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Grenadier
Masters of crafting and hurling potent bombs, Grenadiers blend arcane knowledge with scientific innovation to devastating effect on the battlefield.
Drawing upon ancient secrets and the volatile essences of nature, Grenadiers craft a diverse arsenal of bombs, each a testament to their fusion of scientific prowess and magical finesse.
From concussive blasts that fracture fortifications to incendiary infernos that engulf enemy lines, their creations have become the stuff of legends.
Grenadier Features
Artificier Level | Feature |
---|---|
3rd | Grenadier Spells, Bomb Crafting, Bomb Formulation |
5th | Metabombing |
9th | Master Formulator |
15th | Bombardment |
Grenadier Spells
3rd-level Grenadier feature
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.
Level | Spell |
---|---|
3rd | Catapult, Chromatic Orb |
5th | Pyrotechnics, Shatter |
9th | Fireball, Melf's Minute Meteors |
13th | Fabricate, Vitriolic Sphere |
17th | Conjure Volley, Creation |
Bomb Crafting
3rd-level Grenadier feature
Tool Proficiency. At level 3 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.
Bombs. As an action you can use your Alchemist's Supplies to mix volatile alchemical components creating one Bomb that remains active for one hour after which it becomes inert.
When you do so you can Thrown it, Store it or Pass it to another creature as part of the same action.
You can have a number of active Bombs at the same time equal to one plus your Intelligence modifier (minimum one).
Bomb
Wondrous item
As an action, a Bomb can be thrown at a point you can see within range, creating a blast radius around the point it hits. The Bomb statistics depend on the Grenadier who created it.
Grenadiers are proficient with Bombs and can use their Intelligence modifier for the Bomb attack roll. Other creatures treat the Bomb as an improvised weapon.
Range: 30 ft (increases to 60 when the Grenadier reaches level 5 in this class, 90 ft when reaching 9 and 120 ft when reaching level 15)
Damage: 1d10 + Grenadiers' Int Modifier fire damage (base damage increases to 2d10 when the Grenadier reaches level 5, 3d10 at level 11 and 4d10 at level 17, starting from level 14 dice damage can be re-rolled when a 1 or a 2 is rolled, always taking the new roll)
Blast Radius: 5-foot-radius sphere centered on the point targeted (increases to a 10-foot-radius sphere when the Grenadier reaches level 9)
When a Bomb is thrown, each creature or unattended object in the blast radius must make a Dexterity saving throw against the Grenadiers' Spell Save DC, taking full damage on a failed save, half damage on a success and no damage when they beat the saving throw DC by 5 or more.
Bomb Formulation
3rd-level Grenadier feature
By adding different reagents to the Bomb alchemical mixture you can modify the explosive effects of your Bombs.
In order to do this you must, as a bonus action, expend one Reagent Die to apply a Bomb Formula to the next Bomb you create or throw. When you do so roll the Reagent Die and add the result to the Bomb damage.
Bomb Formulas. You know four Bomb Formulas ( from the Bomb Formula list at the end of this document) and you learn additional formulas as you progress in this class.
You learn two additional formulas at level 5, two at level 9 and two at level 15.
Reagent Dice. You have a number of Reagent Dice equal to your class level plus your Intelligence modifier and you regain expended Reagent Dice when you take a Long Rest.
Your Reagent Die is a d6 and improves as you gain levels in this class, becoming a d8 at level 5, a d10 at level 9 and a d12 at level 14.
Instability DC. Bombs altered by formulas are unstable. When an altered bomb is thrown roll a d20. If the result is 5 or lower the bomb blows in the hands of the thrower. Apply any effects of the bomb as if the thrower was the target.
