I think, personally, I would be much more likely to take that feat if it triggered on a hit with a weapon attack, rather than possibly wasting 3/4 of your health and taking exhaustion for no effect. For the amount of damage it does to you, I think it could maybe even do more radiant damage, possibly up to a number of d10s equal to twice your proficiency bonus.
Yeah, it does seem a bit underpowered for what it does.
Fair enough. The original version made the attack a critical hit instead of dealing radiant damage, which was broken, so this was an attempt to rebalance it.
SensesTruesight 120 ft.; see also “X-Ray Vision” below, Passive Perception 20
Languages Common plus up to five other languages
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Gamma Radiation. The lich ignores a creature’s resistance to radiant damage.
Illumination. The lich sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Meltdown. When the lich drops to 0 hit points, it erupts in a massive explosion, destroying the lich's body. Creatures within 60 feet of the lich when it explodes must make a DC 22 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one. The explosion leaves behind a cloud of radiation that fills a 120-foot-radius sphere centered on the lich's space. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 22 Constitution saving throw or take 11 (2d10) radiant damage and have the irradiated condition for 1 minute. An irradiated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cloud lasts for 1 hour.
Radiant Absorption. Whenever the lich is subjected to radiant damage, it takes no damage and regains a number of hit points equal to half the radiant damage dealt.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the energy source.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Unusual Nature. The lich doesn’t require air, food, drink, or sleep.
Volatile. When the lich takes 30 or more damage in a single turn, it emits a pulse of radiation dealing 11 (2d10) radiant damage to each creature within 30 feet of it.
X-Ray Vision. The lich can see through solid matter out to a range of 60 feet. To it, opaque creatures, objects, and obstacles within that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead.
Actions
Multiattack. The lich makes three Chain Reaction or Isotope Hammer attacks. It can replace one of the attacks with a use of Plasma Wave.
Chain Reaction. Ranged Spell Attack:+14 to hit, range 120 ft., one target. Hit: 16 (3d10) radiant damage, and the target must succeed on a DC 22 Constitution saving throw or have the irradiated condition for 1 minute. While irradiated in this way, the target takes 16 (3d10) radiant damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Isotope Hammer. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) force damage and the target and each creature within 15 feet of the lich must succeed on a DC 20 Strength saving throw or take 11 (2d10) radiant damage, be pushed 15 feet away from the lich, and have the prone condition.
Plasma Wave. The lich projects a wave of superheated plasma in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the lich’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 22 Constitution saving throw. On a failed save, the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls until the start of its next turn.
Spellcasting. The lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
Fission. The lich creates a copy of itself in a space it can see within 30 feet of it. It exists in its own space and the copy's space simultaneously. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the lich’s spaces at the same time, the lich is affected only once. The lich can have at most three copies of itself in existence at a time, and can destroy one or more copies using a bonus action.
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of his turn.
Attack. The lich makes one Chain Reaction or Isotope Hammer attack.
Fusion (Costs 2 Actions). The lich chooses one radiation zombie it can see within 60 feet of it. The target can use its reaction to use its Virulent Miasma, if available, and is then destroyed. The lich then regains 54 (12d8)hit points.
Mutagenesis (Costs 3 Actions). The lich bombards up to six creatures it can see within 120 feet of it with mutagenic radiation. Each target must make a DC 22 Constitution saving throw. On a successful save, a creature becomes immune to this lich’s Mutagenesis. On a failed save, the target takes 33 (6d10) radiant damage and has the irradiated condition for 1 minute. While irradiated in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the irradiation end it, and ending the irradiated condition removes any levels of exhaustion caused by it. Each failed save causes the target to gain 1 level of exhaustion due to irradiation. Once the irradiated target reaches 6 levels of exhaustion, it dies and instantly transforms into a radiation zombie under the lich’s control. The transformation of the body can be undone only by a wish spell.
