Artificer: Radiologist

by kingstarman

Search GM Binder Visit User Profile

Radiologist Specialization

Through science one can even harness the fundamental energies unique to the material plane. These artificers have control over the destructive power of nuclear energy.

Expanded Spell List

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 for you, but they don’t count against the number of artificer spells you prepare.

Radiologist Spells
Spell Level Spells
3rd absorb elements, ray of sickness
5th heat metal, scorching ray
9th fireball, gaseous form
13th blight, sickening radiance
17th cloudkill, destructive wave

Radiologists Outfit

Also at 3rd level, you gain proficiency in heavy armor. As an action you can 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. creatures within a 15ft. 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 are not poisoned. The pulse travels though 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 as part of that same action modify the spell with radioactive power. The spell can no travel though non-magical solids as long as they are no thicker than 5 feet and if the spells range is a line, cone or area of effect the that area becomes irradiated until the end of your next turn.

Any creature that ends its turn within an area while it is 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 result of the roll.

You may use this feature once, and require a long rest before you may do so again.

You can also power non-magical objects you hold at will.

Radiation Damage

At 9th level, creatures cant have resistance to necrotic damage or roll with advantage against being poisoned from your class features or artificer spells.

Split the Atom

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 aren’t being worn 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.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.