Metabombing
5th-level Grenadier feature
You learn to infuse your Bombs with magic while you are throwing them, changing how they behave in one of the following ways:
- Selective Bomb. You spend 1 Spell Slot and choose a number of creatures in the Blast Radius equal to the level of the spell spent. A chosen creature automatically succeeds on its saving throw against the Bomb;
- Heightened Bomb. You spend 1 Spell Slot and choose a number of creatures in the Blast Radius equal to the level of the spell spent. A chosen creature has disadvantage on the saving throw made against the Bomb;
- Quicktrigger Bomb. You spend 1 Spell Slot to quicken the chemical reactions of the bomb, allowing you to throw a number of bombs equal to the level of the spell slot spent. These bombs need to be previously prepared;
- High Explosive Bomb. You spend 1 Spell Slot to increase the potency of the detonation, increasing the bomb damage by 1d10 per level of the spell slot spent;
- Enlarged Bomb. You spend 1 Spell Slot to increase the radius of the detonation, increasing the diameter of the blast radius by 5 ft per level of the spell slot spent;
- Longreach Bomb. You spend 1 Spell Slot to increase the range of the bomb by 10 feet by level of the spell slot spent;
- Longfuse Bomb. You spend 1 Spell Slot to increase the duration of the bomb by 1 hour per level of the spell slot spent.
Using Metabombing on a Bomb that has a formula applied increases the Instability DC by 2.
You learn three Metabombing options at level 5, two additional ones at level 9 and two final ones at level 15.
You can only use one metabombing option on each bomb.
Master Formulator
9th-level Grenadier feature
Your learn how to increase the potency of you Bomb formulas.
Starting from level 9, whenever you apply a formula to a Bomb, you can spend more than one Reagent Die up to a maximum equal to you Intelligence Modifier, increasing the extra damage/effect by one Reagent Die roll per die expended.
Also, for each Reagent Die you expend, you can apply one different formula. When you do so, each additional formula you apply increases the Instability DC by 2.
If you apply more than one formula that changes the Bomb damage type you chose one damage type for the Bomb. The effects from all of the formulas are applied.
Bombardment
15th-level Grenadier feature
When you reach level 15 in this class you learn how to quickly deploy your stored bombs in one single, tremendous explosion.
Once per long rest, as an action, you can throw multiple active bombs you have stored at once.
All creatures and unattended objects in the Blast Radius of the Bombardment must make a Dexterity Saving throw against your Spell Save DC or take damage equal to Bomb base damage + your Intelligence Modifier + additional extra damage effects. The targets take half damage on a success.
The Blast Radius, Damage and Save DC of the explosion are affected by the number of bombs used.
- The Blast Radius increases by 5 ft. per additional Bomb used;
- The Damage increases by 1d10 per additional Bomb used;
- The Save DC increases by 1 per 3 additional Bombs used;
You can apply Formulas and/or Metabombing to this explosion, treating it as a single Bomb.
If you fail the Instability DC, treat your location as the target of the Bombardment.
Bomb Formula List
Acidic Bomb. This Bomb deals Acid damage instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Both the target and any creatures within the radius must make a Dexterity saving throw against your spell save DC or become covered in acid for a number of turns equal to your Intelligence Modifier, taking Acid damage equal to a roll of your Reagent Die at the end of their turn.
Affected creatures can use an action to clean themselves of the acid.
Demolition Bomb. The bomb damage becomes bludgeoning instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Unattended non-magical objects and structures within the radius take double damage.
Levitation Bomb. The bomb damage becomes bludgeoning instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution saving throw against your spell save DC or rise vertically, a number of feet equal to 5 times your Intelligence modifier, and remain suspended there for a number of turns equal to your Intelligence modifier.
Affected creatures can make a Constitution saving throw at the end of their turns to end the effect on itself on a success.
Shockwave Bomb. The bomb damage becomes Force instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Strength saving throw against your spell save DC or be propelled a number of feet equal to 5 times your Int modifier in the direction contrary to the blast origin and become prone.
Radiant Flare Bomb. The bomb damage becomes Radiant instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution saving throw against your spell save DC or become Blinded for a number of turns equal to your Intelligence Modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Necrotic Pulse Bomb. The bomb damage becomes Necrotic instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution saving throw against your spell save DC or they cannot regain hit points for a number of turns equal to your Intelligence Modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Thunderclap Bomb. The bomb damage becomes Thunder instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution saving throw against your spell save DC or become Deafened for a number of turns equal to your Intelligence modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Shocking Bomb. The bomb damage becomes Lightning instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Dexterity saving throw against your spell save DC or they cannot take reactions until the end of your next turn.