Description
An atomic lich is the result of a powerful energy source annihilating an evil wizard in the process of transforming into a lich. The newly formed lich is suffused with hazardous radiation, and commands potent nuclear forces. Atomic liches don't craft phylacteries in the normal sense; when the lich is destroyed, it reforms from the energies of its source. Common energy sources include the cores of massive stars, long-forgotten nuclear reactors, ancient vaults protecting hazardous magical materials, and the remains of dead multiverses annihilated by uncontrolled magical energy. In rare cases, an atomic lich is formed deliberately by a powerful energy-based entity.
Variant: Mutation
Creatures that encounter an atomic lich can be twisted beyond recognition. Whenever a creature fails a saving throw against the lich’s Mutagenesis effect, you can roll percentile dice and consult the Mutation table to determine an additional effect, which vanishes when Mutagenesis ends on the creature. If the creature transforms into a radiation zombie, the effect becomes a permanent feature of that body.
Mutation
d100
Effect
01–05
The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10
The target’s eyes push out of its head at the end of stalks.
11–15
The target’s hands grow claws, which can be used as daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21–25
The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30
A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target has the deafened condition.
36–40
Two of the target’s teeth turn into short tusks.
41–45
The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50
The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60
The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61–65
The target grows a long, thin tail, which it can use as a whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The target becomes thin and skeletal, halving its weight.
81–85
The target’s head triples in size.
86–90
The target’s ears become wings, giving it a flying speed of 5 feet.
91–95
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00
The target grows another head, causing it to have advantage on saving throws against having the charmed, frightened, or stunned conditions.
Lair and Lair Actions
Forthcoming.
The challenge rating of an atomic lich increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the lich can take one of the following lair actions; the lich can’t take the same lair action two rounds in a row:
Core Breach. The lich chooses a point it can see in the lair. Each creature in a 30-foot-radius sphere centered on that point must make a DC 22 Constitution saving throw. On a failed save, the creature takes 11 (2d10) radiant damage and has the irradiated condition for 1 minute. An irradiated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much radiant damage only.
Electromagical Pulse. The lich chooses a point it can see in the lair. A pulse of electromagic energy radiates from that point to fill a 30-foot-radius sphere. Each creature other than the lich in that area when the light appears must succeed on a DC 22 Constitution saving throw or take 13 (2d12) lighnting damage. Magic items and electronic devices in the area cease to function until initiative count 20 on the next round.
Undead Servants. The causes up to two corpses within the lair to rise as radiation zombies. These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region surrounding an atomic lich’s lair is altered by the lich’s magic, creating one or more of the following effects:
Ambient Radiation. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 22 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to radiant damage are immune to this regional effect.
Erratic Electromagical Fields. Magic items and electronic devices function inconsistently and behave erratically while within 6 miles of the lair.
Irradiated Undead. Dead Humanoids periodically animate as radiation zombies within 6 miles of the lair.
Irradiated [New Condition]
An irradiated creature has the poisoned condition.
An irradiated creature can't regain hit points.
An irradiated creature gains 1 level of exhaustion. If an already irradiated creature suffers another effect that causes irradiation, its current level of exhaustion increases by 1. Levels of exhaustion gained by being irradiated can't be removed while the creature remains irradiated.
A creature with 3 or more levels of exhaustion gained due to irradiation sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and can't benefit from being invisible.
A creature has advantage on saving throws made to avoid the irradiated condition if they are submerged in water, wear armor made of lead or a denser substance, or benefit from at least half cover made of at least 5 feet of stone, 3 inches of common metal, 10 feet of wood or dirt, or a thin sheet of lead or a denser substance.
Radiation Zombie
A radiation zombie uses the game statistics of the zombie plague spreader, with the following changes:
The radiation zombie has immunity to radiant damage.
The radiation zombie deals radiant damage with its Virulent Miasma.
The radiation zombie sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Because I think I was on to something in CotFB XV, I'm going to rework my Epic Boon of the M Current for the current competition in the form of a feat, as was debuted in the fifth UA playtest, for the PC category.
For some flavor, the M current is a creation of Monte Cook Games, and appears in their Invisible Sun RPG. In this world, magic runs through the various planes of existence ("suns") in the form of currents, the way that electricity works in reality. The various currents run through the planes in different order, and each complement a different form of magic. The M current is so rare and powerful, that it requires the completion of a year-long ritual conducted by many mages to allow a single mage to tap it.
