Explosive Mage Quirks |
|
d6 |
Quirk |
1 |
You find beauty in the art of destruction. |
2 |
The skin around your hands and arms is blackened, as if covered in ash. |
3 |
You always carry some type of material to craft with, such as clay or a bag of metal pieces. |
4 |
Just like an explosive, you are willing to wait until the right moment to display your power. |
5 |
When you breathe, small streams of smoke come out of your mouth and ears. |
6 |
You are often called upon for help in mines, city construction, or military front lines. |
Magic of the Explosion
Your connection to explosives gives you the option to learn
some additional spells that focus on creating and resisting
explosions and those that deal with thunder and fire. When
your Spellcasting feature lets you learn a sorcerer spell of 1st
level or higher, you gain an additional spell from the list
below. These spells do not count towards the total number of
spells you know, and the spells count as a sorcerer spells for
you.
Sorcerer Level |
Spell |
1st |
alarm |
3rd |
pyrotechnics |
5th |
fireball |
7th |
resilient sphere |
9th |
destructive wave * |
11th |
disintegrate |
*When you cast this spell, it deals fire and thunder damage,
instead of fire and radiant.
Surging Constitution
Starting at 1st level, your body has become adjusted to the
impacts of explosions and detonations, with scars and burn
marks adorning your body. When you aren't wearing armor,
your AC equals 12 + your Constitution modifier. You also
have advantage on ability checks and saving throws against
being pushed or knocked prone.
Erupting Power
Beginning at 1st level, your control over explosions has
granted you increased knowledge and power. You gain
proficiency in handling and using explosives, such as bombs
or grenades, and you also learn the thunderclap cantrip,
which does not count towards the total of sorcerer cantrips
that you know.
Additionally, you can infuse explosive might to force
enemies away from you. As an action, you can slam a fist or
foot into a target within 5 feet of you. The target must make a
Constitution saving throw against your spell save DC or be
pushed 15 feet away from you on a failed saving throw. This
increases to 30 feet at 14th level. You can use this feature a
number of times equal to your Charisma modifier per long
rest.
Detonation Magic
At 6th level, your body has become even stronger through
exposure to explosions. You gain resistance to fire and
thunder damage, and you can deal double damage to objects
and structures with your spells.
Additionally, you have learned how to make your damaging
spells affect others. Whenever you cast a spell of 1st level or
higher that targets only one creature and the spell hits, you
can spend 3 sorcery points to deal additional damage to
creatures within 5 feet of the original target. Each creature
must make a Dexterity saving throw against your spell save
DC or take damage of the spell's type equal to half your
Charisma modifier.
Erupting Strikes
Starting at 14th level, whenever you cast a spell that deals
either fire or thunder damage, you can choose to change it to
the other type, such as changing fire damage to thunder
damage.
You are also able to use your Erupting Power feature as a
bonus action.
Volatile Destruction
By 18th level, you gain immunity to fire and thunder damage.
You also have learned how to infuse your explosive magic
into your spells to cause devastating destruction. When you
cast a spell of 1st level or higher and successfully land a hit,
you can spend 5 sorcery points to roll twice as many damage
die.
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