Base Class: Wizard
Your fascination for explosions leads you to study all things destructive. You focus upon empowering already powerful evocations, improving them with sheer concussive force. Unfortunately, exploder's are often too unwieldy for military use, and often end arrested for damages, or heroes for more accurate damages. While some are wise enough to know the consequences of such magic, all to many use their knowledge for the thrill.
Extra Cantrip
When you select this school at 2nd level, you learn one additional wizard cantrip of your choice, which doesn't count against the number of wizard cantrips you know.
Explosive Cantrips
Beginning at 2nd level, when you damage a creature with a cantrip, all creatures within 5ft of the creature take an amount of force damage equal to your proficiency bonus.
Explosive Force
Starting at 6th level, when you cast a damaging spell with an area of effect, you deal an additional damage die of the spell as force damage in an area 5ft larger than the spell cast. Creatures in the area who pass their saving throw take half damage. Some creatures outside the initial spell area may also be required to make an identical saving throw. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Better Blast
At 10th level, you learn to harness additional energy to empower your explosions further. As an action, you can expend one spell slot of a level you can cast to increase the damage of your next use of your Explosive Force feature. You deal an extra 1d6 force damage for each level of the spell slot expended using this feature. This effect does stack, but the additional amount of damage die cannot exceed your wizard level.
Blast Control
Beginning at 14th level, you can manage your explosive powers more effectively. When you cast a damaging spell with an area of effect, that affects other creatures you can see, you can choose a number of creatures, other than yourself, equal to your intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
In addition, you can extend the area of your Explosive Force feature by a number of feet equal to your wizard level multiplied by 5.
Previous Versions
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8/8/2020 5:55:31 AM
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21
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1
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9/5/2021 11:18:18 AM
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105
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15
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1.5
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Coming Soon
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