Grenadier (5e Subclass)
Grenadier[edit]
Skulking in the darkness, there are said to be some of the greatest terrors known to man... Shadows whose stride is silent, whose blades are precise, and whose wiles are... explosive. Grenadiers are rogues who have chosen to expand their horizons, and have decided that silence is not always the most effective approach. Violence and discord make for excessively effective covers when applied by a skilled hand, and these agents of chaos are very skilled...
Tools of the Trade[edit]
When you choose this archetype at 3rd level, you gain proficiency in both Alchemist's Supplies and Tinker's Tools.
The Cookbook[edit]
Also starting at 3rd level, you develop a repertoire of destructive devices, whose creation costs and uses are listed below. Any device or material made via this feature requires 1 hour of work to complete. Finally note that you also gain a special item upon taking this archetype: The Anarchist's Satchel. This special belt has waterproof compartments in which you may store your destructive devices, and gains pockets as you gain levels in this class. It starts with 3 pockets and gains an additional pocket for each level you gain. You may not carry more bombs or devices than you have pockets. Should you lose your Anarchist's Satchel, you may spend 3 hours and 15 GP to create a new one.
If a device requires that a creature make a saving throw, the DC is as follows: 8 + your Intelligence Modifier + your Proficiency Bonus.
- Bomb
A small handheld device that you can lob into a crowd or room, or really wherever you might lob something, that detonates and deals large amounts of damage to those within its blast radius.
Effects: As an action, throw the Bomb. The Bomb has a 40 foot throwing distance. Every creature within 10 feet of the Bomb must make a Dexterity saving throw taking full damage on a failure and half damage on a success. The damage of the Bomb is equal to your Sneak Attack damage bonus, and is treated as Thunder damage. For example, a 7th level Rogue's Bomb would deal 4d6 Thunder damage. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away.
Cost: The Bomb costs a number of Gold Pieces equal to your Rogue level to create. For example, a 13th level Rogue would require 13 GP to create a Bomb. (This is explained as your expertise with explosives improving, and your understanding that better materials yield a more effective explosive.)
- Fire Bomb
A flask containing a highly volatile liquid that ignites upon contact with the air.
Effects: As an action, throw the Fire Bomb. The Fire Bomb has a 40 foot throwing distance. Centered at the point of detonation, a 10 x 10 foot square of fire is created. This fire remains for a number of turns equal to your proficiency bonus unless it ignites some other flammable object that is not a creature. If a creature enters the area of fire for the first time or starts their turn there, they must make a Dexterity saving throw, taking 2d6 Fire damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.
Cost: The Fire Bomb costs a number of Gold Pieces equal to your Rogue level to create. For example, a 13th level Rogue would require 13 GP to create a Fire Bomb. (This is explained as your expertise with explosives improving, and your understanding that better materials yield a more effective explosive.)
- Flash Bomb
A device that creates a bright flash of light, blinding those who see it.
Effects: As an action, throw the Flash Bomb. The Flash Bomb has a 40 foot throwing distance. Every creature within 10 feet of the point of detonation must make a Constitution saving throw or be blinded for a number of turns equal to your Proficiency bonus. If a creature is blinded by this, they may repeat the saving throw at the end of each of their turns to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.
Cost: The Flash Bomb costs a number of Gold Pieces equal to twice your Rogue level to create. For example, a 13th level Rogue would require 26 GP to create a Flash Bomb. (This is explained as your expertise with explosives improving, and your understanding that better materials yield a more effective explosive.)
- Lock Buster
A device that may be placed onto a lock to destroy it.
Effects: As an action, affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your Rogue level, the lock is instantly destroyed. For example, a 13th level Rogue with an Intelligence score of 19 would be able to automatically destroy a lock whose DC was 17 or lower with this device. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
Cost: The Lock Buster costs a number of Gold Pieces equal to your Rogue level to create. For example, a 13th level Rogue would require 13 GP to create a Lock Buster. (This is explained as your expertise with explosives improving, and your understanding that better materials yield a more effective explosive.)
- Poison Bomb
A device that contains a toxic inhalant that is released upon detonation.
Effects: As an action, throw the Poison Bomb. The Poison Bomb has a 40 foot throwing distance. Centered on the point of detonation, a 10 foot radius spherical cloud of toxic gas appears. This cloud remains for a number of turns equal to your proficiency bonus. If a creature enters the area of effect or starts their turn there, they must make a Constitution saving throw, suffering the poisoned condition until the end of your next turn. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
Cost: The Poison Bomb costs a number of Gold Pieces equal to twice your Rogue level to create. For example, a 13th level Rogue would require 26 GP to create a Poison Bomb. (This is explained as your expertise with explosives improving, and your understanding that better materials yield a more effective explosive.)
- Non-Grenadiers Using Explosives
As an added note, other creatures may also use the devices you create, but when they do, they must make an Intelligence check against the DC for your bombs. On a failure, the device detonates in their hands, and if the item has a specific damage value or other effect, they suffer disadvantage on the saving trow made against it.
Bombastic![edit]
Your mastery of explosives and "subterfuge" intertwine perfectly. Beginning at 9th level, if you are hidden, the saving throws made against your Bombs are made at disadvantage by any creature that fails to notice you. Additionally, if you detonate a Bomb, Fire Bomb or Flash Bomb more than 30 feet away from yourself, you gain advantage on Dexterity (Stealth) checks made to hide before the end of your next turn.
Still Got All Me Fingers![edit]
Bombs are fun. Bombs are dangerous. You know this better than anyone else. Starting at 13th level, you gain advantage on saving throws made against your own explosive devices. In addition, you may now add twice your Proficiency Bonus to any check made using your Alchemist's Supplies or Tinker's Tools.
Powder Burns[edit]
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins. Starting at 17th level, when you are struck by a melee attack, your attacker takes Thunder damage equal to 1/2 your Rogue level. (rounded down) In addition, when you are reduced to zero hit points, you may choose to create a 15 foot radius explosion centered on yourself as a reaction. (This does not kill you or cause you to fail any death saving throws.) Every creature within the area of effect must make a Dexterity saving throw equal to the DC for your bombs, taking damage equal to your Sneak Attack bonus on a failure and half damage on a success. For example, this feature deals 9d6 Thunder damage when you obtain it, and the damage increases to 10d6 when you reach 19th level. You may use this part of this feature once before requiring a long rest to do so again.
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