Frost Bomb. The bomb damage becomes Cold instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution saving throw against your spell save DC or have their movement reduced by a number of feet equal to 5 times your Intelligence modifier for a number of turns equal to your intelligence modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Psychic Shatter Bomb. The bomb damage becomes psychic instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make an Intelligence Saving Throw against your spell save DC or have their attack rolls reduced by a roll of your reagent dice for a number of turns equal to your Intelligence modifier.
Affected creatures can make an Intelligence Saving Throw at the end of their turns to end the effect on itself on a success.
Toxic Gas Bomb. The bomb damage becomes poison instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution Saving throw against your spell save DC or become poisoned for a number of turns equal to your Intelligence modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Sticky Bomb. The bomb damage becomes piercing instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Dexterity saving throw or become restrained for a number of turns equal to your intelligence modifier.
Affected creatures can make a Strength Saving Throw at the end of their turns to end the effect on itself on a success.
Bomb Formula List (cont.)
Wounding Bomb. The bomb damage becomes slashing instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Dexterity saving throw or become wounded, taking slashing damage equal to a roll of your reagent die at the end of their turn for a number of turns equal to your intelligence modifier.
Affected creatures can make a Constitution Saving Throw at the end of their turns to end the effect on itself on a success.
Concussive Bomb. The bomb damage becomes Bludgeoning instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution Saving Throw or become stunned until the end of your next turn.
Incendiary Bomb. The bomb damage remains fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Dexterity saving throw or catch fire, taking fire damage equal to a roll of your reagent die at the end of their turn for a number of turns equal to your Intelligence modifier.
Affected creatures can use an action on their turn to extinguish the flames.
Stink Bomb. The bomb damage becomes poison instead of fire. Roll the Reagent Die spent and add the result to the bomb damage.
Creatures within the radius must make a Constitution Saving throw against poison. On a failed save, the creature spends its action next turn retching and reeling.
Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
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Healing Mist Bomb. Heals all the creatures in the blast radius for an amount equal to your bomb damage plus one roll of your reagent die.
Revitalizing Elixir Bomb. Ends either one disease or one condition afflicting the creatures in the blast radius.
The condition can be blinded, deafened, paralyzed, or poisoned.
Brawn Booster Bomb. Creatures within the blast radius can add a roll of your reagent die to weapon attack damage for a number of turns equal to your Intelligence modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Strength Saving throws for a number of turns equal to your Intelligence modifier.
Graceful Gale Bomb. Movement speeds of creatures withing the blast radius are increased by 5 times your Intelligence modifier for a number of turns equal to your Intelligence modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Dexterity Saving throws for a number of turns equal to your Intelligence modifier.
Vitality Vial Bomb. All creatures in the blast radius gains temporary hit points equal to a roll of your Reagent Dice plus your Intelligence Modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Constitution Saving throws for a number of turns equal to your Intelligence modifier.
Scholar's Spark Bomb. All creatures within the blast radius can add a bonus equal to a roll of your Reagent Dice to any Intelligence ability check they make for a number of turns equal to your Intelligence modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Intelligence Saving throws for a number of turns equal to your Intelligence modifier.
Insightful Infusion Bomb. All creatures within the blast radius can add a bonus equal to a roll of your Reagent Dice to any Wisdom ability check they make for a number of turns equal to your Intelligence modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Wisdom Saving throws for a number of turns equal to your Intelligence modifier.
Eloquence Elixir Bomb. All creatures within the blast radius can add a bonus equal to a roll of your Reagent Dice to any Charisma ability check they make for a number of turns equal to your Intelligence modifier.
Affected creatures can also add the result of a roll of your Reagent Die to Charisma Saving throws for a number of turns equal to your Intelligence modifier.