On your turn, as a bonus action you can activate a radioactive aura that deals 1d8 poison damage to any creature who starts their turn within 5 feet. Additionally, when using a ranged weapon, you may use your bonus action to imbue the ammo with radioactive isotopes and deal an additional 1d8 damage on a hit and half that on a miss. This causes the misfire score (if applicable) of the weapon to increase by 2 points until your next short or long rest, increasing by 1 with each subsequent use of this ability. To deactivate this ability, you must spend an action to isolate yourself and contain the radiation.
Each time you activate this ability you must roll on the radiation table. You only have to roll once after it’s activated, but once you deactivate, you must roll again the next time you want to use it.
The damage this ability causes increases by each level; 2d8 at level 3, 3d8 at level 9, 4d8 at level 13, and 5d8 at level 19.
|
d20 |
Effect |
|
1 |
Your hit point maximum is decreased by 1, permanently. |
|
2 |
You are under the effect of the confusion spell for 1d4 rounds of combat. |
|
3 |
You must make a DC 13 constitution saving throw or take 2d6 poison damage. |
|
4 |
You are unable to perform any reactions, bonus actions, or actions for one round of combat due to radiation sickness. |
|
5 |
You emit a bright glow in a 10 foot cube, giving you disadvantage on stealth checks for 2d4 rounds of combat. |
|
6-18 |
Nothing happens, isotopes are contained properly and you do not take damage. |
19-20 |
You are both able to contain but also release more waves of radiation, and are able to do 1d8 extra damage for the first round of combat, or for the first attack using a firearm. |
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