Epic Boon of the M Current
Prerequisite: 20th Level, Mage Group
You have learned to tap into the M current, the rarest and most powerful current of magic. You gain the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Emergent Magic. Spells that dispel magic, including counterspell and dispel magic, can't automatically end your spells, and a spellcaster attempting to dispel your spells has disadvantage on their ability check made to do so. In addition, you can momentarily create a spark of magic where it otherwise can't exist. As an action, you can create an emergent spark in an antimagic field or region of dead magic. Until the end of your next turn, you can use magic normally in the affected region. Once you do so, you can’t do so again until you finish a short rest.
Tap the M Current. As an action, you can tap into the M current for 1 minute. For the duration, you have a +3 bonus to your spell attack rolls and your spell save DC. In addition, any spell slot you expend to cast a spell counts as a spell slot of one level higher. When the duration ends, the overwhelming potency of the M current overpowers you. Roll a d10; the number rolled determines what happens, as shown on the M Current Feedback Effects table.
M Current Feedback Effects
D10
Effect
1-2
M Enervation. The local polarity of the M current reverses. You lose all unexpended spell slots, and can't regain spell slots until you finish a long rest.
3-4
M Nova. Your remaining magic is released in a powerful explosion. Each creature (including you) within 60 feet of you must make a Dexterity saving throw with a DC equal to your Spell Save DC. On a failed save, the creature takes force damage equal to 2d10 times the level of your highest-level unexpended spell slot.
5-6
M Paradox. The M current connects you with an alternative timeline. You vanish, reappearing in the space you left, or the nearest unoccupied space, 24 hours later. No time passes for you.
7-8
M Banishment. Your channeled energy is a threat to the fabric of the multiverse, and the multiverse responds. You are banished to the Far Realm, a nightmarish domain far beyond the limits of the known multiverse, for 1 minute. When you return, you suffer 10d12 psychic damage and gain three random Seeds of Fear (See "Fear and Stress" in chapter 4 of Van Richten's Guide to Ravenloft).
9-10
M Convocation. You inadvertently draw the attention of a hostile entity connected to the M current. A balor, lich, pit fiend, or other monster of the DM's choice appears in a random space within 60 feet of you.
Counterfeit Magic. The archmage's spells are nonmagical and can't be detected by spells or magical effects that detect magical auras. Additionally, their spells can't be targeted by spells or magical effects that counter or dispel magic.
Actions
Multiattack. The archmage makes two Gadget Wand attacks.
Gadget Wand. Ranged Spell Attack:+4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire or lightning damage (archmage's choice).
Counterfeit Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
Devious Counterspell. The archmage interrupts a creature it can see within 60 feet of itself that is casting a spell. Several hidden associates of the archmage distract and hurl debris at the caster, who must make a DC 14 Constitution saving throw. On a failed save, the spell fails and has no effect.
Description
The counterfeit archmage is a high-ranking member of the local magocracy despite the lack of any magical capabilities. When called upon to perform works of magic, the counterfeit mage employs a large network of stuntmen and tinkerers, ingenius mechanical devices, and smoke and mirrors. The counterfeit mage can serve as a patron to the PCs, or a figurehead for a corrupt system of government that the PCs must oppose.
Lair and Lair Actions
Forthcoming.
The challenge rating of a counterfeit archmage increases by 2 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the archmage can take one of the following lair actions; the archmage can’t take the same lair action two rounds in a row:
Set the Stage. The archmage casts one of the following spells using its spell save DC and requiring no spell components: move earth or wall of stone. The spell ends early if the archmage uses this lair action again or dies.
Showstopper. The archmage casts one of the following spells using its spell save DC and requiring no spell components: chain lightning, fire storm, or ice storm. The spell ends early if the archmage uses this lair action again or dies.
Smoke and Mirrors. The archmage casts one of the following spells using its spell save DC and requiring no spell components: fog cloud or mirror image. The spell ends early if the archmage uses this lair action again or dies.
