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Explosive Mage

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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