Explosion (5e Class)
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Explosion[edit]
A powerful ability that lets you make explosions and blow stuff up real good.
Before you go BOOM![edit]
There are a few requirements before you can get your Explosive ability. You must meet the following requirements:
-Have a minimum Constitution and Strength of 14
-Can not be a Construct or Undead.
Creating an Explosion[edit]
- Quick Build
You can make an Explosion quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background.
Class Features
As a Explosion you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Explosion level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Explosion level after 1st
- Proficiencies
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
- Equipment
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.
Level | Proficiency Bonus |
Features | Explosive Sweat Hit Die |
---|---|---|---|
1st | +2 | Explosive Sweat | 1d6 |
2nd | +2 | Explosive Speed | 1d6 |
3rd | +2 | Catalyst, | 1d6 |
4th | +2 | Ability Score Improvement, Stun Grenade | 1d6 |
5th | +3 | Howitzer Impact, Extra Attack | 2d6 |
6th | +3 | Explosive Speed - Flight | 2d6 |
7th | +3 | AP Shot | 2d6 |
8th | +3 | Ability Score Improvement, Point-Blank Stun Grenade | 2d6 |
9th | +4 | Catalyst Feature | 2d6 |
10th | +4 | Cluster | 3d6 |
11th | +4 | Catalyst Feature, Extra Attack(2) | 3d6 |
12th | +4 | Ability Score Improvement, AP Machine-Gun | 3d6 |
13th | +5 | Explosive Speed - Cluster | 3d6 |
14th | +5 | Catalyst Feature | 3d6 |
15th | +5 | Piercing Explosions | 4d6 |
16th | +5 | Ability Score Improvement, Howitzer Impact - Cluster | 4d6 |
17th | +6 | Secondary Explosion | 4d6 |
18th | +6 | AP Shot - Cluster | 4d6 |
19th | +6 | Ability Score Improvement | 4d6 |
20th | +6 | Cluster Nuke | 5d6 |
Explosive Sweat[edit]
Starting at 1st level, you form an explosive substance in your blood stream, similar to nitroglycerin, you can detonate this at will. As an action, you may attack a target with a small explosion formed in your hand, dealing 1d6 Fire damage, adding your Constitution modifier and Proficiency Bonus to your attack rolls and your Constitution modifier to your damage rolls. The damage of this ability increases by 1d6 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 Constitution modifier + your Proficiency bonus.
Explosive Speed[edit]
At 2nd Level you gain the ability to use your explosions to propel yourself forwards at great speeds, as a bonus action you can fire of a explosion from your hands and move 40 ft in any direction.
Catalyst[edit]
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[edit]
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.
Stun Grenade[edit]
At 4th Level you can use your explosions to emit a bright light and catch your opponents off guard, when making an attack action with your explosions you may choose to force every creature within a 20ft cone from your explosion to make a Constitution saving throw against your explosion DC or be Blinded. you may use this feature an amount of times equal to your constitution modifier. you regain all uses after a short or long rest.
Howitzer Impact[edit]
At 5th Level you can dash into the air and creates two Explosions in your hands. While in the air, you spins around building up momentum for your Explosions. After spinning around and gathering momentum for the Explosions, you fire an Explosive tornado at your opponent. as an action, pick a 20x20 area anywhere within 30ft of you, any creature in that area must make a Dexterity saving throw or take 4d10 fire damage, half as much on successful save. You may use this feature an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Explosive Speed - Flight[edit]
At 6th Level you have refined you use of explosive speed allowing you to "fly" through the air, as a bonus action you can fire of a explosion from your hands and gain 40 ft of flying movement, this effect will last until the beginning of your next turn. if you do not use it by the end of your next turn you will begin to fall back to the ground.
AP Shot[edit]
At 7th Level you can put one hand out and make the other hand into a circle charging up an explosion and condensing it into a much smaller point, you may make an attack action on any creature or object you can see within 60ft of you, you fire off a super condensed explosion that deals 3d8 fire damage and ignores 4 AC when rolling for attack, you may use this feature an amount of times equal to your constitution modifier. you regain all uses after a short or long rest.
Point-Blank Stun Grenade[edit]
At 8th you can use Stun Grenade without dealing any damage or range in exchange for a much more powerful stun. choose a creature within 5ft of you to see an explosion and a bright flash of light and make a Constitution saving throw against your explosion DC or be Stunned. you may use this feature an amount of times equal to your constitution modifier. you regain all uses after a short or long rest.
Cluster[edit]
At 10th Level your explosions become even more condensed and powerful, your explosions now crit on 17-20s
AP Machine-Gun[edit]
At 12th Level you can fire many AP shots one after the other in a wide range, you may make an attack action on any creatures or objects you can see within a 40ft cone from where you fire this attack, you fire off Multiple super condensed explosions that deals 3d8 fire damage each and ignores 3 AC when rolling for attacks, you may use this feature an amount of times equal to your constitution modifier. you regain all uses after a short or long rest.
Explosive Speed - Cluster[edit]
At 13th Level your Cluster explosions have improved both your Explosive Speed and your Explosive Speed - Flight, both get increased to 80ft.
Piercing Explosions[edit]
At 15th Level, all explosion attacks made by you go through immunity reducing it to resistance.
Howitzer Impact - Cluster[edit]
At 16th Level you can combine the power of your improved explosions and your Howitzer impact. as an action, pick a 40x40 area anywhere within 60ft of you, any creature in that area must make a dexterity saving throw or take 8d10 fire damage, half as much on save, you may use this feature an amount of times equal to half your constitution modifier. you regain all uses after a long rest.
Secondary Explosion[edit]
At 17th Level after making an attack action with Explosive Sweat you may roll an additional set of damage dice and add it to the total but you take damage equal to the additional dice rolled.
AP Shot - Cluster[edit]
At 18th Level you can combine the power of your improved explosions and your AP Shot, you may make an attack action on any creature or object you can see within 120ft of you, you fire off a super condensed explosion that deals 6d8 fire damage and ignores 5 AC when rolling for attack, you may use this feature an amount of times equal to half your constitution modifier. you regain all uses after a short or long rest.
Cluster Nuke[edit]
At 20th Level you can release a massive explosion without care for any of the objects or creatures around you dealing massive damage at the cost of tiring out your quirk, As an attack action every creature within 120ft around you takes 12d20 Fire damage, you must make a DC 25 Constitution saving throw taking no damage on success and half damage on failure. After using this ability, you lose access to all class features until you take a short rest. you can only use Cluster Nuke once per long rest.
Powerhouse Catalyst[edit]
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.
- Explosive Sweat Improvement
At 9th level, your Explosive Sweat is improved, dealing an additional dice of damage (2d8 to 3d8, 1d6 to 2d6, ect) and causing those caught in its blast to be pushed back 5 feet.
- Super Hero Landing
At 11th level, Using explosions to soften the fall you no longer take fall damage.
- Explode-A-Pult
At 14th level, in exchange for your movement, 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 2d8 fire damage for every +1 you have to your constitution modifier, (+1 = 2d8, +2 = 4d8, +3 = 6d8, ect), you can use this feature a number of times equal to your constitution modifier.
Acrobat Catalyst[edit]
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 Explosive Sweat is improved. you may now make a Explosive Sweat action as a bonus action but lose the ability to take it as an action on that turn.
- 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.
- Reaction Dodge
At 14th level, as a reaction you can shoot an explosion from one of your hands shooting your self out of the way of the attack reducing the damage taken by half, you can use this feature an amount of times equal to your constitution modifier.
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