Sorcerer
Base Class: Sorcerer

Criticality is a strange occurrence, either you suffer or you die a slow, painful death... or you survive and get some radioactive powers you can bend to your will. Some were born with this supernatural ability, but they wouldn't show until at least a year; in the meantime, they just suffer radiation poisoning.

Whoever with the abilities also has their life expectancy cut in half, but at least you get cool powers before you suffer a tragic death again. 

Many gnomish scientists have been studying the rare phenomenon, finding out these sorcerers are more commonly made than born. 

Regardless, you have an instant-killing weapon through your bloodstream to your fingertips. And it'll sure take forever to properly contain them.

 

Roll a d4 for radiant features:

 

1: You emit a dim green or orange glow

2: Particles fly and fling around you

3: A crackling sound is heard during spellcasting

4: You emit a warm aura and are warm to the touch

 

Additional Spells

1st: Thunderwave, Ray of Sickness, Chill Touch

3rd: Blindness/Deafness, Heat Metal

5th: Bestow Curse, Vampiric Touch

7th: Blight, Shadow of Moil

9th: Contagion, Destructive Wave

Ionizing Body

As a bonus action or reaction, you gain the following benefits, lasting 1 minute:

  • Without the use of a geiger counter, you can tell how irradiated a certain area is, and what objects are dangerous, and you have advantage on saves against radiation.
  • Creatures within 5 ft of you must make a DC 10+your spellcasting modifier CON saving throw or take 1d6 radiant damage (1d8 at lvl 6, 1d10 at lvl 14, 1d12 at lvl 18.)
  • You gain resistance to Radiant and Force damage.

Once you use this feature, you cannot use it again until you've taken a long rest.

Prompt Critical

You can strengthen your radiating aura, gaining the following effects:

  • You glow a dim blue
  • The aura does 6d6 radiant damage no matter how decayed.
  • The aura extends to 15 ft

 

Once this feature is used, it cannot be used again until you finish a long rest,or you spend 6 sorcery points to use it again.

Radiating Resistance

Your Ionizing Body features are now permanent, and your radiating aura doesn't affect allies.

Supercriticality

Once you reach 0 hit points, your radioactive body will fight back, gaining you the effects:

  • You glow a strong otherworldly blue that emits light up to 20 feet.
  • You have a strong radiating aura, where enemies within 10 ft of you must make a CON save or take 8d8 Radiant damage and become poisoned.
  • You have advantage on death saving throws.

This can only activate once per long rest.

Gamma-Ray Burst

You gain immunity to Radiant and Force damage.

 

Additionally, you have enough control over your radioactive powers that you can shoot a 60 ft long, 5 ft wide beam of electromagnetic radiation that destroys any object in the path. Any creatures within must succeed on a CON save with a DC equivalent to your spellcasting DC, or take 20d6 radiant damage and 20d6 force damage, getting knocked back 40 ft on a fail, or half as much damage and distance on a success.

 

Once you use this feature, you cannot do so again until 1d4 days pass.

 

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