Grenadier

Infuse Magic into Explosives

Some artificers focus on the finer points of magical crafting, others on the parts that go boom. This is the latter. A grenadier infuses magical effects into their explosive devices, and is a fierce combatant with little concern for their own safety or what is next to their intended target.

Level 3: Grenadier Spells

You always have certain spells prepared after you reach the Artificer level shown in the following table.

LevelSpells
3Grease, Fog Cloud
5Vortex Warp, Shatter
9Daylight, Hypnotic Pattern
13Gravity Sinkhole, Watery Sphere
17Mass Cure Wounds, Synaptic Static

Level 3: Throw Grenade

You have learned to craft simple grenades that deliver an explosive payload. As an action, you can light a grenade and throw it at a point within 30 feet. Each creature in a 10-foot cube centered on that point must make a Dexterity saving throw against your spell save DC. On a failure, they take force damage equal to 1d6 + your Intelligence modifier, or half as much on a success.

Level 5: Double Toss

You can throw two grenades using the same action. If a creature is in the area of both grenades, they only make a single saving throw, but the damage is doubled.

Additionally, the damage die of your simple grenades increases to 1d8.

Level 5: Infused Grenade: Hydrium Flash

You can infuse a grenade with hydrium to deliver extra flash and noise, but no damage. In place of throwing one of your normal grenades, you throw a flash-bomb up to 60 feet away. All creatures within 10 feet of the impact succeed on a Constitution saving throw against your spell save DC or be Blinded and Deafened until the end of your next turn.

Once you do this, you cannot do so again until you finish a long rest. You can also use the feature again by expending a spell slot of 2nd level or higher.

Level 9: Infused Grenade: High Explosive

You can infuse a grenade to achieve a much bigger explosion. In place of throwing one of your normal grenades, you throw a massive grenade up to 90 feet away. All creatures within 20 feet of the impact must make a Dexterity saving throw against your spell save DC. On a failure, they take 14 (4d6) fire damage and 14 (4d6) force damage and are knocked prone. On a success, they take half damage and are not knocked prone. If you use a higher level spell slot, both the force and fire damage increases by 3 (1d6) for each level of the spell slot above 3rd.

Once you do this, you cannot do so again until you finish a long rest. You can also use the feature again by expending a spell slot of 3rd level or higher.

Additionally, the damage die for your simple grenades increases to 1d10, and their range increases to 60 feet.

Level 15: Quick Hands

When you use your action to cast a spell, you can throw a single grenade as a bonus action. This grenade cannot be one of your infused grenades.

Additionally, the damage die for your simple grenades increases to 1d12, and their area increases to a 15-foot cube.