Barbarian
Base Class: Barbarian

 

Barbarians who follow the Path of Explosive Power harness their rage as a volatile force, detonating with kinetic energy that propels them across the battlefield, scatters foes, and leaves devastation in their wake. Their fury is not just primal—it’s combustible.

Path of Explosive Power Features

Level Feature
3rd Explosive Speed
6th Shockwave Slam
10th Brightheat Needle
14th Nuclear Eruption

3rd Level: Explosive Speed

When you enter rage, you gain the following benefits:

  • Your movement speed increases by 10 feet
  • your unarmed strikes deal damage equal to 1d6 + your Strength Modifier (this can be Thunder or Bludgeoning damage)

This bonus increases to 20 feet and 2d6 at level 11, and 30 feet and 3d6 at level 17.


6th Level: Shockwave Slam

Your melee attacks can trigger concussive blasts.

  • Once per turn when you hit with a melee weapon attack or unarmed strike while raging, you can force the target and all creatures within 5 feet of it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they are knocked prone and take thunder damage equal to your Rage bonus. On a success, they take half damage and are not knocked prone.

10th Level: Brightheat Needle

You’ve learned to shape your explosive power with precision.

  • You can now control your explosions to a more precise degree. As an attack action, you can force your explosion into a pinpoint blast that fills a 20-foot line (20x5x5). Any creature in this area of effect takes 1d8 thunder and 1d8 fire damage and makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) taking half damage on a success, and full damage and is pushed back 5 ft.
  • Additionally, you gain resistance to thunder and fire damage while raging.

14th Level: Nuclear Eruption

Your rage reaches apocalyptic levels.

  • When you drop to 0 hit points or end your rage voluntarily, you can trigger a massive explosion centered on yourself.
  • All creatures within 30 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 6d10 fire and 6d10 thunder damage and are knocked prone. On a success, they take half damage and are not knocked prone.
  • You can use this feature once per long rest.

 

Level 3: Explosive Speed

When you enter rage, you gain the following benefits:

  • Your movement speed increases by 10 feet
  • your unarmed strikes deal damage equal to 1d6 + your Strength Modifier (this can be Thunder or Bludgeoning damage)

This bonus increases to 20 feet and 2d6 at level 11, and 30 feet and 3d6 at level 17.

Explosive Speed

When you enter rage, you gain the following benefits:

  • Your movement speed increases by 10 feet
  • your unarmed strikes deal damage equal to 1d6 + your Strength Modifier (this can be Thunder or Bludgeoning damage)

This bonus increases to 20 feet and 2d6 at level 11, and 30 feet and 3d6 at level 17.

Level 6: Shockwave Slam

Your melee attacks can trigger concussive blasts.

  • Once per turn when you hit with a melee weapon attack or unarmed strike while raging, you can force the target and all creatures within 5 feet of it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they are knocked prone and take thunder damage equal to your Rage bonus. On a success, they take half damage and are not knocked prone.
Shockwave Slam

Your attacks trigger concussive blasts.

  • Once per turn when you hit with a melee weapon attack or unarmed strike while raging, you can force the target and all creatures within 5 feet of it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they are knocked prone and take thunder damage equal to your Rage bonus. On a success, they take half damage and are not knocked prone.

Level 10: Brightheat Needle

You’ve learned to shape your explosive power with precision.

  • You can now control your explosions to a more precise degree. As an attack action, you can force your explosion into a pinpoint blast that fills a 20-foot line (20x5x5). Any creature in this area of effect takes 1d8 thunder and 1d8 fire damage and makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) taking half damage on a success, and full damage and is pushed back 5 ft.
  • Additionally, you gain resistance to thunder and fire damage while raging.
Burning Endurance

You gain resistance to Thunder and Fire damage while raging.

Level 14: Nuclear Eruption

Your rage reaches apocalyptic levels.

  • When you drop to 0 hit points or end your rage voluntarily, you can trigger a massive explosion centered on yourself.
  • All creatures within 30 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 6d10 fire and 6d10 thunder damage and are knocked prone. On a success, they take half damage and are not knocked prone.
  • You can use this feature once per long rest.

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