The Counterfeit Archmage's Traits
Ideal. “I'm secretly jealous of actual mages, and hope to one day master the mystical arts... at any cost.”
Bond. “I would be nowhere without the help of my trusted tinkerer.”
Flaw. “I can't help but flaunt my "magical" talents and false exploits.”
Counterfeit Archmage Quests
d6
Quest
1
Recover Magic. Track down a magic item or ancient ritual to gain the archmage prestige within the magocracy.
2
Put on a Performance. Work with the archmage's associates to create a grand illusion of powerful magic to allay suspicions.
3
Find an Otherworldly Patron. Form diplomatic relations between the archmage and an otherworldly patron who can provide access to real magic.
4
Silence a Loudmouth. Bribe or otherwise silence an overly talkative tinkerer who provides technology to the archmage.
5
Forge a Lineage. Forge records that connect the archmage with an ancient sorcerous lineage.
6
Source Materials. The archmage relies on an eldritch device that shields their nonmagical nature. It is running out of fuel.
Sorry I haven't said anything at all this run. I obviously can't submit for DM Options, and I don't usually like Interactive as much, so I've just been mulling over PC Options. I haven't come up with much so far, but I'll try to focus a bit more.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Keen Mind. Akmenos always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything he has seen or heard within the past month.
Actions
Rapier. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. Akmenos casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, thaumaturgy Vicious Mockery. Wisdom Saving Throw: DC 14, range 60 ft., one creature. Failed Save: 2 (1d4)psychic damage, and disadvantage on the next attack roll it makes before the end of its next turn.
Parry. Akmenos adds 2 to his AC against one melee attack that would hit him. To do so, Akmenos must see the attacker and be wielding a melee weapon.
Description
Akmenos wields a modicum of authority and influence as a members of the city council, possessing modest wealth and a handful of connections that can make him a little more powerful than the average citizen. He travels in the company of a guard, as well as a commoner as a servant.
Akmenos Is a master manipulator with a forceful personality and no end of ambition. He also has a mind that can track time, direction, and detail with uncanny precision. A lowly bureaucrat, Akmenos wishes to become a personage of some significance in the noble court. He hopes to one day rise through the ranks of power and influence until he occupies a station as a courtier in the palace. He might not come from an upper-class family; but he hopes that his talents, rather than the circumstances of his birth, will secured him that position.
Akmenos’ knowledge of how bureaucracies function lets him gain access to the records and inner workings of any local bureaucracy or government agency he encounters. He knows who the movers and shakers in town are, whom to go to for the favors he seeks, and what the current intrigues of interest in town are.
Personality Characteristics
Traits: “I always want to know how things work and what makes people tick.” & “I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.” Ideal: (Order) “The law is meant to ensure that the gears of society turn smoothly and quietly.” Bond: “I hope one day to write the laws, not just enforce them.” Flaw: “I would kill to acquire a noble title.”
Hey PJ, your doc is not freely shared. If you wish to submit a google doc make sure that everyone with link can view/react
Something other than Docs would actually be ideal, since some people don't like to use it. Just a screenshot would work.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Hey PJ, your doc is not freely shared. If you wish to submit a google doc make sure that everyone with link can view/react
Something other than Docs would actually be ideal, since some people don't like to use it. Just a screenshot would work.
A screenshot, or copying the text into a forum post is fine too, but I won't reject a submission because its in docs. You don't need an account to see properly shared docs, so it's fine.
You gain a number of Anime Points equal to your proficiency bonus, and one Anime Power from the list below. If you take this feat again, you gain one additional Anime Point and one additional Anime Power from the list.
As an action you can spend Anime Points to perform one of your Anime Powers. Doing so causes you to gain Exhaustion equal to the number of points you spend. You regain all your Anime Points when you finish a long rest.
Anime Powers:
Double Spell When you cast a spell of 1st level or higher with a casting time of 1 Action, you can expend a number of power points equal to the level of the spell to cast the same spell a second time as part of the same action, if the spell requires concentration you can concentrate on both castings at the same time.
