Professional Documents
Culture Documents
TECH POWERS
Erratic Rockets
At-will Powers (0 Expand Ward
Level) Fabricate Minor Trap
Accelerate Filter Air
Analyzing Strike Healing Factor
Chemical Shot Jump
Detonator Ripen
Dismantle Lash Object
Electromagnetic Pull Lesser Mutation
Encode Data Magnetic Push/Pull
Encrypt Magnify Gravity
Energized Strike Mesh
Energized Web Misdirection
Enhance Ammunition Mold Metal
Extinguish Oscillator Boost
Ferment Pheromones
Flare Strike Poison Food and Drink
Fluctuate Gravity Projected Shield
Gravity Flush Purify Food and Drink
Jury-Rig Rebound
Minor Slice Record Self
Minor Tranquilizer Repulsorlift Disk
Production Values Searing Blow
Remote Access Seismic Blow
Shred Shield Tech: Support
Smart Shot Package
Sonic Impact Shocking Blow
Sonic Spike Shutdown Signal
Warp Strike Signal Flare
Tech Armor
1st Level
Time Bomb
Ablative Armor
Tracker Beacon
Acid Blood
Venomous Blow
Acid Stream
Active Camouflage 2nd Level
Acquire Target Bacta Well
Appraisal Analysis Blinding Spatter
Arc Trap Boiling Oil
Barrage Bolster Security
Climate Refuge Burst of Flame
Climbing Claws Calibrate Tech
Construct Lesser Droid Carbon Blast
Construct Vehicle Chemical Spill
Containment Field Climbing Aid
Contaminate Cold Snap
Courser's Mark Conserve Air
Create Poison Construct Droid
Deep Freeze Continual Light
Delayed Detonator Courser's Defense
Distort Value Data Thief
Electromagnetic Pulse Defensive Perimeter
Energy Alteration Density Projector
Enhance Oration Enhance Armor
Ensnaring Blow
Enhance Droid Courser's Pursuit Environmental Shield
Electromagnetic Bond Create Food and Water Erode
Fresh Seal Duplicate Tech Explosive Cloud
Resonance Field
Glitterdust Mechanical Chassis Mobile Combat Shield 8th Level
Flash Freeze
Ricochet Shot
Greater Energy Shield Protection from Tech Nuclear Explosion Gravitic Beam
Black Hole
Sabotage Tech
Hazardous Terrain Ray Shielding Reinforce Object Greater Accelerate
Harmonic Dissolution
Scalding Water
Holographic Wall Repulsorlift Boost Resonance Greater Enhance Armor
Ionic Explosion
Shield Tech: Medical
Holonet Search Rewrite Memory Scramble Speech Greater Poison Dart
Mass Kolto Reserve
Regulator
Ignite Self-Destruct Sonic Boom Greater Translation Program
Pandemic
Shield Tech: Powered Shield
Instant Rations Shield Tech: Steroid System Failure Holographic Decoy
Restrictive Program
Spectrum Assessor
Invert Compass Skill Protocol Tech Empowerment Illusive Blow
Soothing Tones
Spectrum Multi-bolt
Kinetic Maneuvering Sonic Shriek Uplift Injection
Superior Pheromones
Steam Cloud
Lesser Fabricate Subroutine Vortex Beam Instant Translocation
Voltaic Electromesh
Thermal Barrier
Lesser Squad Shield Superior Energy Shield Ion Pulse
Toxic Discharge
Luminous Swarm Tracker's Gaze 7th Level 9th Level
Magma Jet
Magnetic Burst Tractor Beam Adaptive Field Acidic Explosion
Magnetism
5th Level
Modify Parameters Unity Grid Carbon Impact Disable
Maintenance
Acid Rain
Noxious Fumes Vaccination Disassemble Firewall
Mass Retreat
Alter Species
Null Zone Wall of Acid Failsafe Greater Disintegrate
Misfire
Construct Greater Vehicle
Object Invisibility Greater Disperse Energy Greater Immolate
Modify Data
Contaminate Water
Overcharge Blaster
6th Level Interdiction Greater Nuclear Explosion
Oil Spurt
Contagion
Overcharge Droid Acid Blast Paralyzing Field Overhaul
Penetrative Shot
Courser's Recovery
Overwatch Delayed Cryogenic Explosion Revelation Field Reformat Droid
Reflective Field
Defense Matrix
Restore Functionality Explosive Afterimage Reverse Gravity Shield Tech: Phoenix Drive
Release Fumes
Electromagnetic Surge
Scattershot Greater Injection Reverse Teleport Spectrum Barrier
Repulsor Trap
Greater Fabricate
See Through Cameras Lockdown Spectrum Spray Spectrum Field
Repulsor Wave
Greater Restore Functionality
Seeker Mine Mass Contagion Squad Shield Toxic Explosion
Shield Tech: Combat
Greater Truth Serum
Shield Tech: Alacrity Mass Modify Parameters System Sequence Stimulant
Shockwave Sonic Blast
Smothering Cloud Sonic Pulse
Spiked Armor Spectrum Barrage
Static Charge Surveillance
Subzero Swarm of Drones
Suppress Gravity Targeting Program
Tracing Blow Tech Malfunction
Transfer Power Water Breathing
Transposition
Tune-up 4th Level
Unstable Prototype Analyze Security
Watchful Eye Backdoor Access
Weapons Malfunction Broadcast
Wire Tow Control Light
Courser's Resolve
3rd Level Greater Delayed Detonator
Afterburner Hypothermia
Analyze Area Implant Codeword
Autopilot Program Implosion
Bacta Spray Jolt
Blinding Blow Mass Tactical Barrier
Carbon Gas Metal Storm
Comm Relay Piercing Vision
Construct Turret Reconstructive Electromesh
CREDITS
• Dungeons and Dragons Fifth Edition Player's Handbook
by Wizards of the Coast
• Xanathar's Guide to Everything by Wizards of the Coast
• Explorer's Guide to Wildemount by Wizards of the
Coast
• Book of Lost Spells by Necromancer Games
• The Blacksta�'s Book of 1000 Spells by Scott Bean and
Heath Harris
• Twenty Two's Guide to Technomancy - by
u/BedrocksTheLimit
• Vesh, SW5e Discord - Sundering Throw, Dispatch,
Master Saber Throw, Modify Parameters, Mass Modify
Parameters
• Aziz, SW5e Discord - Force Burst, Force Destruction,
Force Assist, Sound Trick, Pyrokinesis, Improved
Pyrokinesis, Greater Pyrokinesis, Force Imbuement,
Luminous Technique, Banishing Charge
• Drake, SW5e Discord - Force Re�ect
• Chromatic Blue, SW5e Discord - Force Imbuement
• Lore Guy, SW5e Discord - Force Current
• TLhikan, SW5e Discord - Aura of Hunger, Rebuke,
Break, Extinguish, Falling Star, Saber Assault, Lightning
Discharge, Lightning Assault, Master Dark Side Tendrils,
and Unstable Prototype
• Frankto, SW5e Discord - Force Leap, Seethe, Had the
idea for Shape Memory before I did, and a better name
for it
• Helcack, SW5e Discord - Delta Wave Inducer,
Detonator, Proximity Sensor, Overload Blaster,
Repulsorlift Boost, Frequency Scan, Sensor Scrambler,
Thermal Scan
• u/KibblesTasty, Reddit - Master Animate Weapon
(Mordenkainen's Unsheathed Sword), Mutate/Augment
• u/TheArenaGuy, Reddit - Vertical Maneuvering (Soaring
Vines)
• BlackSoul566, SW5e Discord - Steal Knowledge
• u/meowmagic, Reddit - Lesser Mislead, Ripping Shot
• u/adam_bomb93, Reddit - Bacta Pack, Bacta Well
• u/aripockily, Reddit - Duplicate Tech, Fluctuate Gravity,
Force Concurrence, Lash Object, Suppress Gravity
• Zepavil, SW5e Discord - Alter Self, Greater Plant Surge
• u/dmforeva, Reddit - Arc Trap
• u/Lucritius12 - Seeker Mine, Spectrum Assessor,
Transposition
• u/bananajones59 - Invisible Weapon, Mesh Wrap
• Slen, SW5e Discord - Pummel
• u/Lab_ of_Inspiration - Wall of Acid
• u/DNDBlue - Construct Turret
ACID BLOOD
POWER DESCRIPTIONS 1st-level tech power
ABLATIVE ARMOR
Casting Time: 1 reaction, which you take in response to
1st-level tech power
being damaged by a melee attack
Casting Time: 1 action Range: Self
Range: Touch Duration: Instantaneous
Duration: 1 minute
In response to being injured, you spray an acidic
You touch one unenhanced suit of armor, which compound from the wound at your attacker. The
becomes enhanced for the duration as it hardens with creature that damaged you must make a Dexterity
an extra layer of protection against attacks. The armor saving throw. The creature takes 4d4 acid damage on a
gains temporary hit points equal to 1d4 + your failed save, or half as much damage on a success.
techcasting ability modi�er. While the armor still has Overcharge Tech. When you cast this power using a
these temporary hit points, its wearer has resistance to tech slot of 2nd level or higher, the damage increases
all damage except psychic damage. Each time the by 2d4 for each slot level above 1st.
wearer takes damage that is not psychic damage, the
same amount of damage is dealt to the armor’s ACID CLOUD
temporary hit points. 3rd-level tech power
The power ends early if the armor's temporary hit Casting Time: 1 action
points are depleted, or the armor is do�ed. You can Range: 90 feet
also dismiss the power as an action. Duration: 1 minute
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the temporary hit You �ll a 10-foot radius sphere centered on a point
points increase by an additional 1d4 for each slot level within range with caustic gas. The sphere spreads
above 1st. around corners and its area is heavily obscured. It
lingers in the air for the duration or until a wind of
ACCELERATE moderate or greater speed (at least 10 miles per hour)
At-will tech power disperses it. Each creature that enters the power’s area
for the �rst time on a turn or starts its turn there must
Casting Time: 1 action
make a Dexterity saving throw. A creature takes 6d4
Range: 120 feet
acid damage on a failed save, or half as much damage
Duration: Instantaneous
on a successful one.
