Base Class: Artificer
The grenadier is a master of destruction, blending arcane knowledge with explosive concoctions to wreak havoc. On the battlefield, they are invaluable to armies, expertly breaching fortifications and clearing magical minefields. But their skills extend beyond the frontlines
—criminal gangs and underground organizations also seek their expertise. With their ability to crack even the most fortified vaults, take down enemies in a burst of fire and shrapnel, or create diversions that sow chaos, grenadiers are as much a tool for heists as they are for warfare. Whether serving a lord or a gang leader, grenadiers explosive innovations always ensure that things go off with a bang.
Level 3: Tools of the Trade
You gain the following benefits.
Ranged Weaponry. You gain proficiency with Martial Ranged weapons.
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.
Wand Crafting. When you craft a magic Wand, the amount of time required to craft it is halved.
Level 3: Artillerist Spells
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Shield, Thunderwave |
| 5 | Scorching Ray, Shatter |
| 9 | Fireball, Wind Wall |
| 13 | Ice Storm, Wall of Fire |
| 17 | Cone of Cold, Wall of Force |
Level 3: Grenadier
Whenever you finish a Long Rest or Short Rest, you can create Scrap Grenades equal to your intelligence modified. As a magic action while holding tinker's tools, you can expend one spell slot to create an additional grenade.
You can create one additional grenade on a short rest.
Any grenades you create with this feature last until they are used or until the end of your next Long Rest.
Throwing Grenades. As a Bonus Action, you can throw one grenade at a point on the ground within 30 feet of you where it immediately triggers an effect below of your choice. If the effect requires a saving throw, the DC equals your Artificer spell save DC.
Level 5: Arcane Firearm
When you finish a Long Rest, you can use Woodcarver’s Tools to carve special sigils into a Rod, Staff , Wand, or Martial Ranged weapon and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your Arcane Firearm as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the firearm, roll 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Level 9: Upgraded payload
Your grenades deal an extra dice of damage. You get all grenades back on a short rest
Level 15: Double Grenade
You can now throw 2 grenades with the same bonus action. Your allies have advantage on saving throws against your grenades.
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