Artificer Speciality - Grenadier

Many artificers use their tools to create, and you are not exception. Your tools however have always been turned towards destruction. A grenadier seeks mastery of explosives - both the normal and the esoteric. Though often associated with the alchemist due to the fondness of chemical reagents, the two often have distinctly different paths to follow. Loud and proud, a grenadier's work is always sure to make an impression in any adventuring party.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with potter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

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
Level Spells
3rd Faerie Fire, Grease
5th Shatter, Silence
9th Fireball, Stinking Cloud
13th Blight, Vitriolic Sphere
17th Cloudkill, Maelstrom

Explosives Expert

When you choose this specialisation at third level you learn to craft a number of specialised grenades as an action. Grenades can be thrown up to 30' as an action, and if you so choose you can throw the grenade with the same action you use to create it. Grenades can be given to other creatures to throw on your behalf.

Grenade Name Description
Elemental Grenade When you create this grenade, you choose one elemental type from the following: fire, cold, lightning. The grenade deals 2d6 damage to all creatures within a 10' diameter sphere, dealing half damage on a successful dexterity save.
Grenade Name Description
Smoke Grenade This grenade creates a 20' diameter sphere of thick smoke at the target point. This smoke spreads around corners and lasts for ten minutes, unless a wind of moderate strength (10mph or greater) disperses it.
Sticky Grenade This grenade can be thrown at a creature with an attack roll, or attached to an object. Once attached it can only be removed by spending an action to do so. As a bonus action you can detonate the sticky grenade, dealing 2d6 fire damage in a 10' diameter sphere around it, dealing half damage on a successful dexterity save.
"Buzzer" Grenade This grenade detonates in a 10' diameter sphere dealing 1d6 psychic damage. Any creatures forced to make a concentration save from the damage must do so against a DC of 10+the damage dealt. A successful intelligence save halves the damage.
Flashbang Grenade All creatures within a 10' diameter sphere of its impact point must make a constitution save or be Blinded and Deafened for three rounds.

You can create a number of grenades equal to your proficiency bonus, regaining one expended use on a short rest, and all on a long rest From 11th level, they all refresh on either a short or long rest. You can expend a spell slot if you wish to create an additional grenade. If you use a spell slot above 1st level, you create one additional grenade for each spell slot level, however you must spend a corresponding number of actions to create these additional grenades.

Grenade Launcher

At 5th level you learn to craft a launcher for your grenades, allowing you to shoot them up to 90' away from you. This grenade launcher can also be used as an arcane focus for your spells, and any grenades you fire from it can now be launched as a bonus action instead of an action, though they still take an action to create. Only you are able to master your grenade launcher, and it cannot be given to others to use on your behalf. Others can still throw your grenades the normal 30' as before, however.

Shaped Charges

At 9th level you learn how to improve on your grenade's efficacy. When you, specifically, throw/launch any grenades you can choose to exclude any creatures from the effect that you so wish. In addition, the damage dice of all grenades you create are doubled, your smoke grenades now halve the speed of any creatures moving within the smoke, and your flashbang grenades also inflict the Prone condition on a failed save.

Apex Detonation

At 15th level your mastery of explosives manifests in the creation of your masterpieces. At the end of a long rest you can choose to create one of the following special grenades. This special grenade lasts until the end of your next long rest, or until used. Only you have the knowledge to use your own special grenades, and they cannot be given to others. You can still choose to exclude any creatures from the effect of your Apex Detonation grenades via the Shaped Charges feature.

At 18th level you can create two special grenades at the end of a long rest, and they need not be the same kind (though they can be).

Special Grenade
Name Description
Prismatic Explosion You've managed to 'bottle' the Prismatic Spray spell in a grenade that has a 30' radius sphere explosion. Any creatures in this area must succeed on a dexterity save, or be affected as if by the Prismatic Spray spell.
Godbomb When you create this grenade you choose if it does radiant or necrotic damage. It deals 10d6 of the chosen damage type to all creatures within a 20' radius sphere of the impact point and stuns them for until the end of your next turn. A successful constitution saving throw halves the damage and negates the stun. Celestial and Fiend type creatures have disadvantage on the saving throw.
Warp Grenade When this grenade detonates it creates a 10' radius sphere of dimensional-tearing energy. Any creatures caught within the area must succeed on a constitution save or take 8d6 force damage and be instantly transported to another plane of existence, determined at random. Those who successfully make the save take half damage, and remain on their current plane. This grenade leaves a wild-magic zone in its wake for 1d20 years, and any spells cast there automatically trigger a surge on the sorcerer's Wild Magic Surge table (PHB pg.101)
Storm-in-a-bottle When you launch this grenade into the sky it creates an instant thunderstorm with torrential rain in a five mile radius around you which lasts for 2d4 hours. You may also, optionally, choose to change the temperature to either scorching heat or arctic cold at the same time.
Anti-Magic Cluster When this grenade detonates it creates a 10' radius sphere of anti-magic, as the spell Anti-Magic Field. You can choose three more points within 30' of the initial detonation point, and the same spheres appear in the designated locations. These last for 1 minute before failing.