Barbarian
Base Class: Barbarian

As the technological improvements spread across Lordaria the once extremely feared raging barbarians on the battlefield became easy targets for soldiers wielding fireamrs and easily carried explosive weapons, such as boomsticks and bombs. It is rumored that a clan of berserkers was almost brought to extinction due to the new technologies so they raided and storehouse for explosives and got away with a huge payload. It is said that they used these explosives on themselves to harden their bodies and minds. They also learned how to fully mastering handling them.

Through Thunder or Fire

Starting when you choose this path at 3rd level, you gain resistance to Fire or Thunder damage and any time you take damage from a ranged attack you can use your reaction to move up to your speed toward the aggressor without provoking opportunity attacks.

Inner Fire

You gain resistance to Fire damage

Inner Thunder

You gain resistance to Thunder damage.

No Pain, No gain

While Raging and when you are about to take damage from an explosive source(i.e. area effect spells and weapons) you brace yourself and steel your mind to gain temporary hit points equal to your  1d6+{{(classlevel/2)+proficiency@rounddown}}  before taking the damage. This feature can be used a number of times equal to your proficiency + half your Barbarian level(Rounded down, but minimum one)

When you reach certain levels in this class, you can reduce the damage by more: by 2d6 at 6th level, by 3d6 at 10th level, and by 4d6 at 14th level.

My Mind Makes Stuff Go Boom

Due to being constantly subjected to explosions you have developed a mystical connection to explosive devices. Starting at level 6, anytime you finish a short or long rest you can manifest a number of Mystical Boomsticks equal to your proficiency. These Mystical Boomsticks can only be used by you and can be attached to any weapon attack as part of the attack action and explodes on impact dealing 1D8 Thunder or Fire damage in a 5 feet radius.

When you reach certain levels in this class, the damage increases to: 2d8 at 10th level and by 3d8 at 14th level.

Mystical Flaming Boomstick

Your Mystical Boomsticks deals Fire Damage.

When you take Attack action on your turn, you can once per turn attach a Mystical Boomstick to your weapon, if the attack hits your target, they don't get to make a saving throw and take full damage. If your attack miss they must make a constitution saving throw.
Hit or miss, you and everyone within 5 feet of your target must make a constitution saving throw against your DC (8+proficiency+charisma modifier) 

When you reach certain levels in this class, the damage increases to: 2d8 at 10th level and by 3d8 at 14th level.

You can use this feature a number of  times equal to your proficiency per short rest.

Mystical Thunderous Boomstick

Your Mystical Boomstick deals Thunder Damage.

When you take Attack action on your turn, you can once per turn attach a Mystical Boomstick to your weapon, if the attack hits your target, they don't get to make a saving throw and take full damage. If your attack miss they must make a constitution saving throw.
Hit or miss, you and everyone within 5 feet of your target must make a constitution saving throw against your DC (8+proficiency+charisma modifier) and the explosion is audible out to 300 feet.

When you reach certain levels in this class, the damage increases to: 2d8 at 10th level and by 3d8 at 14th level.

You can use this feature a number of  times equal to your proficiency per short rest.

Explosive Presence

Beginning on level 10, the volatile energies you are channeling has started to effect your personality and you gain Advantage on Intimidation checks and while raging the volatile energies are going rampage allowing you to make a battlecry to access their destructive powers. You can choose between Volatile Thunder which will allow you to cast Thunderwave as a bonus action or Volatile Fire which will allow you to cast Burning hands as a bonus action while raging. Casting these spells in this way doesn't require somatic or material component, but you must make a battlecry.

This feature is available up to half your proficiency bonus until you take a long rest.

Volatile Fire

Beginning on level 10, the volatile energies you are channeling has started to effect your personality and you gain Advantage on Intimidation checks and while raging the volatile energies are going rampage allowing you to make a battlecry to access their destructive powers. You can choose between Volatile Thunder which will allow you to cast Thunderwave as a bonus action or Volatile Fire which will allow you to cast Burning hands as a bonus action while raging. Casting these spells in this way doesn't require somatic or material component, but you must make a battlecry.

This feature is available up to half your proficiency bonus until you take a long rest.

Volatile Thunder

Beginning on level 10, the volatile energies you are channeling has started to effect your personality and you gain Advantage on Intimidation checks and while raging the volatile energies are going rampage allowing you to make a battlecry to access their destructive powers. You can choose between Volatile Thunder which will allow you to cast Thunderwave as a bonus action or Volatile Fire which will allow you to cast Burning hands as a bonus action while raging. Casting these spells in this way doesn't require somatic or material component, but you must make a battlecry.

This feature is available up to half your proficiency bonus until you take a long rest.

Soul-Burst

Beginning at 14th level, Your soul volatility has grown so unstable in its element so that you are no longer able to be harmed by it and you gain immunity to either thunder or fire damage depending on what choices you made.

Thunderous Soul-Burst - Immunity to Thunder damage.

Flamming Soul-Burst - Immunity to Fire damage.

Flamming Soul-Burst

You are now Immune to Fire damage.

Thunderous Soul-Burst

You are now Immune to Thunder damage.

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