The Arcane Grenadier specialization for Artificer

by SemanticAvenger

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The Arcane Grenadier

Strategic Destruction

An Arcane Grenadier will be the first to tell you that grenades work. Anytime they've had a problem and they threw a grenade, boom! Right away, they had a different problem.

Subclass Features

Tools of the Trade

3rd-level Arcane Grenadier feature

You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Arcane Grenadier Spells

3rd-level Arcane Grenadier feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Grenadier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Arcane Grenadier Spells

Artificer Level Spells
3rd ensnaring strike, fog cloud
5th knock, shatter
9th erupting earth, wind wall
13th confusion, watery sphere
17th control winds, destructive wave

Explosive Intellect

3rd-level Arcane Grenadier feature

Your tinkering has focused almost exclusively on the fine art of blowing things up, which you accomplish through the use of Arcane Grenades.

At the end of a short or a long rest, you can produce a number of grenades equal to your Intelligence modifier. They count as simple ranged weapons for you, and you are proficient with them.

The function and available models of arcane grenades are detailed at the end of the class description.

Your grenades lose all potency and can no longer be detonated if you are ever farther than 1 mile from them, or 24 hours after they are created.

At 3rd level, you know how to make two models of grenade. When you gain certain artificer levels, you gain additional grenade models of your choice, as shown in the Grenade Models Known column of the Arcane Grenadier Table.

Arcane Grenadier Table

Artificer Level Grenade Damage Blast Radius Grenade Models Known
3rd 2d6 5 ft 2
9th 3d6 10 ft 3
13th 4d6 15 ft 4
17th 5d8 30 ft 5

Additionally, when you gain a level in this class, you can choose one of the grenade models you know and replace it with another grenade model that you could learn at that level.

If a grenade model has prerequisites, you must meet them to learn it. You can learn the grenade model at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Shellshocked

5th-level Arcane Grenadier feature

Due to your extensive work with explosives, you have learned to avoid the blasts of your grenades and similar effects, as well as how to protect others from the same. You have advantage on Dexterity saving throws, and when you create new grenades at the end of a short or a long rest, you can choose any number of creatures which you can see to have advantage on Dexterity saving throws against the effects of your grenades.

Rapid Fire

5th-level Arcane Grenadier feature

You can attack twice, rather than once, whenever you take the Attack action on your turn, as long as both the attacks are used to throw your arcane grenades.

Magic Mortar

9th-level Arcane Grenadier feature

You have built a device that aids you in launching your grenades with greater range and power. It counts as a martial ranged weapon for you, and you are proficient with it.

Name Type Weight Properties
Magic Mortar Martial Ranged Weapon 10 lb Ammunition (Grenades), (Range 120/360), Reload, Special, Two-Handed

Additionally, when using your magic mortar, you can use Intelligence instead of Dexterity for the attack rolls of your ranged attacks, and grenades launched by the magic mortar do damage equal to your proficiency bonus on a hit if targeting a creature rather than a space.

If your magic mortar is lost or destroyed, you can create a new one with 100gp worth of materials after completing 1d4 long rests.

Dance Through Fire

15th-level Arcane Grenadier feature

You have spent so much of your time working with your grenades that you are able to dodge explosions, guide your allies through your destruction, and ensure that you are never without your chosen weapons.

  • You have resistance to fire damage.
  • Attack rolls made to throw a grenade or launch it with your magic mortar do not suffer disadvantage at long range.
  • As an action when you have no remaining grenades, you can expend a spell slot of 2nd level or higher to create one more.
  • When one of your bombs is detonated and multiple creatures are caught in its blast, you can use your reaction to give one of those creatures disadvantage on its Dexterity saving throw.
  • When you or any creature you have chosen for your shellshocked feature is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Arcane Grenades

Simple Weapon, Rarity Varies

Arcane grenades are tiny glass spheres containing magical components which create specific effects depending on the model of grenade created by an Arcane Grenadier Artificer.

