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SORCEROUS ORIGIN: Child of the Atom

One of my players (my wife) took the sorceress as her class pick but I didn’t think any of the origins were appropriate so came up with one that fits Nimmeria’s technology and radiation ravaged landscape – Child of the Atom.

Your innate magic comes from being exposed to gamma radiation when you were a child.  This may have been from wandering too close to one of the forbidden ruins of steel, unwisely drinking Nimmerian fluids or even Technic League experimentation.

At 1st level, you gain the first of many mutations.  You are immune to radiation poisoning and resistant to radiation damage (gaining immunity at level 11).  You also act as a radiation detector and can sense radiation as a detect magic spell.  The intensity of the radiation will determine a physical side-effect:

  • Low – your eyes turn emerald green
  • Medium – as low but your hair also turns emerald green.
  • High – as medium but now also your lips turn emerald green.  Your hair seems to animate as if it was floating in the air.
  • Severe – as high but now your skin is green and your eyes are fiery globes of bright green light.

Finally, you become tougher to kill as the gamma radiation makes you more than human. You get a bonus of 1 hit point whenever you level up and your base AC is 13 + Dexterity modifier.

Starting at 6th level, when in the presence of radiation your spells become infused with the power of gamma radiation and gain the following benefit:

  • You may add your Charisma bonus to the damage dice of any offensive spell you cast that does radiation or poison damage.  
  • You may also change the damage type of any energy based spell to radiation damage as part of the attack action.  You can do this a number of times equal to the level of radiation in the area.  Each time you use this ability the radiation level in the area drops by one step.

You may spend a bonus action and 1 sorcery point to create an area of low radiation in your space which lasts for 1 minute and moves with you – you are the source of this gamma radiation.  You may use this radiation to activate Radiation Eater.

At 14th level, you increase by one size category (medium becomes large for example). You also gain the ability to leap vast distances. As a bonus action, you may spend a sorcery point and can move in any direction that would logically allow a leap of up to 1 mile. It only takes you a few seconds to cover this distance. Finally, you also gain advantage on Charisma (Intimidation) checks.

Beginning at 18th level, you may use 10 sorcery points to enter a critical mass mode unleashing all your raw latent mutant potential in one titanic show of raw power. At the end of your first round, you gain 1d3 levels of exhaustion and another level per round while this power is active.  You do not suffer the penalties of exhaustion while Critical Mass is active but you do once the effect is ended.  You may end the power at any time as a bonus action. If you ever die due to this effect you detonate in a nuclear catastrophe destroying everything in one square mile radius.

While Critical Mass is active all spells you cast are maximised in all their variables. Finally, all your physical ability scores increase to 30. Each round the power is active you also give off low, then medium followed by high and finally severe levels of radiation in a ten-foot radius sphere centred on yourself.

The character automatically detonates at the end of round 7.  Any creature killed by this ability turns to ash and cannot be brought back to life except through the use of a wish spell or divine intervention.  The death is otherwise permanent. 

Posted in Class, Dungeons & Dragons, Iron Gods, The Ninth World

1 Comment

  1. solomani

    Edit: As the level 18 ability ended my campaign prematurely I decided to tone it down. New restriction added: The character automatically detonates at the end of round 7. The character killed by this ability cannot be resurrected in any way. The death is permanent.

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