Artificer
Base Class: Artificer

Many Artificers work in means of administering death and destruction, but none moreso than a Grenadier, who specialize in the creation and use of portable explosive devices. A Grenadier can infuse magic into and heavily customize their bombs, becoming masters of explosive death on the battlefield. However, the volatile craft of manufacturing the explosive demise of your enemies is not a perfect artform, and a Grenadier must always be prepares for their work to backfire on them... literally.  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools.

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

sleep, thunderwave

5th

darkness, shatter

9th

daylight, fireball

13th

confusion, vitriolic sphere

17th

cloudkill, flame strike

Arcane Grenade

At 3rd level you gain the ability to craft arcane grenades. You create a bag of parts used to quickly synthesize these grenades, which contains grenade components equal to your Intelligence Modifier + Your Artificer Level. You regain all expended grenade components over the course of a long rest.

As an action, you may use your smith's tools to spend one grenade component to create an arcane grenade, and throw it up to 60 feet away from you. When you throw this grenade, roll a d6. The grenade explodes in a 10 foot radius sphere, forcing each creature in range to make a Dexterity Saving Throw against your spell save DC or take 3d12 damage of a type determined by the result of the d6 according to the table below. You may expend an additional grenade component to choose the damage type yourself from the provided list.

Misfire. When you throw an arcane grenade, roll a d100. If the result is less than or equal to your grenade misfire score (10 + the Number of Grenade Components expended - your Artificer Level), it detonates in your face instead, dealing you and any other creature in your space 1d12 damage of the type determined by the table. When you misfire, you regain half of the grenade components you expended on the grenade, rounded down.

d6

Damage Type

1

Acid

2

Cold

3

Fire

4

Lightning

5

Thunder

6

Force

Specialized Design

 At 5th level, you learn how to add basic specializations and modifications to your arcane grenades. When you make a grenade, you may add one of the following explosion modifications to the grenade.

Basic Modification

Additional Components

Effect

Enhanced Explosion

1 Grenade Component

An Enhance Explosion grenade deals an additional 1d12 of its damage type. When you use this modification, you increase the misfire score by 1.

Lightweight Shell

1 Grenade component

A Lightweight Shell grenade can be thrown an additional 30 feet and has an additional 5 feet of explosive radius.

Siege Bomb

1 Grenade Components

A Siege Bomb grenade deals double damage to structures and objects.

Concussive Blast

2 Grenade Components

A Concussive Blast grenade knocks creatures prone and 10 feet away from the center of the explosion if they fail their saving throw.

Flashbang

2 Grenade Components

A Flashbang grenade leaves the target blinded and deafened until the end of their next turn if they fail their saving throw, but deals 1d12 less damage.

Magical Resupply

At 5th level, you learn how to quickly resupply some of your grenade components. As an action, you may expend a spell slot to regain 1d4 expended grenade components plus another 1d4 per level of the spell slot.

Enhanced Specialized Design

At 9th level, you learn how to add more advanced specializations and modifications to your arcane grenades. When you make a grenade, you may add one of the following detonation modifications to the grenade. You may also stack any number of different basic modifications, instead of being limited to only one.

Detonation Modification

Additional Components

Effect

Angled Detonation

2 Grenade Components

An Angled Detonation grenade has a base Area of Effect of a 20 foot cone instead of a 10 foot sphere, and deals an additional 1d12 damage.

Double Detonation

2 Grenade Components

When you throw a Double Blast grenade, roll 2d6 for damage type instead of one. The grenade deals half of its damage as one type, then deals the other half as the other

Delayed Detonation

2 Grenade Components

When you throw a Delayed Detonation grenade, it sticks in place. When you throw the grenade, you are able to set a detonation timer of at least 6 seconds, and at most 1 hour. After the timer runs out, the grenade detonates, and deals an additional 2d12 damage. You are able to maintain a number of active grenades equal to your intelligence modifier.

Proximity Detonation

3 Grenade Components

When you throw a Proximity Detonation grenade, it sticks in place. When a creature enters the explosion radius of a proximity grenade for the first time on a turn, the grenade detonates immediately You are able to maintain a number of active grenades equal to your intelligence modifier.

Remote Detonation

3 Grenade Components

When you throw a Remote Detonation grenade, it sticks in place As an action, you may detonate all of your remote detonation grenades at once as an action. You are able to maintain a number of active grenades equal to your intelligence modifier.

Duck and Cover

At 9th level, your experience with your explosions pays off in avoiding them. You gain proficiency in Dexterity Saving Throws, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take 1/4th damage if you succeed on the saving throw, and only 3/4th damage if you fail.

Specialization Mastery

At 15th level, you have full control over your grenade modifications. When you make a grenade, you may add one of the following core modifications to the grenade. You may also stack any number of different detonation modifications, instead of being limited to only one.

Core Modification

Additional Components

Effect

Quickdraw

3 Grenade Components

You may throw Quickdraw grenades as a bonus action instead of an action.

Invisible Casing

3 Grenade Components

Creature’s caught in the blast of an Invisible Casing grenade have disadvantage on their Dexterity saving throw against the grenade. Additionally, if the grenade would stick in place rather than detonate immediately, that grenade is invisible until activated.

Extended Explosion

3 Grenade Components

When you throw an Extended Explosion grenade, it sticks in place, and produces an area of effect cloud in it’s explosion radius that lasts for a number of turns equal to the number of damage dice it would have had. If a creature enters the area for the first time on a turn, or ends its turn within the explosion, it takes 1d12 damage.

Direct Impact

4 Grenade Components

When you throw a Direct Impact grenade, you may throw it at a creature instead of an area. Make a spell attack roll agaisn’t the creature If you hit, it deals 5d12 base damage to that one creature, and only 1d12 base damage to every other creature in the explosion radius. If it misses, it detonates in their space, dealing 2d12 base damage to all creatures in range instead. When you use this modification, you increase the misfire score by 3.

Robotic Delivery

4 Grenade Components

Instead of throwing a Robotic Delivery grenade, you stick it on the ground as legs deploy from the grenade shell, where it then runs to its target location, object, or creature where it then detonates. You must be aware of the target for the drone to be able to lock on. The robotic shell is capable of travelling 120 feet in a single turn. The drone can run up walls and ceilings, and its target must be chosen when the grenade is deployed. If the grenade were to be damaged as it is moving to its target, it explodes immediately. If it is unable to find a traversable route to its target, it also explodes.

Spellbomb Construction

At 15th Level, you learn how to attach spells to your grenades. When you make a grenade, you may choose a spell you have prepared that has an area of effect, and a level at which to cast it. You expend a spell slot of that level, and a number of grenade components equal to that level to attach the spell to the grenade. When the grenade detonates, the spell is also cast, with its area of effect matching the explosion radius of the grenade. Spells cast from grenades last their full durations, and do not require concentration to maintain them. You may also attach a spell from a scroll from any spell list to a grenade. If you do, you don't need to use a spell slot, and attaching the spell to the grenade only costs one grenade component.

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