Detonatus is quite invested in the brief chaos an explosion creates, so it granted you the power of the explosion. All you have to do is be the Detonatus's lighter, it is up to the one who wields this power to determine what an explosion truly is. What if it's a big KA-BOOM or something more complex like internal turmoil?
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
The Explosion Entity has granted you an extended list of spells that you can learn.
1st: Earth Tremor, Chaos Bolt
2nd: Enlarge/Reduce, Dragon's Breath
3rd: Fireball, Lightning Bolt, Blink (can swap out one of these if needed, can only have 2)
4th: Polymorph, Gravity Sinkhole
5th: Destructive Wave, Telekinesis, Bigby's Hand, Conjure Volley (Can swap out if needed, can only have 2)
class features:
MARK OF THE EXPLOSION 1st
Detonatus has granted you the ability to mark an item as explosive. You can touch a target and give them an explosion mark. You only have 3 at lvl 1. These marks replenish after a short rest. A bonus action lets you mark up to 2 times and an action llets you mark up to 5 times. You gain a mark every time you level up.
On Enemies
When you mark a creature, it must beat a DC 8+spellcasting modifier CON saving throw, or the explosion does 1d6 force damage and also moves the target back 5ft. This effect can stack on one target. If the target fails on one, it will take all of the marks damage. If the target beats the check, the damage is halved and does not move back.
On Yourself
When you mark yourself, you can attack and add the explosion damage to your attack, but you still suffer the explosion, you will have to beat a DC 13 CON Saving throw or take 1d6 force damage for every mark you put on yourself. When you attack, you move back the distance of the explosions. You gain another mark at every level.
EXPLOSION ENDURANCE 1st
Since you were chosen by the Detonatus, you have resistance to force damage, and damage surrounding explosions in general. You also gain resistance on fall damage if you are hit with an explosion and move.
IMPROVED MARKING 5th
Showing great potential, Detonatus has given you more control over your explosions. You can now mark you or your allies to enhance their abilities. Your marks can now move targets up to 10ft rather than 5ft.
1 mark - Gives you an additional 20ft of movement speed or jump height, beat a DC 12 CON check or take 1d6 force damage.
2 marks - Gives advantage on physical checks like acrobatics. But beat a DC 12 CON saving throw or take 1d6 of force damage.
3 marks- Gives advantage on mental checks like history. But beat a DC 12 CON saving throw check or take 1d6 of force
Ranged Mark (20ft) 1 action
You can now prime your finger and shoot a mark out at your target. You must mark yourself first and then shoot the mark. 30ft at 10th. 50ft at 14th
ADVANCED MARKS 10TH
Detonatus has seen your expert skills in the art of the explosion and has given you even more powers of the explosion. Delving into the potential living aspects of an explosion, you can heal with the marks for 1d6 each (NOTE that this doesn't mean you can do anything else with those marks like giving yourself advantage, only for healing.).
Primordial Boost
With 5 marks, you can primordially enhance you or your allies, giving them +6 to a stat for 4 turns, the target suffers a level of exhaustion after this.
Big Boom
Having mastered the destructive capabilities of the explosion, you use all of your marks for 1 day in a 25-foot cone and add 15 to that damage roll. You suffer 2 levels of exhaustion after.
Mind Burst
Knowing how you can expand your mind; you wonder what would happen if you could infinitely expand another's mind to an incomprehensible level. When you leave 4 marks on an intelligent creature's head, you can detonate the marks to essentially cast the feeblemind spell.
MARK MASTERY (14th)
Detonatus knowing how far you have come on this explosive journey grants you even more power to control explosions. Your marks now deal 1d8 of damage.
Slot Burst
You can use 2 marks to replenish a 1st lvl spell slot. For every 2 marks you use to replenish, the level of the spell slot increases. Explosions no longer harm you, giving you complete immunity to force damage.
Cambrian Burst
Having mastered some of the basic physical and mental aspects, you can spend all of your marks for 7 days and cast an extreme explosion in the palm of your hands and create a living creature or do something else to another living being
subclass options: