Certain areas, objects, and creatures can cause irradiation, exposing creatures to harmful radiation levels. Irradiation is measured in six levels, with higher levels causing worse negative effects like inability to use reactions or automatic failure on saving throws. Creatures can reduce their irradiation level through resting or magic. Hazmat suits block airborne radiation and provide advantages on saves against becoming irradiated, but do not automatically prevent it.
Certain areas, objects, and creatures can cause irradiation, exposing creatures to harmful radiation levels. Irradiation is measured in six levels, with higher levels causing worse negative effects like inability to use reactions or automatic failure on saving throws. Creatures can reduce their irradiation level through resting or magic. Hazmat suits block airborne radiation and provide advantages on saves against becoming irradiated, but do not automatically prevent it.
Certain areas, objects, and creatures can cause irradiation, exposing creatures to harmful radiation levels. Irradiation is measured in six levels, with higher levels causing worse negative effects like inability to use reactions or automatic failure on saving throws. Creatures can reduce their irradiation level through resting or magic. Hazmat suits block airborne radiation and provide advantages on saves against becoming irradiated, but do not automatically prevent it.
R R R RADIATION ADIATION ADIATION ADIATION ADIATION Optional rule
Certain areas, objects, and creatures may be irradiated, and touching
or standing near them can be harmful to a creature’s health. Irradiated is measured in six levels. An effect can give a creature one or more levels of irradiated. Creatures that are immune to the poisoned condition are also immune to the irradiated condition. If an already irradiated creature suffers another effect that causes irradiation, its current level of irradiation increases by the amount specified in the effect’s description. A creature suffers the effects of its current level of irradiated as well as all lower levels. A creature’s irradiated level can be reduced by 1 by finishing a long rest for level 1 or 2 irradiated, or by casting the spell listed in the Cure column. All irradiated effects end if a creature’s irradiated level is reduced below 1.
Level E fect Cure
When the creature makes an ability check, the creature Long rest, 1 must roll a d4 and subtract the number rolled from the lesser ability check. restoration When the creature makes an attack roll or saving Long rest, 2 throw, the creature must roll a d4 and subtract the lesser number rolled from the attack roll or saving throw. restoration Lesser 3 The creature cannot use reactions. restoration At the start its rst turn in any combat, the creature must make a DC 16 Constitution saving throw or the Greater 4 creature spends its action that turn retching and restoration reeling. When another creature spends a total of 1 hour within 30 feet of the irradiated creature, it must succeed on a Greater 5 DC 12 Constitution saving throw or gain 1 level of restoration irradiated, to a maximum of level 5. The creature dies. For 1 week, any creature that spends Raise a total of 1 hour within 30 feet of its corpse must Dead or 6 succeed on a DC 15 Constitution saving throw or gain 1 similar level of irradiated. magic
There are a few ways to avoid getting yourself irradiated. Typically,
when an effect lists an amount of time that a creature can spend within a certain distance of a radioactive source before having to make a saving throw to avoid becoming irradiated, that means the radiation is radiating through the air. This effect is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. It's also blocked by a hazmat suit, which functions as a thin sheet of lead.
Hazmat Suit. (25 gp, 20 lb.)
This suit makes you immune to airborne and waterborne toxins, poisons, diseases, and radiation. It has its own internal air purifier, allowing the user to breathe in hazardous environments indefinitely. This suit also counts as wearing a thin sheet of lead. It is enchanted to be able to quickly seal small punctures or cuts. You have advantage on saving throws against caused by attacks which would make you irradiated while wearing the suit. You cannot wear anything heavier than light armor under this suit, and it is difficult to speak to others while wearing this suit. You have disadvantage on Wisdom (Perception), Charisma and Dexterity checks while wearing the suit. Attacks and creature abilities that force a saving throw are more difficult to avoid. A hazmat suit grants advantage on the saving throw if it is being worn, but it does not automatically negate the radiation.