You �re a hyper-accelerated projectile at a creature Overcharge Tech. When you cast this power using a
you can see within range. Make a ranged tech attack at tech slot of 4th level or higher, the damage increases
the target. On a hit, the target takes kinetic damage: by 2d4 for each slot level above 3rd. In addition, when
1d6 if it is within 30 feet of you, 1d8 if it is between 31 you cast this power using a tech slot of 5th level or
and 60 feet of you, 1d10 if it is between 61 and 90 feet higher, the radius of the sphere increases by 5 feet for
of you, and 1d12 if it is between 91 and 120 feet of you. every two slot levels above 3rd.
This power’s damage increases by 1 die when you
reach 5th level (two dice), 11th level (three dice), and ACID RAIN
17th level (four dice). The dice are all the same type. 5th-level tech power
Casting Time: 1 action
ACID BLAST
Range: 300 feet
6th-level tech power
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Acid rain begins falling within a 30-foot radius 40-
Range: Self (60-foot cone)
foot-high cylinder centered on a point you choose
Duration: Instantaneous
within range. When a creature enters the power's area
A blast of caustic acid erupts from you. Each creature for the �rst time on a turn or starts its turn there, the
in a 60-foot cone must make a Dexterity saving throw. creature must make a Dexterity saving throw. On a
On a failed save, a creature takes 12d4 acid damage, failed save, it takes 8d4 acid damage, or half as much
and an additional 4d4 acid damage at the end of its damage on a successful one, and is covered in a layer
next turn. On a successful save, a creature takes half of acid until a creature uses its action to scrape or
the initial damage, and no damage at the end of its wash all layers of acid o� of itself or another creature.
next turn. A creature covered in the acid takes 1d4 acid damage
Overcharge Tech. When you cast this power using a at the end of each of its turns for each layer it is
tech slot of 7th level or higher, both the initial damage covered with.
and damage taken at the end of a creature's next turn
increase by 1d4 for each slot level above 6th.
ACID STREAM ACTIVE CAMOUFLAGE
1st-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot line) Range: Self
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A stream of acid emanates from you in a line 30 feet You gain the ability to blend in with your
long and 5 feet wide in a direction you choose. Each surroundings. For the duration, you can always
creature in the line must succeed on a Dexterity saving attempt to hide if you are prone, or lightly obscured. If
throw or be covered in acid until a creature uses its you move, you cannot bene�t from this power until the
action to scrape or wash the acid o� itself or another start of your next turn.
creature. A creature covered in the acid takes 2d4 acid
ADAPTIVE FIELD
damage at the start of each of its turns.
7th-level tech power
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases Casting Time: 1 action
by 2d4 for each slot level above 1st. Range: Touch
Duration: 8 hours, or until the end of your next short or
ACIDIC EXPLOSION long rest
9th-level tech power
A 20-foot radius sphere of clean air surrounds a
Casting Time: 1 action creature you touch and moves with it for the duration,
Range: 1,000 feet allowing creatures within the area to breathe in any
Duration: Instantaneous environment. The sphere moves with the target for the
You create a compressed globule of vitriol at a point duration. The sphere does not protect those inside it
you can see within range, which then bursts into a 100- from extremes of heat and cold, or other
foot radius sphere of caustic acid, disintegrating any environmental hazards.
unenhanced objects in the area that aren't being worn
ADRENALINE
or carried.
1st-level tech power
Each creature in the a�ected area must make a
Dexterity saving throw. A creature takes 15d4 + 20 acid Casting Time: 1 reaction, which you take when a creature
damage on a failed save, or half damage on a within range that you can see would roll initiative
successful one. Each creature must also make a Range: 30 feet
Constitution saving throw. On a failed save, it is Duration: Instantaneous
incapacitated for 1d4 rounds by the burning fumes. You infuse one creature within range with a jittery
Creatures that don’t breathe or that are immune to burst of power, speeding its senses and reactions to
acid damage automatically succeed on this saving the point of near precognition. The creature makes its
throw. initiative check with advantage.
ACQUIRE TARGET AFTERBURNER
1st-level tech power 3rd-level tech power
Casting Time: 1 reaction, which you take when you would Casting Time: 1 bonus action
miss with an attack Range: Self
Range: Self Duration: Concentration, up to 1 minute
Duration: Instantaneous
You ignite a �ery propulsion system, granting you
Your tech �nds a weakness in your target's defenses, explosive speed. For the duration, your speed
or predicts its movement. If the target of the triggering increases by 20 feet and moving doesn’t provoke
attack is marked by you (such as with a power like opportunity attacks. If you have a speed other than
target lock or courser's mark, or with another marking walking, such as �ying or swimming, this speed
e�ect like Ranger's Quarry), you can repeat the attack increase applies to that speed as well.
against it with advantage. If you hit, the mark is When you move within 5 feet of a creature or object
consumed, ending the power if the mark came from a that isn’t being worn or carried, it takes 1d6 �re
power, or otherwise ending the marking e�ect on the damage from your trail of heat. A creature or object
target. can take this damage only once during a turn.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, increase your speed by
5 feet for each slot level above 3rd. Additionally, the
power deals an additional 1d6 �re damage for each
slot level above 3rd.
ALTER SPECIES from the following list. You may choose an option more
5th-level transmutation than once. Unless otherwise stated, you can choose
the general category (such as actors, Jedi, or
Casting Time: 8 hours
marketplaces) you would like to learn about, but not
Range: Touch
speci�c locations or creatures.
Duration: Instantaneous
You touch a willing humanoid or droid other than • A recent or future event which a faction of your choice
you and transform their body into one of a di�erent participated or will participate in
species. An organic species cannot become a droid, or • Details about a powerful (CR 1 or higher) creature in
vice versa. The new species must be the same size as the location.
the original, and must also be one with which you are • A scandal involving celebrities or politicians.
familiar, and have interacted with extensively in the • The location of a semi-hidden area, such as a gray
past. This power does not create a copy of a speci�c market or gang hideout.
individual of that species. The target retains the • A recent crime of your choice and the main suspects.
capabilities it had in its original form, except it • A conspiracy theory about something in the location.
exchanges its original species for the new one and
changes its species traits accordingly. The target also At the DM's option, you may choose to learn a fact
gains a level of exhaustion due to the stress placed on not on this list, but it should give no more secrets than
their body. those described above.
Once you have chosen, the DM comes up with
AMPLIFICATION MATRIX rumors or stories that you learn that correspond with
4th-level tech power your choices. They may not always be important,
Casting Time: 1 action usable, or true, but it is encouraged for the GM to have
Range: 30 feet at least one rumor which is true and bene�cial.
Duration: Concentration, up to 1 minute Once you choose a location with this power, you
cannot choose the same location for 10 days.
You create a screen of rippling energy at a point you Overcharge Tech. When you cast this power using a
choose within range. The screen appears in any tech slot of 4th level or higher, you can ask an
orientation you choose, and it lasts for the duration. additional question for every slot level above 3rd.
The screen can be up to 20 feet long, 10 feet high, and Using a tech slot of 6th level or higher also allows you
1 inch thick, and can be resting on solid ground or to choose speci�c creatures or locations to learn about
�oating unsuspended. instead of a general category.
