Base Class: Artificer
Grenadier artificers are experts in battlefield control. A Grenadier believes that controlling the field one can win the day more effectively than through raw power. A Grenadier specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
Level 3: Tool Proficiency
You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Artillerist Spells
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.
| 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 |
Eldrich Grenades
as a bonus action and only as a bonus action the Grenadier can summon one of several types of eldritch grenades. at 3rd level the range is 60 / 100. the eldritch grenade then detonates above the ground to spread its effects over a 15-foot-wide circular radius. the damage delt is 1D8 + spell modifier. target or targets roll a save vs the damage and if they succeed then they need to roll vs the effect of the grenade. if the target or targets fails the save vs the damage then they roll vs the effect at disadvantage. eldritch Grenades are like cantrips in that they do not use spell slots and have unlimited use with the provision that they must always be only used in a bonus action.
Sonic bang : the sonic bang grenade sets of a tremendous sound causing thunder damage and potentially the Deafened condition. All those in the area of effect must roll a con save vs the casters spell attack to avoid the damage and again to not be deafened. While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Freezing bang : freezing band generates cold damage and creates a sheet of ice on the ground. Failed save cause those in the area to fall prone. All those in the area of effect must roll a con save vs the casters spell attack to avoid the damage and then to not be Prone. While you have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
Flash bang : radiant damage. All those in the area of effect must roll a con save vs the casters spell attack to avoid the damage and again to not be blinded. The DC for the blinded condition is higher on targets that have dark vision +4 and those with devils sight suffer a +8 to the DC. While you have the Blinded condition, you experience the following effects. Can’t See. You can’t see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Poisonous bang : Poisonous bang deals poison damage and can add the poisoned condition All those in the area of effect must roll a con save vs the damage and again to not be poisoned. While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
Potion bang : potion bang is unique among all the grenade types of this subclass. The Grenadier can take any potion they have on them infuse it with a small amount of their magical power and then hurl it as if it was a grenade. The result is the effect of the potion is spread out of the area giving its effects positive or negative to all those in the area. For negative effects all those in the area of effect must roll a con save vs the casters spell attack to avoid the of a standard grenade effect and another DC to avoid the effect. For positive effects there is no DC and no damage if the grenadier chooses. In the case of a healing potion the amount of HP healed for each character in the area is half the maximum possible.
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