Radiation Connoisseur Image

You have developed an obsession with ionizing radiation, gamma, and neutron radiation specifically. Your obsession with radiation is so intense that it has begun to warp your own body due to your constant exposure to sources of ionizing radiation.

Your constitution score is increased by 1, to a maximum of 20

Your wisdom score is decreased by 1, to a minimum of 1

You are immune to radiation damage and the radiation status effect. 

You have advantage on investigation checks to locate sources of ionizing radiation

At the 5th level, if you locate a source of radiation, you must make a Wisdom save at disadvantage. Upon failure, you eat the source of radiation. Upon success, you gain inspiration and keep the radiation source. You must repeat this Wisdom save every time you make visual contact with a source of radiation, including removing sources of radiation you have already acquired from your bag. If you have access to any features or traits that allow you to steady your mind, like the monk feature Stillness of Mind, you can use that to turn the disadvantage into advantage.

At the 10th level, your blood is now radioactive. Whenever an enemy strikes you with an attack that would draw blood (i.e. slashing or piercing attacks) all enemies in a 5ft radius must make a dexterity save. Upon failure, they get your radioactive blood on them, and take 1d4 radiation damage at the start of their turn for 5 turns, or until the target uses their bonus action to deliberately wipe the blood off of them.

At the 15th level, there is so much radiation in your blood that your brain signals are beginning to distort. You have resistance to psychic damage. Whenever a target attempts to cast a spell on the user meant to control their mind or actions, the target must succeed in a constitution save. On a failed save, the assailant will be hit by the radiation that has contaminated your consciousness, causing them to take 4d8 radiation damage with a guaranteed radiation status effect, and the spell fails. On a success, the assailant takes half damage, and the spell doesn't fail.

At the 20th level, your body has absorbed so much ionizing radiation that you are now radioactive in body and soul. You now glow a dim blue when submerged in water due to Cherenkov radiation. You now have a resistance to life damage, as plants begin to die off around you. Whenever you are struck by a metal weapon, you can go supercritical as a reaction, and all enemies in a 20ft radius must succeed a constitution save or take 3d12 radiation damage with a guaranteed status effect. Whenever you drop to 0 hp, you can go hypercritical as a reaction, detonating like a nuclear bomb. All enemies in a 100ft radius must succeed a constitution save. On a failed save, the target takes full damage with a radiation status effect. This has a cooldown of 1 minute, as your body has to rebuild enough radiation to create the burst again. On a successful save, the target takes half damage with no radiation status effect. Enemies within 100-80ft from the user upon going hypercritical will take 4d12 radiation damage. Enemies within 80-60ft will take 6d12 radiation damage. Enemies within 60-40ft will take 8d12 radiation damage. Enemies within a 40-20ft radius will take 10d12 radiation damage. Enemies closer than 20ft from the user upon going hypercritical will die instantly upon a failed save, or 12d12 radiation damage upon a successful save with a guaranteed radiation status effect. Going hypercritical will atomize your body, making resurrection spells impossible, except for True Resurrection and Wish.

Radiation Connoisseur Image

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