Explosion (5e Class)
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A powerful quirk that lets you make explosions and blow stuff up real good.
RAGE, YOU NERD!
Before you go Plus Ultra...
There are a few requirements before you can get your Explosive Quirk. You must meet the following requirements:
-Can not be a Construct or Undead.
|The Most Famed User of the Explosion Quirk: Bakugo Katsuki|
Creating an Explosion
- Quick Build
You can make an Explosion quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Folk Hero background.
As a Explosion you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: Cook's utensils, One instrument of choice
Saving Throws: Dexterity, Strength
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) a martial weapon and a martial ranged weapon or (b) two martial weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a blueprint for a pair of gauntlets
- If you are using starting wealth, you have 4d4 x 10gp in funds.
|Features||Explosive Sweat Hit Die|
|4th||+2||Ability Score Improvement,||1d6|
|7th||+3||Blast Rush Turbo||2d4|
|8th||+3||Ability Score Improvement,||2d4|
|12th||+4||Ability Score Improvement,||2d6|
|13th||+5||Recoiling Charge Blast||2d6|
|16th||+5||Ability Score Improvement,||2d8|
|19th||+6||Ability Score Improvement,||2d8|
Starting at 1st level, you form an explosive substance in your sweat, similar to nitroglycerin, that you can detonate at will. As an action, you may attack a target with a small explosion formed in your hand, dealing 1d6 Fire damage, adding your Dexterity modifier to your attack and damage rolls. The damage of this ability increases at 5th, 10th, 15th, and 20th levels respectively.
Certain features require creatures to make a saving throw. Its DC is the following:
- DC = 8 + your Dexterity modifier + your Proficiency bonus.
If a feature forces you to make a saving throw, its DC is 15.
At 2nd level, you have finalized the designs for your Charge Gauntlets, which enhance the power of your explosions. You may craft a charge gauntlet for 50 gp and 4 hours of work. The gold represents the materials and components required to tinker with the designs of the gauntlet. At the end of a long rest, your gauntlet gains a charge, which you may expend as an action to cause a large explosion. This explosion forms in a 20 foot cone in front of you, dealing 2d8 to those who fail a Dexterity saving throw to evade your attack. You may have up to two gauntlets at a time, each of which can hold 1 charge.
At 3rd level, you choose a Catalyst. Choose between Powerhouse or Acrobat, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 9th, 11th, and 14th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you have perfected one of your most useful techniques: The Left Hook. On the first round of combat, you may make your first attack a Left Hook, dealing double your explosive sweat damage. You may not use this move again until combat has finished.
At 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Blast Rush Turbo
At 7th level, you learn a method of blasting yourself up into the air and achieve a form of pseudo-flight. As an action, you may use your explosions to give you a fly speed of 40 feet until the end of your turn. This can not be done while wearing medium or heavy armor.
At 10th level, you gain a more tactical use of your sweat. As an action, you can force a creature within 15 feet to make an Intelligence saving throw or become stunned until the end of their next turn.
Recoiling Charge Blast
At 13th level, you discover a method to replicate your charge blast without the use of your gauntlets. As an action, you may take an action to build up your sweat for the explosion. On your next turn, you may take an action to replicate your charge blast, dealing your version's damage and effects. However, you too are subjected to the effects, taking the damage and penalties of your charge blast.
At 15th level, you acquire the ability form a mass of smoke and fire that you turn into missile. In exchange for your action, bonus action, and movement, you may leap 30 feet into the air and begin to form a massive cloud of smoke and fire. On your next action, you may select an open space within 120 feet where you wish to fire and hurl yourself and the smoke towards that space. At any point in this movement before you land, you may ignite the smoke and cause a massive explosion in a 30 foot radius area. Creatures caught in this explosion must make a Dexterity saving throw to take half damage and pushed 15 feet or take 10d10 of damage, be knocked prone, and be pushed 30 feet. This can be done once, regaining use at the end of a long rest.
At 18th level, as a bonus action, you can choose to decrease your Explosive Sweat’s damage by 1 tier to increase its range by a 15 foot line. This can be done multiple times on a single bonus action, and its damage and range return to normal at the end of your turn.
At 20th level, you have become the master of all things explosive. Your Explosive Sweat attack’s gain +5 feet of reach, and when you take the attack action, you can attack an additional time.
Powerhouse Catalysts focus on overwhelming power to obliterate any villain who gets in their way.
- Frightening Power
At 3rd level, you gain proficiency, or expertise if you already have proficiency, in Intimidation.
- Charge Blast Improvement
At 9th level, your charge blast is improved, dealing 4d8 damage and causing those caught in its blast to be pushed back 10 feet.
- Kill With My Knees
At 11th level, for 75 gp and 4 hours of work, you can create a pair of knee braces. While wearing these, you gain resistance to damage incurred from falling.
At 14th level, in exchange for your movement, action, and bonus action, you can spiral through the air in a 120 foot line. You may make a grapple check against a single creature on that line. On a success, you throw them 20 feet from where you end your movement. They take damage equivalent to how much damage they would’ve taken if their movement was straight down.
Acrobat Catalysts focus on speed and misdirection to guide foes to their own doom.
- Acrobatic Agility
At 3rd level, you gain proficiency, or expertise if you already have proficiency, in Acrobatics.
- Fast Blast
At 9th level, your charge blast is improved. You may charge twice as many charges inside your gauntlets, and you may choose whether succeeding the Dexterity saving throw reduces damage to 0 or half.
- Smoke Grenade
At 11th level, as an action, you can create a faux explosion that covers a 60 foot radius area centered on you in dense smoke for 1 minute. Every creature in this area is considered blinded.
- Extra Attack
At 14th level, when you take the attack action, you can attack twice.