Martial Archetype: Grenadier
Unlike arificiers who animate their machinations with the arcane and wizards who produce grandiose effects by bending the weave, a grenadier understands the theories of combustion and studies how to combine different substances to create explosive devices of considerable impact.
Some fighters prefer to rain fire upon their foes using these unstable concoctions instead of jumping in face first iron against iron, but mixing stuff together doesn't always yield the desired result. Let's be honest, there's a bit of beautiful chaos involved in the art of blowing stuff up, and that's what makes it exciting!
Every soldier learns from childhood the simple action of throwing a ball with his own hands... and if it then explodes all the better.
Bonus Proficiencies
3rd-level Grenadier feature
You gain proficiency with tinker’s tools and alchemist’s supplies. If you already have proficiency in one or both tools, you gain proficiency in another type of artisan's tool of his choice.
Temperamental Grenades
3rd-level Grenadier feature
At 3rd level, you begin tinkering with mineral powders, alchemical components and various mechanisms to create explosive devices that you can throw at your enemies.
When you complete a long rest, you can create temperamental grenades using random components you carry with you. You can create a number of these explosives equal to your proficiency bonus, and it takes two minutes of work per explosive. Each temperamental grenade built with this feature remains active until it is used or until the next long rest is completed. Creating a grenade requires the warrior to have tinker's tools tools on your person.
When taking the Attack action, you can replace one of your attacks with throwing a grenade at a point on the ground within 20 feet of yourself, where it activates on impact. Throwing a temperamental grenade requires a hand free of weapons or objects. When a grenade is activated, roll 1d8 on the "Temperamental Grenades" table to determine the effect produced by the explosive. The explosions from temepramental grenades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You use your Intelligence modifier when setting the saving throw DC for resisting the explosive's effects.
Saving Throw DC
Stable Ignition
7th-level Grenadier feature
Starting at 7th level, your experience in producing various effects with your grenades helps with developing a new trigger that allows you to have more control over the desired outcome of your explosives. When you throw a temperamental grenade, roll 2d8 and choose which one of the two results obtained you
wish to use to determine the effect of explosion on the Temperamental Grenades table.
In addition, when a temperamental grenade is activated you can choose a creature you can see, that creature automatically succeed the saving throw imposed by the explosion.
Refined Manufacturing
10th-level Grenadier feature
You have improved your ability to refine the mixture of black powder and alchemical substances contained in your explosive devices. When completing a long rest, you can choose to create only half the maximum number of grenades with twice the time but assigning to each grenade an effect chosen from the Temperamental Grenades table.
In addition, the damage caused by an exploding temperamental grenade is increased by 1d8; this damage increase does not affect the lingering acid damage from the corrosive effect a creature takes at the beginning of its turn.
Temperamental Grenades
| d8 | Effect |
|---|---|
| 1 | Delayed Explosion. The grenade does not explode. At the beginning of your next turn, repeat the dice roll on this table using the new result for the effect, but the radius is increased by 5 feet. If you get this result again or the grenade suffers 5 or more points of damage while inactive, the grenade is destroyed without effect. |
| 2 | Smoke. The area in a 15-foot-radius sphere is filled with dense smoke that spreads beyond corners. This area is considered heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke. |
| 3 | Blinding. Each creature within 10 feet of the grenade must succeed on a Constitution saving throw or be blinded until the beginning of your next turn. |
| 4 | Viscous. Each creature within 10 feet of the grenade must succeed on a Strength saving throw or be restrained until the beginning of your next turn. |
| 5 | Corrosive. Each creature within 10 feet of the grenade must succeed on a Dexterity saving throw or take 1d8 acid damage. The ground within the blast radius remains covered with acid for 1 minute. Any creature that begins its turn in the area takes 1d6 acid damage. |
| 6 | Concussive. Each creature within 10 feet of the grenade must succeed on a Constitution saving throw or suffer 2d8 thunder damage and fall prone to the ground. |
| 7 | Shocking. Each creature within 10 feet of the grenade must succeed on a Dexterity saving throw or take 2d8 lightning damage. A creature that fails the saving throw cannot take reactions until the beginning of its next turn and loses concentration on a spell or ability if it was maintaining it. |
| 8 | Fragmentation. Each creature within 10 feet of the grenade takes 1d8 piercing damage and must succeed on a Dexterity saving throw. Each creature suffers 2d8 additional fire damage on a failed save, or half that damage on a succesful one. |
Improvised Explosives
15th-level Grenadier feature
At 15th level, You're able to prepare explosives on the spot in case the supply of grenades begins to run low. If you have no more grenades available when you roll for initiative, you can craft two Temperamental Grenades grenades. The effect of these devices cannot be chosen using the Refined Manufacturing feature.
Master of Explosives
18th-level Grenadier feature
You can throw grenades with pinpoint accuracy, so much so that you can avoid harming your allies. When a grenade is activated, you can choose a number of creatures you can see up to half your proficiency bonus; these creatures automatically succeed on the saving throw imposed by the explosion from one of your grenades.
Also, when you choose the fragmentation effect by rolling on the Temperamental Grenades table or with the Refined Manufacturing feature you can change the additional damage type to one of the following: cold, fire, lightning, necrotic, and radiant.
In addition, the damage caused by the explosion of an unstable grenade increases by 1d8 and the blast radius of each grenade increases by an additional 5 feet (including the delayed explosion effect). This damage increase does not affect the lingering acid damage from the corrosive effect a creature takes at the beginning of its turn.