Base Class: Barbarian
Barbarians who follow the Path of the Explosive Rage harness the primal power of their rage to charge their bodies and weapons with unstable energy, which they then release in the form of explosions. The origins of these powers are uncertain, but they are fueled by the barbarian's intense emotions, which build up until they are released in flames, shockwaves, or other forms of explosion. The volatile nature of their temperament and powers can pose a threat to both their enemies and allies.
Level 3: Explosive Rage
At 3rd level, your rage emits explosive energy. On each of your turns while your Rage is active, the first creature you hit with a weapon or unarmed strike takes bonus damage equal to 1d6 plus half your Barbarian level (rounded down). The bonus damage is Fire or Thunder; you choose the type each time you deal the damage.
Additionally, as part of the Bonus Action you use to Rage, you can unleash destructive energy in the form of flames or a shockwave. Each creature within a 15-foot Emanation originating from you must make a Dexterity saving throw (DC equal to 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature takes a number of d8 equal to your Rage Damage bonus of Fire or Thunder damage (you choose when using the Bonus Action; the same applies to all creatures in the area). On a successful save, a creature takes half that amount of damage. Starting at 7th level, you can choose to release this energy before or after using the movement granted by your Instinctive Pounce feature.
Level 6: Explosive Items
At 6th level, you learn to imbue objects with explosive energy. As a Bonus Action, you can touch a nonmagical item that is a simple weapon, martial weapon, shield, or any Tiny object. This item is imbued with explosive energy for 1 hour, until it explodes or until you dispel its energy by touching it again with a Bonus Action. While imbued with energy, the item can explode with a specific trigger. You decide what causes the item to explode when you imbue it, and the condition can be as specific as you like, though many barbarians prefer simpler triggers (such as infusing a weapon before throwing it so that it explodes when it hits an enemy, for example). You can also use a Bonus Action to cause an imbued item within 60 feet of you to explode. When an item explodes, it is destroyed. While a weapon is imbued, it deals Force damage instead of its normal damage type. You can have up to two imbued items at a time. If you attempt to imbue a third, the oldest item harmlessly loses its energy. You can use this feature a number of times equal to your Strength modifier and regain expended uses when you finish a Long Rest.
When you imbue an item, you choose the explosion effect from the options below. The DC for saving throws for these effects is equal to 8 plus your Strength modifier and Proficiency Bonus.
Burning Explosion. Each creature within a 15-foot Emanation originating from the item must make a Dexterity saving throw. On a failed save, a creature takes a number of d10 Fire damage equal to your Rage Damage bonus. On a successful save, a creature takes half as much damage. Flammable objects in the area that are not being worn or carried ignite.
Shockwave. Each creature within a 15-foot Emanation originating from the item must make a Constitution saving throw. On a failed save, a creature takes a number of d8 Thunder damage equal to your Rage Damage bonus and is knocked prone. On a successful save, the creature only takes half as much damage.
Force Explosion. Each creature within a 15-foot Emanation originating from the item must make a Strength saving throw. On a failed save, a creature takes a number of d8 Force damage equal to your Rage Damage bonus and is then pushed 10 feet away from the item. On a successful save, a creature only takes half as much damage.
Blinding Explosion. Each creature within a 10-foot Emanation originating from the item must make a Constitution saving throw. On a failed save, a creature takes a number of d6 Radiant damage equal to your Rage Damage bonus and is blinded until the end of its next turn. On a successful save, a creature only takes half as much damage.
Level 10: Shaped by Destruction
At 10th level, your body is fully accustomed to the destructive power it wields. You have resistance to Fire and Thunder damage. Additionally, you are immune to damage and other effects from this subclass's features.
Level 10: Step of the Blast
Also at 10th level, you learn to make controlled explosions to propel yourself. While Rage is active, your speed increases by 10 feet, your jump distance is doubled, and you can use your Reaction when falling to reduce any damage you take from the fall by an amount equal to five times your Barbarian level.
Level 14: Detonation Master
At 14th level, you have mastered the unstable energies generated by your body. You gain the following benefits:
Augmentation. The radius of the Emanation from your Explosive Rage feature and the explosion options of items infused by your Explosive Items feature increases by 10 feet.
Intensify. When you roll damage from one of this subclass's features, you can spend a number of Hit Dice equal to your Constitution modifier or less. The damage dealt by the feature increases by a number of dice equal to the number of Hit Dice spent.
Control. You can make allies you can see within the area of one of your explosions from this subclass's features unaffected by it.
Parting Retaliation. When you are reduced to zero hit points, you can choose to release energy, causing one of your Explosive Items feature's explosion options to occur orinating from yourself. Additionally, you can choose one of the creatures in the Emanation to gain disadvantage on its saving throw against the explosion effect.
Previous Versions
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