Artificer
Base Class: Artificer

A grenadier is an expert at making things go boom at a distance.

Grenadier Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd    Entangle, Fog Cloud
5th    Darkness, Silence
9th    Fear, Stinking Cloud
13th    Confusion, Compulsion
17th    Wrath of Nature, Maelstrom

Grenades

Beginning at when you choose this subclass at 3rd level, you can produce grenades.

As an action choose a point within 30 feet. Everybody within 10 feet of that point and not behind total cover needs to make a Dexterity save against your spell save DC or take 2d6 bludgeoning damage. You can use this action a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a short or long rest.

This damage increases to 3d6 at 5th level, 4d6 at 9th level and 5d6 at 15th level. The range increases to 60 feet at 9th level and 120 feet at 15th level.


When you take this action, instead of spending a use, you can choose to infuse the grenade with a Grenadier spell. Expend your spell slot as normal as if casting the spell. When the grenade detonates, the spell is cast at the location of detonation.Unless you choose to concentrate on the spell (as normal for the spell), the spell only lasts until the end of your next turn. A spell-infused grenade can deal force damage instead of bludgeoning damage if you so choose at the time of launch.

Long Fuse

When you would a grenade, you can choose to delay its effect by up to 10 rounds, specified at the time of launch.
The effect happens at the end of your turn in however many rounds you delay it.
You can use a reaction to detonate one grenade you have set early.
You can use an action within 5 feet of a grenade you have launched to safely defuse it.
You can have a limited number of grenades set at any given time. This limit equals your Intelligence modifier. If you try to set an extra one, the earliest one detonates.

Familiar Boom

By 9th level, you have been caught in enough explosions to know when to get out of the way. You gain proficiency in Dexterity saving throws.

Bottomless Sack

At 15th level, you no longer have a limit on the number of grenades you can throw per rest, though the number of long fuse grenades you can set at a time is still limited.

Previous Versions

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