Earth Slam You use an action to strike the ground with your weapon or an unarmed strike. Creatures in a 15 ft radius around you fall prone and take 2d6 bludgeoning damage for each power point you spend when activating this ability.
Magic Burst When you cast a spell of 1st level or higher that targets an area, you can spend one power point to increase the size of the area by 10 ft. If you spend two or more power points the size of the area increases by 10 ft for each power point you spend.
Power Strike You use an Action and expend one or more power points to make one weapon attack or unarmed strike against a target. This attack is an automatic critical hit. Roll a number of d8s equal to the number of power points you spent to perform this action and add them to the damage dealt by this attack.
Sonic Boom As an Action you spend one power point to make one melee weapon attack (or unarmed strike) against a creature within range. The attack automatically hits and creates a sonic boom when it does so. The target and each creature in a 15 ft cone behind them are pushed 10 ft away from you and knocked prone. If you spend two or more power points the size of the cone increases by 15 ft for each power point you spend.
Whirlwind You use an Action and expend one or more power points to make one melee weapon attack (or unarmed strike) against each creature of your choice within 5 ft of you. If you spend two or more power points the radius of this ability increases by 5 ft for each power point you spend, if necessary you teleport to within 5ft of each target as part of this action.
Fair enough. The original version made the attack a critical hit instead of dealing radiant damage, which was broken, so this was an attempt to rebalance it.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here's my DM category brew, the atomic lich.
Atomic Lich
Gamma Radiation. The lich ignores a creature’s resistance to radiant damage.
Illumination. The lich sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Meltdown. When the lich drops to 0 hit points, it erupts in a massive explosion, destroying the lich's body. Creatures within 60 feet of the lich when it explodes must make a DC 22 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one. The explosion leaves behind a cloud of radiation that fills a 120-foot-radius sphere centered on the lich's space. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 22 Constitution saving throw or take 11 (2d10) radiant damage and have the irradiated condition for 1 minute. An irradiated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cloud lasts for 1 hour.
Radiant Absorption. Whenever the lich is subjected to radiant damage, it takes no damage and regains a number of hit points equal to half the radiant damage dealt.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the energy source.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Unusual Nature. The lich doesn’t require air, food, drink, or sleep.
Volatile. When the lich takes 30 or more damage in a single turn, it emits a pulse of radiation dealing 11 (2d10) radiant damage to each creature within 30 feet of it.
X-Ray Vision. The lich can see through solid matter out to a range of 60 feet. To it, opaque creatures, objects, and obstacles within that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead.
Multiattack. The lich makes three Chain Reaction or Isotope Hammer attacks. It can replace one of the attacks with a use of Plasma Wave.
Chain Reaction. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 16 (3d10) radiant damage, and the target must succeed on a DC 22 Constitution saving throw or have the irradiated condition for 1 minute. While irradiated in this way, the target takes 16 (3d10) radiant damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Isotope Hammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) force damage and the target and each creature within 15 feet of the lich must succeed on a DC 20 Strength saving throw or take 11 (2d10) radiant damage, be pushed 15 feet away from the lich, and have the prone condition.
Plasma Wave. The lich projects a wave of superheated plasma in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the lich’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 22 Constitution saving throw. On a failed save, the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls until the start of its next turn.
Spellcasting. The lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: animate dead, blindness/deafness
3/day each: dimension door, enervation
1/day each: negative energy flood, plane shift (self only)
Fission. The lich creates a copy of itself in a space it can see within 30 feet of it. It exists in its own space and the copy's space simultaneously. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the lich’s spaces at the same time, the lich is affected only once. The lich can have at most three copies of itself in existence at a time, and can destroy one or more copies using a bonus action.
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of his turn.
Attack. The lich makes one Chain Reaction or Isotope Hammer attack.
Fusion (Costs 2 Actions). The lich chooses one radiation zombie it can see within 60 feet of it. The target can use its reaction to use its Virulent Miasma, if available, and is then destroyed. The lich then regains 54 (12d8) hit points.
