Difference between revisions of "Grenadier (5A)"

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{{5A}}{{wip}}
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{{5A}}
This is a [[Gunslinger (5A)|Gunslinger]] style for [[5A]].  
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This is a [[Fusilier (5A)|Fusilier]] style for [[5A]].  
  
 
Guns are only a part of the rising surge of new technology. A grenadier focuses on related weapons, bombs and grenades.  
 
Guns are only a part of the rising surge of new technology. A grenadier focuses on related weapons, bombs and grenades.  
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'''Greyhawk
 
'''Greyhawk
Grenadiers are halfway to [[Chymist (5A)|Chymists]] and may not see themselves as related to other gunslingers.
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Grenadiers are halfway to [[Chymist (5A)|Chymists]] and may not see themselves as related to other fusiliers.
Most grenadiers are humans, but rock gnomes and goblins are well represented as well.
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Most grenadiers are humans, but rock gnomes and goblins are well represented.
  
 
Source: Original.
 
Source: Original.
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== Subclass Features ==
 
== Subclass Features ==
  
=== Making Supplies ===
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=== Explosive Supplies ===
At 3rd level when you choose this style, you gain proficiency with alchemist's supplies or a type of artisan's tools or a type of vehicles of your choice.
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At 3rd level when you choose this style, you gain proficiency with alchemist's supplies.
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If you already have this proficiency you gain proficiency with a type of artisan's tools or a type of vehicles of your choice.
  
=== Trick Shot ===
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=== Master Thrower ===
At 3rd level, you master the ability to shoot at small and moving targets, and to make a show of it.
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At 3rd level, you master [[Weapons_(5A)#Bomb|Bombs]] and [[Weapons_(5A)#Grenade|Grenades]].  
This includes such stunts as juggling your gun, shooting the hat off a creature, or shooting a bottle thrown into the air before it lands or calling out which part of a target you will hit next.
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You can throw a [[Weapons_(5A)#Bomb|Bomb]] or [[Weapons_(5A)#Grenade|Grenade]] 80 feet.
When you take an action to make an Intimidation or Performance check, you can fire a firearm as a part of the same action to gain advantage on the check.
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At 5th level this increases to 100 feet, at 9th level to 120 level, at 13th level to 140 feet, and at 17th level 160 feet.
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The saving throw DC against your [[Weapons_(5A)#Bomb|Bombs]] and [[Weapons_(5A)#Grenade|Grenades]] is 8 + your Dexterity bonus + your Proficiency Bonus.
  
On a round when you use Trick Shot, you can take a bonus action to fire for effect, turning the trick shot into an attack with your firearm. If this attack hits, the target must make a Wisdom saving throw, DC 8 + your Charisma modifier + your Proficency Bonus or be frightened of you until the start of your next turn.
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=== Fire in the Hole ===
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At 6th level you can use a [[Weapons_(5A)#Bomb|Bomb]] to blow up doors and construction.
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It is an action to place a [[Weapons_(5A)#Bomb|Bomb]] against a door or construction within 5 feet of you.
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At the start of your next turn, the bomb explodes.
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The [[Weapons_(5A)#Bomb|Bomb]] has the normal effect against nearby creatures.
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Against the door or construction, damage (including the Devastation bonus) is tripled.
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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.
  
=== Razing ===
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=== Big Boom ===
At 6th level your confidence makes you quick. Add your Charisma modifier to initiative checks, in addition to your Dexterity modifier.
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At 10th level you learn to improve [[Weapons_(5A)#Bomb|Bombs]] and [[Weapons_(5A)#Grenade|Grenades]].
You can draw or sheathe a one-handed weapon in addition to other object interactions each round.
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When you throw a [[Weapons_(5A)#Bomb|Bomb]] or [[Weapons_(5A)#Grenade|Grenade]]  you can choose to double the burst radius.
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A [[Weapons_(5A)#Bomb|Bomb]] gains a radius of 10 feet.
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A [[Weapons_(5A)#Grenade|Grenade]] gains a radius of 20 feet.
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A creature that succeeds on a Dexterity saving throw against a [[Weapons_(5A)#Bomb|Bomb]] or [[Weapons_(5A)#Grenade|Grenade]] you throw still takes half damage (rather than no damage) from the explosion.
  
=== Show of Death ===
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=== Bouncing Bomb ===
At 10th level, when you use Trick Shot with the bonus action to make an attack and that attack hits, all enemies within 10 feet of the target must save or become frightened as described in the trick Shot feature.  
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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]], you can place it perfectly even when the target location is out of sight.
 
 
=== High Noon ===
 
At 15th level, as a bonus action, you can declare a duel against another creature within 100 feet who can hear you. You have advantage on all attacks against that opponent for the next minute.
 
Once you use this ability, you must finish a long rest before you can use it again.
 

Latest revision as of 11:25, 16 April 2024

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This is a Fusilier 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 fusiliers. 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 100 feet, at 9th level to 120 level, at 13th level to 140 feet, and at 17th level 160 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.