Base Class: Artificer
Valrico was always fascinated by the world of science. As a young artificer, he would spend his free time experimenting and developing a new form of energy. Until one day, he was mixing some chemicals and creating a new form of energy. He knew that harnessing this energy could revolutionize the world of magic, but people still needed to figure out how to do it safely. Valrico was determined to be the first. He spent years researching and experimenting with this energy until he finally developed a way to use nuclear energy to power magical constructs and devices. He founded the Nuclear Artificer, quickly gaining popularity among those who sought to push the limits of magical engineering. Valrico's creations were a sight to behold. He built golems to lift enormous weights and magical power barriers for days. His nuclear batteries could power entire cities, and his bombs could level mountains. Though with great power came significant risk. Valrico knew that the use of nuclear energy was dangerous, and he took every precaution to ensure the safety of those who worked with him. He trained his apprentices rigorously in radiation safety and detection and constantly checked that his equipment was in top condition. However, accidents still happen. One day, a faulty nuclear battery exploded, causing a chain reaction that nearly destroying Valrico's workshop. Valrico got injured in the blast and lost an arm. He spent months recovering from his wounds. Valrico didn't give up. He knew that the power of nuclear energy was worth the risk, and he continued to work tirelessly to improve his creations and make them safer. He developed a new radiation power robot arm, ensuring that his products were as safe as they were powerful. Years later, Valrico's legacy lives on. Nuclear energy has become one of the most respected and sought-after in the magical world, and Valrico's name is synonymous with innovation and risk-taking. Though he may have faced setbacks and challenges, Valrico's determination and passion for nuclear energy have forever changed the world of magic.
Expanded Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Radiologist Spells table. These spells count as artificer spells you prepare.
3rd- Absorb Elements/Rays of Sickness
5th- Heat Metal /Scorching Ray
9th- Fireball /Gaseous Form
13th- Blight/Sickening Radiance
17th- Cloudkill /Destructive
Radiologist Outfit
Also at 3rd level, you gain proficiency in heavy armor. As an action you transform a set of heavy armor you are wearing into a hazmat suit. The hazmat suit retains its previous features and gains the following benefits:
- Your AC is equal to 10 + your Constitution modifier + your Intelligence modifier.
- You gain resistance to necrotic damage.
- You are immune to the effects of extreme heat and cold.
This armor continues to be a hazmat suit until you don another set of armor, or you die.
Radio Pulse
At 3rd level, as an action, you can send out a pulse of ionized radiation within a 15ft cone. Creatures in this cone must make a Constitution saving throw. On a failed save, creatures take 1d6 necrotic and 1d6 fire damage and are poisoned for the next minute or half as much on a successful save and not poisoned. The pulse travels through non-magical solids as long as they are no thicker than 5 feet, and you can see through objects the pulse hits as if they were transparent until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier and regain all uses upon finishing a long rest.
Spell Radiation
At 5th level, when you cast an artificer spell of 1st-level or higher as an action, you can modify the spell with radioactive power as part of that same action. The spell can travel through non-magical solids as long as they are no thicker than 5 feet, and if the spell's range is a line, cone, or area of effect, that area becomes irradiated until the end of your next turn. Any creature that ends its turn within this area irradiated takes 1d6 necrotic damage.
Overcharge
At 9th level, you have unlocked the secrets to nuclear fission. While wearing your hazmat suit, you can, as an action, imbue a magic item you are touching with energy. Roll 1d4, the item regains charges equal to the roll's result. You may use this feature once and require a short rest before you may do so again. You can also power non-magical objects you hold at will.
Radiation Damage
At 9th level creatures can't have resistance to necrotic damage or roll with advantage against being poisoned from your class features or artificer spells.
Splitting Atoms
At 15th level, you have learned how to cause an extremely violent reaction splitting the very foundation of matter. As an action, you can choose a point you can see within 60 feet. Each creature within 30 feet of that point must make a Constitution saving throw. A target takes 3d10 necrotic and 3d10 fire damage on a failed save or half as much damage on a successful save. The energy spreads around corners, igniting flammable objects in the area that isn't worned or carried; additionally, the area remains irradiated for the next 1d6 rounds. You can use this feature once per long rest. You may use this feature once and require a long rest before you may do so again.
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Posted Aug 4, 2025The subclass spells (ray of sickness, cloudkill, ect…) do not work. The subclass spells need to be fixed, otherwise, great job!
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Posted Apr 1, 2023I found this subclass on Pinterest by Lou B. Shout out to them with this cool subclass idea. I did give it a backstory on how the subclass were created. Please let me know if you guys enjoy it by leaving a comment below. Also, let me know you guys think some abilities need adjusted.