Artificer
Base Class: Artificer

The first idea of Grenadiers were original created as a specialized soldier in order to sap enemy fortifications and engage in sieges or raids. As the military focus developed in to breaking fortifications and groups of enemies, most armies decided to train the Artificers that were developing grenade and bomb in war rather than just handing explosives to and wishing good luck for a common soldier. Thus the artificer specialization of Grenadier was born.

Grenadiers specialize in the production and use of magictech grenades and destroying objects and structures. The most talented can produce various spell grenades that can be used in a variety of situations.

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.

Grenadier Spells

Grenade Specialist

When you adopt this specialization at 3rd level, when you throw a grenade or splash weapon, such as Acid (vial), Alchemist's Fire (flask), Bomb, Holy Water (flask), or another such item, you may use your artificer Spell save DC instead of that item's DC if it has one and you may use your artificer spell attack bonus if it uses an attack roll.

In addition, if you craft a grenade or splash weapon (see the paragraph above for some examples), it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Magitech Grenade

Beginning at 3rd level, you can magically produce a magitech grenade. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. You must have a set of tinker's tools and on your person during this time and must expend a spell slot at the end of it. The magitech grenade lasts until thrown by a creature.

A creature may toss the magitech grenade up to 60 feet away from them at any point as an action. All creatures and objects within 20 feet take 2d6 force damage, the damage increases by 1d6 for each slot level above 1st for the slot that was expended. Creatures may make a Dexterity saving throw with a DC equal to your artificer Spell save DC for half damage.

The maximum number of magitech grenades you can have produced at once is equal to your Intelligence modifier. At 5th level, you can produce up to two instead of only one magitech grenade, for each one you need to expend a separate spell slot. At 15th level, you can produce up to three magitech grenades, for each one you need to expend a seperate spell slot.

Emergency Grenade

Starting at 5th level, you can produce a single magitech grenade as a bonus action, as if you expended a 1st level spell slot without actually expending any spell slot. In other words it does 2d6 force damage. The magictech grenade produced in this way still counts against the maximum number of magitech grenades you can have produced at the same time.

At 15th level, the magitech grenade you produce using this feature acts as if you expended a 2nd level spell slot. In other words it does 3d6 force damage.

Sapper

Starting at 9th level, you deal double damage to objects and structures with spell, features, weapons, and items.

Spell Grenade

At 15th level, when you cast certain spells, you may produce a special grenade of that spell instead of unleashing the spell's effects. To do so you must declare so as you cast the spell, and instead of the effect of the spell happening, you produce a spell grenade of that spell at the level you cast it. You may do this with the following spells: faerie fire, fog cloud, grease, sleep, shatter, silence, web, fireball, stinking cloud, confusion, resilient sphere, or cloudkill. You DM may allow you to use this feature with other spells as well.

Any creature may throw a spell grenade up to 60 feet away as an action. When they do so the effects of the spell take place. The spell uses your spell ability, your spell attack bonus, your spell save DC, and the level of the slot you expended to cast that spell. If the spell requires Concentration, the creature that threw the spell grenade must maintain the Concentration.

The spell grenade lasts until thrown by a creature or after 1 hour passes it magically degrades and disappears. You may have any number of spell grenades produced at the same time.

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