Grenadier (3.5e Class)
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A Grenadier. Master of explosives and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.
Making a Grenadier
A Grenadier's main focus is crowd control and baiting foes, while dealing secondary damage via Area of Effect explosives. When not in combat, they do tend to use somewhat witty wordplay.
Abilities: Dexterity for their grenades and explosives, which also allows a higher Reflex save and AC bonus. Strength and Constitution are secondary stats, as if they are caught in close quarters combat, they can use their melee weapons, and Constitution allows higher health to make sure they survive long enough. Charisma follows in third, mainly for outside combat tasks, and Intelligence and Wisdom are fourth, though are not needed.
Races: Most the grenadiers come from war-like races.
Starting Gold: 4d6×10 gp.
Starting Age: Simple.
|1st||+0||+0||+2||+0||Grenadier's Arsenal/1, Grenadier's Pack|
|4th||+3||+1||+4||+1||Flick of the Wrist|
|9th||+6/+1||+3||+6||+3||Grenadier's Arsenal/4, Flak Jacket|
|10th||+7/+2||+3||+7||+3||Deep Pockets, Deft Fingers|
|14th||+10/+5||+4||+9||+4||Black Powder Enhancement|
|15th||+11/+6/+1||+5||+9||+5||Grenadier's Arsenal/6, Expansion|
|16th||+12/+7/+2||+5||+10||+5||Controlled Combustion, Elemental Enhancement|
|17th||+12/+7/+2||+5||+10||+5||Wall of Ash, Deeper Pockets|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Grenadier.
Weapon and Armor Proficiency: A Grenadier is proficient with all Simple and Martial weapons, as well as all Light and Medium armor, and all Light Shields.
Grenadier's Pack: At 1st level, the Grenadier carries a small, padded pouch that carries all their explosives. The explosives inside cannot be triggered to explode from outside forces, including fire and powerful impacts. Inside the pouch as well are the materials needed to craft the grenades. Grenadiers without these materials can purchase them, and for the sake of value, the grenades are treated as Alchemical Thrown Weapons.
Grenadier's Arsenal: A Grenadier is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Grenadier can pick between a number of grenades and explosives to use in combat. All grenades and explosives are reliant on the distance system, and is up to the DM to determine what is outside or inside the range, and where a grenade explodes on a non-successful roll. Also, all critical 1's instantly explode in the Grenadier's hand and deal the damage directly to them and their allies if they are inside the range. If an ally is inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Grendier's Level + Grenadier's Dex Mod for half damage. All secondary affects for the grenades use the same formula to avoid the effects, and are Reflex saves. Grenadiers carry 15 grenades into combat, and their supply is restored at the start of the next day, taking 1 hour to mix, fuse, and hull grenades they have. A Grenadier must list how many of what grenade he has in his satchel.
Fragmentation: A Basic Frag Grenade. With an explosive range of 25 ft and no throwing penalty, it's a prime grenade to start with. Deals 2d6 damage to all targets in the 25ft radius, and an extra 2d6 damage is the target is within 10ft of the explosion. If the target is outside 35ft, it deals 1d6 damage.
Sticky: Does as it says: Sticks to things! This grenades uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Grenadier. Everything in a 15 ft radius near the target deals 1d6 damage.
Stick: A stick grenade is what is sounds: A grenade with a stick-like handle. It deals 2d6 damage to all targets in a 25ft radius, and 1d4 to everything outside that range. Throwing a Stick Grenade gets a +1 to the throw roll, however, a -3 to rolls in a environment with anything that could easily stop the trajectory of the grenade, such is tree branches.
Flashbang: A Grenade that deals little damage, but it's primary use is for stun. It deals 1d6 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only stunned.
Cryo: Must be 3rd level to use. A Cryo grenade is filled with a specially made, deep-freezing liquid. Instead of basic damage, it deals 2d6 cold damage in a 20ft radius, and 1d4 cold damage to all targets outside that range. If successfully struck, all targets are chilled for 1d4 rounds, and suffer a -2 to attack rolls.
Watt: Must be 3rd level to use. A Watt grenade is a specially made explosive that uses electric energy. It deals 2d6 shock damage to all targets in a 20ft radius, and 1d6 shock damage to all outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.
