An AM Cell is a container for storing antimatter, a highly volatile substance which converts anything it touches into energy. AM Cells use potent electromagnets to suspend antimatter within them and allow the antimatter within them to be removed in an orderly fashion for use as a type of fuel. The casing of the cell is adorned with a wide variety of warnings in every conceivable language, they are often inscribed with Enchantment runes which encourage any nearby one such cell to be careful.
Despite the dangers inherent to an AM Cell, they are necessary for many important processes such as the Planeshift Drive, which allows spacecraft to travel between planes. But, if an AM Cell's magnetic field fails, and gods forbid one does, of the antimatter contained within collides with the walls of the cell and annihilates. AM Cells are standardized and can contain up to 50 grams of antimatter. When this antimatter annihilates it releases energy equivalent to a 2 Megaton nuclear bomb.
Any Beast, Humanoid, or Plant within a mile will be vaporized, slaying it instantly, the inherent magic of other creatures offer them a vague hope of survival. Any creature within nine miles receives 210 (20d20) radiant damage, if this damage would kill an undamaged creature instead reduce it to zero hit points. Any creature within twelve miles takes 65 (10d12) radiant damage, if this would kill an undamaged creature instead reduce it to zero hit points. Any creature within fifteen miles receives 19 (5d6) radiant damage, if this would kill an undamaged creature instead reduce it to zero hit points. A creature may only take damage from one of these intervals, choose the highest. If this is occurring within an atmosphere, such as on a planet or within a plane like the Feywild, a wall of air will rush out from the epicenter. If this is occurring in the Plane of Wind the shock wave may disturb and empower Air elementals. Any non-magical building above ground or flying vehicle within five miles is destroyed. Building and flying vehicles within ten miles may be destroyed.
If you decided to use the optional Radiation Exposure mechanic, any Beast, Humanoid, or Plant within four miles gains 100 Radiation Exposure, if they are within three miles it instead gains 200 Radiation Exposure, if they are within two miles it gains 400 Radiation Exposure instead.
This is not a magic item, however D&D Beyond does not allow you to homebrew non-magical items. This item is just one of many for a larger science-fantasy setting. I will not be sharing any other items, I just thought it would be funny to drop a more-or-less literal nuclear bomb in the magic items section, with Uncommon rarity no less. I don't usually use D&D Beyond and I rarely look for homebrew there, so maybe this is unremarkable in the cesspool of D&D Beyond's homebrew section.
Notes: Due to the volatility of AM Cells they are a highly controlled item, purchasing one usually requires a permit or AM Cells will be distributed by some transport authority., Damage, Container, Consumable
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