Fusion Reactor
Fusion Reactor
Fusion Reactors are humanoids whose bodies are powered by fusion energy, radiating with contained atomic energy that fuels their strength and powers. These beings are walking power sources that allows them to release devastating energy blasts, generate explosive force, and serve as mobile sources of energy. With every heartbeat, they are generating and containing immense power, giving them a near-limitless supply of energy to channel as they see fit.
ability score increase:
+2 Constitution, +1 to stat of your choice
age:
Immortal
Size:
Medium
speed:
30ft
Languages:
Japanese
race features:
Darkvision Energy Beam. As a being of pure energy, you can release a focused beam of concentrated radiant energy as an attack. As an action, you can release an energy beam hitting any creature within a 5 foot wide 45 foot line. Anyone in its path must make a Dexterity saving throw (DC = 8 + your proficiency bonus + Constitution modifier) or take 1d10 radiant damage. On a successful save, the target takes half damage. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. You can use this feature a number of times equal to your proficiency bonus, refreshing on a long rest. Plasma Surge. When faced with close combat, you can release a burst of energy to repel your enemies. As a reaction when a creature within 5 feet of you hits you with an attack, you can emit an explosive burst of energy, forcing the attacker to make a Strength saving throw (DC = 8 + your proficiency bonus + Constitution modifier). On a failure, the creature takes force damage equal to your level and is pushed back 10 feet. On a success, they take half damage and aren’t pushed. Usable once per short rest. Living Power Source. Fusion Reactors can act as a power source for arcane or mechanical devices, providing temporary magical energy or boosting spells. As an action, you can channel energy from your core to power a nearby device, magical object, or assist in casting a spell. When you do so:Any device that requires a power source will automatically remain charged within 15 of you.
You can use your bonus action restore one charge to a magic item or limited use item a number of times equal to half your proficiency rounded up
Tokamak. Your fusion core grants you resistance to fire and radiant damage, and you are immune to the effects of extreme heat. You can also absorb some of this energy to recharge your powers. When you take radiant or fire damage, you can use your reaction to gain temporary hit points equal to half the damage taken (rounded down). Usable once per long rest.
Special Feat: Living Sun - Fusion Reactor
Darkvision Energy Beam. As a being of pure energy, you can release a focused beam of concentrated radiant energy as an attack. As an action, you can release an energy beam hitting any creature within a 5 foot wide 45 foot line. Anyone in its path must make a Dexterity saving throw (DC = 8 + your proficiency bonus + Constitution modifier) or take 1d10 radiant damage. On a successful save, the target takes half damage. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. You can use this feature a number of times equal to your proficiency bonus, refreshing on a long rest. Plasma Surge. When faced with close combat, you can release a burst of energy to repel your enemies. As a reaction when a creature within 5 feet of you hits you with an attack, you can emit an explosive burst of energy, forcing the attacker to make a Strength saving throw (DC = 8 + your proficiency bonus + Constitution modifier). On a failure, the creature takes force damage equal to your level and is pushed back 10 feet. On a success, they take half damage and aren’t pushed. Usable once per short rest. Living Power Source. Fusion Reactors can act as a power source for arcane or mechanical devices, providing temporary magical energy or boosting spells. As an action, you can channel energy from your core to power a nearby device, magical object, or assist in casting a spell. When you do so:
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