Incendiary: Must be 3rd level to use. An Incendiary grenade is filled with a special explosive that sets everything aflame. It deals 2d6 fire damage to all targets in a 25ft radius, and 1d6 fire damage to everything outside that range.
Caustic: Must be 3rd level to use. A Caustic grenade is filled with a highly corrosive acid. It deals 2d4 acid damage to all targets in a 25ft radius, and 1d4 to all targets outside that range. Targets hit by the Caustic grenade take a penalty of 1 to their AC.
High Explosive: Must be 9th Level to use. High Explosive grenades are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets outside that range.
Glue Bomb: Must be 9th Level to use. A Glue Bomb mixes the power of the Sticky Grenade and the Frag. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.
Cross Bomb: Must be 9th level to use. A Cross Bomb is a specially blessed bomb. It deals 2d6 Lawful damage to all targets in a 30ft radius and deals 1d6 to all targets outside that range.
Black Bomb: Must be 9th Level to use. A Black Bomb is a unholy blessed bomb. It deals 2d6 Chaotic damage to all targets in a 30ft radius, and 1d6 to all targets outside that range.
Inferno: Must be 12th Level to use. An Inferno grenade is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage outside that range. If struck, the targets take 1d4 burn damage each turn for 3 turns.
Chiller: Must be 12th Level to use. A Chiller Grenade is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.
Volt: Must be 12th Level to use. A Volt Grenade unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.
Bile: Must be 12th Level to use. A Bile Grenade is stuffed with a more vile acid. It deals 3d6 acid damage to all targets in a 30ft radius, and 1d6 outside that range. Targets struck by it suffer a -2 to AC.
Impact: Must be 15th Level to use. Impact Grenade destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy AC.
Haven: Must be 15th Level to use. Haven Grenades deal 6d6 Lawful damage to all targets inside a 40ft radius, and 1d6 damage outside that range.
Defiled: Must be 15th Level to use. Defiled Grenades deal 6d6 Chaotic damage to all targets in a 40ft radius, and 1d6 outside that radius.
Buster: Must be 15th Level to use. Buster Grenades combine the powers of a Flashbang with the High Explosives. It deals 4d6 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded and 2 turns and stunned for 3. If line of sight cannot be made, they are not blinded.
Heavy Explosives: Must be 18th Level to use. Heavy Explosive grenades are extremely potent.....and deadly. Deals 10d6 damage to everything inside a 60ft radius.
Maelstrom: Must be 18th Level to use. Maelstrom grenades deal massive elemental damage in the form of a random element. A 1d4 is rolled to pick the element (1=Fire, 2=Cold, 3=Shock, 4=Acid). The damage is 10d6 to everything in a 60ft radius. Fire Maelstroms targets suffer burn damage of 2d6 for 3 turns. Cold Maelstroms targets are chilled for 3 turns and take a penalty of -3 to their attack rolls. Shock Maelstroms targets are stunned for 3 turns. Acid Maelstrom targets receive a -3 penalty to their AC.
Shatter: Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total AC of a chosen target at random, Shatter Grenades deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Grenadiers AC is used to make himself a bomb that hurts him and his allies.
(New grenades may be added with an agreement between DM and player)
Flick of the Wrist: Once at 4th level, a Grenadier may add half his Sleight of Hand modifier to a grenade hit. This is usable a number of times a day equal to his Dex Modifier.
Satchel Charge: Starting at 5th level, Grenadiers gain access to a powerful pouch of explosives that they can stick to walls, the floor, or ceiling. the explosion is enough to break apart what it's part of, and deals 2d6 damage in 15ft. The satchel can be used 3 times a day.
Explosive Personality: Once at 7th level, a Grenadier adds an additional half of his Cha modifier to one of his Cha based abilities.
Explosive Stake: Once at 8th Level, a Grenadier gets a one time a day explosive stake. Once driven into an object, it explodes after 1 minute, dealing 4d4 damage to the target and 10ft around the target. The Grenadier has proficiency with the stake as a melee weapon, but runs the risk of breaking it with a missed melee attack (25% chance of it breaking and being unusable). The stake counts as a Dagger while it is being used as a melee weapon.
Flak Jacket: Starting at 9th level, a Grenadier becomes immune to the effects of their own grenades. However, allies aren't.
Deep Pockets: Once at 10th level, a Grenadier carries an additional 10 more grenades in combat, meaning he can carry 25 grenades total.
