Explosive Swordsman (5e Class)
From D&D Wiki
- 1 Explosive Swordsman
- 1.1 Blade of Terror
- 1.2 Creating a Explosive Swordsman
- 1.3 Class Features
- 2 Subclasses
Slice. Boom. Slice. Boom. Your friendly neighborhood orc? Ash. That annoying werewolf? Bits and pieces. Just thoroughly obliterate and go kablam anything that you want.
Blade of Terror
Explosive swordsmen are far and few to be found. Unlike the conventional powers of the sword, they have that special added element that really makes it 'pop.' The art of Baku Kendo, or way of the Exploding Sword, lends itself to the most chaotic of samurai, as well as the tamest and sharpest minds of any bladesman. Those who wield this power should be wary of the destruction at their immediate fingertips...
Creating a Explosive Swordsman
|Example of an Explosive sword|
How did your character come upon a teacher for this rare and destructive art? How does he or she plan to wield it? Is he or she chaotic in want, or tame in use? Depending on personality, the sword design can also change.
- Quick Build
As a Explosive Swordsman you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Explosive Swordsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Explosive Swordsman level after 1st
Armor: Your armor proficiency depends on which of the subclasses you choose
Weapons: Your weapon proficiency depends on which of the subclasses you choose
Tools: choose one instrument or kit or gaming set of your choice
Saving Throws: Strength, Constitution, Dexterity
Skills: Choose three from Athletics, History, Acrobatics, Persuasion, Perception, Intimidation, Insight, Survival, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- Your starting equipment depends on which of the subclasses you choose
|1st||+2||Blade Path, Explosive Strike||2d6|
|3rd||+2||Blade Path Feature||3d6|
|4th||+2||Ability Score Improvement||3d6|
|6th||+3||Blade Path Feature||4d6|
|7th||+3||Song For The Road||4d6|
|8th||+3||Ability Score Improvement||5d6|
|10th||+4||Blade Path Feature||6d6|
|12th||+4||Ability Score Improvement||7d6|
|14th||+5||Blade Path Feature||8d6|
|15th||+5||Shout From The Soul||8d6|
|16th||+5||Ability Score Improvement||10d6|
|17th||+6||Blade Path Feature||10d6|
|19th||+6||Ability Score Improvement||11d6|
|20th||+6||Blade Path Feature||12d6|
At 1st level, you choose a path of the explosive blade and gain the equipment and proficiencies of that subclass. Choose between Lai, Berserker, Swiftblade, Twinblade, and Tempestblade all detailed at the end of the class description. Your choice grants you features starting 3rd level and again at 6th, 10th, 14th, 17th and 20th level.
The trademark technique of Baku Kendo is the power to channel the blade's power to explode from the wielder's soul, which you learn when you first take up this art. Your sword given by the blade path you chose has the power starting at 1st level to deal an explosive strike in addition to the mundane damage dealt by the blade type. The damage die of the explosive strike is shown on the Explosive Swordsman table, dealing 2d6 fire damage from level 1, and increasing as shown.
This sword which channels your explosive strikes is bonded to you from when you receive it. It cannot be stolen from you and you can expend a bonus action to always find the exact location and surroundings of the weapon, regardless of planar shifts.
Starting 2nd level, your footwork gets daintier to match up with your technique. Your movement speed is doubled.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting 5th level, your explosive strikes blow away whatever it hits. When a creature is hit by your explosive strike, they must succeed a Constitution saving throw (DC 8 + your Strength modifier) or be blown 15 feet backward instantly without chance to react. If they strike anything before going the full distance, they stop being blownback, but they and the obstacle take the remaining distance as bludgeoning damage.
Songs For The Road
Starting 7th level, if you play your instrument in which you have a proficiency for fundraising, you are guaranteed to make at least 2 gold a day.
