Base Class: Artificer
Grenadiers are artificers who sometimes get a bit more destructive with their creations. Instead of creating items, a grenadier would sooner create a bomb to destroy other items. This often makes them absolutely terrifying to civilians fearing for their property and lives, but in the right hands, a Grenadier can help through their harm. They’ve heard of Vi, the Gnomish Artificer, and scoff at her suggestion. Said one infamous Grenadier, “Exploding things to hell is too much fun! Besides, some things… are better off destroyed anyway.”
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
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.
3rd: Fog Cloud, Entangle
9th: Fireball, Hypnotic Pattern
13th: Gravity Sinkhole, Vitriolic Sphere
17th: Cloudkill, Synaptic Static
Bombcrafting
Also at the 3rd level, you’ve learned ways to make explosive devices on the fly. You can craft shells for these bombs using materials either preconstructed or pieced together yourself. Using alchemists’ supplies, you use an action to fill your bombs with a payload for when you throw it. You can make a number of these bombs per short or long rest equal to half your Artificer level plus your Intelligence modifier (minimum one).
When you create a bomb with this feature, choose acid or fire damage, and choose small or large. A small bomb can be aimed at one creature with an attack roll. If it hits, the bomb explodes on impact, and that creature takes Xd6 of the chosen damage. When a large bomb explodes, each creature in its radius must make a Dexterity saving throw against your spell save DC, taking Xd6 damage of the chosen type on a failed save, half as much on a success. When you use your bombs, X is equal to your proficiency bonus. The explosion’s radius in feet is 5ft. at 3rd level, 10ft. at 9th level, and 15ft. at 15th level. If you choose to throw a bomb you just made, you can do so as part of the action used to make it.
You might be able to create other types of bombs through research with your materials. Experimenting with your bombs will cost 5GP per day. This cost represents the materials you might need to buy or find, and the expenses covering your lifestyle during such work. This doesn't, however, cover any rare or particularly costly materials that could be specially required for it. To make the bomb, you'll need to spend 10 days working through it. During this time, make an Intelligence (Arcana), Intelligence (Nature), and Dexterity (Sleight of Hand) check using your Alchemist's supplies for the first two, and Tinker's tools for the last. The DC for this check begins at 15, but the more you try to cram into one bomb, the harder it becomes to make and keep stable. If you fail any of the checks, the day is wasted, and you must roll again. Fail by five or more, and the bomb you make in the end is unstable. You won't be able to replicate it since you don't know what it does until you use it. Choose one damage type at random; this bomb does 2d6 of the chosen damage, regardless of the power your bombs normally are. If you succeed on all three checks, you create the bomb and can now choose it for your Bombcrafting feature.
Explosive Spells
At the 5th level, you know how to take some of the properties of your bombs and work them into your spells. If you successfully target a creature with a spell attack, all other creatures within 5ft. of the original target must make a Dexterity saving throw against your spell save DC, taking the spell’s damage on a failed save, half as much on a success.
Spell Fusion Bomb
At the 9th level, you’ve gained understanding of how to use magic as the payload in your bombs instead of the normal ingredients you would use. Instead of using your alchemist’s supplies, you can choose to expend a spell slot and cast a spell on the bomb, loading the spell into it. When the bomb detonates, the spell is cast, and if it requires concentration, you start concentrating on it. You can still choose to throw the bomb on the turn you make it as part of the action as normal. The area of the effect is either the spell’s area or the bomb’s, whichever is larger, and if it would normally affect one target, it affects every target hit by the bomb instead.
Perfected Explosions
At the 15th level, your bombs are expertly crafted, almost to perfection. Creatures in the radius of your bombs no longer benefit from Evasion or similar features if they have it.
In addition, you can choose to make one masterwork bomb per long rest from the options below:
You manage to shrink this bomb down to the size of a coin. Make a ranged weapon attack with the bomb. While it reduces its effect range down to just the target, they instead take [roll]10d10[/roll] damage of the chosen type and are incapacitated until the start of your next turn. You can also force them to move 30ft. in any direction you choose, including straight up.
You manage to enlarge this bomb to a preposterous degree. When you throw it, the explosion’s radius doubles, and it instead does [roll]10d10[/roll] damage of the chosen type to all creatures in its radius on a failed save, half as much on a successful one.
The magic you loaded into this bomb seems to compound on itself over and over again. The spell inside this bomb is treated as if you cast it with a spell slot two levels higher.
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