Deft Fingers: At 10th level, a Grenadier can add his full Sleight of Hand score to his attack roll when using his grenades. However, he cannot add more than 10 this way, and can be used a number of times equal to his Dex modifier.
Twin-Pin-Puller: Once at 11th level, a Grenadier can throw two grenades in one round of combat, and as many times a day equal to their Dex modifier a day.
Tripwire: Once at 13th level, a Grenadier can set his explosives onto a string. They can be used as traps, or as weapons is used correctly. Four grenades can be strung to one string.
Black Powder Enhancement: Once at 14th level, the Grenadier's grenades are charged with a more potent for of explosives. The Fragmentation, Stick, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.
Expansion: Once the Grenadier is at 15th level, he can pick 3 more grenades to pick from the available list of grenades that they are able to use. The grenades picked this way must be from the ones that the Grenadier at 15th level can pick from via his level.
Controlled Combustion: At 16th level, a Grenadier's explosions deal only half their damage to his allies if the are caught in the blast.
Elemental Enhancement: Once at 16th level, the Grenadier's non-power based explosives grow in power. The Cryo, Incendiary, Watt, Caustic, Cross, Black, Inferno, Chiller, Volt, Bile, Haven and Defiled have their damage increased by one die number.
Wall of Ash: Once at 17th level, a Grenadier can use his remaining supply of grenades to create a wall of fire. For every grenade used in Wall of Ash, it deals 1d8 damage. All grenades used this way are not resupplied until the next day.
Deeper Pockets: Once the Grenadier reaches 18th level, his supply of grenades increases once again, meaning he can now carry 35 grenades total.
Secondary Supply: Once at 19th level, the Grenadier's supply of Satchel Charges doubles, and his supply of Explosive Stakes triple.
Blasting Shields: Once at 20th level, all of the Grenadier's explosives no longer deal damage to his allies.
No real damage is needed to be done to become an Ex-Grenadier, one simply must wish not to be one.
|30th||Grenadier's Arsenal/12, Massive Pockets|
4 + Int modifier skill points per level.
Grenadier's Arsenal: The Grenadier keeps adding more and more grenades to his list.
Massive Pockets: Once at 30th level, the Grenadier tops off his supply, reaching 50 total grenades for each day.
Human Grenadier Starting Package
Weapons: Scythe (2d6, x4).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Sleight of Hand||4||Dex|
|Use Magic Device||4||Cha|
Bonus Feats: Demolitions.
Gear: Chain Shirt, backpack, bedroll, trail rationsx5, water skin, bull's eye lantern, pint of oilx5.
Gold: 4d6×10 gp.
Playing a Grenadier
Religion: Grenadiers tend to worship as they please.
Other Classes: Grenadiers tend to get along very well with more explosive classes, such as Barbarians and the likes, and any other ranged base class, such as the Ranger.
Combat: The Grenadier's role in combat is to hide in the middle ranks, lobbing their explosives where ever they please and dealing whatever damage they can as they control crowds and bait their foes.
Advancement: If a Grenadier were to multiclass, there would be no preferred class.
Grenadiers in the World
|“||Nothing brings a tear to my eye more than watching a horde of goblins fly in every direction after a nice, loud KABOOM!||”|
|—Emyl Kurayami, Parasitic Grenadier|
Daily Life: Grenadiers spend their days as anyone else would, albeit the few times they are needed for 'demolition' or when angered enough. Towns were known to be blow in half from some of their actions.
Notables: Emerald 'Emyl' Kurayami, master Grenadier.
Organizations: Unfortunately, there are no well known guilds are groups willing to deal with the utter insanity and mayhem a Grenadier can bring.
NPC Reactions: Most people who see a Grenadier would normally tend to avoid them for some of the more known 'hairpin' thin triggers on some. However, many merc groups hire Grenadiers for their sheer talent in the art of explosives.
Characters with ranks in Knowledge (Local) can research Grenadiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Grenadiers are simply fighters who tend to use explosives to do their fighting.|
|10||The pack they carry holds all their needed explosives, though no one honestly knows how it works.|
|15||The pack a Grenadier carries holds countless amounts of grenades and explosives, though there is a limit.|
|20||Grenadier's hold reputations for being some of the most destructive fighters ever for their sheer lack of care for anything in sight.|
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