Irradia | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Irradia - 11600 AXP

TIER THREE FEATURE: Irradia

    • AXP: 11600
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

Due to the Irradia's unique relationship with an irradiated landscape and in combination with a unique set of genes, some Irradia develope strange powers as a result of their fundemental DNA makeup mutating. While technically a cancer this mutation does not pose any threat to the host, but may, depending on its strength and appearance cause problems in a civilized society.

A Monster to Fight Monsters

Your unique genetics have created some sort of supernatural transformation in you. Whether visible or obvious to the average person is up to you and your DM. When you take this feature your Dexterity and Intelligence scores can no longer be reduced past 13. If they are currently lower raise them to that level.

Additionally, you may choose one of the following categories to gain proficiency in; light armor, medium armor, shields, archaic simple weapons, archaic martial weapons, or alchemist’s supplies

The Awakening

As the mutation takes hold the Irradia is first striken with an immense sickness and then a feeling of superhuman power. Your size category, weight, height, apperance, Natural Armor, Natural Attacks, and damage resistances may all be altered. Work with your DM to determine what cosmetic and mechanical bonuses your character gains from this transformation. You also gain the equivalent of one Ability Score Improvement.

As your body becomes infused with radioactive material new senses and control come to you. You may now sense the amount of radioactivity in your area almost like sensing how hot or cold a room is. Additionally, you gain resistance to all necrotic damage.

Nucleocraft

Your new found connection to the decaying fragments of the universe has begun to grant new powers. Beyond your physical changes you have begun to manipulate the radioactive energy of other creatures. Each creature has their own resistance to this, and older (closer to death) creatures will have some weakness to this ability as they contain far more radioactivity than they did in their younger years.

Some Irradia abilities will require you to use a Nucleocraft dice or request a saving throw against your save DC. Here is how these are calulated;

Nucleocraft Dice: 2 * Your Proficiency Bonus
Your Nucleocraft Dice are refreshed after each long rest.
Nucleocraft Die Type: TIer 3-4: d4, Tier 5-6: d6, Tier 7-8: d8, Tier 9-10: d10
Nucleocraft Save DC: 8 + your proficiency bonus + your Nucleocraft modifier
(your choice between Intelligence or Wisdom)

Essence of Energy

You learn to invoke a rite of Nucleocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take damage equal to one roll of your Nucleocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your Nucleocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

You choose one rite from the rites below when you first gain this feature. You learn an additional rite each time you gain another Irradia feature.

  • Rite of the Flame. The extra damage dealt by your rite is fire damage.
  • Rite of the Frozen. The extra damage dealt by your rite is cold damage.
  • Rite of the Storm. The extra damage dealt by your rite is lightning damage.
  • Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
  • Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
  • Rite of the Roar. The extra damage dealt by your rite is thunder damage.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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