Grenadier (5e Class)

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Grenadier

A Mad Bomber at Work

With a swarm of creatures surrounding the adventurer, all she could do was smile and laugh. This wasn’t the first time creatures approached her in numbers, thinking they had the upper hand because of it. The Adventurer fixed her pack on her back and began to fiddle in it, before throwing an indiscernible object from her pack as it flashed white. The swarm of wolves and goblins heard a weird ticking behind them, as they stopped and looked at it. Above them was a Splinter Mine, as she saluted before it went off. All that was left was liquified pastes of red on the floor, as she laughed loudly. With the drop of an indiscernible device, she was gone in a flash and moving while invisible. Who knows, maybe that explosive could’ve been bigger...stronger...more efficient. Yes, more work had to be done on it. But once it was done, nothing would be able to survive the blast radius. Yes yes yes, this Mad Bomber had quite the restless night ahead of her...

Creating a Grenadier

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Grenadiers are experts at explosives,whether it be launching them from frames, or just throwing them wildly at creatures. A Grenadier’s main friends are fire and shrapnel surrounding a battlefield and hitting multiple creatures together. So, ask your character these questions: What drove them to the explosives? Why did they take such a risky path to combat? Has their explosions led to any unwanted casualties?

Quick Build

You can make a Grenadier quickly by following these suggestions. First, Dexterity should be your highest ability score, as your explosives are connected to your Dexterity, followed by Strength, as your throw distance is connected to your Strength. Second, choose the Outlander Background, for your Athletics and Survival. No way you’ve been around explosives for this long without any serious injuries...or did you?

Class Features

As a Grenadier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Grenadier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Grenadier level after 1st

Proficiencies

Armor: Light, Shields
Weapons: Simple and Martial One-Handed Ranged Weapons
Tools: Tinker's Tools
Saving Throws: Dexterity and Strength
Skills: Choose 3 from Acrobatics, Arcana, Athletics, Investigation, Perception, Sleight of Hand, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor and A Shield or (b) {{{item1b}}}
  • (a) A crossbow, hand and 20 Bolts or (b) {{{item2b}}}
  • (a) Tinker’s Tools or (b) {{{item3b}}}
  • If you are using starting wealth, you have 5d4*10 GP in funds.

Table: The Grenadier

Level Proficiency
Bonus
Features Detonators
1st +2 Explosive Checks, Bomb-Resistant Armor 3
2nd +2 Sticky Bombs 3
3rd +2 Grenadier Expertise 4
4th +2 Ability Score Improvement 4
5th +3 4
6th +3 Expertise Feature 5
7th +3 5
8th +3 Ability Score Improvement 5
9th +4 6
10th +4 Explosive Jump 6
11th +4 Expertise Feature 6
12th +4 Ability Score Improvement 7
13th +5 7
14th +5 Expertise Feature 7
15th +5 8
16th +5 Ability Score Improvement 8
17th +6 8
18th +6 Expertise Feature 9
19th +6 Ability Score Improvement 9
20th +6 Tracking Bombs 10

Explosive Checks

As a Grenadier, you have expertise in explosions and fragmentation devices. As you become more accustomed to explosives, you decide to delve deeper into experimenting with devices and their explosive capabilities. Starting at 1st level, you gain 3 Detonators. Using an explosive device consumes 1 Detonator. At 3rd, 6th, 9th, 12th, 15th, 18th, and 20th levels, you gain 1 Detonator. You unlock different types of Explosive Devices, depending on your Expertise. You start with 3 types of explosives:


Dynamite

Common Explosive Device

Blast Radius: 10 ft

Damage: 2d6 Bludgeoning Damage, 1d6 Piercing Damage on a failed save. The target takes half damage on a successful save.


Flashbang

Common Explosive Device

Blast Radius: 5 ft

Damage: 1d6 Thunder Damage, any creature in the blast radius must make a Constitution Saving Throw, becoming Blinded on a failed save. A creature can attempt the Constitution Save at the start of its turns to remove the Blinded Status.


Molotov

Common Explosive Device

Blast Radius: 10 ft

Damage: 2d6 Fire Damage Each turn a creature starts it’s turn in the radius or enters it. Lasts for 2 of your turns.


Restoring Detonators

Whenever you go to take a short or long rest, you can tinker more Detonators with your Tinker’s Tools before you actually rest. On a short rest, you can roll a d4, and restore that many Detonators before you fall asleep. At 6th, 12th, 18th, and 20th, the number of dice increases by 1. For example, during a short rest at 12th level, you can restore 3d4 Detonators, instead of 2d4 at 6th level. Before a long rest, you work until all of your Detonators are made..


