Radiation (5e Variant Rule)

Radiation

Radiation is a common fixture of post-holocaust campaigns, but it's hardly limited to the genre. An enterprising referee can surprise unsuspecting players by throwing radioactive places and objects into any campaign. Like any other rule it can be tons of fun in the right hands.

Mechanics of Radiation

Radiation can come in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and nuclear weapons. In a fantasy campaign, you should also consider that the experiments of wizards might leave radioactive byproducts. Just something to keep in mind next time the player characters feel like snooping around a wizard's laboratory.

Radiation works by ionizing flesh. It's like a poison, and for game purposes it should be treated as such. A creature who enters a radioactive area must make a Constitution saving throw with a DC listed on the following chart. On a failed saving throw, the creature takes poison damage based on the radiation's intensity and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as long as the character remains ionized. A creature who fails the initial saving throw is allowed to make a new saving throw after an amount of time passes equal to the listing under the "Saving Throw" Column. If the creature fails this new saving throw, the creature continues to take damage and lose maximum hit points.

Other Effects: Higher intensities of radiation can cause different effects besides simple poison damage.

Poisoned: The creature suffers from the poisoned condition as long as it remains ionized.
Weakened: The creature's movement speed is halved. Additionally, the creature only deals half damage with a weapon attack or an unarmed strike. These effects last as long as the creature remains ionized.
Blinded: The creature suffers from the blinded condition as long as it remains ionized.
Drained: Roll a six-sided die. On a roll of 1-2, the creature permanently loses 2 points of Strength. On a roll of 3-4, the creature permanently loses 2 points of Dexterity. On a roll of 5-6, the creature permanently loses 2 points of Constitution.
Table: Radiation Gauge Chart
IntensitySave DCPoison DamageOther EffectsSaving Throw
Very Low101d61/hour
Low132d61/hour
Medium154d6Poisoned1/day
Heavy186d6Poisoned, Weakened1/day
Very Heavy208d6Blinded, Poisoned, Weakened1/week (7 days)
Deadly2510d6Blinded, Drained, Poisoned, Weakened1/month (30 days)

Curing Radiation

The effects of radiation can be cured early with the use of magic. Radiation poisoning caused by radiation no worse than Medium in intensity can be cured by any spell or other magical effect which can neutralize poison or end the poisoned condition, such as lesser restoration. Radiation poisoning caused by radiation of Heavy or worse intensity is much more difficult to cure; Only a spell cast with a spell slot of 5th level of higher, such as greater restoration will successfully cure the effects.

Mutations (Optional)

Optionally, if a creature succeeds on a saving throw against radiation by matching the exact DC of the radiation, it might become mutated. For example, if a creature makes a saving throw against Heavy Radiation and rolls a modified 18 exactly, no higher and no lower, it might become mutated. The creature must make another Constitution saving throw against the original DC. On a failed save, instead of suffering from the radiation's effects, the creature becomes mutated. Whenever a creature is mutated, roll a six-sided die: On a 1-3, roll on the negative mutation chart to determine what happens. On a 4-6, roll on the positive mutation chart.

(Yes, I realize this is a variant rule for an already variant rule... sorry.)
A note on psionic powers: In all cases, Charisma is the mutant's spellcasting ability modifier.
Table: Negative Mutation Chart
D20ResultEffect
1Ability Score DecreaseThe mutant’s Strength score decreases by 2.
2Ability Score DecreaseThe mutant’s Dexterity score decreases by 2.
3Ability Score DecreaseThe mutant’s Constitution score decreases by 2.
4Ability Score DecreaseThe mutant’s Intelligence score decreases by 2.
5Ability Score DecreaseThe mutant’s Wisdom score decreases by 2.
6Ability Score DecreaseThe mutant’s Charisma score decreases by 2.
7Severely DeformedThe mutant has disadvantage on all Charisma checks except to intimidate.
8CrippledThe mutant’s speed is reduced by 10 feet, to a minimum of 15 feet.
9Damage VulnerabilityThe mutant becomes vulnerable to a random type of damage. Roll a d10 to determine which: 1 is acid,

2 is cold, 3 is fire, 4 is force, 5 is lightning, 6 is necrotic, 7 is poison, 8 is psychic, 9 is radiant, and 10 is thunder.

