Artificer
Base Class: Artificer

Whether magical or alchemical, a Grenadier's intellect is focused on  creating and dispatching unique and deadly explosives.

Grenadier's Proficiency

3rd-level Grenadier feature

You gain proficiency with one type of artisan’s tools of your choice. This choice should reflect the process of creation for your explosives in some way.

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

earth tremor, bane

5th

knock, blindness/deafness

9th

erupting earth, hypnotic pattern

13th

vitriolic sphere, resilient sphere

17th

cloudkill, destructive wave

Explosives Expert

3rd-level Grenadier feature

As a bonus action you can choose an explosive from the Minor Explosives table to throw at a point within 30 feet. If the chosen explosive causes a creature to make a saving throw it is the same as your spell save DC, and if it requires an attack roll it is the same as your spell attack modifier. You can use this ability a number of times equal to your Intelligence modifier plus your proficiency bonus and regain all uses when finishing a short rest

Minor Explosives

 

Blast Grenade. 
The bomb detonates in a ten foot sphere, each creature affected must make a dexterity saving throw or take 2d6 fire damage. On a successful save the creature takes half the damage

Flash BombChoose a creature within range. That creature must make a Constitution saving throw or become blinded until the end of their next turn

Concussive ChargeMake a ranged spell attack roll at a creature within range. On a hit, the target takes 2d10 thunder damage and is pushed five feet away from you.

Snare BombChoose a creature within range. That creature must make a Strength saving throw or become restrained until the end of their next turn.

Arcane Munitions

5th-level Grenadier feature

You've learned to share your destructive craft with others. Whenever you take a long rest you can create an amount of Arcane Munitions equal to your Artificer level. You can make any combination of Arcane Munitions as long as the total created does not exceed your artificer level. Any Ammunition created in this way loses the properties given to it after 24 hours. Ammunition made this way is destroyed immediately after use. If an effect of ammunition made this way would cause a creature to make a saving throw, the DC is equal to your spell save DC

Ammunition types

Blast Ammo Created ammunition deal an additional 1d6 force damage.

Arcing AmmoCreated ammunition deals an additional 1d4 lightning damage to the creature hit and another creature of your choice within 30 feet.

Kindled AmmoCreated ammunition deals an additional 1d4 fire damage. Creatures hit by this ammo must make a dexterity saving throw or be ignited.

Frosted AmmoCreated ammunition deals an additional 1d4 cold damage. Creatures hit by this ammo must make a constitution save or have their movement speed reduced by half.

Forceful AmmoWhen a creature is hit with this ammunition they are moved 10 feet in a direction of your choice.

 

 

Eldritch Fusileer

9th-level Grenadier feature

You've learned to combine your dangerous explosives to even more devastating consequences. As an action you can consume multiple uses of your Explosive Expert Feature to create an effect from the Eldritch Explosion table. If an effect of one of these would cause a creature to make a saving throw the DC is equal to your spell save DC  The table shows the amount of uses required to create each effect

Eldritch Explosion

Uses Effect

2

Flash Blast Bomb

Choose a point within 60 feet. Hostile creatures within 20 feet of that point must make a Constitution saving throw. On a failed save those creatures take 2d6 radiant damage and are blinded until the end of your next turn. On a successful save a creature takes half of the damage ans is not blinded

2

Breaching Charge

Choose a point within 30 feet. Any creature or object within 20 feet of that paint must make a dexterity saving throw or take 4d8 force damage. Any object within the radius takes double damage. On a successful saving throw a creature takes half damage.

3

Fusion Grenade

Choose two damage types from among fire, lightning, cold, thunder, poison, acid, bludgeoning, piercing, or slashing. Make a ranged spell attack roll at a creature within 30 feet. On a hit that creature takes 3d6 damage of the first chosen damage type, then it and creatures withing 5 feet of it take 3d6 of the second damage type chosen.

3

Warp Blast

Choose a creature within 60 feet. That creature may choose to make an intelligence saving throw. On a fail that creature takes 2d6 psychic damage and is teleported to a place of your choice within 60 feet of where it was. On a successful save the creature takes no damage and is not teleported.

5

Calamity Bombardment

Choose a point within 60 feet. All creatures within 30 feet of the chosen point must make a Dexterity saving throw or take 1d6 acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder damage. On a successful save a creature take half damage. Additional uses of Explosives Expert can be used to give creatures in the radius immunity to the damage of this explosion, one additional use for each creature.

Salvo Savant

15th-level Grenadier feature

Your constant exposure to your own explosives has given you increased understanding. You gain resistance to damage done from your explosives. In addition you gain the following benefits :

  • Blast Grenades damage is increased to 3d6
  • Flash bomb now effects a 10 foot radius
  • Concussive Charge damage is increased to 3d10
  • Snare Bomb effects a 10 foot radius
  • Arcing Ammo, Kindled Ammo, and Frosted Ammo damage is increased to 1d6
  • Blast ammo damage increases to 1d8
  • Forceful ammo now moves a creature 15 feet

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