One of the screen's sides repels any projectiles that
pass through it, while the other ampli�es them. You ANALYZE SECURITY
choose which side repels and which side ampli�es 4th-level tech power
when you cast the power. When a weapon or piece of Casting Time: 10 minutes
ammunition, such as a dart or a shot �red from a Range: 500 feet
blaster, passes through the screen as part of an attack, Duration: Instantaneous
that attack gains an e�ect based on the side it passes
through. You recreate an image of a building within range,
Amplifying. The attack has advantage, its range is recording a blueprint of it in your tech focus. You learn
doubled, and if it hits, it deals an extra 1d6 energy the general layout of the building, as well as the details
damage. of any security device in the building such as cameras,
Repelling. The attack has disadvantage, its range is turrets, and alarms (excluding enhanced defenses),
halved, and if it hits, the attack's damage is reduced by including their locations and DCs to hide from, disable,
1d6. and slice the devices.
Any creature who studies the blueprint for at least
ANALYZE AREA 10 minutes has advantage on any ability check relating
3rd-level tech power to any aspect of the building's security system detected
Casting Time: 10 minutes by this power for the next 24 hours.
Range: Self
Duration: Instantaneous
You research a speci�c populated location with
which you are familiar--such as the city of Iziz on
Onderon, the spice mines of Kessel, or the shadowport
Point Nadir--and gain information pertaining to it, be it
accurate or otherwise. When you cast this power, the
information appears on your tech focus in the form of
audio, visual, or text-based data describing various
rumors and events that have been happening in the
area, though nothing that an average person wouldn't
be able to learn given time. The information could
come in the form of a news report for example, or
publicly released footage of an event.
The information contains up to 3 facts of your choice
ANALYZING STRIKE ARC TRAP
At-will tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Varies Range: 5 feet
Duration: Instantaneous Duration: 8 hours
As part of the action used to cast this power, you Choose two points you can see within range that
must make a melee weapon attack against one have only unoccupied space between them. A thin
creature within your reach, otherwise the power fails. electric arc leaps through the air, suspending itself
On a hit, the target su�ers the attack’s normal e�ects, between the two target points. While it persists, it gives
and you analyze feedback from the blow to learn one o� a subtly audible crackle and sheds dim light in a
of the following: 5-foot radius around itself. If an object or creature
comes in contact with the arc, it looses its charge. A
• One immunity, resistance, or vulnerability to damage creature must make a Constitution saving throw. On a
the target has (if any). failed save, a creature takes 2d10 lightning damage (an
• The target's highest ability score. If multiple scores are object automatically takes this damage) and becomes
tied for its highest, you learn one of them. shocked until the end of its next turn. On a successful
• The exact dimensions of the target. save, a creature takes half as much damage and is not
• The target's creature type and AC. shocked. Regardless, the arc then snaps out of
existence with a loud thunderclap audible out to 300
This power’s damage increases when you reach feet.
higher levels. At 5th level, the melee attack deals an If you cast this power again while an arc trap you
extra 1d6 damage to the target. The damage is the cast previously persists, the previous instance of this
same type as the weapon's. The damage increases by power ends. You can also use an action while within 5
1d6 at 11th level and 17th level. feet of the arc to safely and quietly end this power.
ANTI-TECH BARRIER Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases
5th-level tech power
by 1d10 for each slot level above 1st.
Casting Time: 1 minute
Range: 30 feet AUTOPILOT PROGRAM
Duration: 24 hours, or until the end of your next short or 3rd-level tech power
long rest Casting Time: 10 minutes
You create an invisible barrier that wards one point Range: Touch
of entry (a hallway, doorway, window or the like). The Duration: 24 hours, or until the end of your next short or
entryway can be no more than 20 feet across. You long rest
must be able to see the area a�ected and it must be in You grant a starship or construct with the Piloted
range. For the duration of the power, no tech focus, trait you touch the ability to pilot itself for the duration.
droid, construct, or creature under the e�ects of a tech While it is not piloted by a creature, it follows simple
power can pass through the barrier, nor target a instructions you give it regarding the bearing and
creature, object or area on the other side of the barrier speed of the vessel. The target uses your bonus to
with a tech power. You and up to three creatures you Piloting checks when performing its duties. If the target
designate when you cast the power can pass and cast takes damage, this power ends.
powers through the barrier as if anti-tech barrier was
not in e�ect. BACKDOOR ACCESS
If you cast this power on the same target every day 3rd-level tech power
for one year, the e�ect becomes permanent until Casting Time: 1 minute
dispelled. Range: Touch
APPRAISAL ANALYSIS Duration: 1 hour
1st-level tech power You touch a datapad, computer, or similar device
Casting Time: 1 action and plant a backdoor in the device. For the duration,
Range: Touch you do not need a password or code cylinder to access
Duration: Concentration, up to 1 hour the device, to access any data on the device, or to
make any changes to the device. This does not allow
For the duration of the power, you have advantage you to access or change data that is shared with, but
on Intelligence checks to determine the value of an not stored, on the device.
item you touch. You can appraise multiple items, but Overcharge Tech. When you cast this power using a
you must handle each item for at least 1 minute. tech slot of 4th level or higher, the duration is 8 hours.
If you use a tech slot of 5th level or higher, the duration
is 24 hours. If you use a tech slot of 6th level or higher,
the duration is 10 days. If you use a tech slot of 7th
level or higher, the power lasts until it is dispelled.
BACTA SPRAY the sphere is immune to sonic damage, and creatures
3rd-level tech power are deafened while entirely inside it. Any creature that
enters the power's area for the �rst time on a turn or
Casting Time: 1 action
starts its turn there must make a Constitution saving
Range: Self (30-foot cone)
throw. The creature takes 8d10 kinetic damage on a
Duration: Instantaneous failed save, or half as much damage on a successful
A spray of bacta emanates from you, restoring those one. A creature reduced to 0 hit points by this damage
in front of you. Each creature in a 30-foot cone regains is disintegrated. A disintegrated creature and
a number of hit points equal to 3d6 + your techcasting everything it is wearing and carrying, except enhanced
ability modi�er. This power has no e�ect on droids or items, are reduced to a pile of �ne gray dust.
constructs.
Overcharge Tech. When you cast this power using a BLINDING BLOW
tech slot of 4th level or higher, the healing increases by 3rd-level tech power
1d6 for each slot level above 3rd. Casting Time: 1 bonus action
Range: Self
BACTA WELL Duration: Concentration, up to 1 minute
2nd-level tech power
The next time you hit a creature with a melee
Casting Time: 1 action
weapon attack during this power’s duration, your
Range: 60 feet weapon �ares with a bright light, and the attack deals
Duration: 1 round an extra 3d8 energy damage to the target. Additionally,
You produce a font of healing bacta �uid at a point the target must succeed on a Constitution saving throw
you can see, with a radius of 5 feet. At the start of your or be blinded until the power ends.
next turn, up to four creatures you designate in the A creature blinded by this power makes another
a�ected area regain hit points equal to 1d6 + your Constitution saving throw at the end of each of its
techcasting modi�er. This power has no e�ect on turns. On a successful save, it is no longer blinded.
droids or constructs.
Overcharge Tech. When you cast this power using a BLINDING SPATTER
tech slot of 3rd level or higher, the healing increases by 2nd-level tech power
1d6 for each slot level above 2nd. When you cast this Casting Time: 1 action
power using a tech slot of 6th level or higher, the Range: 30 feet
a�ected radius increases to 10 feet, and this power can Duration: Instantaneous
a�ect any number of creatures within the radius.
You expel a wad of brackish, tarry goo at the face of
BARRAGE a creature you can see within range that has eyes or
1st-level tech power similar anatomy. Make a ranged tech attack against the
target. On a hit, the target is blinded until it or another
Casting Time: 1 action
creature within 5 feet of it uses an action to clean its
Range: 120 feet eyes. If you score a critical hit, the target remains
Duration: Instantaneous blinded until the start of its next turn after an action is
You launch 4d6 tiny projectiles at up to four used to clean the goo from its eyes.
creatures you can see within range. The projectiles can
be divided between the targets as desired. Each target BOILING OIL
must make a Dexterity saving throw. A target takes 1 2nd-level tech power
kinetic damage per projectile, or half as much damage Casting Time: 1 action
on a successful save. Range: 60 feet
Overcharge Tech. When you cast this power using a Duration: Instantaneous
tech slot of 2nd level or higher, you launch an
A creature within range must make a Dexterity
additional 1d6 projectiles and can target one additional
saving throw as you douse it with a scalding liquid. The
creature for each slot level above 1st.
target takes 5d4 �re damage on a failed save, or half as
BLACK HOLE much damage on a successful one.
8th-level tech power Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
Casting Time: 1 action
by 1d4 and you can target an additional creature within
Range: 150 feet range for each slot level above 2nd. The creatures
Duration: Concentration, up to 1 minute must be within 10 feet of each other when you target
This power brie�y emulates the e�ects of a black them.
hole, creating a sphere centered on a point you choose
within range. The sphere can have a radius of up to 40
feet. The area within this sphere is �lled with enhanced
darkness and crushing gravitational force.
For the duration, the power's area is di�cult terrain.
