Wizard
Base Class: Wizard

The Nucleomancer.

"Ah Evoker. You claim mastery over four elements. Unfortunately I claim ninety-six. The cup of tea you drank during our little conversation earlier will be your last".

Standing in the shadows, the Nucleomancer of forbidden ancient order wields the tools of the trade. The blue spectre-glowing-pitchblende lamp. The ticking demon box. The lead-mesh cloak, and the beaked mask that makes him unknowable. At a twitch of the finger, a cloud of darts appear, levitating, from some hidden compartment of the cloak. If you could see as he does... you would see the energies crackling white hot from their tips, so painstakingly forged by particle-stream from labyrinthine crystals of bismuthine. To be cut by a dart, for the strongest warrior, is death. His face under the mask? Shrunk and wrinkled and torn in an eternal scowl. Nucleomancers make few friends, and those who are wise choose to make few foes of them, lest they find a speck of polonium in their tea or the prick of cold metal.

Nucleomancer's Garb.

Rather than selecting normal equipment with your wizard's pack, the Nucleomancer receives a 35 pound lead mesh lined robe and a protective facemask. This provides armour equivalent to leather and advantage on saving throws against poison while wearing it. In addition, the wizard's pack contains 20 bismuthine crystals, along with a box that makes ticking noises of increasing frequency when exposed to Nucleomantic forces and a hooded lamp: the lamp creates dim blue light around itself in a 5 foot radius without any required fuel source when open.

 

 

Level 3: Twisted and Cursed.

 

  1. Twisted Features. The Nucleomancer's face has been damaged and scarred by the forces they command. You suffer -1 to all Persuasion checks, but gain +1 to stealth checks.
  2. Bald. Over a period of two weeks, all hair on your head will fall out. 
  3. Weakened frame. The Nucleomancer has suffered damage to muscles and bones. You gain -1 to all athletics checks and -1 to hit points, but gain +1 to spell and magical weapon attack rolls.
  4. Irradiated immune system. All disease and poison related checks are rolled at a disadvantage. However, you roll at an advantage for all saving throws against your own radiation related spells.
  5. Damaged stomach. You gain -1 to hit points and -1 to constitution saving throws, and regularly vomit. However, you are capable of gaining some sustenance from soil (amount at DM's discretion).
  6. Warped eyes. Your eyes begin to suffer from damage and cataracts. You gain -1 to perception checks and passive perception, however you gain 60 feet darkvision. If you already have darkvision, this is added on (for example if you had 60 you would now have 120). 

Level 3: Irradiated Weapon.

 

While preparing spells, you can in addition select up to two bismuthinite crystals from your inventory (3 at level 5, 4 at level 9, 5 at level 12, and 6 at level 17).  The crystals selected are bombarded by energies, becoming Radiant Darts. Radiant darts can be thrown using your spell attack modifier in combat. They have a range of 30/60 feet (45/90 at level 5, 60/120 at level 9, 75/150 at level 12, and 120/240 at level 17) and deal 1 piercing damage. When hit by a dart, a creature must succeed on a Constitution saving throw with a DC equal to your spell saving throw, or suffer 3d6 + spellcasting ability modifier necrotic damage, increasing by 3d6 at level 5, 9 12 and 17, and become poisoned. In addition the creature suffers from radiation sickness.

When suffering from radiation sickness, a creature's strength decreases by 1 every 24 hours. Magic that removes poison cast by a healer of equivalent level to the Nucleomancer removes this effect. If the creature's strength reaches zero as a result of this effect it dies. The sickness is not identifiable to healers without a DC 25 Arcana check.

Level 6: Salt the Earth.

During a period of 1 minute per square foot of contaminated area, the Nucleomancer can destroy a Radiant Dart to poison up to a 30 cubic foot volume water source or a 60 foot radius area of food crops. Any creature who eats from those crops must roll a constitution saving throw or it suffers from radiation sickness. The creature's radiation sickness progresses twice as fast if the radiant dart is used to poison an individual food item such as a drink or meal. The radius and volume increase by 50 percent every 4 levels from level 4. 

Level 10: Twisted Learnings.

Choose one damaging wizard spell. Once per long rest, creatures damaged by that spell must roll a constitution saving throw or suffer 2d6 additional necrotic damage, along with the poisoned condition and radiation sickness that progresses at double the normal rate. At level 10 and 15, you can pick an additional spell to grant this effect and the necrotic damage increases by 2d6.

Level 14: Lighttouched.

You gain resistance to necrotic damage, and need to sleep or meditate for half the previous duration to gain the effects of rest as before you gained the trait. In addition you learn to alter radiation in yourself and others. You can now remove radiation sickness in targets you touch with an action, and deal an additional 2d6 necrotic damage to targets suffering from radiation sickness.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2025 7:20:58 PM
21
1
1
Coming Soon
7/14/2025 7:25:28 PM
3
1
2
Coming Soon
7/14/2025 11:45:00 PM
10
1
3
Coming Soon
7/17/2025 8:25:32 AM
26
2
4
Coming Soon
7/21/2025 8:46:48 AM
26
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes