Base Class: Artificer
Grenadiers exercise their talents in the thick of battle, and learn methods of combining weapon attacks with their magic. They are adept at using alchemical bombs and items in tandem with their martial skills.
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.
| Artificer Level | Spells |
|---|---|
| 3 | Burning Hands, Earth Tremor |
| 5 | Aganazzar's Scorcher, Shatter |
| 9 | Erupting Earth, Fireball |
| 13 | Fire Shield, Wall of Fire |
| 17 | Cloudkill, Immolation |
Bombs
Starting at 3rd level, grenadiers are experts at crafting volatile mixtures and infusing them with magic to create powerful bombs to hurl at their enemies. As an action you can throw a bomb as a ranged spell attack. Bombs have a throwing range of 20 feet and on a direct hit deal fire damage equal to 1d6 + your Intelligence modifier. The bomb’s damage increases by 1d6 when you reach 5th level in this class, and again at 11th and 17th level.
Bombs deal splash damage in a 5-foot radius around the target equal to the minimum damage. Those caught in the splash can attempt a Dexterity saving throw against your spell save DC, and take no damage on a success.
Grenadiers gain a number of bombs equal to their Intelligence modifier, and replenish them upon finishing a short or long rest.
Alchemical Explosives
At 5th level, a grenadier can use their Bonus Action to infuse a bomb with a single harmful alchemical liquid or powder, such as acid, alchemist’s fire, or basic poisons. This consumes the alchemical item but transfers its effect to the bomb in addition to the bomb’s normal effects. The alchemical item takes full effect on the next creature directly struck by the bomb, but does not splash, spread, or otherwise affect additional targets. The alchemical treatment wears off 1 minute after application if no bomb is thrown.
Directed Blast
At 9th level, a grenadier can control how their bombs affect the surrounding area. When you throw a bomb, you can choose to have it splash in a 20-foot cone or 40-foot line rather than affecting a radius. The area of effect starts at the designated target of the bomb and extends away from the target in a direction you choose. Creatures in the expanded area can attempt a Dexterity saving throw, and take half damage on a success. Bombs used this way create difficult terrain within the blast area.
Shellshock
At 15th level, a grenadier’s bombs become even more devestating against their foes. Your bombs now splash in a 10-foot radius. In addition, whenever you score a critical hit with a bomb, any creature that takes damage from your bombs must make a Strength saving throw against your spell save DC or be knocked 10 feet away from the center of the blast radius and fall prone.
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