A creature with darkvision can't see through the
enhanced darkness, and unenhanced light can't
illuminate it. No sound can be created within or pass
through the area. Any creature or object entirely inside
BOLSTER SECURITY CALIBRATE TECH
2nd-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Duration: Until dispelled Duration: 1 round
You touch a computer and improve its defenses You calibrate your tech to prevent damage to
against intrusion. While a�ected by this power, the unwanted targets. Choose up to three creatures within
computer is more di�cult to slice with a slicer's kit; the range. Until the end of your next turn, those creatures
DC to slice it increases by 10. take no damage from tech powers you cast.
In addition, any power or other enhanced e�ect Overcharge Tech. When you cast this power using a
targeting the computer has no e�ect. This does not tech slot of 3rd level of higher, you can target an
stop this power from being targeted by powers such as additional creature for each slot level above 2nd.
diminish tech.
CARBON BLAST
BOOBY TRAP 2nd-level tech power
At-will tech power Casting Time: 1 action
Casting Time: 1 action Range: Self (30-foot cone)
Range: Touch Duration: Instantaneous
Duration: 1 minute A burst of icy cold carbon energy emanates from you
You infuse a Tiny object you touch that is not being in a 30-foot cone. Each creature in that area must
worn or carried by a creature other than you with an make a Constitution saving throw. On a failed save, a
explosive charge for the duration, rigging it to detonate creature takes 3d8 cold damage and is covered in
as soon as it is touched. If any creature other than you carbonite for 1 minute or until a creature uses its
willingly touches that object before the end of the action to break the carbonite o� itself or another
power's duration, it must make a Dexterity saving creature. A creature covered in carbonite has four
throw or take 2d4 �re damage, which the object takes slowed levels. On a successful save, a creature takes
as well. This power ends if you cast it again before the half as much damage and su�ers no additional e�ects.
object is touched. Overcharge Tech. When you cast this power using a
This power’s damage increases by 2d4 when you tech slot of 3rd level or higher, the damage increases
reach 5th level (4d4), 11th level (6d4) and 17th level by 1d8 for each slot level above 2nd.
(8d4).
CARBON GAS
BROADCAST 3rd-level tech power
4th-level tech power Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 miles Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You create a cloud of icy gas in a 20-foot-radius
You broadcast a message to every monitor, sphere centered on a point you can see within range.
holocomm, commlink, and all other kinds of The sphere extends around corners, and its area is
communications devices capable of receiving a heavily obscured. Each creature that enters the
transmission within range. You can choose what power's area for the �rst time on a turn or starts its
appears visually, such as an emblem or a video of you. turn there takes 1d6 cold damage.
For the duration, any a�ected device relays anything The cloud moves 10 feet away from where you cast
you say to creatures who can hear them. the power at the start of each of your turns, rolling
Overcharge Tech. When you cast this power using a along the surface of the ground. The vapors, being
tech slot of 6th level or higher, the range is 100 miles. If heavier than air, sink to the lowest level of the land,
you use a tech slot of 8th level or higher, the range is even pouring down openings.
1000 miles. If you use a 9th level slot, all devices on the A wind of 10 mph disperses the cloud after 4 rounds.
planet are a�ected. A wind of 20 mph disperses it after 1 round.
Overcharge Tech. When you cast this power using a
BURST OF FLAME tech slot of 4th level or higher, the damage increases
2nd-level tech power by 1d6 for each slot level above 3rd.
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous
You expel a burst of �ame in a line 30 feet long and 5
feet wide, originating from you. Each creature in the
line must make a Dexterity saving throw. A creature
takes 3d8 �re damage on a failed save, or half as much
damage on a successful one.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.
CARBON IMPACT Substance Effect
7th-level tech power d4 E�ect
Casting Time: 1 action A wondrously pleasant scent �lls the air, and each
Range: Touch creature in the cube must succeed on a Wisdom saving
Duration: Instantaneous 1 throw or become charmed by you until the start of your
next turn. Droids and constructs automatically succeed
Make a melee tech attack against a creature you
this saving throw.
touch. On a hit, the target takes 12d10 cold damage. If
the creature is reduced to 0 hit points by this power, it A bubbling brew is created, and each creature in the
is petri�ed as it is frozen in carbonite; if it is broken 2
cube must succeed on a Dexterity saving throw or be
while petri�ed this way, the creature thaws to its blinded until the start of your next turn as liquid
original state but su�ers whatever trauma or loss of splashes in their faces.
limbs that occurred while it was frozen. Each creature in the cube must succeed on a Wisdom
Overcharge Tech. When you cast this power using a saving throw or become dizzy until the start of your next
tech slot of 8th level or higher, the damage increases 3 turn. Droids and constructs automatically succeed this
by 1d10 for each slot level above 7th. saving throw. A dizzy creature is incapacitated and uses
all its movement to move in a random direction.
CARBON WIND
1st-level tech power A sticky substance encompasses the cube, turning it into
4
di�cult terrain until the start of your next turn.
Casting Time: 1 action
Range: Self (30-foot line)
CLIMATE REFUGE
Duration: Instantaneous
1st-level tech power
A line of freezing carbon wind 30 feet long and 5 feet Casting Time: 1 action
wide blasts out from you in a direction you choose. Range: Touch
Each creature in the line must make a Dexterity saving
Duration: 8 hours, or until the end of your next short or
throw. On a failed save, a creature takes 2d8 cold
long rest
damage and gains one slowed level until the end of
their next turn. On a successful save, a creature takes A willing creature you touch becomes wreathed by
half as much damage and isn't slowed. an aura that maintains a comfortable temperature. For
Overcharge Tech. When you cast this power using a the duration, the target is considered adapted to hot
tech slot of 2nd level or higher, the damage increases and cold climates.
by 1d8 for each slot level above 1st. Overcharge Tech. When you cast this power with a
tech slot of 2nd level or higher, you can target an
CHEMICAL SHOT additional creature for each slot level above 1st.
At-will tech power
CLIMBING AID
Casting Time: 1 action
2nd-level tech power
Range: Varies
Duration: 1 round Casting Time: 1 action
Range: 300 feet (100-foot line)
As part of the action used to cast this power, you
Duration: 1 hour
must make a ranged weapon attack against one
creature within your weapon’s range, otherwise the As you cast this power, choose a line 100 feet long
power fails. On a hit, the target su�ers the attack’s and 10 feet wide originating from a point within range.
normal e�ects, and your shot disorients your foe. It Vertical surfaces in the line gain handholds and
has disadvantage on the next attack roll it makes footholds, making climbing the surface much easier.
before the start of your next turn. If that attack misses, For the duration, any creature attempting to climb in
it falls prone and the power ends. A target is not the a�ected area has a +10 bonus to Strength
disoriented if it is immune to poison. (Athletics) checks related to climbing.
This power's damage increases when you reach
CLIMBING CLAWS
higher levels. At 5th level, the attack deals an extra 1d4
poison damage to the target. This extra damage 1st-level tech power
increases to 2d4 at 11th level and 3d4 at 17th level. Casting Time: 1 action
Range: Self
CHEMICAL SPILL Duration: Concentration, up to 10 minutes
2nd-level tech power
You modify parts of your body in a manner that
Casting Time: 1 action allows you to cling to unenhanced wooden, stone, or
Range: 60 feet metallic surfaces, allowing you to climb or perch on
Duration: Concentration, up to 1 minute these surfaces much easier. For the duration, you have
You �ll a 20-foot cube centered on a point you advantage on Strength saving throws and Strength
choose within range with a mix of chemical substances. (Athletics) checks that involve climbing. Climbing still
Roll on the Substance E�ect table to determine the costs double normal movement.
e�ect produced. At the start of each of your turns, you
can move the cube up to 10 feet and reroll on the
table.
COLD SNAP constructs, creatures that have an Intelligence of 3 or
2nd-level tech power lower, and creatures that don't speak any language.
Casting Time: 1 action CONSERVE AIR
Range: 90 feet 2nd-level tech power
Duration: Instantaneous
Casting Time: 1 action
A swirling burst of freezing wind erupts at a point Range: 30 feet
you choose within range. Each creature in a 5-foot- Duration: 10 minutes
radius sphere centered on that point must make a
You can choose up to four creatures you can see
Constitution saving throw. On a failed save, a creature
within range. For the duration, each creature can hold
takes 3d8 cold damage and becomes stuck in the ice,
its breath without su�ocating. If a creature is unable to
gaining one slowed level until the end of its next turn.
breathe when this power ends, it begins to su�ocate.
On a success, the target takes half as much damage
and is not stuck in ice. The ground in the area is
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the duration is
covered with slick ice and snow, making it di�cult
increased by 10 minutes and you can a�ect one
terrain until the start of your next turn.
additional creature for each slot level above 2nd.