Name Type Weight Properties
Arcane Grenade Simple Ranged Weapon 1/2 lb Finesse, Special, Thrown (range 20/60)

When you throw a grenade, you can target either a creature or a space. If targeting a creature, they deal bludgeoning damage on a hit equal to half your proficiency bonus (rounded down) and land at the creature's feet in their space. If targeting a space, the ground has an Armor Class of 10, and the grenade has no effect on a hit except to land in the targeted space.

If you miss with an attack roll when throwing a grenade, whether targeting a creature or a space, roll a d6. The grenade lands in a space a number of feet away from the target equal to 5 times the number rolled.

Additionally when you throw a grenade, choose a grenade model and a damage type from: acid, cold, fire, lightning, poison, or thunder.

As a bonus action on your turn, you can detonate any number of thrown grenades. A grenade's blast radius includes the space it lands in and all spaces within a number of feet as shown in the Blast Radius column of the Arcane Grenadier table. When detonated, all creatures within the grenade's blast radius must make a Dexterity saving throw against your Spell Save DC. They take damage of the type you chose equal to the amount shown in the Grenade Damage column of the Arcane Grenadier table on a failed save, or half as much on a successful one.

If you detonate multiple grenades at once, and a creature is within the blast area of more than one grenade, it makes separate Dexterity saving throws for each grenade, but makes those saving throws at disadvantage. Objects and structures automatically fail their Dexterity saving throw and have vulnerability to damage from your grenades.

Grenade Models

Sticky Grenade

When you hit with an attack roll when throwing this grenade, it sticks to the creature or space it hits, and cannot be moved, though if the target is a creature, the grenade moves with that creature. That creature has disadvantage on the Dexterity saving throw forced by this grenade's detonation.

A creature can use its action to make a Strength check against your spell save DC. On a success, the grenade is removed.

Flashbang Grenade

When this grenade detonates, any creature that fails its Dexterity saving throw is blinded or deafened (you choose when you throw the grenade) until the end of its next turn.

Lingering Grenade

When this grenade detonates, all spaces within its blast radius are covered with lingering energy of the type chosen when the grenade was thrown. For the next minute, any creature who enters the area for the first time or starts its turn there takes damage of that type equal to your Intelligence modifier.

Concussive Grenade

Prerequisite: 5th level

When this grenade detonates, any creature which fails its saving throw against that detonation takes an additional 1d6 force damage and is pushed back up to 15 feet directly away from the grenade's location when it is detonated.

Targeted Grenade

Prerequisite: 5th level

This grenade model can only target a creature. When you hit with an attack roll when throwing or launching this grenade, it sticks to that creature (as with the Sticky model) and moves with it. When detonated, this grenade has no blast radius and only damages the creature it is attached to, but you roll twice as many damage dice as are appropriate for your grenades at your level.

Fragmentation Grenade

Prerequisite: 9th level

When this grenade detonates, its glass shell fragments and the shards travel outside the standard blast radius carrying magical energy. Upon detonation, you can use your reaction to choose a number of creatures up to your Intelligence modifier that are no more than 30 feet outside the blast radius. Make an attack roll against each creature. On a hit, the target takes 2d6 force damage.

Sludge Grenade

Prerequisite: 9th level

When this grenade detonates, it covers the area of its blast radius with a rapidly hardening sticky sludge. Any creature which fails its saving throw against the detonation is covered in hardened sludge and is restrained for 1 minute or until it or another creature uses their action to break away the hardened sludge.

Demolition Grenade

Prerequisite: 15th level

When this grenade detonates, if any creature fails its saving throw against that detonation, the damage of this grenade ignores any damage resistances or immunities that creature has.

Additionally, this grenade does maximum damage against objects and structures.

Inscribed Grenade

Prerequisite: 15th level

Instead of doing the normal damage of an arcane grenade's detonation, this grenade is inscribed with a glyph of warding, and functions exactly as that spell does except that you do not expend a spell slot, you ignore the 10 foot movement restriction from the place of casting, and it can only be triggered by you using your reaction to detonate it as a creature enters its blast radius.

 

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