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Grenadier

A
t first, the cavern is silent. The bandits wait with
bated breath to ambush the would-be heroes
who have come to flush them out. The tension
grows with the sound of approaching footsteps,
and the dim glow of torchlight reflecting off the
walls. Then the footsteps stop. A moment
passes. And a small, metal object bounces
around the corner.
What follows is a blast of pure power, rocking the cavern
with deafening noise and the acrid smell of smoke. The
ambush falls into disarray, and the adventurers sieze the
opporuntiy to round the corner and strike. Taking up the rear,
wielding a fearsome arquebus, is the one who instigated the
chaos. She is a grenadier, a warrior combining tactical strikes
with raw sound and fury, seeking mastery over all forms of
black powder weapons.

Gunslinger Specialty
The grenadier is an additional specialty for the gunslinger
class, available on Dungeon Master's Guild at
http://www.dmsguild.com/product/213066.
Authorship
Design and Writing by Xavier Lebec
Art by Wojciech Depczyński
Styled with the Homebrewery

PART 1 | CLASSES 1
Grenadier Craftable Bombs
Gunslinger Level Blast Radius DC Damage
Prerequisite: grit ability is Intelligence 3rd - 5th 5 ft 12 3d6
Grenadiers develop their expertise with explosives as well as 6th - 8th 10 ft 13 3d6
firearms, becoming masters of gunpowder in all its forms.
9th - 11th 10 ft 13 4d6
Bombmaker 12th - 14th 15 ft 14 4d6
When you choose this specialty at 3rd level, you learn how to 15th - 17th 15 ft 14 5d6
quickly craft makeshift bombs during a short or long rest.
Tool Proficiencies. You gain proficiency with alchemist's 18th - 20th 20 ft 15 5d6
supplies and tinker's tools.
Bomb Pouches. By 3rd level you finish crafting a safe Bomb Thrower
container for your bombs. Bombs in this bag or series of Starting at 3rd level, your familiarity with blast patterns, fuse
small pouches are protected from explosions, fire, and water. timing, and other advanced bombing techniques makes you
You can spend 8 hours and 100 gp using alchemist's supplies deadlier with explosives. Bombs you throw, plant, or detonate
and weaver's tools to craft this item again. use your grit save DC if it is greater than the bomb's DC.
Preparing Bombs. After you finish a short or long rest, you In addition, those that deal damage deal an extra 1d6
can craft a number of makeshift bombs using alchemist's damage. This extra damage increases to 2d6 at 6th level and
supplies and tinker's tools. The number of these bombs to 3d6 at 12th level.
amongst your party cannot exceed your proficiency bonus.
These bombs cannot be sold. These constraints represent the Mine Layer
limited materials you can gather for your makeshift bombs. By 7th level, you've developed fuzes that can convert your
At 3rd level, you know how to craft 2 bombs of your choice bombs into mines. Planting a mine takes one minute and
from the "Craftable Bombs" section below. You learn how to requires 1 lb. of special mechanical parts costing 15 gp,
craft an additional bomb at 6th, 9th, 12th, 15, and 18th levels. which is consumed when the fuze is assembled. Each fuze
can ignite one bomb.
Craftable Bombs The DM determines the DC to find your mines based on
The craftable bombs are presented in alphabetical order. how you hide them and any relevant proficiencies you
When not otherwise specified, their blast radius, DC, and leverage while doing so. Choose the type of fuze you
damage (when applicable) depend on your gunslinger level, as implement when you plant the mine.
shown in the Craftable Bombs table. A bomb can be lit and Pull Pin. The mine detonates when the pin is pulled. The
thrown at a point up to 60 feet away as an action. pin is often connected to a trip wire or a pullstring.
Concussion. Creatures within 5 feet of the blast make a Pressure Plate. The mine detonates under force. The
Dexterity saving throw, taking full thunder damage on a sensitivity is adjustable from 10 to 100 lbs.
failure, or half as much on a success. Slow Fuse. The bomb explodes after the fuse is lit. The
Flashbang. Creatures within the blast radius make a delay is adjustable from 1 to 6 rounds.
Constitution saving throw. Those that fail become blinded
and deafened until the end of their next turn. The blast radius Demolition Expert
is limited to 5 feet in open spaces. At 9th level, you gain advantage on Intelligence (Investigation)
Fragmentation. Creatures within the blast radius make a skill checks to assess the possibility of demolishing obstacles
Dexterity saving throw, taking full piercing damage on a with explosives, and to perform explosive demolitions.
failure, or half as much on a success.
Illuminant. Bright light is cast for 20 feet, and dim light is Hit the Deck
cast for an additional 20 feet. The light lasts for one minute. At 11th level, you become better at guarding against
Incendiary. Creatures within 5 feet of the blast make a explosions and similar effects, such as a dragon's breath or
Dexterity saving throw, taking full fire damage on a failure, or an ice storm spell. When you are subjected to an effect that
half as much on a success. allows you to make a Dexterity saving throw to take only half
Irritant. Creatures within the blast radius make a damage, you instead take no damage if you succeed on the
Constitution saving throw. Those that fail become poisoned saving throw, and only half damage if you fail.
for one minute. An affected creature makes a Constitution
saving at the end of each of its turns, ending the condition on Good Arm
a success. Starting at 15th level, you can throw bombs and other small,
Smoke. Thick smoke heavily obscures the blast area for round objects twice as far.
one minute. A moderate wind (at least 10 miles per hour)
disperses the smoke.