Explosive Damage, Control, and Throw Distance

Like spells, even Explosive Devices can miss their direct targets, or in their case, just not reach. You still need to make sure your explosives hit their mark and do what you intend them to do.

Explosive Attack Bonus: 8 + your Proficiency Bonus + your Dexterity Modifier

Explosive Save DC: 8 + your Proficiency Bonus + your Dexterity Modifier

Bomb-Resistant Armor

Being so close to explosives, you know how dangerous they can be. As such, you come prepared for them. While wearing Light Armor, starting at 1st level, you add 2 to your AC, and if you would take damage from one of your explosive devices, you only take half damage.

Sticky Bombs

Creating explosive traps is a key point of a Grenadier. You learn to attach a sticky coating to your explosive devices, making them sitting time bombs. Starting at 2nd level, you can take an action to stick an explosive device on a creature or a flat surface. If a creature enters the device’s blast radius, it explodes, and the creature rolls its save with disadvantage if the explosive was hidden.

Grenadier Expertise

With fire, shrapnel, or traps, a Grenadier has differing ways to show expertise in. At 3rd level, you choose an expertise to hone your Grenadier ways into. The Expertises are described at the end of the class page. Your Expertise gives you additional features at 6th, 11th, 14th, and 18th levels.

Ability Score Improvement

When you reach 4th level, and again at 5th, 7th, 8th, 12th, 15th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Technical Control

You begin to tinker more forms of explosives, using other materials instead of Fragmentation or Explosives. These bombs are created for more of controlling the battlefield and protecting your allies. Starting at 5st level, you gain 3 more types of Explosive Devices:


Smoke Bomb

Common Explosive Device

Blast Radius: 10 ft

Damage: Attacks made in or into the smoke cloud are made with disadvantage. Creatures with True Sight or creatures that don't rely on seeing, such as Blindsight, are unaffected by this effect.


Glue Bomb

Common Explosive Device

Blast Radius: 10 ft

Damage: 1d6 Force Damage, and the blast radius becomes Difficult Terrain. Any creature in the blast radius must make a Strength Saving Throw, becoming Restrained on a failed save. A creature can attempt the Strength Save at the start of its turns to remove the Restrained Status.


Concussion Grenade

Common Explosive Device

Blast Radius: 5 ft

Damage: 1d6 Thunder Damage, a creature hit with this Explosive Device must make a Constitution Saving Throw. On a failed save, the creature is stunned until the end of its next turn. A creature cannot be stunned the same time this way 2 or more times in the same encounter.

Explosive Jump

As a Grenadier, height is your best friend, and sometimes, explosives are the best way to get up there. Starting at 10th level, you become immune to any explosive device you throw, and you can use your reaction after being affected by your own explosive device to jump 30 ft in the air and use an attack as a bonus action.


Once you use this feature, you must finish a short or long rest before you can use it again.

Tracking Bombs

Why worry about missing your explosives when they go right to your targets!? Starting at 20th level, when you throw an Explosive Device at an enemy, you can expend 1 Detonator to add +10 to the attack roll, and if the attack hits, you can add +5 to the damage roll of the first hit.


You can use this feature twice before a long rest.

Expertise of a Grenadier

Explosives aren’t used in one way, no matter how you look at it! However, using all 3 versions of a Grenadier just takes too long! You need expertise! Choose either the Pyromaniac Expertise, the Mad Bomber Expertise, or the Airborne Expertise, and learn your way!

Pyromaniac Expertise

FIRE! FIRE! MORE AND MORE FIRE! BURN THE AREA TO THE GROUND! An expertise based on massive Fire AoE damage.


Pyro Bombs

Your explosives are mixed with napalm and chemicals made for spreading fire. Starting at 3rd level, you can cast the Molotov Explosive Device without expending a Detonator. You also gain the following Explosive Devices:


Thermite Charge

Rare Explosive Device

Blast Radius: 5 ft

Damage: 4d6 Fire Damage Each turn a creature starts it’s turn in the radius or enters it. Lasts for 2 of your turns. This damage increases by 2d6 at 10th, 15th, and 20th levels.

