Base Class: Artificer
The sturdiest of the Artificer Specialties, Grenadiers generally don heavy armor, serving as mid-line tanks that lob projectiles at the frontline. Grenadiers gain proficiency with Heavy Armor upon selecting the subclass. They can also spend an hour creating a Grenadier’s Bandoiler, which acts as a holster that can simultaneously hold 8 grenades at one time. If a full 8 hours are spent making grenades, two are yielded. This increases to three at 12th level.
Fire in the Hole!
Starting at 3rd level, a Grenadier can select two types of projectiles from the list of available options. They gain additional options at 5th, 10th, 14th, 17th , and 20th level.
Acid Vial
Learn to craft an Acid Vial (3d8 Acid damage in a circle with a radius of five feet).
Booming Grenade
Learn to Craft a Booming Grenade (Deals 3d6 Thunder Damage + Your Intelligence Modifier in a 20 ft square surrounding the impact area. Any creature in the area must make a CON 15 saving throw or have their concentration broken, and be deafened for 1d6 rounds. Any creature that succeeds this roll is deafened for half as many rounds, and their concentration is not broken.
Flash Grenade
Learn to craft a Flash Grenade (upon impact, a flash of light blinds and deafens all creatures within 20 feet that rely on sight and sound. Additionally, any undead within the grenade’s range take 1d8 radiant damage).
Grenade of Surging Wellness
Learn to craft a Grenade if Surging Wellness (The grenade detonates, shedding a small, 5 foot area in angelic light. Any creature in the impact zone gains 4d6 + The crafter’s INT modifier amount of hit points).
Grenade of Vitality
Learn to craft a Grenade of Vitality (all creatures in a 10 square foot radius of the grenade’s impact site receive 1d4 + Your intelligence modifier amount of hit-points).
Impact Grenade
Learn to craft an Impact Grenade (1d12 Force damage. The damage increases to 2d12 at level 12, and 3d12 at level 17).
Incense Bomb of the Changing Heart
Learn to craft an Incense Bomb of the Changing Heart (After impacting the ground, the grenade will emit smoke, with a five foot wide line of it stretching from the point of impact and trailing in which ever direction the wind is blowing. Any creature that starts its turn in the smoke must make a CHA 16 saving throw. Any creature that fails this saving throw has its alignment changed for 24 hours. Which alignment it changes to is dependent on what glyph was inscribed by the rune-maker upon creation. Any creature that is already of that alignment has no effect take place).
Molotov
Learn to craft a Molotov (deals 1d10 Fire damage. This increases to 2d10 at level 12, and 3d10 at level 17).
Necrotic Urn
Learn to craft a Necrotic Urn (When this small, clay urn shatters, every creature in a 5 foot radius takes 3d10 necrotic damage, and if this causes the death of the creature, it raises as a zombie, under the crafter’s control).
Petrification Grenade
Learn to craft a Petrification Grenade (The grenade flashes a green light upon detonation, causing any creature reliant upon sight within 20 feet of the impact site to roll a DC 15 CON saving throw. Failure leads to immediate petrification).
Planar Grenade
Learn to craft a planar grenade (at point of impact, a 10 square foot area becomes instantaneously transported to a random location in a specified plane of existence).
Sleep-Gas Grenade
Learn to craft a Sleep-Gas Grenade (Upon impact, a circular cloud of gas is emitted from the grenade. All creatures that breathe air within the gas’s range must make a DC 14 CON saving throw. Any creature that fails this save enters a deep, dreamless slumber for 1d6 rounds).
Snare Grenade
Learn to craft a Snare Grenade (up to 4 medium or 1 large creature within a radius of ten square feet surrounding the grenade’s impact site must make a DEX 14 saving throw. Those that fail, are restrained, and can, as an action, roll the saving throw again until successful).
Stink Bomb
Learn to craft a Stink Bomb (1d6 poison damage over 1 minute in a 15 foot circular radius. The damage increases to 2d6 at level 12, and 3d6 at level 17).
Suggestion Grenade
Learn to craft a Suggestion Grenade (Upon pulling the grenade pin, a single command is spoken by the thrower. A grenade thrown with no command word has no effect. Upon impact, the enchanted grenade casts the suggestion spell at a level equal to your intelligence modifier on a creature within five feet).
Swarm Pot
Learn to create a Swarm Pot (upon impact, summons a swarm of hornets that will attack the nearest creature until the swarm perishes, or no enemies remain. The swarm then disapates).
Lobber of Death
At 5th level, the Grenadier can make two attacks per turn, so long as the attacks are ranged, non-melee attacks, and they are not made with any type of bow.
Boom Proof
After spending so much time around explosive effects, you have grown accustomed to taking what blows may come. You gain a passive, permanent resistance to force damage and fire damage. Additionally, a Grenadier can make some adjustments to their heavy armor (a 1 hour process) that gives its 9th level or higher Grenadier weather immunity to force damage. An 8th level or lower Grenadier, or a character of any other class does not gain this benefit when wearing said armor.
Shrapnel Grenades
At 15th level, Whenever a Grenadier crafts a grenade, they can designate it as being a “shrapnel grenade”. When a shrapnel grenade is thrown, any creature standing within 15 square feet of the impact site take an additional 1d8 slashing damage. This damage counts as being magical when it comes to dealing damage to creatures with a resistance to non-magical damage.
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