Base Class: Warlock
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. You have a nuclear reactor in your body, powering your life and your wicked spells. It is a testament to science and religion, as it was given by the Irradiated Lord, a being of higher planes. A warlock 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.
Pray to the Atomic God
At 1st level, you can attempt to pray to the Irradiated Lord into granting you aid. As a bonus action, you can rev up your reactor and choose a Favor from the Cruel Atomic's table. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check against the Favor’s DC. On a successful check, the effects of that Favor occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Turbine Charge - DC 10 - You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Atomic Roar - DC 12 - You instantly cast the augury spell without material components.
Atomic Subjugation - DC 15 - You instantly cast the hex spell at 1st level without material components, and without expending a spell slot, on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.
Ionic Heart - DC 18 - Choose a creature within 60 feet of you. You learn the creature’s damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Ionic Grip - DC 20 - One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end of its next turn.
Nuclear Mold - DC 22 - You magically create a nonliving object you’ve seen before in an empty space within 5 feet of you. The object can be no larger than a 1-foot cube and its credit value can’t be worth more than 3,000 times your warlock level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.
Nuclear Regeneration - DC 25 - You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect, you must finish a long rest before you can do so again.
Chain Reaction
Turbine Supercharge
At 6th level, you can spin up your turbine at the cost of your sanity. When you make a Charisma ability check you can choose to roll an additional d20 after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check, and you take psychic damage equal to half your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.
Eternal Reactions
At 10th level, you can ignore the effects of the exhaustion condition until you suffer level 6 exhaustion. At level 6 exhaustion, you die.
Additionally, you gain proficiency in Constitution saving throws.
Radiation Leak
At 14th level, you can harness the unpredictable and dangerous energy your reactor has for you into a physical manifestation. As an action, you summon a Irradiated Swarm in an unoccupied space you can see within 60 feet of you. It is a swarm of tiny celestial, fey, or fiend creatures (your choice). The swarm disappears when it drops to 0 hit points, or after 1 minute.
Roll initiative for the swarm, which has its own turns. When you summon it and on each of your turns thereafter until your concentration ends (as if you were concentrating on a spell), you can issue a verbal command to it as a bonus action, telling it what it must do on its next turn. If you issue no command, it spends its turn pursuing and attacking the nearest creature that has damaged it.
If you lose concentration, your control of the swarm ends for the rest of the duration, and the swarm spends its turns pursuing and attacking the nearest creatures to the best of its ability. As an action, you can dismiss the swarm, causing it to disappear. Once you use this feature, you must finish a long rest before you can use it again.
Ask me for Swarm statblock
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