Artificer
Base Class: Artificer

The Atomic Genius may be one of the most dangerous of all Artificers, experimenting with materials that many would argue aught to never be experimented with. Over time, many Atomic Geniuses become heavily irradiated by their own creations, further blurring the thin line between brilliance and madness.

Tool Proficiency

3rd-level Atomic feature

You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Atomic Genius Spells

3rd-level Atomic Genius feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Atomic Genius Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Atomic Genius Spells

Artificer Level Spell

3rd

burning hands, thunderwave

5th

ray of enfeeblement, shatter

9th

fireball, daylight

13th

blight, sickening radiance

17th

destructive wave, immolation

Nuclear Anomaly

Starting at 3rd level, your experiments with volatile radioactive materials has lead to your development of weaponized atomic energy. As an action, you may use your Smith's Tools or your Alchemist's Supplies to craft a Nuclear Anomaly. If you consume a spell slot, you may create a Nuclear Anomaly as a bonus action. You may hold a number of Nuclear Anomalies at a time equal to your Intelligence modifier, and they deteriorate after 1 hour.

As an action, you may throw or roll a Nuclear Anomaly to an area you can see within 30 feet. At the beginning of their turn, any creature of your choice within 15 feet of a Nuclear Anomaly must make a Constitution saving throw against your spell casting DC or take 1d4 force and 1d4 fire damage, and half on a success. Creatures are effected by the radiation of all overlapping Nuclear Anomaly areas of effect. Once deployed, a Nuclear Anomaly remains active for only 1 minute.

Irradiating Touch

Starting at 5th level, after all your time handling dangerous radioactive compounds, your hands are covered in highly radioactive dust. As an action, you may make a melee attack against a creature and expose them to the irradiating powders on a hit. For 1 minute, the effected creature sheds radiation in a 15 foot radius centered on it.

At the beginning of their turn, any creature of your choice (including the irradiated creature) within an irradiated creature's area must make a Constitution saving throw against your spell casting DC or take 1d4 force and 1d4 fire damage, and half on a success. If you consume a spell slot, you may irradiate a creature as a bonus action. Creatures are effected by the radiation of all overlapping areas of effect.

Fallout

Starting at 9th level, toxic radiation pours out from you constantly. You give off a persistent yellow-green glow and now no longer age, even by magical means. Whenever a creature dies within 15 feet of you, it explodes with a bright flash of the same yellow-green light that you shed, irradiating a 15 foot radius area centered on its corpse for 1 minute.

At the beginning of their turn, any creature of your choice within 15 feet of an irradiated corpse must make a Constitution saving throw against your spell casting DC or take 1d4 force and 1d4 fire damage, and half on a success. The initial explosion deals 1d4 force and 1d4 fire damage to any number of creatures of your choice in the 15 foot radius. Creatures are effected by the radiation of all overlapping areas of effect.

Critical Mass

At 15th level, your body has absorbed so much radiation that you are constantly at risk of creating a thermonuclear explosion. As an action, you may pull all the radiation into yourself and reach critical mass, creating a massive nuclear blast in a 75 foot radius centered on you. Any number of creatures of your choice in the blast must make a Constitution saving throw against your spell casting DC, taking 5d12 force and 5d12 fire damage on a fail and half on a success.

All creatures in the blast must make a Strength saving throw against your spell casting DC or be knocked prone. This area is irradiated for 10 minutes. At the beginning of their turn, any creature of your choice within the irradiated area must make a Constitution saving throw against your spell casting DC or take 1d4 force and 1d4 fire damage, and half on a success. Creatures are effected by the radiation of all overlapping areas of effect. Using this ability causes you to take one point of exhaustion.

Previous Versions

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