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D&D 5E Quasi Magical Nukes?

Zardnaar

Legend
As the title says. How would you design nukes in D&D? I'm thinking radiant and poison damage from magical blast cystals.

The PCs have found references to "the day of a thousand sun". I'm kind of thinking ancient moonbase that can be reached via a Spelljammer. Said base has a few remaining crystals the BBEG (Gnomes?) that they can use.
 

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Be just infused with alot of spells I guess, here's how I would do it.

Gnomish magical nuke
Airburst
When detonated the nuke blows out millions of tiny crystal shards which get blown In all directions by the explosion when one of these crystal shards comes into contact with some thing it casts circle of death as a 9th level spell, followed by spamming animate dead before finally the shards explode casting anti magic circle.

Should do it I think.
 

First I would determine the radius and how much damage it would do each round, then I would probably have it go something like this:

Round 1 - Radiant Damage, Constitution saving throw for half and to avoid being Blinded
Round 2 - Force Damage, Strength Saving for half damage and to avoid being stunned and knocked prone.
Round 3 - 10 - Necrotic Damage, Constitution Saving Throw for half damage and to avoid being petrified.
 

I can think of a dozen ways to model nukes or some equivalent massively destructive device or spell in D&D, but why? The mechanics don't matter much: if they get used, it will probably end the campaign.

All the players need to know is the general nature & gravity of the threat and they'all plunge into the adventure.
 

Starblight Crystal

All creatures within a (X) radius sphere must make a Constitution saving throw. On a failed save, a target takes 4d8 radiant damage, 4d8 necrotic damage, is blinded, and is considered poisoned until the target recuperates or receives magical healing. On a successful save, a target takes half damage and is neither blinded nor poisoned.
All creatures and objects within (2X) radius must also make a Dexterity saving throw, taking 4d8 force damage on a failed save, half on success. This effect should happen in the same round unless the targets are more than 1 mile away from ground zero and the blast is powerful enough to affect objects at that range.

A creature poisoned by this effect is vulnerable to necrotic damage for as long as it remains poisoned.

Irradiated Areas

Hazardous radiation is detectable using detect poison and disease.

Exposure Increment. This is what determines the intensity of the radiation, rendered as some length of time. Every time this length of time passes while a creature remains in an irradiated area, it must make a DC 15 Constitution saving throw or suffer the listed damage and poison effects. If a creature leaves the irradiated area before the first increment passes, it suffers no ill effects.

1st through 5th increments: Advantage on saving throw, 1d6 necrotic damage, poisoned 1d12+12 hours
6th through 10th increments: Normal saving throw, 3d8 necrotic damage, poisoned until recuperated, +1 level exhaustion
11th increment onward: Disadvantage on saving throw, 5d10 necrotic damage, poisoned until recuperated, +1 level exhaustion

Exposure increments are counted cumulatively until the creature takes a long rest.
A creature who fails three of these saving throws before taking a long rest also gains vulnerability to necrotic damage for as long as it remains poisoned.
 

I can think of a dozen ways to model nukes or some equivalent massively destructive device or spell in D&D, but why? The mechanics don't matter much: if they get used, it will probably end the campaign.

All the players need to know is the general nature & gravity of the threat and they'all plunge into the adventure.


Its to end the campaign with the PCs trying tp prevent a 2nd Day of a Thousand Suns.

As I said I am thinking of crystals and balls of light launching balls of light a'la Stargate Atlantis.
 

Nuclear blast

100d6 fire damage,
100d6 radiant damage,
100d6 force damage,

no save,

every 100ft reduce each damage type by 1d6,
 

Its to end the campaign with the PCs trying tp prevent a 2nd Day of a Thousand Suns.

As I said I am thinking of crystals and balls of light launching balls of light a'la Stargate Atlantis.

My point is, you only need mechanics if you want the "nukes" to be used.
 


A weapon/ritual that:

1) created a scaled up Meteor Swarm- say, yanking down a portion of an asteroid belt would be very "nuclear" in apoearance & effect. "Thousand suns" achieved.

2) opened a massive portal to the positive or negative energy plane would kill everything that lives and leaves the buildings untouched. The positive energy one would look very "thousand suns". Bonus points if said portal allowed a swarm of peeved Xeg-yi and/or Xag-ya loose on the prime material.
 
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