Overcharge Tech. When you cast this power with a
tech slot of 3rd level or higher, the damage increases CONSTRUCT DROID
by 1d8 for each slot level above 2nd. 2nd-level tech power
COMM RELAY Casting Time: 1 minute
3rd-level tech power Range: 10 feet
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Touch You construct a droid, which is deployed in an
Duration: 7 days unoccupied space that you can see within range. This
droid uses the Constructed Droid stat block. When you
You synchronize two wristpads or communication
cast the power, choose a design: Probe, Pyro, or Battle.
devices you touch together, allowing communication
The creature resembles a Class IV droid, and the
through them no matter how much distance is
design determines certain traits in its stat block. The
between them, as long as they are on the same planet.
creature falls to pieces and disintegrates when it drops
This communication cannot be prevented by
to 0 hit points or when the power ends.
unenhanced means. For example, a creature can use
The creature is an ally to you and your companions.
one wrist pad to communicate verbally to another
In combat, the creature shares your initiative count,
creature in possession of the other device.
but it takes its turn immediately after yours. It obeys
If one device you touch is capable of visual recording
your commands you issue through your tech focus (no
as well as audio recording, such as a holocomm, it can
action required). If you don’t issue any, it takes the
communicate visually as well as verbally to other
Dodge action and uses its movement to avoid danger.
devices with similar capabilities.
The droid is a valid target for the tracker droid
Overcharge Tech. When you cast this power using a
interface power. If that power is cast targeting the
tech slot of 4th level or higher, you can sync an
constructed droid, it only takes 1 minute to
additional device for each slot level above 2nd.
synchronize with the droid.
CONFOUNDING BATTLEFIELD Overcharge Tech. When you cast this power using a
6th-level tech power tech slot of 3rd level or higher, use the higher level
wherever the power’s level appears in the stat block.
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
Each Small or Medium-sized creature within 60 feet
of yourself (including you) takes on the appearance of
one other creature of the same size in the area. The
creature each target resembles should be selected
randomly. Every target a�ected becomes an exact
illusory copy of the original, from the items it carries to
the sound of its voice. A target that sees the power’s
e�ect when it is cast can make an Intelligence saving
throw. If the saving throw fails, the target can’t
distinguish which creature is which by sight or sound.
On a successful save, the target still sees and hears the
illusion, but can tell which creature is which from
subtle clues such as posture or manner of movement.
As an action, a creature can make an Intelligence
(Investigation) check against your tech saving throw
DC; if it succeeds, it can correctly identify each creature
a�ected by the illusion, the same as if it made a
successful saving throw. This power has no e�ect on
CONSTRUCT FORTRESS
9th-level tech power
CONSTRUCTED DROID
Medium droid, unaligned Casting Time: 1 hour
Range: 30 feet
Duration: Instantaneous
Armor Class 11 + the level of the power (natural
armor) A metal fortress is erected in an area of land you can
Hit Points 20 (Probe only) or 30 (Pyro and Battle see within range. The area is 120 feet on each side, and
only) + 10 for each slot level above 2nd it must not have any buildings or other structures on it.
Speed 30 ft. (Pyro and Battle only); 0 ft. and �y 60 ft. The fortress has four turrets with square bases, each
(Probe only) one 20 feet on a side and 30 feet tall, with one turret
on each corner. The turrets are connected to each
other by walls that are each 80 feet long, creating an
STR DEX CON INT WIS CHA enclosed area. Each wall is 1 foot thick and is
18 (+4) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 8 (-1) composed of panels that are 10 feet wide and 20 feet
tall. Each panel is contiguous with two other panels or
Damage Vulnerabilities ion one other panel and a turret. You can place up to four
Damage Resistances necrotic, poison, psychic doors in the fortress’s outer wall.
Condition Immunities disease, poisoned A small stroghold stands inside the enclosed area.
Senses darkvision 60 ft, passive Perception 12 The stronghold has a square base that is 50 feet on
Languages Galactic Basic, Binary, understands the each side, and it has three �oors with 10-foot-high
languages you speak ceilings. Each of the �oors can be divided into as many
Proficiency Bonus equals your bonus rooms as you like, provided each room is at least 5 feet
on each side. The �oors of the stronghold are
Circuitry. The construct has disadvantage on saving connected by staircases, its walls are 6 inches thick,
throws against e�ects that would deal ion or lightning and interior rooms can have doors or open doorways
damage. as you choose. The stronghold is furnished and
decorated however you like, and it contains su�cient
Surveillance (Probe Only). The probe is pro�cient in
food to serve a nine-course banquet for up to 100
Perception and one other skill or tool of your choice.
people each day. Furnishings, food, and other objects
created by this power become useless and disintegrate
ACTIONS if removed from the fortress.
Multiattack. The droid makes a number of attacks equal A sta� of one hundred droid servants obeys any
to half this power’s level (rounded down). command given to them by creatures you designate
when you cast the power. Each servant functions as if
Blaster. Ranged Weapon Attack: your tech attack modi�er
created by the construct lesser droid power. The
to hit, range 60/240 ft., one target. Hit: 1d6 + 3 + the
power's level energy damage. servants cannot leave the fortress willingly, and
disintegrate if removed from it.
Vibroweapon. (Battle Only) Melee Weapon Attack: your tech The walls, turrets, and stronghold are all made of
attack modi�er to hit, reach 5 ft., one target. Hit: 1d12 metal that can be damaged. Each 10-foot-by-10-foot
+ 3 + the power's level kinetic damage. section of metal has AC 15 and 30 hit points per inch of
Flamethrower. (Pyro Only) The destroyer shoots a stream thickness. It is immune to poison and psychic damage,
of �ame from itself in a 15-foot cone. Creatures in the and damage from unenhanced weapons (except siege
cone must make a Dexterity saving throw (DC = your or starship weapons), and has resistance to all other
tech save DC). On a failure, the creature takes 1d8 �re damage. Reducing a section of metal to 0 hit points
damage + 1d8 �re damage for each power level above destroys it and might cause connected sections to
2nd. On a success, the creature takes half as much buckle and collapse at the DM’s discretion.
damage. This cannot be used with Multiattack.
After 7 days or when you cast this power somewhere
else, the fortress sinks harmlessly to the ground before
disintegrating, leaving any creatures that were inside it
safely on the ground. You can create a permanent
structure by casting this power in the same place once
every 7 days for one year.
CONSTRUCT GREATER VEHICLE greater vehicle, it only takes 1 minute to synchronize
5th-level tech power with the vehicle. Its senses are the same as yours while
linked. The general appearance is based on the tech
Casting Time: 1 hour
slot used in casting the power, listed in the below table.
Range: 10 feet
Duration: 1 hour Power Level Loot
You construct a vehicle in a space of your choice 5th Troop Transport
within range, which uses the Greater Vehicle stat block.
6th-7th Tank
Only creatures you designate when you cast this power
are able to enter this vehicle. A creature not designated 8th-9th Military Airspeeder
must succeed on an Intelligence saving throw in order
to enter the vehicle. Once the power ends, the vehicle Overcharge Tech. When you cast this power using a
slows to a stop, then vanishes. tech slot of 6th level or higher, use the higher level
The construct is a valid target for the tracker droid wherever the power’s level appears in the stat block.
interface power. If that power is cast targeting the
GREATER VEHICLE
Huge construct, unaligned
CONSTRUCT LESSER DROID CONSTRUCT TURRET
1st-level tech power 3rd-level tech power
Armor Class 13 + the level of the power (natural
armor)
Casting Time: 1 action Casting Time: 1 minute
Hit Points
Range: 60 + 10 for each slot level above 5th
10 feet Range: 10 feet
Speed 801ft.;
Duration: 0 ft. and �y 120 ft. (Military Airspeeder
hour Duration: Concentration, up to 1 hour
only) You construct a turret, which is erected in an
You deploy a simple-minded Small droid servant that
performs basic tasks at your command until the power unoccupied space you can see within range. The turret
ends.STR The droid DEX appears in an unoccupied
CON INT space on
WIS CHA the uses the Constructed Turret stat block. When you cast
ground within range. It has AC 10, 1 hit point, and a the power, choose a design: Blaster or Rocket. The
24 (+7) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 7 (-1) design determines certain traits in its stat block. The
Strength of 2, and it can't attack. The droid can't speak,
but it understands the languages you know. If it drops creature falls to piences and disintegrates when it
toDamage Vulnerabilities
0 hit points, the powerion ends. You can decide the drops to 0 hit points or when the power ends.
Damage
droid's Resistances
appearance energy
when and kinetic
you cast damage
this power, but from
it is The creature is an ally to you and your companions.
unenhanced sources, necrotic, poison, psychic In combat, the creature shares your initiative count,
always constructed from basic materials.