Details: Uses 1 Detonator


Fire Wheel

Rare Explosive Device

Blast Radius: 10 ft

Damage: 3d8 Fire Damage Each turn a creature starts it’s turn in the radius or enters it. Lasts for 2 of your turns. This damage increases by 1d8 at 10th, 15th, and 20th levels.

Details: Uses 1 Detonator


Heavy Coating

Walk through the flames as if it was a normal day. Starting at 6th level, you gain resistance to Fire damage, and you are immune to any Fire Damage from your own sources.

Fire Tuning

With time to hone your skills and test your explosives, you have found ways to make your flames hurt a lot more. Starting at 11th level, your Explosive Devices ignore resistance to Fire Damage, and you can add your Dexterity Modifier to your damage with Explosive Devices that deal Fire Damage.

Napalm Explosives

Your desire to burn the world has led you to the creation of even stronger fire explosives. These are destructive to the point where it takes 2 Detonators to use them, but they are worth what they do. Starting at 14th level, your Explosive Devices that deal Fire Damage last for twice as long, and you gain the following Explosive Devices:


Napalm Bomb

Legendary Explosive Device

Blast Radius: 30 ft long 5 ft wide

Damage: 7d8 Fire Damage Each turn a creature starts it’s turn in the radius or enters it. Lasts for 3 of your turns. This damage increases by 4d8 Fire Damage at 20th level.

Details: Uses 2 Detonators


Firebomb

Legendary Explosive Device

Blast Radius: 10 ft

Damage: 10d10 Fire Damage Each turn a creature starts it’s turn in the radius or enters it. Lasts for 1 of your turns. This damage increases by 5d10 at 20th level.

Details: Uses 2 Detonators


Pyromaniac's Rampage

The world will know your flame, and so even lighting yourself on fire to spread it is a perfect strategy. Starting at 18th level, you can use a bonus action to light your armor on fire, dealing 3d6 Fire damage to any creature who comes 10 ft near you or starts their turn 10 ft near you. Also, the first 3 Rare or lower Explosive Devices that deal Fire Damage can be thrown for free without consuming a Detonator. This feature remains active for 1 minute before the fire burns out.


Once you use this feature, you must finish a long rest before you can use it again.


Mad Bomber Expertise

You are recognized for large bombs that use a lot more detonators than usual, but they do a lot more damage. You are seen as insane, due to your obsession with large bombs, but they don’t understand the beauty that is a large explosion!

Mines for Days

As a Mad Bomber, your bombs are multi-roled as traps and as potent explosives. Starting at 3rd level, your bombs, when they miss a target, turn invisible and lie in wait. If a creature walks in the Explosive Device’s Blast Radius, the bomb will explode as a Sneak Attack, and the creature instantly fails the Explosive Device’s DC save. You also gain the following Explosive Devices:

Spike Mine

Rare Explosive Device

Blast Radius: 20 ft

Damage: 1d4 Piercing Damage for each spike. A Mine comes with 10 Spikes, divided by the number of creatures in the Explosive Device’s Blast Radius. This damage increases by 1d6 at 10th, 15th, and 20th levels. A creature can only be hit with a maximum of 5 spikes from a single activation.

Details: Uses 1 Detonator


Numbing Bomb

Rare Explosive Device

Blast Radius: 10 ft

Damage: 2d4 Force Damage, and if hit, the creature must make a Constitution Saving Throw. If a creature is hit by another Explosive Device in 30 Seconds, they take double damage from that Explosive on a failed saving throw. This damage increases by 1d4 at 10th, 15th, and 20th levels.

Details: Uses 1 Detonator


Lie in Wait

A mine is the most unseen type of explosive, and as such, you know where to hide bombs to where they can be optimized and hit as many enemies as possible. Starting at 6th level, whenever your Explosive Device hits a creature, you can throw another bomb as a bonus action. You can only use this feature once during your turn. You also gain the following Explosive Devices:


Cluster Mine

Rare Explosive Device

Blast Radius: 10 ft

Damage: 2d6 Bludgeoning Damage. After the Explosive Device goes off, 3 more are created around it that does 1d6 Bludgeoning Damage for each one in a 5ft Blast Radius. This damage increases by 1d6 at 10th, 15th, and 20th levels.

Details: Uses 2 Detonators


Mortar Fire

Rare Explosive Device

Blast Radius: 20 ft

Damage: 4d6 Bludgeoning Damage. This damage increases by 2d6 at 10th, 15th, and 20th levels.

