dauntless/content/Classes/Mechanist/Craft of the Grenadier.md
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Players Guide 2

Mechanists who pursue the Grenadiers craft are disciples of entropy, more interested in how things come apart than how they come together. Grenadiers expertly manipulate thermodynamic forces to blow away their foes and demolish terrain. Their explosive talents serve them well as master demolitionists, artillerists, and devastatingly effective opponents on the field of battle.

Grenadier Progression
Mechanist Level Features
3rd Arcane Grenades (1d8, 1/turn), Augment: Explosive
7th Arcane Grenades (2d8, 2/turn), Controlled Blasts
11th Advanced Modifications, Arcane Grenades (3d8)
15th Arcane Grenades (4d8, 3/turn), Superior Firepower

Arcane Grenades 

3rd-Level Grenadier Feature 

You have learned to construct potent magical devices called arcane grenades. As an action (counts as the Use an Object action), you can arm and throw an arcane grenade. Alternatively, when you take the Attack action, you can replace one of your attacks with the arming and throwing of a grenade. You must have at least one hand free to do so, and you can only use an arcane grenade once per turn. Given their unique nature, arcane grenades cant be augmented.

For the purposes of determining attack bonus and damage, an arcane grenade counts as a magic ranged weapon with a range of 20/60 feet and with which you are proficient. When making an attack roll with an arcane grenade, you can choose to use either your DEX or INT modifier to determine your attack bonus. On a hit, a grenade deals force damage equal to 1d8 + your INT modifier. Whether you hit or miss, a thrown grenade is destroyed on impact.

The damage dealt by your arcane grenades increases as you gain levels in the mechanist class, dealing 2d8 at 7th level, 3d8 at 11th level, and 4d8 15th level. 

Grenade Modifications 

As part of the same action used to arm and throw a grenade (see Arcane Grenades feature), you can alter the properties of the grenade to create a special effect, applying one of the following modifications of your choice to it. Unless specified otherwise, a modified grenade still deals its standard damage in addition to any listed effects. A single grenade cant have more than one modification, and you can use only one modified grenade per turn. If a modification requires a target to make a save, the DC for that save is the same as your augment save DC.

You can modify grenades a number of times equal to your PB, and you regain all expended uses when you finish a short or long rest.

  • Dispersal Grenade. When you hit a creature with a dispersal grenade, the target takes only half your typical arcane grenade damage, and each creature within 10 feet of the target must succeed on a DEX save or take the same amount of damage.
  • Flash Grenade. You dont make an attack roll when you throw a flash grenade, and it doesnt deal damage. Instead, you throw the grenade at a point you can see within 30 feet of you. Each creature within 10 feet of that point must succeed on a CON save or be blinded for 1 minute. A creature blinded by a flash grenade can repeat the save at the end of each of its turns, ending the effect on itself on a success.
  • Kinetic Grenade. When you hit a Large or smaller creature with a kinetic grenade, the target takes the grenades standard damage and must succeed on a STR save or be pushed in a single direction of your choice up to a number of feet equal to 10 × your PB
  • Smoke Grenade. You can choose to throw a smoke grenade at a target or at a point you can see within 30 feet of you. If thrown at a point, it doesnt deal damage. After it hits a target or when it impacts the point you chose, the smoke grenade produces a 30-foot-radius sphere of thick smoke centered on the chosen point or the targets current space. The smoke spreads around corners. A creature inside the smoke cant see farther than 10 feet, and creatures outside the smoke cant see creatures inside it. The sphere lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. 

Augment: Explosive 

3rd-Level Grenadier Feature 

You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Players Guide).

Augment: Explosive 

Item Requirement: A Stationary Medium or Smaller Item that Isnt Being Worn or Held

You imbue an item with the ability to release explosive magical energy when triggered. You decide what triggers the explosion when you first use this effect. The nature of the trigger is determined by you, but the most common triggers include touching the item, approaching within a certain distance of the item, or performing a specific interaction with an item—like specifying a chest will explode if opened. You can further refine the trigger, so the explosion occurs only under certain circumstances or according to a physical characteristic (such as height or weight) or creature type or category (such as specifying Aberrations or hags). You can also set conditions for creatures that dont trigger the explosion, such as those who say a certain password.

When triggered, the item erupts with explosive power, releasing magical energy in a 10-foot-radius sphere centered on the item. The energy spreads around corners.