Starting 9th level, if you are targeted by a melee attack, you may try and succeed a Strength save (DC 8 + attacking creature's Strength modifier), which successfully stops the attack and its effects with your blade, and then emits a burst of explosion on the attacker, dealing the explosive strike damage. You may use this feature the number of times equal your Strength modifier, regaining all use after completing a long rest.
Starting 11th level, your bond with your blade not only allows explosions, but has minorly affected the weapon itself. Your weapon's damage now is considered magic and its damage die doubles.
Starting 13th level, your honed blade resonates with a magic energy as you have gained much experience through your battles. As it draws energy from your soul, it matures with you. The damage caused by your explosive strikes weapon is now considered magical.
Shout From The Soul
The burning soul of the explosive swordsman channels into a powerful battlecry. Starting 15th level, you may expend one action to shout a war cry. All allies that can hear you have all conditions on them removed.
Starting 18th level, after you have just used an explosive strike, you may expend a bonus action and maintain the explosion for XD2 turns, where X is your Constitution modifier. It becomes a sphere of condensed explosion occupying one space and repeatedly dealing damage equal your explosive strike every turn to anything within the same space it occupies. Every turn it remains active, you may expend your bonus action to move it 30 feet in any direction and you can dispel it at will. You may use this feature the number of times equal your Strength modifier, regaining all use after completing a long rest.
The explosive sword art may be rare, but those who have honed it before have developed it in many different ways that are diverse and suit many fight styles.
The explosive way of the sword has too often been tainted by needless madness and misuse of this great power. Practitioners of Lai are capable of concentrating all the energies in their explosive blade into one stroke that destroys even a large boss enemy with ease.
- A katana (explosive strike weapon of your design), a kimono of your design (travelers clothes), one explorer's pack, a long bow with a quiver of 20 arrows
- Armor Proficiency
- Light armor, no shields
- Weapon Proficiency
- Long swords, simple ranged weapons
- Lai Strike
Starting 3rd level, you chose the path of laijutsu, which allows you concentrate your attacks with your explosions much more intensely. When you successfully attack and use your explosive strike on a creature, you may expend your bonus action to quickly sheathe your weapon. The next turn, you may expend your action to draw your weapon and strike at a creature in a fast blur of a slash. This technique adds an extra damage die to your explosive strike and an extra 5 feet to blowback after 5th level. You may use this feature the number of times equal your Strength modifier, regaining all use after you complete a long rest.
The way of lai is based on meditation and preparation for the decisive moments of battle, honing one's mind to a sharp edge. Starting 6th level, you gain proficiency in Insight and Perception. If you already have these proficiencies, you can double your bonus.
You stand still. Yet when your opponent moves to strike, you vanish into barely an afterimage, leaving nothing. Starting 10th level, if you should be targeted by any perceived attack, mundane or magical, you may expend your reaction to make a Dexterity saving throw (DC 8). Upon failure, you take the hit. Upon success, the attack does not affect or hit you and you may choose instead to move to a new location within 30 feet of you in a flash. You may use this feature the number of times equal your Dexterity modifier, regaining all use after you complete a long rest.
- Dancing Leaves
Like the illusion of the shadows of many dancing leaves, you are very hard to pinpoint. Starting 14th level, no attacks on you have advantage so long as you are not incapacitated. You also add 1 to your Dexterity ability score.
Your calm mind of tranquility can perceive the heavens and all around you even without the light of your eyes. Starting at 17th level, you gain truesight up to 60 feet of you. All attacks also target you with disadvantage.
- True Slash
Your honed sweeping lai strike is so fast and sharp even the explosion is delayed. Starting 20th level, you may expend one action to move towards one creature and make a single slash, appearing 10 feet again behind them and eliciting no attack of opportunity or reaction. The creature's hit points reduce to 0 and the creature explodes. All creatures within 5 feet of the creature take 5d6 fire damage from the explosion.
Unlike practitioners of Lai, Berserkers specialize in randomness and chaos to maximize their damage on hordes of enemies, rather than concentrating in a fell stroke. They are like screen clearers who barrel through head first and blow their enemies away with brute might.