Condition Immunities blinded, deafened, disease, but it takes its turn immediately after yours. It obeys
Once on each of your turns as a bonus action, you
frightened, poisoned your commands you issue through your tech focus (no
can nonverbally
Senses -- command the servant through your
tech focus to--move up to 15 feet and interact with an action required). If you don't issue any, it will remain
Languages idle.
object. The servant can perform simple tasks that a
human servant could do, The turret is a valid target for the tracker droid
Circuitry. The construct hassuch as fetching
disadvantage onthings,
saving
cleaning, mending, folding interface power. If that power is cast targeting the
throws against e�ects that clothes,
would deal lighting
ion or�res,
lightning
serving food, and pouring caf. Once you give the constructed turret, it only takes 1 minute to
damage.
command, the servant performs the task to the best of synchronize with the turret.
itsFlight. If cast
ability untilwith a 8th or 9th
it completes level
the task,tech slot,
then the greater
waits for your Overcharge Tech. When you cast this power using a
vehicle
next gains a �ying speed of 100 feet.
command. tech slot of 4th level or higher, use the higher level
When the
Gunner. The power
constructends, or if itan
requires is active
ever moregunner than 60 its
to use
wherever the power’s level appears in the stat block.
feet awaydesignated
actions from you, as the droid actions.
gunner falls to pieces and
disintegrates.
Occupancy.
Overcharge Up to 8 Medium
Tech. Whenor smaller
you creatures
cast this powermay using a
mount
tech slotthe greater
of 2nd levelvehicle at once.
or higher, youAcan mounted
deploycreature
an
has full cover from e�ects originating from outside the
additional servant for each slot level above 1st. You can
vehicle. A mounted creatures that is not piloting the
command any number
greater vehicle can useof droidsaction
a bonus at thetosame
take time with
control of
your bonus
greater action.weapons, allowing them to substitute
vehicle's
their actions to use one of greater vehicle's actions
CONSTRUCT TOWER
designated as gunner actions. A creature can dismount
7th-level tech power
the gunner's position as a bonus action. There can only
be oneTime:
Casting pilot and three gunners at one time.
10 minutes
Range:
Piloted.30 feet
The construct requires an active pilot to take any
Duration: 24 hours,
actions, and or until
if the pilot the end of
is subjected toyour next short or
any conditions
longthe
that rest, whichever
construct comes
is not �rst to, the construct is also
immune
subjected to those conditions. The pilot may take their
A great square tower is erected in an area of land
own action or one of the actions granted by the
you can see within range. The tower is 20 feet on each
construct.
side and 30 feet tall, with slits for blasters (providing
Traveler. When traveling,
three-quarters the greater
cover to those inside) vehicle
and acan travel at
battlement
a rate
atop of 10interior
it. The miles inisan hour, or
divided into13 three
miles �oors,
at a fast pace.
connected by a ladder that leads to the top. While the
ACTIONS
roof is exposed to the elements, the interior of the
tower is always comfortable
Drive Through. (Pilot) The greater and dry, regardless
vehicle moves up to ofits
the
weather
speed inoutside.
a straightThe tower
line. hasthis
During onemove,
largeitdoor at its
can enter
front.
another creature's space if it is at least one size smaller
than the greater
The tower's vehicle.
roof, door, Aand creature
each of whose space
its walls the AC
have
15greater
and 150 vehicle entersThe
hit points. must makeisaimmune
tower Dexterityto saving
poison
throw
and against
psychic your tech
damage, andsave DC. On
damage a successful
from unenhanced save,
the creature
weapons is pushed
(except siege or 5 feet to theweapons),
starship nearest spaceand out
hasof
the greater vehicle’s path. On a failed save, the creature
resistance to all other damage. Reducing part of the
falls prone and takes 5d6 kinetic damage plus 1d6
tower
kinetictodamage
0 hit points destroys
for each it and
slot level might
above cause
6th. other
The greater
parts of italso
vehicle to crumble at the
takes kinetic DM's equal
damage discretion.
to half the
Otherwise,
damage dealt. the tower doesn't tip over or sink even on
loose ground, such as sand or peat, and only creatures
If the
you greater
choose canvehicle
open ends
its doorthisfreely.
movement in the prone
creature’s
When thespace, powerthe creature
ends, is alsosinks
the tower restrained until it's
harmlessly to
no longer in the same
the ground before disintegrating,space as theleaving
greateranyvehicle. While
creatures
restrained in this way, the creature, or another creature
that were inside it safely on the ground. You can create
within 5 feet of it, can make a Strength or Dexterity
a check
permanent structure
(its choice) againstbyyour
casting
techthis
savepower
DC asinanthe
action.
same
On aplace everysave,
successful day for
the one year.is pushed to the
creature
nearest unoccupied space.
Repeating Blasters. (Gunner) Ranged Weapon Attack: Gunner's
attack bonus (this attack counts as a martial weapon for
purpose of pro�ciency), range 60/180 ft, one target. Hit:
2d6 + gunner's Dexterity bonus energy damage. If the
gunner has Extra Attack, they may treat this action as
one attack.
Cannon. (Gunner)(Tank and Military Airspeeder only)(Recharge
5-6) Target a point you can see within 150 feet. Each
creature within a 10-foot radius of that point must make
a Dexterity saving throw. A target takes 12d6 �re
damage on a failed save, or half as much damage on a
successful one. This action may only be used once per
round, even if there is more than one gunner.
CONSTRUCTED TURRET
Medium or Large construct (your choice), unaligned
ACTIONS
Multiattack. (Blaster Only) The turret makes a number of
attacks equal to 1 + half this power’s level (rounded
down).
CONSTRUCTED VEHICLE
Medium (Personal Transport) or Huge (Other Vehicles)
construct, unaligned
ACTIONS
Drive Through. The constructed vehicle moves up to its
speed in a straight line. During this move, it can enter
another creature's space if it is at least one size smaller
than the constructed vehicle. A creature whose space
the constructed vehicle enters must make a Dexterity
saving throw against your tech save DC. On a successful
save, the creature is pushed 5 feet to the nearest space
out of the constructed vehicle’s path. On a failed save,
the creature falls prone and takes 1d6 kinetic damage
plus 1d6 kinetic damage for each slot level above 1st.
The constructed vehicle also takes kinetic damage equal
to half the damage dealt.
HOLONET SEARCH The next time you hit a creature with a melee
2nd-level tech power weapon attack during this power’s duration, the target
su�ers the attack's normal e�ects, and the air
Casting Time: 1 minute shimmers around you as a holographic duplicate of
Range: Self you appears in an unoccupied space of your choice
Duration: Instantaneous within 5 feet of the target. If no such space exists, the
Using your tech focus, you search the Holonet power fails.
looking for answers to a question you have. Choose a Until the power ends, the duplicate persists,
person, object, event, or location. You can immediately appearing to be a living, breathing, active version of
roll an appropriate check with advantage to recall you. If the target ends its turn more than 60 feet away
information about it. The extent of the information you from the duplicate, or if you end your turn more than
can learn is limited to however much information 60 feet away from the duplicate, the power ends. The
about the subject exists on the Holonet. duplicate mimics your actions to a degree, but no
For example, if you wanted to learn about a speci�c matter where you are, it seeks to remain close to the
fungus, you'd roll an Intelligence (Nature) check with target.
advantage against the normal DC to recall information If the target ends its turn more than 5 feet away
about it. from the duplicate, the duplicate moves up to 60 feet
You can cast this power to make checks that you to an unoccupied space within 5 feet of the target. If no
otherwise wouldn't be able to due to a lack of such space exists, the duplicate moves to the
experience or pro�ciency, or to make checks that you unoccupied space closest to the target.
previously failed. While the duplicate is within 5 feet of the target, you
Once you choose a target with this power, you can make melee attacks against the target as if it were
cannot choose the same target for 10 days. within 5 feet of you, just as if you were attacking from
the space the duplicate is occupying. The weapon deals
HYPOTHERMIA energy damage instead of its normal damage type. If
4th-level tech power you hit the target with a melee attack while it is within
Casting Time: 1 action 5 feet of the duplicate, without using the duplicate, the
Range: 60 feet attack in�icts additional energy damage equal to 1d6 +
Duration: Concentration, up to 1 minute your techcasting ability modi�er.
While you are within 5 feet of your duplicate,
A creature you can see within range is hampered as whenever an attack roll is made against you, you can
you generate swirling cold mists around it. The use your reaction to roll a d20. If you roll an 11 or
creature must make a Constitution saving throw. On a higher on the die, the attack targets the duplicate
failed save, it takes 6d10 cold damage and su�ers one instead of you.
level of exhaustion, which lasts for the duration. On a The duplicate’s AC equals your techcasting DC. If an
successful save, the creature takes half as much attack hits a duplicate, the duplicate is destroyed. A
damage, and this power ends on it. duplicate can be destroyed only by an attack that hits
Overcharge Tech. When you cast this power using a it. It ignores all other damage and e�ects. If the
tech slot of 5th level or higher, the damage increases duplicate is destroyed, the power ends.
by 1d10 for each slot level above 4th. When you cast
this power using a tech slot of 6th level or higher, the
creature su�ers an additional level of exhaustion for
the duration for every two slot levels above 4th.
