Explosive Sorcery
Explosive Sorcery
You were born with a powerful, volatile magic that manifests as raw, explosive energy. Whether this power comes from a connection to a fiery spirit, an innate bond to unstable elemental forces, or simply an uncontrollable energy within you, your magic is explosive by nature. As an Explosive Soul, you are a living catalyst for detonation and destruction, turning even the most mundane spells into weapons of explosive chaos. Your spells do more than just deal damage—they send enemies flying, shake the ground, and leave devastation in their wake.Volatile Spellcasting
From the start, your spells carry an explosive force that affects both your enemies and the environment.Shatterstrike
At level 6 Your explosive magic gains enough strength to cause area effects on command. Once per turn, when you deal explosive damage with a spell, you can create a 10-foot-radius shockwave around the spell’s impact point. Creatures within the shockwave must succeed on a Strength saving throw or be knocked back 10 feet and take 1d6 force damage. Additionally when your spells deal explosive damage to structures or objects, you deal double damage. This extends to magically created barriers or walls that aren't immune to force or fire damage.Chain Explosion
At level 14 your mastery over explosive magic allows you to trigger multiple detonations in rapid succession. When you cast a spell that targets a single creature and deals explosive damage, you can choose up to two additional creatures within 10 feet of the target to be struck by smaller, secondary explosions. These secondary targets take half the original spell’s damage (rounded down), and they must make a Strength saving throw or be knocked back 5 feet. Usable a number of times equal to your proficiency bonus, refreshing on a long rest.Cataclysmic Detonation
At level 18 you have reached the peak of your explosive power, gaining the ability to unleash an explosion of catastrophic proportions. Once per long rest, you can unleash a massive explosion in a 30-foot radius centered on a point you can see within 150 feet. All creatures in the area must make a Dexterity saving throw against your spell save DC.Metamagic (Optional)
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