Difference between revisions of "Grenadier (5A)"
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At the start of your next turn, the bomb explodes. | At the start of your next turn, the bomb explodes. | ||
The [[Weapons_(5A)#Bomb|Bomb]] has the normal effect against nearby creatures. | The [[Weapons_(5A)#Bomb|Bomb]] has the normal effect against nearby creatures. | ||
− | Against the door or construction, the | + | Against the door or construction, damage (including the Devastation bonus) is tripled. |
Against a door or construction that can be destroyed or opened with a Strength check, make a Dexterity (Alchemist's Supplies) check with advantage instead of a Strength check. | Against a door or construction that can be destroyed or opened with a Strength check, make a Dexterity (Alchemist's Supplies) check with advantage instead of a Strength check. | ||
Revision as of 22:56, 30 October 2023
Starfox's 5th Edition Fan Page |
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.
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 can throw a Bomb or Grenade 80 feet. At 5th level this increases to 90 feet, at 9th level to 100 level, at 13th level to 110 feet, and at 17th level 120 feet. The saving throw DC against your Bombs and Grenades is 8 + your Dexterity bonus + your Proficiency 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, damage (including the Devastation bonus) is tripled. Against a door or construction that can be destroyed or opened with a Strength check, make a Dexterity (Alchemist's Supplies) check with advantage instead of a Strength check.
Big Boom
At 10th level you learn to improve Bombs and Grenades. When you throw a Bomb or Grenade you can choose to double the burst radius. A Bomb gains a radius of 10 feet. A Grenade gains a radius of 20 feet. A creature that succeeds on a Dexterity saving throw against a Bomb or Grenade you throw still takes half damage (rather than no damage) from the explosion.
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 Bomb or Grenade, you can place it perfectly even when the target location is out of sight.