The Grenadier — Dungeons and Dragons Homebrew
Artificer Specialisation
Third Artificer of the batch. The Grenadier!
Link to download the full pdf at the end of this article.
Grenadier — Artificer Specialisation
You have spent many sleepless nights trying to concoct an alchemical formula for handheld explosives, and finally you have managed to, allowing you to craft a variety of grenades with different uses.
Level 3: Tool Proficiency
When you adopt this specialization at 3rd level, 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.
Level 3: Grenadier Spells
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.
Grenadier Spells
3rd: Faerie Fire, Thunderwave
5th: Darkness, Shatter
9th: Blizzard, Fireball
13th: Ice Storm, Vitriolic Sphere
17th: Cloudkill, Mass Cure Wounds
Level 3: Battle Ready
When you reach 3rd level, your combat training and your experiments with magical firearms have paid off in two ways:
- You gain proficiency with firearms.
- When you attack with a magic firearm, you can use your Intelligence modifier, instead of your Dexterity modifier, for the attack and damage rolls.
Level 3: Explosive Ordnance
Beginning at 3rd level, you gain the ability to use your knowledge of engineering and magic to create grenades. You choose three types of grenades to learn from the Ordnance Types listed below. When you reach 10th and 18th level, you can pick three more types of grenades. During a long rest, you may prepare a batch of grenades. At the end of the long rest, you prepare a number of grenades equal to the maximum number of infused items you can have at once. Each grenade can be of any type that you have learned how to prepare. In addition, whenever you prepare a new batch of grenades, any remaining grenades you had from previous batches stop working.
You can use your action to throw a grenade. You can throw them into any space within 60 feet of you. When you throw a grenade, you can choose to activate it or not. An activated grenade explodes immediately after landing. Otherwise, the grenade remains inert unless it takes damage or a creature spends an action while within 5 feet of it to activate it. If a creature activates it, the grenade explodes at the start of that creature’s next turn. If damage activates it, the grenade explodes immediately. A creature within 5 feet of a grenade can use their action, or their reaction if they used an action to activate it, to throw it up to 30 feet.
Some grenade effects require saving throws. The DC of these saving throws equals your artificer spell save DC.
Concussive
Each creature and object within 15 feet of the grenade when it explodes must make a Constitution saving throw, taking 2d6 bludgeoning damage and 2d6 thunder damage on a failed save or half as much on a successful one. Nonmagical objects that aren’t being worn or carried automatically fail the saving throw. Creatures that have total cover from the grenade must still make a saving throw, but they have advantage on the saving throw.
Enfeebling
Each creature within 10 feet of the grenade when it explodes must make a Constitution saving throw. On a failed save, the target deals half damage with weapon attacks that use Strength, and suffer disadvantage on Strength checks and Strength saving throws, until the end of their next turn.
Fire
Each space on the ground within 10 feet of the grenade when it explodes becomes engulfed in flames for 1 minute. A creature can use an action to put out the flames in an adjacent space. Each creature that starts its turn in an enflamed space within that area takes 1d6 fire damage.
Flashbang
Each creature within 30 feet of the grenade when it explodes must succeed on a Constitution saving throw or become blinded and deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending both effects on a success.
Healing
Each friendly creature within 10 feet of the grenade when it explodes regains 2d6 hit points. A creature that regains hit points in this way can use them to cure themselves of diseases or poisons, subtracting 5 from the total hit points they regain for each disease or poison they cure.
Shrapnel
Each creature within 30 feet of the grenade when it explodes must make a Dexterity saving throw, taking 4d6 piercing damage on a failed saving throw, or half as much on a successful one.
Smoke
Smoke pours out from this grenade, emanating from it and moving with it. The smoke heavily obscures each space within 20 feet of the grenade, spreads around corners, and lasts for 1 minute. Completely covering the grenade blocks the smoke.
Sticky
Each creature and object within 10 feet of the grenade when it explodes must make a Dexterity saving throw, taking 2d6 thunder damage on a failed save or half as much on a successful one. This grenade sticks to creatures and objects it is thrown at. A creature within 5 feet of the grenade can make a Strength (Athletics) check against your spell save DC as an action to remove it. If they succeed, they can also use their reaction to throw the grenade up to 30 feet.
Toxic
Each space within 10 feet of the grenade when it explodes becomes enshrouded in faint toxic gas. The gas spreads around corners, and lasts for 1 minute or until a wind of moderate or greater speed disperses it. Any creature that starts its turn in the area must succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat the save every time it ends its turn outside of the cloud.
Level 5: Distant Detonation
At 5th level, you learn how to create a remote detonator, a small device that allows you to activate your ordnance from a distance. While holding your remote detonator, you can use an action to cause all inactive grenades within 300 feet of you to detonate. A grenade won’t detonate if you are carrying it. If your remote detonator is lost or broken, you can spend 1 hour to create a new one.
At 15th level, the distance you can cause inactive grenades to detonate increases to 1 mile, and you can choose which grenades to detonate.
Level 5: Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 9: Explosive Alchemy
At 9th level, you have improved your alchemical formulae to enhance the effectiveness of your explosives. The damage from your grenades now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 9: Spell Bombs
Starting at 9th level, you gain the ability to infuse a bomb with a spell’s effect. When you prepare a batch of grenades, you can choose to replace one of the grenades with a spell bomb. Choose one spell that you have prepared. The spell must take one action to cast, must be able to affect an area, and must have a range that is not self or touch. When this grenade is activated, it produces the spell’s effect centered on it, using your spellcasting ability modifier. If the spell requires concentration, the creature that activated the grenade must concentrate on it. You can use spell bombs in the same way that you can use grenades.
Once you use this feature, you can’t do so again until you finish a long rest.
Level 15: Master Grenadier
By 15th level, you have become used to the dangers and perils of your own explosives. You have advantage on all saving throws against effects created by your own grenades, and while you aren’t incapacitated, you can grant allied creatures that you can see and that can see or hear you advantage on those saving throws.
You also know how to quickly resupply when your stock is low. If you have expended at least one of your grenades, you can spend a short rest to create one additional grenade of your choice. This grenade cannot be a spell bomb. Once you have made an additional grenade, you can’t do so again until you finish a long rest.
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About the Creator
Parliament Homebrew
Games, RPG and D&D homebrew (5th edition mostly, but can branch out on commission). All of my content is unofficial Fan Content permitted under the Fan Content Policy.
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Comments (2)
Explosive... I like it.
This was a very interesting read!