Details: Uses 2 Detonators


Slippery Escape

As a Mad Bomber, you know when to flee and go somewhere else before a bomb explodes. Starting at 11th level, as a reaction, you can use 1 Detonator to increase your AC by 5, and if an attack misses from this reaction, you can use the Disengage Action as a bonus action on that turn. You can use this feature a number of times equal to your Dexterity Modifier (min. 1) per Long Rest, and can only use this feature up to 2 times in a single encounter.

Mine Transmat

Dismantling Mines aren’t easy when time is on the line! Especially while there are bombs being thrown at you. Starting at 14th level, you can use 1 Detonator when you throw or use an Explosive Device to instantly send the Explosive Device next to a creature within 30 ft of you. You also gain the following Explosive Devices:


Splinter Mine

Legendary Explosive Device

Blast Radius: 60 ft

Damage: 10d10 Bludgeoning Damage. This damage increases by 7d10 at 20th level.

Details: Uses 3 Detonators


Abomination Bomb

Legendary Explosive Device

Blast Radius: 30 ft

Damage: 10d6 Bludgeoning Damage and 10d6 Thunder Damage. Takes 10 seconds to detonate.

Details: Uses 3 Detonators


Judgement of the Elders

Your Explosive Devices are now crafted to leave no hope of surviving, and anything around you will be gone at the end of combat. Starting at 18th level, when you hit multiple creatures with 1 Explosive Device, you can use 2 detonators to double that damage dealt.

Airborne Expertise

With the ground beneath you and the sky's the limit, the Airborne Expertise prefers to rain Explosives from the air with Jump Jets and Air Superiority.

Jump Jets

Welcome to the skies. Hope to see you more often! Starting at 3rd level, you can use your Jump Jets to fly 60 ft in the air and maintain Strafing in Air for 3 Minutes before you have to land. While strafing, you can move half of your movement speed up and down or left and right. You also gain access to the following Explosive Devices:


Rocket Blast

Rare Explosive Device

Blast Radius: 5 ft

Damage: 2d8 Bludgeoning Damage. If this attack misses by 2 or less, the target takes half damage instead. This damage increases by 1d8 at 10th, 15th, and 20th levels.

Details: Uses 0 Detonators


Rocket Blast

Rare Explosive Device

Blast Radius: 5 ft

Damage: 0. If the attack hits, the creature is launched 15ft in the opposite direction where the Explosive Device landed. FOr example, if you hit a creature on the West Side, it is launched 15 ft to the East.

Details: Uses 1 Detonators


Air Superiority

Being airborne starts to feel more common to you in combat rather than being on the ground. Starting at 6th level, when attacking while in the Air, you can add your Dexterity Ability Modifier to your attack rolls, and if you hit with an Explosive Device, you can add your Strength Ability Modifier to the damage.


Protected Air Space

With the worry of being knocked out of the sky, you begin to develop defenses for weapons that would shoot you out of the sky. Starting at 11th level, if you are attacked by a Ranged Weapon while in the Air, you can use 1 Detonator to make an Acrobatics Check with advantage as a reaction to treat the attack as a miss, no matter the roll.


Once you use this feature twice, you must finish a Short or Long Rest before you can use it again.


Justice from Above

The Sky is your home now, and pray be to anyone who stands against you while you are flying. Starting at 14th level, when you hit someone with an Explosive Device while in the Air, you can add 2d6 Radiant Damage to that attack. You also gain the following Explosive Devices:


Rocket Barrage

Legendary Explosive Device

Blast Radius: 5 ft

Damage: 2d8 Bludgeoning Damage each rocket. There are 30 rockets in a barrage. This damage increases by 1d8 at 20th Level.

Details: Uses 2 Detonators


Destructive Blast

Legendary Explosive Device

Blast Radius: 1 ft

Damage: 2d10 per Detonator used Bludgeoning Damage

Details: Uses X Detonators, where X is your Remaining Detonators


Like a Hawk

Landing? You’ve never heard of it. You’re like a bird in the sky, never needing to land. Starting at 18th level, while strafing in Air, you can double your movement speed up and down or left and right while in the Air, and you can remain in air for 10 minutes before having to land. Also, for every 2 minutes you remain in the air, you regain 1 Detonator.


Multiclassing

Prerequisites. To qualify for multiclassing into the Grenadier class, you must meet these prerequisites:

-17 Strength

-17 Dexterity


Proficiencies. When you multiclass into the Grenadier class, you gain the following proficiencies:

-Light Armor and Shields

-Simple and Martial One-Handed Ranged Weapons

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