Artificer Subclass: The Grenadier

by BubbleBlaster2

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Artificer Subclass: Grenadier

Grenadiers are specialists in making explosions of different kinds. They create bombs for many sorts of situations from small game in the woods to mighty dragons in the den. The magic that they use to craft their creations makes even the most mundane objects dangerous in the battlefield.

Tool Proficiency

3rd level Grenadier feature
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tool of your choice.

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 Table
Artificer Level Spells
3rd burning hands, searing smite
5th flame blade, pyrotechnics
9th fireball, glyph of warding
13th fire shield, wall of fire
17th animate objects, immolation

Pyrotechnic Items

3rd level Grenaider feature
You learn how to make mundane objects lively and explosive with tinkering and a bit of magic. You have three additional properties you can add to a Tiny nonmagical object when you use your Magical Tinkering feature:

  • Spark. The object can emit harmless sparks of any color of your choice which spreads up to 5 feet around it. These sparks can last up to a minute and can be restarted again by issuing a command word as long as you are within 60 feet of that object.
  • Smoke. The object can emit black smoke and it heavily obscures a 10 foot radius area centered on the object. This smoke can last up to a minute after which it dissipates into thin air. Winds of moderate or greater speeds (at least 5 miles per hour) can end the effect immediately. The smoke can be emitted again by a command word issued by you as an action as long as you are within 60 feet of that object.
  • Mini-Bomb. The object can create a small explosion, destroying itself in the process. The object must not be made of organic material such as flesh, bone, or plants. When this item is triggered as an action using a command word or by being thrown to an unoccupied space or towards a

creature up to 30 feet away, each creature within 5 feet of the object must make a Dexterity saving throw against your spell save DC or be dealt 2d4 fire damage. The damage of this item increases to 4d4 at 5th level, 6d4 at 9th level, 8d4 at 13th level, and 10d4 at 17th level. If there are multiple items with this magical property, you can choose to ignite one or more of these items of your choice simultaneously as an action. Once this item has exploded in this way, it is destroyed and its magical property has ended.

You can have a single item bear up to two of these properties but they count against the number of nonmagical items you can affect with your Magical Tinkering feature. An item cannot have two of the same magic property from this feature. All other rules for Magical Tinkering still apply.


Adventuring gear
150 gp, 1 lb.

As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Magic Explosives

3rd level Grenadier feature
You are able to craft bombs with more potency and variety than others. The cost and crafting time for you to craft a bomb is halved. Also, as part of a long rest, you can use your mason's tools to magically craft a number of Magic Explosives equal to your Intelligence modifier (minimum of 1). You can never have more Magic Explosives than equal to your Intelligence modifier and any Magic Explosives that are left unused by the next long rest either disappear or become impotent. These special bombs possess the potential to create various effects upon its explosion.
As an action, you can throw a Magic Explosive at a point you can see within 60 feet of you. You can choose to ignite the bomb upon impact, or activate it later using a reaction when a creature you see moves within 10 feet of it. Upon activation, each creature within 10 feet of the bomb must make a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much on a successful one. A creature that fails this save is also subjected to an additional effect. Roll on the Bomb Effects table to determine the effect.
Additionally, when you throw a Magic Explosive, you can replace its damage type to another one as determined on the Damage Type table. Roll to determine the damage type. The bomb's damage increases when you reach higher levels in this class, up to 4d6 at 5th level, 5d6 at 9th level, and 6d6 at 15th level.

Damage Type Table
d8 Damage Type
1 cold
2 acid
3 poison
d8 Damage Type
4 lightning
5 thunder
6 radiant
7 bludgeoning or piercing
8 Roll twice on this table. One half of the damage rolled does the first type of damage rolled and the other half deals the damage type of the second roll. If you roll another 8, pick a damage type from the table.
Bomb Effects Table
d6 Effect
1-2 The affected creatures of a size Large or smaller are pushed back by 5 feet and are knocked prone.
3-4 The affected creatures are blinded until the end of their next turn.
5-6 The affected creatures are pulled towards the area of the explosion by 5 feet.

Conflagrant Attachments

5th level Grenadier feature
Your work on the craftsmanship of explosions provides your spells with increased potency. When you cast one of your artificer spells with smith's tools as your spellcasting focus, you can add a bonus to one roll of that spell. That roll must be a damage roll. The bonus equals 1d8 fire damage. If a target creature of that spell fails the saving throw or is subject to a critical hit by a spell attack roll, the bonus to the damage roll instead becomes 2d8 fire damage.

Controlled Explosives

9th level Grenadier feature
Being around bombs doesn't affect you all that much. You are resistant to fire damage and you take half the damage dealt when you are damaged by your own bombs. Additionally, as a bonus action, you can designate a specific damage type from the Damage Type table and an effect from the Bomb Effects table for any Magic Explosive or Mini-Bomb you throw or ignite on your current turn.

Masterful Detonation

15th level Grenadier feature
You've mastered combat with explosives that even enemies learn to fear your prowess. When you take the Attack action or cast a spell with a casting time of one action, you can do one of the following as a bonus action:

  • You can throw up to two bombs, Magic Explosives, or mini-bombs to any point or creature you can see within 30 feet of you. They ignite as soon as you throw them.
  • You can use your Magical Tinkering feature to apply one property from your Pyrotechnic Items feature to one Tiny nonmagical object within 5 feet of you.
  • You can ignite any number of existing mini-bombs or Magic Explosives.

Additionally, your bombs ignore resistance to fire damage and any creature immune to fire damage from your bombs instead take damage as though they were resistant to it.

Created by

u/PianoForteFive / BubbleBlaster2#6750


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