Difference between revisions of "Grenadier (5A)"
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=== Razing === | === Razing === | ||
− | At 6th level | + | At 6th level you can use a [[Weapons_(5A)#Bomb|Bomb]] to blow up doors and construction. |
− | + | It is an Action to place a bomb against a door or construction within 5 feet. | |
+ | At the start of your next turn, the bomb explodes. | ||
+ | The [[Weapons_(5A)#Bomb|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 === | === Big Boom === |
Revision as of 00:47, 18 July 2022
Starfox's 5th Edition Fan Page |
- This is a work in progress.
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
Making 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.
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.
Razing
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. 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 can increase the burst radius of your Bombs and Grenades. A Bomb you throw can affect targets within 10 feet. A Grenade you throw can affect targets within 15 feet.
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.