Base Class: Artificer
Grenadiers specialise in the creation and use of arcane explosives, whether by infusing mechanical devices with explosive arcane power, or experimentation with volatile alchemical concoctions. A Grenadier who lives long enough to master the craft wields a vast array of ingenious and destructive arcane explosives to suit any occasion, so long as the occasion calls for a bang.
Tool Proficiency
When you adopt this specialization at 3rd level, 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.
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.
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Grenadier Spells |
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Artificer Level |
Grenadier Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
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Arcane Grenade
Also at 3rd level, you've learned how to create explosive magical devices and alchemical concoctions. You learn the cantrip Acid Splash if you don’t already know it. It counts as an artificer spell for you. Whenever you cast Acid Splash using either your tinker's tools or alchemist's supplies as the spell casting focus, you may choose to have the spell deal fire, thunder, or piercing damage instead of the usual acid damage.
Enhanced Explosives
Also at 3rd level, through your experimentation with arcane explosives, you have discovered a number of ways to enhance the effects of your Arcane Grenades. You learn two enhancements of your choice from the options listed below. You learn one additional enhancement at 9th and 15th level. Each time you learn a new enhancement you may also replace one of your known enhancements with a different one.
When you cast Acid Splash, using either your tinker's tools or alchemist's supplies as the spell casting focus, you may apply the effect of one of your known enhancements in addition to the spell's normal effects.
Cluster Bomb
Prerequisite: Level 3 Grenadier
The radius of the spell’s effect is increased by 10 feet.
Concussive
Prerequisite: Level 9 Grenadier
Any creature that fails a saving throw against the spell’s effect is pushed in a straight line up to 10 feet away from the centre of the spell’s radius, ending in an unoccupied space.
Flashbang
Prerequisite: Level 15 Grenadier
Any creature that fails a saving throw against the spell’s effect is blinded and deafened until the end of your next turn.
Implosion
Prerequisite: Level 9 Grenadier
Any creature that fails a saving throw against the spell’s effect is pulled in a straight line up to 10 feet toward the centre of the spell’s radius, ending in an unoccupied space.
Shaped Charge
Prerequisite: Level 3 Grenadier
When you cast the spell choose a number of creatures up to your intelligence modifier (minimum of 1). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Shockwave
Prerequisite: Level 15 Grenadier
Any creature that fails a saving throw against the spell’s effect is knocked prone.
Smoke Bomb
Prerequisite: Level 3 Grenadier
A cloud of thick fog fills the area of the spell's effect until the end of your next turn. The fog spreads around corners and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) will disperse the cloud, ending its effect early.
Volatile Explosives
At 5th level, you are able to imbue your explosives with greater destructive power. Whenever you cast Acid Splash, or any of your Grenadier spell using either your tinker's tools or alchemist's supplies as the spellcasting focus, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Improved Arcane Grenade
By 9th level, there is no escaping the destructive force of your arcane grenades. When you cast Acid Splash, using either your tinker's tools or alchemist's supplies as the spell casting focus, and a creature succeeds on the saving throw against the spell, the creature takes half the spell's damage but suffers no additional effect from any enhancements applied to the spell.
In addition, you may now add the effects of up to two of your known enhancements in addition to the spell's normal effects.
Master Grenadier
By 15th level, your mastery of explosive magics is second to none. When you cast Acid Splash, using either your tinker's tools or alchemist's supplies as the spell casting focus, structures and nonmagical objects that are not being worn or carried also take the spell's full damage and suffer the effects of any enhancements (if applicable) if they are within its area of effect.
In addition, you may now add the effects of up to three of your known enhancements in addition to the spell's normal effects.
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Posted Mar 15, 2025Updated for the new 2024 PHB, with tooltips to new spells and rules, and utilising new Acid Splash.