Artificer Specialist: The Grenadier

Some artificers prefer to resolve their problems through technical or convulated means, such as brewing potions with strange properties or creating automatons to do their bidding; and then, of course, there are those who prefer to simply blow their problems up. These artificers are known as grenadiers.

Grenadiers are adept at creating small, magical explosives to use against their enemies. These bombs can have a range of effects, but the one thing they typically share in common is the large blast that accompanies them, which is a sight many grenadiers relish in watching.

3rd-level Grenadier feature

You gain proficiency with glassblower's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools 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

Artificer Level Spells 3rd Earth Tremor, Entangle 5th Flaming Sphere, Pyrotechnics 9th Fireball, Erupting Earth 13th Storm Sphere, Aura of Life 17th Maelstrom, Insect Plague

Arcane Explosives

3rd-level Grenadier feature

You have learned how to craft special bombs that you can utilize against your enemies in combat. At the end of a long rest, you can create three arcane explosives, that last until the end of your next long rest. The number of arcane explosives you can create increases at 7th level (four explosives), 11th level (five explosives), and 15th level (six explosives). When you create your arcane explosives, you can choose which of the following explosive types each individual explosive is: force grenades, smoke bombs, and slime munitions.

As an action, you can throw one of your arcane explosives at a space within 30 feet of you. You do not need a free hand to throw an arcane explosive, and if you choose to use a free hand, the range you can throw it increases to 60 feet. Throwing an arcane explosive causes it to explode, affecting all creatures within a 5-foot radius to suffer one of the effects on the Explosives Table, based on which explosive type you chose to throw. You do not need to see the entirety of the blast radius in your line of sight to use this ability, so long as you can see the center point of the area.

Explosives

Explosive Type Effect Force Grenade All creatures within range must make a Dexterity Saving Throw. On a failure, they take 2d8 force damage and are pushed back 5 feet from the center of the explosion. Smoke Bomb The affected area becomes heavily obscured until the start of your next turn. Slime Munition The affected area becomes difficult terrain until the start of your next turn.

Hidden Ordnance

5th-level Grenadier feature

You can set your explosives as well hidden traps to surprise your foes. You can spend 1 minute setting one of your arcane explosives in a space within 5 feet of you. When you do, that explosive becomes an invisible trap, which cannot be detected by unaware enemies without them using an ability to magically see past invisibility, such as the See Invisibility spell. You can spend another minute within 5 feet of your invisible trap to recover the arcane explosive.

As a Bonus Action, you can trigger your trap to explode, causing the appropriate effect for its explosive type.

Improved Blast

9th-level Grenadier feature

You've upgraded your bombs to be more destructive, and can control them more effectively. The range of your arcane explosives' blasts increase from a 5-foot radius to a 10-foot radius, and you can choose any creatures caught in the blast radius (including yourself) to not be affected by the explosive.

Additionally, your arcane explosives become more potent. Each explosive type gains the following effect, on top of all effects they had previously.