IMPLANT CODEWORD by 1d10 for each slot level above 4th.
4th-level tech power
INJECTION
Casting Time: 1 action 3rd-level tech power
Range: 30 feet
Casting Time: 1 action
Duration: 10 days
Range: Touch
You attempt to implant a code word into another Duration: Instantaneous
creature's mind, turning them into a double agent. One
You prick a target with a syringe dripping with toxins.
creature that you can see must make a Wisdom saving
Make a melee tech attack against a creature within
throw. If you are �ghting the creature, it has advantage
reach. On a hit, the target takes 4d12 poison damage
on the saving throw. On a failed save, the target
and must make a successful Constitution saving throw
becomes charmed by you for 1 minute. The charmed
or become poisoned for 1 minute. At the end of each
target is incapacitated and unaware of its
of its turns, the target can make another Constitution
surroundings, though it can still hear you. If it takes any
saving throw. On a success, the target is no longer
damage or is targeted by another power, this power
poisoned.
ends, and none of the codewords a�ect the target.
Overcharge Tech. When you cast this power using a
While this charm lasts, you can implant up to three
tech slot of 4th level or higher, the damage increases
codes in the target. For each code, choose a word or
by 1d12 for each slot level above 3rd.
phrase, and command (no more than 2 sentences) to
go with it. For example, you could cause the target to INSTANT TRANSLOCATION
"Attack and kill all Jedi nearby", and link it to the phrase 3rd-level tech power
"Execute Order 66," or you could link "Act normal until
you are alone. Then contact me and answer every Casting Time: 1 reaction, which you take when you are
question you hear from the commlink." to the phrase hit by an attack
"This is secret." Range: Self
After one minute, the creature is no longer charmed Duration: Instantaneous
and forgets any memory involving you within the past Your form shimmers in a holographic con�guration
24 hours. For the duration, whenever the target hears and collapses as an attack begins to hit you. You have a
a code implanted in them, it must make a Wisdom +5 bonus to AC against the triggering attack. As part of
saving throw with disadvantage. On a failure, the the same reaction, you can then teleport to an
creature follows the associated command to its best unoccupied space within 30 feet of you, and can make
abilities then returns to normal. If the creature takes one weapon attack with advantage against the
damage while following the command, they may attacker.
attempt an additional Wisdom saving throw. On a Overcharge Tech. When you cast this power using a
successful save the creature instantly returns to tech slot of 4th level or higher, the maximum teleport
normal. Once a creature returns to normal, it loses all distance increases by 10 for each slot level above 3rd.
its memories of following the command.
It is likely that the target will begin to notice holes in INSTANT RATIONS
its memories and become suspicious, depending on 1st-level tech power
how subtle and long the events are that they forgot. Casting Time: 1 action
An e�ect that removes curses can end this power. Range: Touch
This power has no e�ect on droids or constructs. Duration: Instantaneous
Overcharge Tech. When you cast this power using a
tech slot of 5th level or higher, the duration is 30 days. You create up to 10 Tiny enhanced rations. A
If you use a tech slot of 7th level or higher, the duration creature can use its action to eat a ration. Eating a
is 1 year. If you use a tech slot of 9th level, the power ration restores 1 hit point, and the ration provides
lasts until dispelled. enough nourishment to sustain a creature for one day.
The rations lose their potency if they have not been
IMPLOSION consumed within 24 hours of the casting of this power,
4th-level tech power or before you have �nished a short or long rest,
whichever comes �rst. This power has no e�ect on
Casting Time: 1 action
droids, constructs, and other creatures that don't eat.
Range: 120 feet
Duration: Instantaneous INTERDICTION
A 20-foot-radius sphere of crushing gravitational 7th-level tech power
force forms at a point you can see within range and Casting Time: 1 action
tugs at the creatures there. Each creature in the sphere Range: 150 feet
must make a Constitution saving throw. On a failed Duration: 1 minute
save, the creature takes 5d10 kinetic damage and is
pulled in a straight line toward the center of the Select one creature within range. That creature must
sphere, ending in an unoccupied space as close to the make an Intelligence saving throw. On a failed save, it
center as possible (even if that space is in the air). On a is unable to cast tech powers for the duration of the
successful save, the creature takes half as much power. It can repeat the saving throw at the end of
damage and isn't pulled. each of its turns; a successful save ends the e�ect.
Overcharge Tech. When you cast this power using a
tech slot of 5th level or higher, the damage increases
INVERT COMPASS IRRADIATE
2nd-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Choose one droid or construct you can see. It must A surge of radiation washes over a creature within
make a Wisdom saving throw. If the construct has the range. The creature must make a Constitution saving
'Piloted' trait, and has a pilot controlling it that is not throw. On a failed save, the target takes 3d10 necrotic
incapacitated, it gains a bonus to the saving throw damage and su�ers one level of exhaustion, which
equal to the pilot's Intelligence modi�er. A target lasts for the duration. On a successful save, the target
automatically succeeds on this saving throw if it can't takes half as much damage and does not su�er a level
be charmed. On a failed save, a target is a�ected by of exhaustion. A creature exhausted by this power can
this power. Until the power ends, you can use a bonus make a Constitution saving throw at the end of each of
action on each of your turns to designate a direction its turns. On a successful save, the power ends.
that is horizontal to you. Overcharge Tech. When you cast this power using a
Each a�ected target must use as much of its tech slot of 3rd level or higher, the damage increases
movement as possible to move in that direction on its by 1d10 for each slot level above 2nd.
next turn. It can take its action before it moves. After
JAM SIGNALS
moving in this way, it can make another Wisdom saving
3rd-level tech power
throw to try to end the e�ect.
A target isn't compelled to move into an obviously Casting Time: 1 action
deadly hazard, such as a �re or pit, but it will provoke Range: Self
opportunity attacks to move in the designated Duration: 10 minutes
direction. A 100-foot radius sphere of signal disruption
ION PULSE surrounds you. All attempts at wireless
3rd-level tech power communication, even by enhanced means, are
suppressed within this sphere. Communications
Casting Time: 1 action equipment, such as commlinks and holocomms, cease
Range: 120 feet to function while within the sphere. These devices also
Duration: Instantaneous cannot receive signals from outside the sphere.
You generate a pulse of ionic energy in a 20-foot- Overcharge Tech. When you cast this power using a
radius sphere centered on a point you can see within tech slot of 4th level or higher, the radius is increased
range. Each creature within the area must make a by 50 feet for each slot level above 3rd.
Dexterity saving throw or take 6d6 ion damage, or half
JOLT
as much on a successful save. Creatures that are made
4th-level tech power
of metal or wearing metal armor have disadvantage on
the save. Casting Time: 1 action
Overcharge Tech. When you cast this power using a Range: 30 feet
tech slot of 4th level or higher, the damage increases Duration: Instantaneous
by 1d6 for each slot level above 3rd. You channel power into up to four willing droids or
IONIC EXPLOSION constructs you can see within range. Each of those
8th-level tech power creatures can immediately make one weapon attack
against a target of its choice; each can also move up to
Casting Time: 1 action 10 feet before or after the attack.
Range: 120 feet
Duration: Instantaneous JUMP
1st-level tech power
You cause ionic energy to �ll a 40-foot-radius sphere
centered on a point within range. Each creature in the Casting Time: 1 action
a�ected area must make a Dexterity saving throw. If Range: Touch
the saving throw fails, the creature takes 8d10 ion Duration: 1 minute
damage and is stunned for 1d4 rounds; on a successful You touch a creature. The creature's jump distance is
save, the creature takes half damage and is not tripled until the power ends.
stunned.
A stunned creature makes a Constitution saving
throw at the end of each of its turns; a successful save
ends the stun.
A droid or construct reduced to 0 hit points by this
power dies instantly, and can’t be raised by any e�ect
less powerful than an 8th-level power.
JURY-RIG damage and is blinded for 1 minute on a failed save.
At-will tech power The target takes half as much damage and is not
blinded with a successful save. A blinded target can
Casting Time: 1 bonus action
repeat the Dexterity save at the end of each of its
Range: 60 feet
turns, ending the e�ect on itself on a success.
Duration: Concentration, up to 1 minute
If you are ever not in an area of bright light while this
You fabricate a facsimile of a simple implement using power is active, the power immediately ends.
whatever you have on hand. You create one piece of
adventuring gear worth 20 credits or less which you LESSER FABRICATE
can hold in one hand, and which must weigh less than 2nd-level tech power
10 pounds. Casting Time: 1 hour
If the item is more than 10 feet away from you at the Range: 10 feet
end of your turn, the power ends. This object may Duration: Instantaneous
simulate the e�ects of a tool you are pro�cient with,
You convert raw materials into products of the same
but it can only be used to make one ability check, for a
material. For example, you could fabricate a sled from
task that takes 1 round or less, after which time the
a plasteel container, or a shirt from a wad of wool.
power ends. Anyone who holds the item or examines it
Choose raw materials that you can see within range.
closely can tell it is not genuine.
