thrown or launched, it has an AC of 10 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 it is destroyed before it can detonate it's magical effects do not happen. Instead it will explode for 1d4 piercing damage to everything in a 10 foot radius.

When you create the arcane grenade you decide which spell it is, choosing from the options of spells your character knows. On each of your turns, you can throw a grenade up to 30 feet as an action or cause one withing 60 feet of you to detonate remotely. At higher levels you can use a grenade launcher to shoot your arcane grenades up to 90 feet. Arcane grenades infused with a cantrip may be used as a bonus action only if a the arcane grenade was cas with a grenade launcher.

Grenade Launcher

5th-level Grenadier feature

When you finish a long rest, you can use smith’s tools to create a grenade launcher. The launcher can be used for both arcane and regular grenades. This launcher allows you to send grenades up to 90 feet but no shorter than 30 feet.

Your grenade launcher uses your spell casting ability (INT) for it's to-hit bonus

Using the grenade is a spell casting action but does not expend spell slots. Grenades will instantly detonate upon landing and cannot be used for delayed blasts or setting prepared actions. Using the grenade launcher as an action will allow you to throw or remote detonate a cantrip grenade*.

*Remote detonation cantrip grenades must have been placed prior to combat or placed as an action in a previous turn.

 

 

Enhanced Grenades

9th-level Grenadier feature

Every grenade you create is more destructive and powerful:

  • The grenade's rolls all increase by 1d8 if it is a damage dealing spell
  • The grenade's save DC is increased by +2 if it is a non damaging spell. Effects from non damage dealing spells increase in duration by 1 minute.
  • Damage against non organic, non enchanted material is automatically doubled.

Arcane Accuracy

9th-level Grenadier feature

You’re a master at aiming Arcane Grenades:

  • Arcane Grenades you create will only effect creatures or objects of your choosing. Allied creatures will not be effected by damage dealing spells or shrapnel.
  • You have advantage to hit on non organic materials.

Multiple Infusions

15th-level Grenadier Ability

Multiple Infusions

Arcane grenades you create may be infused with 2 spells to go off on a single detonation.

  • 1 spell and 1 spell of a lower level. You cannot create 2 spells of the same level
  • 1 spell and a single cantrip
  • Only 1 condition spell may be used per arcane grenade.
  • You can choose the order the spells detonate but both must detonate on your turn. 

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