TEXT:  
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Radiation Freak 
  The depths of space hold terrible forces that can warp and 
  twist a man irreparably. Radiation, for example, normally 
  offers a cruel, agonizing death, but can sometimes 
  fundamentally alter those subjected to its strange energies. 
  Those which emerge from this process alive are deemed 
  “radiation freaks” for the horrible physical deformities that 
  accompany their transformation, but 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. 
  Radioactive 
  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 ends 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 of rapidly 
  shift your magical metabolism. Immediately 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. 
  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 ends its turn 
  there, it takes 2d10 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, 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 targets 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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Radiation Freak.pdf