Each creature in the area must make a DEX save against your augment save DC. On a failed save, a creature takes a number of d6s equal to your PB + 1 (minimum of 3d6) of force damage. On a success, it takes half the damage. A nonmagical object that isnt being worn or carried also takes the damage if its in the explosions area.

This explosion can trigger a number of times equal to your PB. The augmented item regains all expended triggers when you finish a long rest.

At Higher Levels. Once you reach 9th level in the mechanist class, you can choose to increase the items explosive area to a 20-foot-radius sphere. 

Controlled Blasts 

7th-Level Grenadier Feature 

Your experience affords you greater control and precision with your Arcane Grenades feature. You gain the following benefits:

  • When you make a ranged weapon attack (including with your grenades), you dont have disadvantage on the attack roll from being within 5 feet of a hostile creature, though you can still have disadvantage from other sources.
  • Whenever you deal damage or an effect, like a condition, with a nonmagical or magic item (including items you have augmented and your grenades), you can choose to make a number of friendly creatures equal to your PB immune to the damage or effect. 
  • You are immune to all damage, conditions, and other negative effects caused by items you activate, including effects from your augments and arcane grenades.
  • You can now arm and throw up to two arcane grenades on your turn (though you are still restricted to only one modified grenade per turn).

Advanced Modifications 

11th-Level Grenadier Feature 

Your experiments with your Arcane Grenades feature lead you to more powerful modifications. Your existing modifications change in the following ways:

  • Dispersal Grenade. This grenades burst becomes more versatile. When you hit a creature with a dispersal grenade, the target takes the full damage instead of half the damage. In addition, you can choose for the burst to be concentrated or expanded. If you choose concentrated, each creature within 10 feet of the target must make a DEX save, taking the same damage the target took on a failed save or half as much damage on a successful one. If you choose expanded, each creature within 20 feet of the target must succeed on a DEX save or take half the damage the target took.
  • Flash Grenade. The flash grenades light can now sear those in the area. A creature that fails the save takes a number of d6s equal to your PB of radiant damage in addition to being blinded. A creature that succeeds on the save isnt blinded, but it takes half the radiant damage.
  • Kinetic Grenade. The pushing power of this grenade is enhanced and can now push Huge or smaller creatures. If the target fails the save, it takes an extra 1d6 force damage for every 10 feet it is pushed. If the target succeeds on the save, it is pushed only half the distance and doesnt take the extra force damage.
  • Smoke Grenade. The smoke produced by this grenade becomes noxious. A creature that starts its turn in the smoke must succeed on a CON save or take poison damage equal to twice your PB and be poisoned until it starts its turn outside of the smoke. 

In addition, you learn to create the following new modifications, which are available to you whenever you could modify a grenade. 

  • Elemental Grenade. An elemental grenade is filled with the energy of one element of your choice: acid, cold, fire, lightning, or thunder. You dont make an attack roll when you throw an elemental grenade, and it doesnt deal standard damage. Instead, you throw the grenade at a point you can see within 30 feet of you. Each creature within 15 feet of that point must make a DEX save. On a failure, a creature takes a number of d6s equal to your PB of damage of the type you chose and then becomes vulnerable to that damage type until the end of its next turn. On a success, a creature takes half the damage and isnt vulnerable. If the creature is normally resistant to that damage type, it instead loses that resistance. A creature immune to that damage type remains immune to it. 
  • Phrenic Grenade. You infuse the grenade with psychic energy that shrieks into the minds of those nearby. When you hit a creature with a phrenic grenade, the target takes psychic damage instead of force damage, and the target and each creature within 10 feet of the target must succeed on a WIS save or be frightened of you for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. 

Superior Firepower 

15th-Level Grenadier Feature 

Your ability to utilize your Arcane Grenades feature is unrivaled. You gain the following benefits:

  • Once per turn, when you miss an attack roll with your arcane grenade, you can choose to succeed instead. You can use this feature a number of times equal to your INT modifier, and you regain all expended uses when you finish a long rest.
  • The range of your arcane grenades increases to 40/80 feet. When throwing elemental, flash, or smoke grenades, you can now throw them at a point you can see within 40 feet of you.
  • When you score a critical hit with an attack with your unmodified arcane grenade and the attack reduces a creature to 0 HP, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or wish spell. If the creature is destroyed, any magic items it was wearing or holding drop onto the ground in a space previously occupied by the creature.
  • You can now arm and throw up to three arcane grenades on your turn (though you are still restricted to one modified grenade per turn).