Base Class: Sorcerer
The atom is the building block of the universe. Locked inside is a limitless font of power, waiting to be unleashed. Many who have bathed in the deadly embrace of radiation have crumbled, but some select few of the survivors may find themselves irrevocably altered. A sorcerer tainted by radiation can become a nuclear powerhouse, so long as they can avoid melting down.
RADIOACTIVE
At 1st level, your inner glow grants you an internal powerhouse from which to draw magic. You gain resistance to radiant damage, advantage on saving throws against being irradiated, and you learn the Light cantrip if you don’t already know it.
In addition, you learn an additional spell when you reach certain levels in this class, as shown in the Nuclear Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
REACTOR
Starting at 1st level, you can harness your atomic energy toexpand your magical influence. When you cast a sorcererspell that creates an effect in a cone, a sphere, or a cube, youcan choose to increase the size of the effect by 5 feet. Forexample, when the fireball spell affects a 20-foot radiussphere, you can increase it to a 25-foot radius sphere.
At 14th level, you can increase the size of the effect by 10feet.
FALLOUT
At 6th level, your magic carries traces of withering radiation.Once per turn, when you cast a spell of 1st-level or higher onyour turn, you can cause one creature targeted by the spell tomake a Constitution saving throw against your spell save DC.On a failed save, the target suffers one level of irradiated, to amaximum of level 3.
Additionally, when you cast a spell that deals damage, youcan spend 1 sorcery point to change that damage type to fireor radiant.
SPECTRUM SPECTRE
Starting at 6th level, you can manipulate the spectrum oflight you create. When you cast a spell that sheds light, youcan designate any number of creatures within 90 feet of youto be able to see that light. It is invisible to others. Spells,features, and effects that require dim light or darkness do notfunction in invisible bright or dim light, as usual. This lightcan be detected by truesight.
Alternatively, when you cast a spell that sheds light, youcan make that light sunlight.
QUANTUM JUMP
At 14th level, as a bonus action, you can magically teleport upto 60 feet to an unoccupied space you can see. Immediatelyafter you disappear, a wave of radiation spreads within a 10-foot-radius sphere centered on the space you left for 1minute. When a creature moves into the area for the firsttime on a turn or starts its turn there, that creature mustmake a Constitution saving throw against your spell save DC,taking 2d10 radiant damage on a failed save, or half as muchdamage on a successful one.
You can use this feature a number of times equal to yourCharisma modifier (minimum of once). You regain allexpended uses when you finish a long rest.
UNSTABLE FISSION
At 18th level, you can split your own atoms into the form ofan unstable twin of yourself. You can cast simulacrum with acasting time of 1 action, a range of self, and requiring no
components. A simulacrum created in this manner cannotcast cantrips, and cannot use spell slots higher than 3rd level.
When the simulacrum is reduced to 0 hit points, or after 1minute, it explodes, and targets within 30 feet of it mustsucceed on a Dexterity saving throw against your spell saveDC. A target takes 3d10 thunder damage and 3d10 radiantdamage on a failed save, or half as much damage on asuccessful one.
Once you use this feature, you must finish a long restbefore you can use it again.
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