Explosion (5e Class)

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Explosion

A powerful ability that lets you make explosions and blow stuff up real good.

Before you go BOOM!

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


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.

Table: The Explosion

LevelProficiency
Bonus
FeaturesExplosive Sweat Hit Die
1st+2Explosive Sweat1d6
2nd+2Explosive Speed1d6
3rd+2Catalyst,1d6
4th+2Ability Score Improvement, Stun Grenade1d6
5th+3Howitzer Impact, Extra Attack2d6
6th+3Explosive Speed - Flight2d6
7th+3AP Shot2d6
8th+3Ability Score Improvement, Point-Blank Stun Grenade2d6
9th+4Catalyst Feature2d6
10th+4Cluster3d6
11th+4Catalyst Feature, Extra Attack(2)3d6
12th+4Ability Score Improvement, AP Machine-Gun3d6
13th+5Explosive Speed - Cluster3d6
14th+5Catalyst Feature3d6
15th+5Piercing Explosions4d6
16th+5Ability Score Improvement, Howitzer Impact - Cluster4d6
17th+6Secondary Explosion4d6
18th+6AP Shot - Cluster4d6
19th+6Ability Score Improvement4d6
20th+6Cluster Nuke5d6

Explosive Sweat

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

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

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.

Stun Grenade

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

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

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

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

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

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

At 10th Level your explosions become even more condensed and powerful, your explosions now crit on 17-20s

AP Machine-Gun

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

At 13th Level your Cluster explosions have improved both your Explosive Speed and your Explosive Speed - Flight, both get increased to 80ft.

Piercing Explosions

At 15th Level, all explosion attacks made by you go through immunity reducing it to resistance.

Howitzer Impact - Cluster

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

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

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

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

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

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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