Difference between revisions of "Grenadier (5A)"

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A [[Weapons_(5A)#Grenade|Grenade]] you throw has a radius of 20 feet.
 
A [[Weapons_(5A)#Grenade|Grenade]] you throw has a radius of 20 feet.
  
=== XXX ===
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=== Bouncing Bomb ===
At 15th level,
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At 15th level, when you throw a [[Weapons_(5A)#Bomb|Bomb]] or [[Weapons_(5A)#Grenade|Grenade]], you do not need to see the target, as long as you have a clear path to the target that does not pass through an arrow slit or similar narrow opening. As long as there is a clear path to the target point, and this path is not longer than the range of the [Weapons_(5A)#Bomb|Bomb]] or [[Weapons_(5A)#Grenade|Grenade]].

Revision as of 14:39, 18 July 2022

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This is a Gunslinger style for 5A.

Guns are only a part of the rising surge of new technology. A grenadier focuses on related weapons, bombs and grenades. A grenadier can destroy groups of enemies clustered together, blow up doors and construction, and add an element of skill and power to any party.

Greyhawk Grenadiers are halfway to Chymists and may not see themselves as related to other gunslingers. Most grenadiers are humans, but rock gnomes and goblins are well represented as well.

Source: Original.

Subclass Features

Explosive Supplies

At 3rd level when you choose this style, you gain proficiency with alchemist's supplies. If you already have this proficiency you gain proficiency with a type of artisan's tools or a type of vehicles of your choice.

Master Thrower

At 3rd level, you master Bombs and Grenades. You add ten feet times your proficiency bonus to the range you can throw a Bomb or Grenade. The saving throw DC against your Bombs and Grenades is 8 + your Dexterity bonus + your Proficency Bonus.

Fire in the Hole

At 6th level you can use a Bomb to blow up doors and construction. It is an action to place a bomb against a door or construction within 5 feet of you. At the start of your next turn, the bomb explodes. The Bomb has the normal effect against nearby creatures. Against the door or construction, the bomb does 10d6 fire damage. Against a door or construction that can be destroyed or opened with a Strength check, make an Intelligence (Alchemist's Supplies) check with a +10 bonus against the DC of the strength check.

Big Boom

At 10th level you learn to improve Bombs and Grenades. A creature that succeeds on a Dexterity saving throw against a Bomb or Grenade you throw still takes half damage from the explosion.

When you throw a Bomb or Grenade you can choose to increase the burst radius. A Bomb you throw has a radius of 10 feet. A Grenade you throw has a radius of 20 feet.

Bouncing Bomb

At 15th level, when you throw a Bomb or Grenade, you do not need to see the target, as long as you have a clear path to the target that does not pass through an arrow slit or similar narrow opening. As long as there is a clear path to the target point, and this path is not longer than the range of the [Weapons_(5A)#Bomb|Bomb]] or Grenade.