2 PART 1 | CLASSES
Appendix A: Archetypes for
Grit Save DC
Fighters and Rogues Your mental toughness lets you keep steady in the
The above specialty was originally designed for the heat of battle. For both of these archetypes, the DC
Gunslinger class, available on Dungeon Master's Guild at for your grit enabled features is calculated by
http://www.dmsguild.com/product/213066. Grit save DC = 8 + your proficiency bonus +
However, if the technological state of your character's your Intelligence modifier
world allows for bombs but not firearms, or if you want a
different core skillset, talk with your DM about using one of
the following martial or roguish archetypes.

Martial Archetype Roguish Archetype


Fighters who make use of explosive are known as bombers. So-called "demolistionists" use explosives for illicit or
These fighters use explosives to give them an edge in battle clandestine purposes, and are equally desired by criminal
or even the odds when outnumbered. enterprise and wartime saboteurs.
Bomber Demolitionist
Bombardiers choose to amplify their martial might with Some rogues specialize in demolition, whether to blast open
explosives, much as an eldritch knight turns to magic. vaults or to commit gunpowder treason plot.
Bombmaker Bombmaker
At 3rd level, you gain the Bombmaker feature from the At 3rd level, you gain the Bombmaker feature from the
Grenadier specialty of the Gunslinger class. Grenadier specialty of the Gunslinger class.
Bomb Thrower Bomb Thrower
At 3rd level, you gain the Bomb Thrower feature from the At 3rd level, you gain the Bomb Thrower feature from the
Grenadier specialty of the Gunslinger class. Grenadier specialty of the Gunslinger class.
Hit the Deck Mine Layer
At 7th level, you gain the Hit the Deck feature from the At 9th level, you gain the Mine Layer feature from the
Grenadier specialty of the Gunslinger class. Grenadier specialty of the Gunslinger class.
Pyrotechnic Display Demolition Expert
By 10th level, you've learned to capitalize on the tremendous At 13th level, you gain the Demolition Expert feature from the
psychological power of your bombs in combat. The first Grenadier specialty of the Gunslinger class.
attack you make after throwing a bomb gains advantage if
made before the end of your next turn. Explosive Ambush
In addition, you can detonate an incendiary, illuminant, or At 17th level, if you throw a bomb at one or more creatures
smoke bomb to gain advantage on a Charisma (Performance) while hidden from them, each creature you were hidden from
check to entertain a crowd, as long as the bomb causes no gains disadvantage on their saving throw against the bomb.
harm to the onlookers or their property. You only gain this benefit for bombs that you throw.
Great Arm
Starting at 15th level, you can throw bombs and other small,
round objects twice as far. In addition, the short and long
ranges of your thrown weapon attacks are doubled.
Explosive Strike
Starting at 18th level, when you use your action to throw a
bomb, you can make one weapon attack as a bonus action.

Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in the USA and other countries. This work contains material that is copyright Wizards of the
Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild. All other original writing in this work is copyright 2017 by Xavier
Lebec and published under the Community Content Agreement for Dungeon Masters Guild. Character
artwork in this document is copyright 2017 by Wojciech Depczyński and used with permission.

PART 1 | CLASSES 2

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