Artificer
Base Class: Artificer

The grenadier channels their magic into grenades and bombs. They have a rather explosive play style.

Grenadier Spells

Starting at 3rd level, 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.

Alchemist Spells
Artificer Level Alchemist Spells
3rd Chromatic Orb, Fog Cloud
5th Shatter, Hold Person
9th Fireball, Glyph of Warding
13th Gravity Sinkhole, Vitriolic Sphere
17th Swift Quiver, Far Step

3rd: Bonus Cantrip

You learn the magic stone cantrip. If you already know it, choose another cantrip from the artificer spell list to learn.

3rd: Grenade Launcher

You can spend an hour with your tinkerer's tools to build a grenade launcher. The grenade launcher serves as a spellcasting focus, which can only be used by Grenadier's. You can only have one grenade launcher at a time, if you lose the grenade launcher you must spend one hour to rebuild it. If it gets damaged or destroyed, you can repair it using the mending cantrip. Treat the grenade launcher as a rod for the purposes of artificer infusions, which can hold up to 4 infusions.

When you cast a spell of first level or higher, that has a range greater then 15 feet and only targets one creature, you can instead cause the spell to affect creatures within a 5 foot radius circle. When you do so, all creatures in the effected area must make a dexterity saving throw against your spellcasting save DC. On a successful save, the creature takes half damage and suffers no other effects from the spell. All spells with a range greater then 15 feet have a minimum range of 60 feet when you use the grenade launcher as your spellcasting focus.

When you cast the magic stone  cantrip using the grenade launcher as a spellcasting focus, you can conjure up to 3 pellets inside the grenade launcher. You can launch the pellets from your grenade launcher. The pellets have a range of 60 feet, deal 1d8 + your intelligence modifier magical bludgeoning damage, and use your spellcasting attack bonus for attack rolls.

5th: Augmented Explosives

Whenever you cast an instantaneous spell that affects a sphere or cube, you can choose to alter the spell in one of the following ways:

  • Sonic Boom: The spells damage type becomes thunder and creatures within the effected spell area are deafened until the end of their next turn and take additional thunder damage equal to your intelligence modifier. A thunderous boom can be heard up to 300 feet away. 
  • Forceful Boom: The spells' damage type becomes force and the saving throw type becomes strength. Creatures that fail the spell save suffer the effects of the spell and are pushed 15 feet away from the center of the spell.
  • Flashbang: The spells' damage type become radiant and the saving throw type becomes constitution. Creatures that fail the spell save suffer the effects of the spell and are blinded until the end of their next turn.
  • Sticky Blast: The spells' damage type becomes acid and the saving throw type becomes dexterity. Creatures that fail the spell save suffer the effects of the spell and their speed becomes 0 until the start of your next turn as goo sticks to them.

You can use this feature an amount of times equal to half your proficiency bonus (rounded down) +1 per long rest.

9th: Remote Bomb

When you cast an instantaneous spell that effects as area using your grenade launcher as the spellcasting focus, you can store the spell in a bomb that is 3 inches in diameter. When you create it you can choose to launch it, or conjure it in your hand. It can stick to dry, hard surfaces such as walls, ceilings, or plate armor, but does not stick to fabric or wet surfaces. You can use a bonus action or reaction to cause the bomb to detonate, activating the effects of the spell centered on the bomb. Alternatively, creatures of your choosing can use their action to throw the bomb up to 60 feet and activate it. You can have up to two remote bombs at a time, if you create another one, choose one of the other remote bombs to disappear harmlessly. The bombs will automatically activate after 10 minutes if you don't set them off, or if they take damage equal to three times you artificer level. 

15th: Suppressive Fire

When you cast magic stones, you can conjure an additional pellet in your grenade launcher. When you use your action to make an attack with a pellet or cast a spell using your grenade launcher as a spellcasting focus, you can make an attack with one of your pellets as part of the same action, provided you have enough pellets.

Grenadier Infusions

The grenadier has access to the following infusions in addition to the infusions available to the base artificer.

Abundant Reload:

Item: Grenade Launcher

When you cast the magic stone cantrip, you can conjure an additional pellet inside the grenade launcher

Repeating Pellets:

Item: Grenade Launcher        Prerequisite: 6th-level artificer

When you use your action launch a pellet, you can launch an additional pellet as part of the same action, provided you have enough pellets.

Explosive Rounds:

Item: Grenade Launcher        Prerequisite: 10th-level artificer

When you launch a pellet, you can cause the pellet to explode into shrapnel on impact, changing the damage type to piercing. The grenade launcher has 8 charges. Even if the attack misses the target, they still take damage equal to your intelligence modifier. Creatures within 5 feet of the target must make a dexterity saving throw against your spell save DC or take damage equal to your intelligence modifier on a failed save. It regains 2d4 charges daily at dawn.

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