Artificer
Base Class: Artificer

Explosions can be an art form at times. The delicate, thunderous nature of a radiant, incandescent ball of fire followed by a roaring, howling cry of storms oncoming can be inspiring for some Artificers. Some take up the practice of destruction to take down another’s work, or to make room for new creations for futures to come. Some, however, simply feel more at ease when surrounded by senseless chaos.

Grenadiers are a school of invention that’s all about perfecting the art of “boom”. The destruction of things, be it for unearthing deep ores, or breaking down buildings, or even simply to rip asunder another Artificer’s craftwork. Heart thumping action is what it takes to master the art of becoming a Grenadier.

Blast Resistant

3rd-level Grenadier feature

Beginning at 3rd Level, your experience with more volatile conditions has hardened your body from any trauma or accidents in the past. You gain resistance to Fire damage.

Grenadier Spells

3rd-level Grenadier feature

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

burning hands, hellish rebuke

5th

flame blade, scorching ray

9th

fireball, stinking cloud

13th

fire shield, wall of fire

17th

flame strike, wall of force

Experimental Grenades

3rd-level Grenadier feature

Upon selecting this specialization at 3rd Level, your hard work and study of explosive gear has bore fruit in the form of the latest Prototype made functional. As part of a long rest, you are able to craft a number of Experimental Grenades equal to 2 + Your Proficiency Bonus, (No Material Components Required). These Grenades turn into harmless duds after 24 hours of not detonated, and are replenished every Long Rest.

These Grenades are considered single use ranged weapons. As a bonus action, you can make a Ranged Weapon Attack using these Grenades up against a single target that you can see within range, said range being 60/120 feet. You use your Intelligence Modifier for the attack and damage rolls. On a hit, the Target suffers 3d4 magical piercing damage. Constructs and Structures are vulnerable to all damage afflicted.

In addition, upon dealing damage with the Grenade, the user can also choose to afflict one effect of their choice from the Experimental Effects Table. Some effects require prerequisites in the form of level thresholds in the Artificer Class. Effects that require a save use your Spell Save DC.

Experimental Effects Table

3rd Level Grenadier feature

The following is the list of options available for the experimental effects using your Experimental Grenades: 

Level 3

  •  The Target must make a Strength Saving Throw or be proned.
  • The Target must make a Dexterity Saving Throw or be Blinded until the end of their next turn.
  • The Target must make a Constitution Saving Throw or be Poisoned for one minute. At the end of each of it’s turns for the duration, the Target can repeat the saving throw, ending the effect on itself on a success.

Level 5

  •  The Target takes no damage, and must make a Constitution Saving Throw, or be Charmed for one minute. The creature can repeat the saving throw at the end of each of it’s turns for the duration, ending the effect on itself on a success. 
  • The Target must make a Dexterity Saving Throw or be Restrained for one minute. The creature can repeat the saving throw at the end of each of their turns for the duration, ending the effect on itself on a success.

Level 9

  • The Target must make a Constitution Saving Throw, or be Stunned until the start of your next turn. Can only be applied to one creature per use.
  • The Target takes no damage from the Grenade, and is instead targeted by a spell of your choice that you have prepared, serving as the Target of spell attack rolls or the center of area of effects. You must expend the spell slot of the appropriate spell level of the spell used as part of this effect. 

Optional: Explosion Crafting

As an Optional Rule at the DM’s Discretion, the Grenadier’s advanced understanding of explosives may involve the manufacturing of such armaments, allowing for Grenadiers to craft Bombs or other forms of Explosives other than their own experimental designs at half the gold cost and in half of the time it would take normally.

High Impact

5th-level Grenadier feature

Beginning at 5th Level, Your professional interest in explosive bursts of energy evolve your own magic. When you cast a spell or cantrip that deals Fire, Thunder, or Force Damage, you can add your Intelligence Modifier to the damage.

Armament Development

9th-level Grenadier feature

Beginning at 9th Level, your continued work on your arms of destruction has continued to advance, granting you the following benefits:

  • Your Experimental Grenades deal 2d4 additional fire damage. 
  • Your Experimental Grenades now target all creatures within a 15 foot radius in addition to the initial target, using the same attack roll made for the initial target against all eligible creatures, even if the initial target is not damaged by the attack.
  • When making a ranged weapon attack with your Expiremental Grenades, you can expend a spell slot of 1st level or higher to add your proficiency bonus twice to the attack roll instead of once.

Finalized Grenades

15th-level Grenadier feature

Beginning at 15th Level, your design of your Grenades has intricately been made unique to your craft, and now is purely functional. You now have unlimited use of your Experimental Grenade feature.

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