Talk:Grenadier (5e Class)

From D&D Wiki

Jump to: navigation, search

My recomendations for a version 2:

-explosive attack bonus: replace strength modifiers with dexterity. thrown weapons still use dex, no need to complicate throwing bombs by involving two stats.

Response from xDM35x: Changed appropriately.


-restoring detonators: treat them as spell slots, restore after long rest. MAYBE 1d4 after short rest. current system has potential to construct 6 detonators at level three (Max capacity 3) 24 at level twelve (max capacity 7) ect.

Response from xDM35x: Changed to 1d4 on a Short Rest, increasing by 1d4 at the level caps, instead of doubling, and fully restoring on a Long Rest


-bombs missing and becoming invisible sneak attack auto success mines should be straight up removed

Response from xDM35x: Removed auto-crit for a +10 to the hit bonus, and a +5 to the damage bonus if it hits.


-slippery escape - allow disengage as bonus action action. perhaps x number of charges or once per encounter?

Response from xDM35x: Changed appropriately. It will be charges, equal to your Dexterity Modifier, per Long Rest.


-second pass on damage amounts. compare to various spells available to other classes at the same level

Response from xDM35x: I-uhh...have no idea how to do this.


- spike mine currently does 1d6 per spike, split between targets. if only one target exists, you have access to a 20D6 spell at level three. nerf this into the ground

Response from xDM35x: Nerfed massively, only doing 1d4 per spike with only 10 spikes total. Also added a tack on that a creature can only be hit 5 times from the same activation of the bomb.


-variety in damage types, rather than all bludgeon/pierce

Response from xDM35x: Changed the appropriate bombs to have more variety, aka, Thunder and Force.


- some type of utility/control bombs, flashbangs, smoke, glue, etc.

Response from xDM35x: Removed Concussion Mine for a Flashbang. Will add a Glue Bomb and a Smoke Bomb to the overall class options.


-create some sort of loadout system similar to wizard's prepared spells, rather than having access to all at one time

Response from xDM35x: Choosing an expertise gives you those bombs available to that subclass. You don't gain them all at the same time, you choose your loadout.

EX: A Pyromaniac Expertise cannot learn the Splinter Mine explosive from the Mad Bomber Subclass, nor the Mad Bomber learning the Missile Barrage.


~Hi! I just wanted to say thank you for providing feedback on the Grenadier class! Now, I just wanted to say thank you for providing those nerf suggestions, since reading them, they all make a lot of sense. I just wanted to say that I've never made a spell casting class in my time, and that delving into it scared me a bit. I do leave my pages open to editing, if abilities seem too powerful. I'm not one to back away from proper nerfing. So, if you'd like to implement those changes to the Grenadier class, you are free to do so! Thank you so much for taking interest in the class!

~xDM35x

Home of user-generated,
homebrew pages!


Advertisements: