Artificer: Grenadier
when deciding on your subclass at level 3 you may choose to be a grenadier. This class focuses on the construction and use of magical and mundane explosives. The Grenadier is most certainly a rare artificer type but can prove to be the most dangerous
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
Grenadier spells
Artificer Level | Spells |
---|---|
3rd | Chromatic orb, Thunderwave |
5th | Shatter, Pyrotechnics |
9th | Fireball, Erupting Earth |
13th | Vitriolic Sphere, ??? |
17th | CloudKill, ??? |
Magical Ordnance
Beginning at 3rd level, you gain the ability to use your magical talents and engineering prowess when developing explosives. These bombs are powerful inventions specific to their creator. With this, they prove to be some of the most volatile weapons ever built.
At level 3 you may choose an Ordnance type to build. During any long rest you may build a bomb. if you have multiple bombs you can build, they can be of different types. You may build a number of explosives equal to your number of infusions. You may never have more bombs than your number of infusions, if you build a new bomb yet still have an old one, the old one stops working. Bombs can be thrown up to 40ft
Any DC that has to be beaten due to these bombs is equal to your spell DC unless stated otherwise
Ordnance Type
Concussive Bomb
When this magical bomb is thrown, it explodes with a sonic boom that can be heard up to 200ft away. The explosion causes anyone within a 20ft radius to make a strength saving throw or be knocked prone, and they must take (your artificer level divided by 3 rounded up d10) force damage, On a success the target takes half damage and is not knocked prone
Sleeper Bomb
This Magic Ordnance is loaded with a magical essence that puts its targets to sleep. When thrown. Anyone inside a 10ft radius must make a wisdom saving throw or be put to sleep for one minute, on a success nothing happens
Fire Bomb
Upon striking the ground the explosive erupts with a massive ball of fire. Anyone that finds themselves in a 20ft radius must make a dexterity saving throw or take (your artificer level divided by 2 rounded up d10) fire damage, on a success they take half damage. Any flammable items that are not being worn that are hit by the explosion catch flame
Shadow Bomb
When detonated, the bomb shrouds a 10ft radius in a magical darkness. Anyone standing in the circle must take (your artificer level divided by 3 rounded up d10) necrotic damage on a failed wisdom saving throw.
Flash Bomb
This Bomb explodes with a bright radiant flash. Anyone caught within 20ft of the detonation must make a constitution saving throw or be stunned for one turn while also taking (your artificer level divided by 3 rounded up d10) radiant damage, On a success they take half damage and are not stunned
Detonated Charge
Starting at level 5, all of your bombs have the ability to be remotely detonated. If you place down a bomb you may remotely detonate it as long as you are within 300ft of the bomb
Spell Bombs
Starting at 9th level, you gain the ability to imbue a bomb with a spell effect. When taking a long rest instead of building a normal bomb you can instead imbue a bomb with a spell effect you know. This does not take a spell slot and anyone can throw the bomb.
Master of Explosives
Beginning at 15th level, you gain the ability to build bombs during short rests along with long rests