Explosion Tree

Walking the Path of Explosion Magic

Darkness blacker than black and darker than dark, I beseech thee, combine with my deep crimson. The time of awakening cometh. Justice, fallen upon the infallible boundary, appear now as an intangible distortion! Return all creation to cinders, and come forth from the abyss! EXPLOSION!

Explosion mages focus on destruction and that's about it. They use fire, lightning and pretty much anything that goes BOOM to their advantage in a fight. They primarily serve as the artillery forces in any army, but have been known to freelance their explosive power, as well.

Armor Class: Light armor

Abilities

At level one, you gain the first two Mage class abilities and the level one Explosion Mage class ability. From levels two through twenty, you may only choose one ability per level: the Mage ability or the Explosion Mage ability. You may choose abilities from previous levels except on levels 5, 15 and 20.    

 
Level Mage Ability Cost TN Explosion Mage Ability Cost TN
1 Lesser Healing (active spell): heal an adjacent ally or yourself for 1+1/2 level D6. 1 MP NA Explosive Blast (basic attack): Deal 1D8 damage to the target. Range = 30ft. 0 Roll for range
1 Barrier Defense: Once per encounter, put up a magical ward to deflect incoming attacks — automatically wins block rolls. 1 MP NA      
2 Lightbulb (active): A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen 2 MP to cast. 2 MP per hour. NA Shroud of Darkness (passive): You are surrounded with a powerful aura that weakens foes' resolve in your presence. Gain +1 to opposing rolls. NA NA
3 Ice Lance (active): Freeze your target. If they were already frozen, they take 1D6 damage. 3 MP 13, Range = 30 ft Infallible Boundary (passive): Use Barrier Defense up to twice per encounter. NA NA
4 Detect Thoughts (active): Gaze into the mind of your target for one minute, hearing their inner thoughts and discovering their planned actions. 3 MP 13 Intangible Distortions (passive): Gain +1 to all rolls to dodge. NA A
5       Explosion (active): Choose a 10ft x 10ft square on the battlefield. All enemies in these spaces must make a Dexterity saving throw against your TN plus your Wisdom. Enemies that succeed move to one space outside of and adjacent to the designated area and take 1D6 splash damage. Enemies that fail take 2D8 damage. 10 MP 15
6 Leftovers (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA Future Explosions (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA
7 Cone of Cold (active): Freeze your target and any adjacent enemies. Then roll a D3 for each of them to determine how much damage they take. 5 MP 15, Range = 25 ft Splash (passive): Your Explosions deal 1D6 splash damage to all enemies occupying spaces adjacent to the blast. Only applies to Explosion and its evolutions. NA NA
8 Scry (active): You can see and hear any creature who you can picture clearly in your mind (must know what they look like, if you know their true name, add +1 to your roll). The target must make a wisdom saving roll. 4 MP TN varies. Hammer of Eternity (passive): Double the range of Explosive Blast NA NA
9 Detect Magic (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13 Frenzied Blaze (passive): Enemies that have taken damage from your explosions are at a disadvantage until the end of your next turn. NA NA
10 Stolen Geas (active): You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you. 6 MP 16 Chuunibyou (chew-nii-bee-yo) (Active) : Once per day, you may cast any spell you'd like. Tell the GM its name, what it does, its TN and test, and how long it lasts. If your idea is reasonable, the GM will probably allow it. Varies NA
11 Cat (active): Make any creature your familiar. Your familiar is unwaveringly loyal to you and has an initiative 1 lower than your own, but otherwise maintains all of its stats. It must make a Wisdom saving throw to avoid this fate. 10 MP Small creatures: 10 Medium Creatures: 15 Large Creatures: 20 Time Dragons: 9,000 Kingdom of Demise (passive): Explosions targeting an area containing 3 or more opponents deal an extra +2 damage for every opponent in that area. This is determined before saving throws are made. NA NA
12 Dispel Magic (active): Ruin the plans of any caster nearby. The target (whether you can see them or not) must make a wisdom saving throw. If they fail, any of their magical effects in the area are canceled faster than a new primetime network television show. 10 MP 18 Michael Bay (passive): Your explosions have a 50/50 chance of triggering another explosion in the same area and of the same size and scale as the original. The GM will flip a coin to determine whether or not this effect triggers. NA NA
13 Turn Undead (active): Target any undead creature. It must make a Wisdom saving throw against your TN plus your Wisdom. If it fails, it is immediately destroyed. 5 MP 15 Darkness Blacker Than Blacker and Darker Than Dark (passive): You may cast Explosive Blast as a Major Action and a Minor Action. NA NA
14 Polymorph (active): Choose a target.They must attempt a wisdom saving throw. If they pass, nothing happens. If they fail, turn the target into a chicken with one HP. 10 MP 15 Return all Creation to Cinders (passive): Enemies killed by your abilities explode, dealing 1D6 damage to every adjacent enemy. NA NA
15       EXPLOSION (active, upgrades Explosion): Choose a 20ft x 20ft square on the battlefield. All enemies in these spaces must make a Dexterity saving throw against your TN plus your Wisdom. Enemies that succeed move to one space outside of and adjacent to the designated area and take 1D6 splash damage, plus any additional damage from Splash, if you took it. Enemies that fail take 3D8 damage and are stunned. 15 MP 15
16 Frost Nova (active): Freeze all enemies within line of sight. Enemies must make a wisdom saving throw to avoid this fate. 18 MP 17 Splish Splash (passive, upgrades Splash): Your Explosions deal 2D6 splash damage to all enemies occupying spaces adjacent to the blast. Only applies to Explosion and its evolutions. NA NA
17 Haste (active): Choose a willing target that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to all damage, it has advantage on Dexterity saving throws, and it gains an additional major action on each of its turns. 10 MP per turn 15 Dark Flame Master (passive): No foe may stand against your might. Opponents that initiate and then lose an opposing roll against you take 1D6 damage. NA NA
18 Bigger, Better Barrier (active): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain the chance to block incoming attacks with a bonus +5 to your roll. 8 MP 13 Destruction Incarnate (passive): Your explosion spells deal +10 bonus damage against inanimate objects, such as castles, structures, rocks, trees, fortresses, boats, cave walls, etc. NA NA
19 Blizzard (active): Freeze all enemies within line of sight and deal 1D6 to each of them. If they were already frozen, deal 2D6. Enemies must make a wisdom saving throw to avoid this fate. 20 MP 17 The Path (passive): If you have taken only Explosion magic abilities and none of the abilities from the mage class tree, add an extra D8 to every damage roll you make going forward. If you have taken abilities from the Mage class tree, then you should feel bad and can't take The Path as as perk now. NA NA
20       EXXXPLOSION!!!!!!!!! (active, upgrades EXPLOSION): Choose a 20ft x 20ft square on the battlefield. All enemies in these spaces must make a Dexterity saving throw against your TN plus your Wisdom. Enemies that succeed move to one space outside of and adjacent to the designated area and take 1D6 splash damage, plus any additional damage from Splash, if you took it. Enemies that fail take 5D8 damage and are stunned. 20 MP 15

Explosion Tree

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