- Greatsword (explosive strike weapon), plate armor, dungeoneer's pack, a trophy from a fallen adversary
- Armor Proficiency
- Heavy armor
- Weapon Proficiency
- Great swords, two-handed melee weapons
- Burst Strike
You don't slow or settle for just one enemy! You attack all you can! Starting 3rd level, you can use your action to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. Every successful hit triggers your explosive strike as per normal. You may use this feature equal the number of your Strength modifier, regaining use after a long rest.
- Tough Body
You can't handle being a berserker if your body is brittle! Starting 6th level, you gain an extra 5 hitpoints for every level as an Explosive Swordsman.
You are first to often charge into battle, inspiring those around you. Starting 10th level, all allies with lower initiative rolls than you gain advantage in their attack rolls. You may use this effect a number of times equal to your Constitution proficiency bonus, and you regain all uses of this feature after you finish a long rest.
It's silly if you can wield explosions and still be affected by the heat! Starting 14th level, you gain immunity to all fire damage and you are not affected by Extreme heat conditions as per the DMG.
You are capable of multiple heavy strikes against your opponents. Starting 17th level, whenever you take the Attack action on your turn, you can make one additional attack as a part of the same action. Every successful hit triggers your explosive strike as per normal.
- Grand Slam
One single stroke can severely cripple the ranks of opponents. Starting 20th level, you may expend one action to make a melee attack on one creature within range, dealing regular and explosive damage. All hostile creatures in a 20-feet cone from the creature's rear are also dealt the explosive damage and the terrain in the area affected becomes difficult terrain. You may use this effect a number of times equal to your Strength proficiency bonus, and you regain all uses of this feature after you finish a long rest.
For those who don't like the ham-handed Berserkers or overly disciplined Lai, the school of the Swiftblade offers a versatile variety of techniques that often rely on environment in addition to maiming enemies in a wide range. They work with speed, exploding things in the blink of an eye, albeit with less firepower.
- A snake sword (explosive strike weapon), a set of fine clothes, a dungeoneer's or explorers pack, a piece of jewelry worth 15 gp
- Armor Proficiency
- Weapon Proficiency
- Finesse weapons, reach weapons, disarming weapons
- Chain Explosion
Your bonded blade's reach can slice and set off a myriad of explosions with a single whip. Starting 3rd level, you can use your action to make an area of effect weapon attack against all hostile creatures within your weapon's reach centered from your location. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. Every successful hit triggers your explosive strike as normal, but the damage die is halved and every explosion occupies a 10 ft area from point of impact. You may use this feature equal the number of your Strength modifier, regaining use after a long rest.
- Pierce and Pull
Your whip-like weapon makes for a good ... well, whip. Starting 6th level, your bonded blade gains the disarming property. You can also choose to deal piercing damage instead of slashing damage when you choose to attack with your bonded weapon.
Sometimes length can be a limiting factor ... Starting 14th level, your weapon's reach grows to 30 feet.
- Burst Rune
Starting 17th level, you may mark objects, walls, creatures, or anything of your choice that you hit with your weapon and delay the explosion, marking it instead with a rune of your design. You may now trigger it whenever you wish from wherever and it will explode with a 10 ft area of effect from the rune, dealing damage equal your explosive strike. You may have up to 5 runes active at a time and you can remove runes at will. You also gain the insight to destroy objects you choose in an area without damaging much else around it with this feature.
- Untouchable Perimeter
Starting 20th level, your blade, infused with explosive power and range, now elongates to 60 feet. By expending an action, you can have your blade create an effective perimeter around you with a circumference of 60 feet. The blade then explodes, dealing explosive strike damage around you. The affected terrain cannot be walked on for 2d4 turns after the explosion. You may use this effect a number of times equal to your Strength proficiency bonus, and you regain all uses of this feature after you finish a long rest.
Those who don't like to just have one exploding sword are welcome to two. Twinblades wield two swords of explosive potential.
