Sorcerous Bloodline / Origin: Gamma Radiation


Iron Gods


Hi all,

Working on a sorcerous bloodline (or origin since this is 5e) for one of my characters. This is what I have so far but not 100% happy with the last two options - the last more than the power leap. Thought I would post it here for brainstorming... open to suggestions.


I agree with you, though they're solid, I wouldn't be 100%. Wish I could offer more, I'm not much of an experienced homebrewer.
I would like to add that, on the detecting radiation thing, you should make it work as the sleek "detect radiation" rather than "detect magic" ;)
Unless of course, you haven't converted detect radiation to 5e, then I understand why you'd use detect magic.

Edit: On second thought, rather than Imposing Presence or Power Leap, you should have them able to grow one, maybe two, size categories, along with extra benefits related to that. Another, you could give them an ability similar to the barbarian rage power, maybe with the added benefit of amplifying strength.

I don't know if you were going for a Hulk feel, but that's what I got from it. :P


Does this mean Hulk get to smash Iron Gods!?!


The Hulk, PhD wrote:
Does this mean Hulk get to smash Iron Gods!?!

No, SHE-HULK doesn't smash. She gets smart angry!

Acolyte of Mushu wrote:


Edit: On second thought, rather than Imposing Presence or Power Leap, you should have them able to grow one, maybe two, size categories, along with extra benefits related to that. Another, you could give them an ability similar to the barbarian rage power, maybe with the added benefit of amplifying strength.

I don't know if you were going for a Hulk feel, but that's what I got from it. :P

I like your second idea, and yeah going with a hulk/gamma radiation feel. But since she is a spell caster I shied away from overtly physical traits that only affect combat as they would not be useful for spellcaster. So went with two utility powers and tried to shoehorn them in to being tangentially related to the She-Hulk. Main reason I am not 100% happy with them.

They do make sense though. I guess she could be a melee sorcerers :")


Solomani wrote:
The Hulk, PhD wrote:
Does this mean Hulk get to smash Iron Gods!?!

No, SHE-HULK doesn't smash. She gets smart angry!

Acolyte of Mushu wrote:


Edit: On second thought, rather than Imposing Presence or Power Leap, you should have them able to grow one, maybe two, size categories, along with extra benefits related to that. Another, you could give them an ability similar to the barbarian rage power, maybe with the added benefit of amplifying strength.

I don't know if you were going for a Hulk feel, but that's what I got from it. :P

I like your second idea, and yeah going with a hulk/gamma radiation feel. But since she is a spell caster I shied away from overtly physical traits that only affect combat as they would not be useful for spellcaster. So went with two utility powers and tried to shoehorn them in to being tangentially related to the She-Hulk. Main reason I am not 100% happy with them.

They do make sense though. I guess she could be a melee sorcerers :")

Yeah, I considered that too, . I suppose it would be better suited to a bloodrager :P

If only there were some way to tie it into spellcasting...perhaps you could give her summon monster, and make them extra big, ill-tempered beasts inerent on smashing :P

Scarab Sages

Neat. If you really want a critique, I would:

A) make radiation poisoning more interesting, strange, and different from run-of-the-mill poison

and

B) replace the 18th-level ability with something else - I'd suggest a "Critical Mass" ability that gives you a huge overall power boost, but at the expense of Constitution damage.


Hi both,

I kept radiation simple to just reduce things to track. Normally radiation inflicts exhaustion (5e's ability drain mechanic). After six levels you die. But that would be too much to track for me as a DM. How about something like this (spitballing):

POWER UP
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 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 intimidation checks.

CRITICAL MASS
Beginning at 18th level, you may use 10 sorcery points to enter a critical mass mode unleashing all your raw mutant power in one titanic burst of power. You gain two level of exhaustion per round while this power is active. You may end the power at anytime as a bonus action. If you ever die due to this effect you detonate in a nuclear catastrophe destroying everything in one square mile.

While the power is activated all your spells are maximised in all their variables for the duration. Finally all your physical ability scores increase to 30. You also give off low, then medium and high levels of radiation in a ten-foot radius centred on yourself.

Scarab Sages

Solomani wrote:


CRITICAL MASS
If you ever die due to this effect you detonate in a nuclear catastrophe destroying everything in one square mile.

HAAAAAAAAAAAA!!!

In all seriousness: I'd be against the size increase. A Sorcerer's gamma radiation exposure should manifest in some other manner than becoming the Hulk, and size shift is a double-edged blade anyways. Otherwise? My grasp of 5th Edition is presently minimal, so I don't know how to judge the balance of what you've made (but, entertaining though it is, I'd actually advise against that nuclear catastrophe mechanic). Based on what you tell me, it sounds like you could only eke out 2 rounds of this power at most before dying (and exploding brighter than the sun) - wouldn't one level of exhaustion per round be bad enough? Perhaps you could make it inflict 1d3 levels of exhaustion the first round, then one level per round thereafter (so there would be a substantial uncertain element to its sustainability). I actually like the radiation aura.


Size in 5e would just mean she had advantage on strength checks. It works differently to 3.5e/PF (if I remember right). Its much more a thematic change really. But would explain a bit of her leaping (utility power) and intimidation.

The 1d3 is good idea then +1 after that. Exhaustion is inflicted at the end of the 3rd round, so as long as the character used the bonus action before they ended their turn they could avoid that last level of exhaustion and so could get 3 rounds from it. But I like your idea better as it adds an uncertain element to it.

I figured with the player having a lot of control over the situation that if they detonated it would be a choice, not by accident. This may give the character an opportunity to take out UNITY (or some other entity) in a self-sacrificing way - so long as they didn't level a city in the process. I think that presents internist choices for the player.

I plan on having the final UNITY battle in a shuttle orbiting the planet so there is potential here, if things go very badly for the PCs, to sacrifice themselves in a cataclysmic ending.


I like it! The physical ability score to 30 seems a bit unbalanced, but it's your call, I'm not experienced enough in homebrewing and balancing to know how balanced it really is. Overall I like it! I might implement it myself.


Hi Acolyte, thanks. In D&D 5e that is equivalent to a storm giant in strength. It would be very powerful, but in reality she is a caster and won't be doing any melee when she can be casting maximised spells instead. So in the end its more thematic than mechanical.

I have updated the original post. I discussed it with my wife, she likes it and prefers it over the original level 14 and 18 powers. Her first question was "I can turn it off BEFORE detonating? right? right!?"


It's awesome that your wife is playing to, I also play with my wife (and kids) this is my wife's first campaign without a Witch, so far no withdrawal :-)

I like your bloodline idea, brilliant stuff, keep it up :-)


Hey Captain, thanks!

Off topic - curious, how old are your kids that are playing? My two eldest are playing - 11 and 9 and so far I had to make minimal changes. In the Choking Tower and I rewrote that to remove some of the more horrific elements. This is the biggest changes I had to make so far.

Looking at valley of the brain collectors I think I won't let them play that one and take them on a side quest instead while the adult players deal with the valley. Changing that adventure to much would eliminate the main theme of creepy/Cthulhu like alien encounters.


My kids are nearly 4 and a hair short of 11, the younger boy mostly yells shocking grasp, chucks dice and plays with the robot pawns:-)

The plan as of now is to run it with valley of the brain collectors, but we'll see might use castle kronquist and clockwork vampires...


Thanks Captain. Curious to see how you go. I'm still of two minds with Valley. Will cross that bridge when I get to it.

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