Mutagenesis (Costs 3 Actions). The lich bombards up to six creatures it can see within 120 feet of it with mutagenic radiation. Each target must make a DC 22 Constitution saving throw. On a successful save, a creature becomes immune to this lich’s Mutagenesis. On a failed save, the target takes 33 (6d10) radiant damage and has the irradiated condition for 1 minute. While irradiated in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the irradiation end it, and ending the irradiated condition removes any levels of exhaustion caused by it. Each failed save causes the target to gain 1 level of exhaustion due to irradiation. Once the irradiated target reaches 6 levels of exhaustion, it dies and instantly transforms into a radiation zombie under the lich’s control. The transformation of the body can be undone only by a wish spell.
Description
An atomic lich is the result of a powerful energy source annihilating an evil wizard in the process of transforming into a lich. The newly formed lich is suffused with hazardous radiation, and commands potent nuclear forces. Atomic liches don't craft phylacteries in the normal sense; when the lich is destroyed, it reforms from the energies of its source. Common energy sources include the cores of massive stars, long-forgotten nuclear reactors, ancient vaults protecting hazardous magical materials, and the remains of dead multiverses annihilated by uncontrolled magical energy. In rare cases, an atomic lich is formed deliberately by a powerful energy-based entity.
Variant: Mutation
Creatures that encounter an atomic lich can be twisted beyond recognition. Whenever a creature fails a saving throw against the lich’s Mutagenesis effect, you can roll percentile dice and consult the Mutation table to determine an additional effect, which vanishes when Mutagenesis ends on the creature. If the creature transforms into a radiation zombie, the effect becomes a permanent feature of that body.
Mutation
Lair and Lair Actions
Forthcoming.
The challenge rating of an atomic lich increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the lich can take one of the following lair actions; the lich can’t take the same lair action two rounds in a row:
Core Breach. The lich chooses a point it can see in the lair. Each creature in a 30-foot-radius sphere centered on that point must make a DC 22 Constitution saving throw. On a failed save, the creature takes 11 (2d10) radiant damage and has the irradiated condition for 1 minute. An irradiated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much radiant damage only.
Electromagical Pulse. The lich chooses a point it can see in the lair. A pulse of electromagic energy radiates from that point to fill a 30-foot-radius sphere. Each creature other than the lich in that area when the light appears must succeed on a DC 22 Constitution saving throw or take 13 (2d12) lighnting damage. Magic items and electronic devices in the area cease to function until initiative count 20 on the next round.
Undead Servants. The causes up to two corpses within the lair to rise as radiation zombies. These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region surrounding an atomic lich’s lair is altered by the lich’s magic, creating one or more of the following effects:
Ambient Radiation. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 22 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to radiant damage are immune to this regional effect.
Erratic Electromagical Fields. Magic items and electronic devices function inconsistently and behave erratically while within 6 miles of the lair.
Irradiated Undead. Dead Humanoids periodically animate as radiation zombies within 6 miles of the lair.
Irradiated [New Condition]
Radiation Zombie
A radiation zombie uses the game statistics of the zombie plague spreader, with the following changes:
Resolve of the Solwatch (v1.1)
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Because I think I was on to something in CotFB XV, I'm going to rework my Epic Boon of the M Current for the current competition in the form of a feat, as was debuted in the fifth UA playtest, for the PC category.
For some flavor, the M current is a creation of Monte Cook Games, and appears in their Invisible Sun RPG. In this world, magic runs through the various planes of existence ("suns") in the form of currents, the way that electricity works in reality. The various currents run through the planes in different order, and each complement a different form of magic. The M current is so rare and powerful, that it requires the completion of a year-long ritual conducted by many mages to allow a single mage to tap it.
Epic Boon of the M Current
Prerequisite: 20th Level, Mage Group
You have learned to tap into the M current, the rarest and most powerful current of magic. You gain the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Emergent Magic. Spells that dispel magic, including counterspell and dispel magic, can't automatically end your spells, and a spellcaster attempting to dispel your spells has disadvantage on their ability check made to do so. In addition, you can momentarily create a spark of magic where it otherwise can't exist. As an action, you can create an emergent spark in an antimagic field or region of dead magic. Until the end of your next turn, you can use magic normally in the affected region. Once you do so, you can’t do so again until you finish a short rest.
