Sorcerer
Base Class: Sorcerer

As a sorcerer with the Megumin's Explosion Magic origin, you have tapped into a primal, explosive power that few can match. You have learned to channel this power into devastating spells that leave your enemies in ashes.

* Megumin is a character from the anime "KonoSuba" who is known for her explosive magic, and inspired this subclass as a meme.

Explosion Savant

Starting at 1st level, you have learned the art of creating and controlling explosions. You gain proficiency with explosives, and you can create a number of "explosion spells" equal to your Charisma modifier (minimum of one). These spells don't count against your known spells, and you can cast them at will. An explosion spell has a range of 20 feet and deals 1d6 fire damage to all creatures within a 10-foot radius of its point of impact. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Explosive Spellcasting

Starting at 6th level, you can infuse your regular spells with explosive power. Whenever you cast a spell, you can choose to add your Charisma modifier (minimum of 1) to the spell's damage. If you do, the spell becomes an explosion spell, and its damage is dealt in a 10-foot radius instead of its normal range.

Explosive Metamagic

Starting at 14th level, you can spend 2 sorcery points to apply the Explosive Metamagic option to a spell you cast. When you do, the spell becomes an explosion spell, and its damage is dealt in a 20-foot radius instead of its normal range. In addition, any creature that takes damage from the spell must make a Dexterity saving throw or be knocked prone.

Ultimate Explosion

At 18th level, you have learned to unleash a devastating explosion that can destroy almost anything in its path. Once per long rest, you can spend 5 sorcery points to cast Ultimate Explosion. This spell has a range of 200 feet and deals [roll]10d6[/roll] fire damage to all creatures within a 50-foot radius of its point of impact. Any creature that fails a Dexterity saving throw takes double damage, and any object in the area that isn't being worn or carried is destroyed. After you cast this spell, you can't cast any spells for the rest of the day.

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