- A pair of shortswords (explosive strike weapons), half-plate armor, a light crossbow with 20 bolts
- Armor Proficiency
- Medium armor
- Weapon Proficiency
- Daggers, shortswords, martial ranged weapons, crossbows
- Two Weapon Fighter
Unlike the other styles of the exploding sword, you wield not one, but two exploding blades. Starting 3rd level, when you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You add your ability modifier to the damage of the bonus attack, and it triggers an explosive strike as normal.
Using your two swords, you can generate a combined explosion that blows away the competition. Starting 6th level, when you use your action to make a melee attack, you may simultaneously use both your blades at once with devastating combined force. The two blade's damage is combined and the resulting explosive strike doubles its damage die. The resulting explosion bursts out for 15 feet, with a width of 10 feet before fading, dealing the same damage. You may use this feature equal times the number of your Strength modifier, regaining all use after you finish a long rest.
- Nimble Dance
Wielding two blades not only means increases in strength, but in agility so your battle style of two blades is extremely graceful. Starting 10th level, You gain an extra +2 to attack and initiative rolls. Attack rolls against you also take a -2 penalty.
- Dem Hands
Your hands are just somehow better at coordinating since you wield two blades. Starting 14th level, you gain proficiency in sleight of hand and Performance. If you already have proficiency in these skills, double your bonus.
You are well practiced with making rapid strikes with a light weapon in your off-hand. Starting 17th level, if you use two-weapon fighting to use a bonus action to attack with a light weapon, you can attack twice with it instead of once, and the same with your main hand weapon. It triggers explosive strike as normal.
- Grand Cross
The perfected crossplosion technique. Starting 20th level, you may use your action to make a melee attack. You simultaneously use your two blades and slash, creating an orb of a crossplosion around you. All creatures within range are dealt double the explosive strike damage. You may use this feature equal times the number of your Strength modifier, regaining all use after completing a long rest.
Focusing less on the blade and more on the boom, Tempestblades perfect the art of explosions. When a Tempestblade enters the field, everyone else just should run away. Fear itself has arrived.
- One war saw (Explosive Strike weapon), one set of traveler's clothes, explorer's pack, plate armor, heavy shield
- Armor Proficiency
- Heavy armor, shield
- Weapon Proficiency
- Martial melee weapons
- Elemental Explosions
At 3rd lvl, you have discovered the other elemental explosions. Whenever you use the Explosive Strike class feature, you may change the damage type to any of the following damage types, no action required by you: fire, lightning, cold, thunder, poison, acid.
- Destructive Force
At 6th lvl, your experiences have led you to enhance yours explosions. The Explosive Strike class feature now has a range of 10 ft. It deals the usual damage to the creature that triggered the explosion and half damage to all surrounding creatures, except you, within range.
- Whirlwind Tempest
At 10th lvl, you spin around the battlefield as a messenger of death. When you take the Attack action, you may target any creatures within reach. You make a single attack roll, which is then used against each creature separately. This counts as a single attack for you if multiple creatures were targeted.
- True Explosions
At 14th lvl, your strikes and explosions damage others on a spiritual level. Damage from your melee attacks and Explosive Swordsman class features bypass resistances and immunity to always deal damage. This class feature cannot be used against you.
- No Survivors
At 17th lvl, you learn how to better aim for weak spots, which is then further boosted by your explosions. Your range for critical hits is now 18-20. In addition, whenever you roll a critical hit, your Destructive Force class feature has a range of 20 instead of 10 and your Explosive Strike class feature deals maximum damage instead of rolling until the start of your next turn.
- Chain Reaction
At 20th lvl, your explosions have explosions. Creatures that were damaged by the Destructive Force class feature will now trigger the Explosive Strike class feature without requiring the melee attack. When using the Supernova class feature with multiple explosions, it affects all explosions; your bonus action may be used to move any number of explosions.
You cannot multiclass into this class.