Tap the M Current. As an action, you can tap into the M current for 1 minute. For the duration, you have a +3 bonus to your spell attack rolls and your spell save DC. In addition, any spell slot you expend to cast a spell counts as a spell slot of one level higher. When the duration ends, the overwhelming potency of the M current overpowers you. Roll a d10; the number rolled determines what happens, as shown on the M Current Feedback Effects table.
M Current Feedback Effects
I'll reserve this post for my interactive submission.
Counterfeit Archmage
Special Equipment. The archmage wears a ring of mind shielding.
Counterfeit Magic. The archmage's spells are nonmagical and can't be detected by spells or magical effects that detect magical auras. Additionally, their spells can't be targeted by spells or magical effects that counter or dispel magic.
Multiattack. The archmage makes two Gadget Wand attacks.
Gadget Wand. Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire or lightning damage (archmage's choice).
Counterfeit Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: grease, light, prestidigitation
3/day each: blur, dragon's breath (self only), faerie fire, pyrotechnics, spider climb (self only), Tasha's caustic brew, web
1/day each: cone of cold, stinking cloud
Devious Counterspell. The archmage interrupts a creature it can see within 60 feet of itself that is casting a spell. Several hidden associates of the archmage distract and hurl debris at the caster, who must make a DC 14 Constitution saving throw. On a failed save, the spell fails and has no effect.
Description
The counterfeit archmage is a high-ranking member of the local magocracy despite the lack of any magical capabilities. When called upon to perform works of magic, the counterfeit mage employs a large network of stuntmen and tinkerers, ingenius mechanical devices, and smoke and mirrors. The counterfeit mage can serve as a patron to the PCs, or a figurehead for a corrupt system of government that the PCs must oppose.
Lair and Lair Actions
Forthcoming.
The challenge rating of a counterfeit archmage increases by 2 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the archmage can take one of the following lair actions; the archmage can’t take the same lair action two rounds in a row:
Set the Stage. The archmage casts one of the following spells using its spell save DC and requiring no spell components: move earth or wall of stone. The spell ends early if the archmage uses this lair action again or dies.
Showstopper. The archmage casts one of the following spells using its spell save DC and requiring no spell components: chain lightning, fire storm, or ice storm. The spell ends early if the archmage uses this lair action again or dies.
Smoke and Mirrors. The archmage casts one of the following spells using its spell save DC and requiring no spell components: fog cloud or mirror image. The spell ends early if the archmage uses this lair action again or dies.
The Counterfeit Archmage's Traits
Counterfeit Archmage Quests
Would this count as sci-fi enough for the contest?
https://www.dndbeyond.com/subclasses/1632615-caravanner
Hi everyone, I've been out of town for a bit, so sorry it's taken a bit to add the new submissions, I'll add them right now!
I am also here.
Am snek.
It is sci-fi, but it's a subclass, so it's the wrong category. Subclasses need to be in the Player Options: Last Resort
I am also here.
Am snek.
I considered it. After all, this hand of mine glows with an awesome power; it's burning grip tells me to defeat The_Leviathan_of_Levistus.
Here's my submission for the PC Options category: (https://www.dmsguild.com/product/449779/Reservist?affiliate_id=3811156).
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
We;re going into our last week of submissions! If you still have something to submit, hurry along!
I am also here.
Am snek.
Sorry I haven't said anything at all this run. I obviously can't submit for DM Options, and I don't usually like Interactive as much, so I've just been mulling over PC Options. I haven't come up with much so far, but I'll try to focus a bit more.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I have a project for Interactive Options, so at the very least, there will be two submissions to contest for that category!
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Looking forward to seeing it!
I am also here.
Am snek.
Here’s my submission for the Interactive Option:
Keen Mind. Akmenos always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything he has seen or heard within the past month.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. Akmenos casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, thaumaturgy
Vicious Mockery. Wisdom Saving Throw: DC 14, range 60 ft., one creature. Failed Save: 2 (1d4)psychic damage, and disadvantage on the next attack roll it makes before the end of its next turn.
