sorry.) A note on psionic powers: In all cases, Charisma is the mutant's spellcasting ability modifier. (Yes, I realize this is a variant rule for an already variant rule. On a 4-6, roll on the positive mutation chart. 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 failed save, instead of suffering from the radiation's effects, the creature becomes mutated. The creature must make another Constitution saving throw against the original DC. 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. Optionally, if a creature succeeds on a saving throw against radiation by matching the exact DC of the radiation, it might become mutated. 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.
![radiant damage 5e radiant damage 5e](https://dnd5echaractersheet.com/wp-content/uploads/2018/05/Sacred-Flame-5e.png)
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. The effects of radiation can be cured early with the use of magic. On a roll of 5-6, the creature permanently loses 2 points of Constitution. On a roll of 3-4, the creature permanently loses 2 points of Dexterity. On a roll of 1-2, the creature permanently loses 2 points of Strength. Blinded: The creature suffers from the blinded condition as long as it remains ionized. These effects last as long as the creature remains ionized. Additionally, the creature only deals half damage with a weapon attack or an unarmed strike. Weakened: The creature's movement speed is halved. Poisoned: The creature suffers from the poisoned condition as long as it remains ionized. Other Effects: Higher intensities of radiation can cause different effects besides simple poison damage. If the creature fails this new saving throw, the creature continues to take damage and lose maximum hit points. 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.
![radiant damage 5e radiant damage 5e](https://64.media.tumblr.com/dbba90948c81e33a86786408dd8eac40/3f62dfc248b46c4f-0c/s540x810/ab1500d748dc0888eced0fa980eabceb86618314.png)
This reduction lasts as long as long as the character remains ionized. 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. A creature who enters a radioactive area must make a Constitution saving throw with a DC listed on the following chart. It's like a poison, and for game purposes it should be treated as such. Just something to keep in mind next time the player characters feel like snooping around a wizard's laboratory. In a fantasy campaign, you should also consider that the experiments of wizards might leave radioactive byproducts. Radiation can come in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and nuclear weapons. Like any other rule it can be tons of fun in the right hands.
![radiant damage 5e radiant damage 5e](http://www.pandius.com/Archon_1.png)
An enterprising referee can surprise unsuspecting players by throwing radioactive places and objects into any campaign. Radiation is a common fixture of post-holocaust campaigns, but it's hardly limited to the genre.