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
Artificer Level | Spell |
---|---|
3rd |
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5th |
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9th |
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13th |
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17th |
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.
Hello! I'm not sure if you're still working on the subclass, but I really enjoyed it! I think the method for creating magitech grenades always requiring a spell slot was a bit odd though. Maybe it could work in a similar way to alchemist's elixirs where you could make some for free over a long rest? Spending spell slots could just be used to improve their damage or range (also, maybe it should be 10 ft radius to start?) rather than make any at all, and maybe make them as a bonus action requires a spell slot rather than be free. Another thing you may have overlooked is the lack of tool proficiency from taking Grenadier, when every other existing artificer subclass comes with one relating to the trade. Maybe use alchemist's tools since they're bombs? Ooh, maybe you could include a small tidbit on crafting other types of bombs, or have more utility explosives for the 5th level replacement features! Maybe modify your grenades with other effects, like incendiary or stunning? Maybe smoke grenades or anti-magic grenades!
Also there's a small typo in the description where you say magictech rather than magitech.
Regardless, I think you did a great job so far, and hope you do well with any other projects you might be working on! Have a great day, and good luck!
Changes currently under consideration
Here are a few things I'm considering as I update Grenadier to Version 1.0.0:
Emergency Grenade is basically an Eldritch Blast for this Specialization. A unique At-Will damage source.
For reference, I will be using the Word of Radiance Cantrip. Word of Radiance does 2d6 damage in an area At-Will at 5th level. Emergency Grenade does the same damage, but allows you to have a larger, more controllable, area at the cost of using both a Bonus Action and an Action instead of only one of those. Although at 15th level it upgrades to 3d6, by this time Word of Radiance does 4d6 damage At-Will. However, the grenade can be used by others and has more strategic use, which is why it does less damage by this point.
As for using the normal method for producing Magitech Grenades, the higher Spell Level Slot you expend, the more powerful it becomes. So preparation allows for more power.
you can use Emergency Grenade anytime? isn't that OP basically you don't need to make the granade anymore at lvl 5 right because you can produce it as bonus action
The second instance is how many you can create at once. The first instance is how many you can have total.
You can have a total of Magitech Grenades equal to your Intelligence Modifier created at once. In other words, this is the limit of Magitech Grenades you can have ready for exploding fun time.
The number you can produce during an hour of work is the other number, starting at 1, then going to 2 at 5th level, then going to 3 at 15th level. In other words, this is how many of the Grenades you can produce during a work time.
I'll try to figure out how to clarify the language in the feature while keeping it succinct, but that should clear it up for your game.
Hey, about to play this for my Artificer criminal in Descent into Avernus. I just noticed some odd wording on the magitech grenade feature, because it says you can make an amount equal to your INT, but later on it says you can only make 2 at 5th level, and 3 at 15th level. Is that in addition to your INT modifier, a straight-up replacement? Would love some clarification, thank you!
I love the concept, I can't wait to play this