1/Day: charm person
Parry. Akmenos adds 2 to his AC against one melee attack that would hit him. To do so, Akmenos must see the attacker and be wielding a melee weapon.
Description
Akmenos wields a modicum of authority and influence as a members of the city council, possessing modest wealth and a handful of connections that can make him a little more powerful than the average citizen. He travels in the company of a guard, as well as a commoner as a servant.
Akmenos Is a master manipulator with a forceful personality and no end of ambition. He also has a mind that can track time, direction, and detail with uncanny precision. A lowly bureaucrat, Akmenos wishes to become a personage of some significance in the noble court. He hopes to one day rise through the ranks of power and influence until he occupies a station as a courtier in the palace. He might not come from an upper-class family; but he hopes that his talents, rather than the circumstances of his birth, will secured him that position.
Akmenos’ knowledge of how bureaucracies function lets him gain access to the records and inner workings of any local bureaucracy or government agency he encounters. He knows who the movers and shakers in town are, whom to go to for the favors he seeks, and what the current intrigues of interest in town are.
Personality Characteristics
Traits: “I always want to know how things work and what makes people tick.” & “I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.”
Ideal: (Order) “The law is meant to ensure that the gears of society turn smoothly and quietly.”
Bond: “I hope one day to write the laws, not just enforce them.”
Flaw: “I would kill to acquire a noble title.”
Equipment: A set of fine clothes, a breastplate, a rapier, a signet ring, a vial of rouge, a scroll caseof documents and a writer's kit (a pouch containing an ink pen, a bottle of ink, a small knife, and a sheet of parchment), and a pouch containing 25 gp.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Hey PJ, your doc is not freely shared. If you wish to submit a google doc make sure that everyone with link can view/react
I am also here.
Am snek.
Something other than Docs would actually be ideal, since some people don't like to use it. Just a screenshot would work.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
A screenshot, or copying the text into a forum post is fine too, but I won't reject a submission because its in docs. You don't need an account to see properly shared docs, so it's fine.
I am also here.
Am snek.
That's great! It's all in good fun!
I am also here.
Am snek.
Player Options: Last Resort
Feat: Anime Power
You gain a number of Anime Points equal to your proficiency bonus, and one Anime Power from the list below. If you take this feat again, you gain one additional Anime Point and one additional Anime Power from the list.
As an action you can spend Anime Points to perform one of your Anime Powers. Doing so causes you to gain Exhaustion equal to the number of points you spend. You regain all your Anime Points when you finish a long rest.
Anime Powers:
Double Spell When you cast a spell of 1st level or higher with a casting time of 1 Action, you can expend a number of power points equal to the level of the spell to cast the same spell a second time as part of the same action, if the spell requires concentration you can concentrate on both castings at the same time.
Earth Slam You use an action to strike the ground with your weapon or an unarmed strike. Creatures in a 15 ft radius around you fall prone and take 2d6 bludgeoning damage for each power point you spend when activating this ability.
Magic Burst When you cast a spell of 1st level or higher that targets an area, you can spend one power point to increase the size of the area by 10 ft. If you spend two or more power points the size of the area increases by 10 ft for each power point you spend.
Power Strike You use an Action and expend one or more power points to make one weapon attack or unarmed strike against a target. This attack is an automatic critical hit. Roll a number of d8s equal to the number of power points you spent to perform this action and add them to the damage dealt by this attack.
Sonic Boom As an Action you spend one power point to make one melee weapon attack (or unarmed strike) against a creature within range. The attack automatically hits and creates a sonic boom when it does so. The target and each creature in a 15 ft cone behind them are pushed 10 ft away from you and knocked prone. If you spend two or more power points the size of the cone increases by 15 ft for each power point you spend.
Whirlwind You use an Action and expend one or more power points to make one melee weapon attack (or unarmed strike) against each creature of your choice within 5 ft of you. If you spend two or more power points the radius of this ability increases by 5 ft for each power point you spend, if necessary you teleport to within 5ft of each target as part of this action.