Radiation Freak

The depths of space hold terrible forces that can warp and twist a man irreparably. For example, the hideous lights emanating from the Void, typically called radiation, normally offer a cruel, agonizing death to those who see them, but can sometimes fundamentally alter those subjected to its strange energies. This process is called “the warp”, and those who survive it are deemed “radiation freaks” or “warped ones” for the horrible physical deformities that accompany their transformation. However, some are changed in even stranger ways.

Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power.


Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, each creature which comes within 5 feet of you or starts its turn in that area takes 1d6 radiant damage. At 6th level, this damage increases to 1d8, and at 14th level, this damage increases to 1d10.

High Power

At 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage.

Adaptive Resistance

By 6th level, the tumors within your body can rapidly shift your magical metabolism. After you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until you take a short or long rest, or until you use this ability again. You do not gain resistance against the damage that triggers this ability.

Glow Cloud

Starting at 14th level, you can use your action to transform your entire body, along with everything you’re wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences:

  • Your flying speed is equal to half your movement speed.
  • If another creature enters your space or starts its turn there, it takes 4d10 radiant damage.
  • You can cast cantrips while you’re in this form.

Once you use this ability, you can’t use it again until you finish a long rest.

Isotope Poisoning

At 18th level, as an action, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of each of the target’s turns, it must make a Constitution saving throw. On a failed save, the target is poisoned until the beginning of its next turn and takes 4d10 radiant damage. If a target fails three times, it remains poisoned for one hour, and takes 1d10 radiant damage at the beginning of each of its turns. If it succeeds three times, this effect ends.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair