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Irradiated

Irradiated

The irradiated are humans shaped by the volatile forces of nuclear energy, their bodies and minds forever altered by massive exposure to radiation. Neither fully stable nor entirely human, irradiated humans hover at the edge of destructive potential and regenerative power—constantly balancing between nuclear fission and fusion within their very being. Their unpredictable mutations, explosive abilities, and uncanny ability to absorb energy make them both awe-inspiring and terrifying to behold.
ability score increase: +2 Constitution, +1 to either Dexterity or Strength
age: Immortal
Size: Medium
speed: 30ft
Languages: Japanese
race features:
Darkvision   Reactor. You gain resistance to poison damage and are immune to the poisoned condition.   Mutagenic Adaptation. You can spend one minute using radiation to alter your DNA to optimize yourself for either dexterity or strength. You can swap points from either score during this time, alocating points between them.   Mutation. Your control over radiation allows you to alter the structure of your DNA to rapidly change the structure of your body. Once per long rest as a bonus action you can alter your DNA for one minute, gaining one of the following features:
  • Additional Eyes: You gain advantage on perception checks and gain advantage on initiative.
  • Additional Arms: You gain a climbing speed equal to your normal speed. You can reroll a single damage die per turn of a melee attack but must keep the new roll
  • Additional Legs: You can take the dash action as a bonus action and your jumping distance doubles
  • Longer Arms: Your melee attacks gain 5 feet more range. Ranged attack range doubles
  • Second Heart: You can take a second bonus action or reaction per turn.
  •   Fission Burst. As an action you release a 10-foot-radius explosion centered on yourself, dealing 1d6 x proficiency radiant damage to all creatures within range, including yourself. Creatures can make a Dexterity saving throw (DC = 8 + your proficiency bonus + Constitution modifier) to take half damage. You can roll a D6 every turn and on a 5 or 6 this ability regenerates   Critical Instability. In exchange for a level of exhaustion you can choose to supercharge your Fission Burst with one of the following modifications:
  • Increase the radius to 20 feet
  • Reroll 1s and 2s until they are 3 or higher
  • Add 6 to the saving throw DC
  •   Acute Radiation Syndrome. Once per day when you deal radiant damage to a target you can use your bonus action to impose a constitution saving throw using a save DC equal to 8 + proficiency + constitution modifier. On a failure the target is considered poisoned and has disadvantage on attack rolls and ability checks for 1 minute.   Special Feat: Radioactive - Irradiated

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