10Sunlight SensitivityWhile in sunlight, the mutant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
11BlindedThe mutant becomes permanently blinded.
12DefenedThe mutant becomes permanently deafened.
13BerserkerWhenever a hostile creature damages the mutant, it must succeed on a DC 15 Wisdom saving throw or go berserk.
14Easily ConfusedWhenever the mutant rolls for initiative, it must succeed on a DC 15 Wisdom saving throw or be suffer from the effects of the confusion spell for 1 minute.
15Mentally DisorderedThe mutant suffers from disadvantage on all Intelligence checks.
16HungryThe mutant's food requirements are tripled.
17ThirstyThe mutant's water requirements are tripled.
18Decreased CoordinationWhenever the mutant takes the dash action, it must succeed on a DC 15 Dexterity saving throw or fall prone.
19Susceptibility Towards MagicThe mutant suffers from disadvantage on saving throws against spells and other magical effects.
20NukedThe mutant becomes immune to radiation.

However, at the start of each of its turns, each creature within 10 feet of the mutant is exposed to Medium intensity radiation.

Table: Positive Mutation Chart
D20ResultEffect
1Ability Score IncreaseThe mutant’s Strength score increases by 2, to a maximum of 22.
2Ability Score IncreaseThe mutant’s Dexterity score increases by 2, to a maximum of 22.
3Ability Score IncreaseThe mutant’s Constitution score increases by 2, to a maximum of 22.
4Ability Score IncreaseThe mutant’s Intelligence score increases by 2, to a maximum of 22.
5Ability Score IncreaseThe mutant’s Wisdom score increases by 2, to a maximum of 22.
6Ability Score IncreaseThe mutant’s Charisma score increases by 2, to a maximum of 22.
7Natural ArmorThe mutant's AC while not wearing armor is equal to 13 + its Dexterity modifier.
8Natural WeaponryThe mutant’s unarmed strikes now deal 1d6 points of bludgeoning, piercing, or slashing damage.
9Minor PsionicsThe mutant can innately cast a sorcerer, warlock, or wizard cantrip of the referee's choice at will, requiring no components.
10Major PsioniceThe mutant can innately cast dominate person three times per day, requiring no components.
11Major PsioniceThe mutant can innately cast telekinesis three times per day, requiring no components.
12Major PsioniceThe mutant can innately cast modify memory three times per day, requiring no components.
13Major PsioniceThe mutant can innately cast dimension door three times per day, requiring no components.
14TelepathyThe mutant can innately cast detect thoughts at will, requiring no components, and it also gains telepathy to a range of 100 feet.
15Aquatic AdaptionThe mutant can breathe underwater, and it gains a swim speed equal to its walking speed.
16JumperThe mutant's jump distance is tripled.
17Damage ResistanceThe mutant becomes resistant to a random type of damage. Roll a d10 to determine which: 1 is acid,

2 is cold, 3 is fire, 4 is force, 5 is lightning, 6 is necrotic, 7 is poison, 8 is psychic, 9 is radiant, and 10 is thunder.

18InvisibilityThe mutant gains the ability to turn invisible as an action. Anything it is wearing or carrying becomes invisible with it. The mutant remains invisible until it

attacks or casts a spell, or until it uses a bonus action to become visible again.

19Magic ResistanceThe mutant has advantage on saving throws against spells and other magical effects.
20QuickenedThe mutant's speed increases by 15 feet.

Back to Main Page 5e Homebrew Rules

gollark: I am *not* serving my gigabytes of files off something with a single-core CPU and trash IO.
gollark: ... no.
gollark: I don't self-host my email, since I worry about breaking everything, and need that a lot, but everything else just runs off servers at home.
gollark: Realistically you are unlikely to get more than a few thousand hits a day, which a Pi could do *easily*.
gollark: I think most personal sites could.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.