You can fabricate a Medium or smaller object
When the power ends, the item falls to pieces and
(contained within a 5-foot cube, or eight connected 2.5-
disintegrates.
foot cubes), given su�cient quantity of raw material. If
KINETIC MANEUVERING you are working with metal, stone or another mineral
2nd-level tech power substance, however, the fabricated object can be no
larger than Small (contained within a single 2.5-foot
Casting Time: 1 bonus action
cube). The quality of objects created by this power is
Range: Self
commensurate with the quality of the raw materials.
Duration: Concentration, up to 1 minute
Creatures or enhanced items can’t be created by this
You enhance your movement with repulsor tech, power. You also can’t use it to create items that require
giving yourself the following bene�ts for the duration: a high degree of craftmanship, such as jewelry,
weapons, glass, or armor, unless you have pro�ciency
• Your walking speed increases by 10 feet. with the type of artisan’s implements used to craft such
• You don’t provoke opportunity attacks. objects.
• You can move through the space of another creature,
and it doesn’t count as di�cult terrain. If you end your
turn in another creature’s space, you are shunted to
the last unoccupied space you occupied, and you take
1d8 kinetic damage.
LASH OBJECT
1st-level tech power
Casting Time: 1 minute
Range: Touch
Duration: Concentration, up to 10 minutes
You touch up to three objects no larger than 1 foot in
any dimension and imbue them with magnetic force.
When you touch these objects to a creature, object, or
surface, the objects are lashed to it for the duration.
The lashed objects can support up to 500 pounds and
cannot be separated unless a creature succeeds on a
Strength check against your tech save DC.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, you can target one
additional object for each slot level above 1st.
LENS FLARE
3rd-level tech power
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
You must cast this power in an area of bright light,
otherwise, the power fails. You create a lens that
concentrates rays of light into a �ery beam. For the
duration of the power, you can use a bonus action to
direct the beam at one target within range. The target
must make a Dexterity save, and takes 3d10 �re
LESSER MUTATION d20 Positive Mutations
1st-level tech power 1 The target immediately regains 4d8 hit points.
Casting Time: 1 action 2 The target gains +2 AC for the duration.
Range: 30 feet
The target has darkvision out to a range of 60 feet for
Duration: 10 minutes
3 the duration. If the target already has darkvision, it is
You choose a humanoid or beast you can see within increased by 60 feet.
range and randomly mutate its body. The target must
For the duration, the target can expel energy as if they
make a Constitution saving throw. A willing target can
4 were targeted by the spectrum discharge power. You
voluntarily fail this saving throw. On a success, it is not
choose the damage type of the power.
a�ected by the power.
Roll 1d12 for Negative Mutations, then 1d20 for The target gains advantage on ability checks using an
5
Positive Mutations on the below table. The target gains ability of your choice for the duration.
the listed features, with e�ects from Negative The target's size doubles in all dimensions, and its
Mutations appearing before Positive Mutations. weight is multiplied by eight. This growth increases its
size by one category-- from Medium to Large, for
d12 Negative Mutations example. If there isn't enough room for the target to
1 The target immediately takes 3d12 necrotic damage. 6 double its size, the creature or object attains the
maximum possible size in the space available. For the
2 The target's AC is reduced by 2 for the duration
duration, the target also has advantage on Strength
The target is blinded but gains a blindsight of 10 feet for checks and Strength saving throws, and its melee
3
the duration weapon attacks using Strength deal 1d4 extra damage.
The target's body immediately expels toxic fumes Attacks against the target have disadvantage for the
7
around it. The target and each creature within 10 feet of duration.
4
it must make a Constitution saving throw or take 3d6
8 The target's speed increases by 15 feet for the duration.
poison damage.
The target gains resistance to one of the following
The target gains disadvantage on ability checks using an
5 9 damage types of your choice for the duration: acid, cold,
ability of your choice for the duration.
�re, lightning, or sonic.
The target's size is halved in all dimensions, and its
The target's appearance changes into a form of your
weight is reduced to one-eighth of normal. This
10 choice for the duration. They must stay the same size,
reduction decreases its size by one category--from
and their basic shape must stay the same.
6 Medium to Small, for example. For the duration, the
target also has disadvantage on Strength checks and The target regains 1 hit point each minute for the
Strength saving throws, and its melee weapon attacks 11 duration, and any severed body parts, if any, are
using Strength deal 1d4 less damage. restored once the power ends.
Attacks against the target have advantage for the The target can concentrate on two powers for the
7 duration. They make one saving throw to maintain
duration. 12
concentration for both powers when damaged, and lose
8 The target's speed decreases by 15 feet for the duration.
concentration on both on a failure.
The target gains vulnerability to one of the following
The target has advantage on saving throws for the
9 damage types of your choice for the duration: acid, cold, 13
duration.
�re, lightning, sonic, or poison..
The target can telepathically speak to any creature
The target is a�icted by a madness for the duration.
(except droids or constructs) they can see within 30 feet
10 Roll on the short-term madness table found in Chapter
of them for the duration. They don’t need to share a
8 of the Dungeon Master's Guide. 14
language with the creature for it to understand their
The target takes an amount of necrotic damage equal to telepathic utterances, but the creature must be able to
11
your techcasting modi�er each minute for the duration. understand at least one language.
12 The target can't concentrate on powers for the duration. The deals an additional 1d6 damage with melee weapon
15
attacks for the duration.
16 The target does not need to breathe for the duration.
The target grows an extra pair of arms for the duration.
They function just like normal arms. A creature can only
17 gain the bene�t of items held by two of its arms at any
given time, and once per round you can switch which
arms you are bene�ting from (no action required).
The target gains resistance to poison and has advantage
18
on saving throws against poison for the duration.
The target gains a natural weapon that it can use to
19 make unarmed strikes. Its unarmed strikes deal 1d10
kinetic damage for the duration.
20 The target gains a �y speed of 30 feet for the duration.
Overcharge Tech. When you cast this power using a MAGMA JET
tech slot of 2nd level or higher, you can roll an 3rd-level tech power
additional time on either the Negative or Positive Casting Time: 1 action
Mutations table for each slot level above 1st. Range: Self (30-foot cone)
LESSER SQUAD SHIELD Duration: Instantaneous
2nd-level tech power You �re a cone of magma at your enemies. Each
Casting Time: 1 action creature in a 30-foot cone must make a Dexterity
Range: Self (10-foot radius) saving throw. A creature takes 5d8 �re damage on a
Duration: Concentration, up to 1 minute failed save, or half as much damage on a successful
one. In addition, each creature that failed the saving
You project a shield in the form of a faintly glowing throw takes 2d8 �re damage at the start of your next
sphere to protect yourself and your allies. turn. The ground within the a�ected area becomes
The shield appears with 10 hit points, which power di�cult terrain for one minute.
its protective abilities. While the shield has remaining The magma ignites any �ammable objects in the
hit points, all creatures in the sphere have half cover area that aren't being worn or carried.
from attacks made by creatures outside of the sphere, Overcharge Tech. When you cast this power using a
entering the sphere from outside costs 10 feet of tech slot of 4th level or higher, the initial damage
movement, and attacks from creatures outside of the increases by 1d8 for each slot level above 3rd.
sphere which target creatures within the sphere deal
damage to the sphere �rst, any remaining damage MAGNETIC BURST
carrying over to the target. The sphere itself can be 2nd-level tech power
attacked and has an AC of 10. Damage-dealing e�ects Casting Time: 1 action
which the shield provides cover against also damage Range: Self
the shield, but no more than once per instance of
Duration: Instantaneous
damage.
Before you move on your turn while at the sphere's You send out a burst of magnetic energy, either
origin, you can use your action to move the shield with pushing or pulling on all metal around you. All
you, but your speed is halved until the end of the turn. creatures wearing metal armor or made of metal
You can also use an action to cause the shield to regain within 60 feet of you must make a Strength saving
2d6 hit points, up to its maximum of 10 hit points. throw. On a failed save, a creature takes 2d6 kinetic
Overcharge Tech. When you cast this power using a damage, is knocked prone and is either pulled 20 feet
tech slot of 3rd level or higher, the shield's maximum towards you or pushed 20 feet away from you. On a
hit points increases by 5 and the amount of hit points successful save, a creature takes half as much damage,
regained with your action increases by 1d6 for each and isn't pushed or knocked prone.
slot level above 2nd. In addition, all unsecured metal objects are either
pulled within 5 feet of you or are pushed 60 feet away
LOCKDOWN from you.
6th-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 action tech slot of 3rd or higher, the damage increases by 1d6
Range: 90 feet for each slot level above 2nd.
Duration: Instantaneous
All windows, doors, or other forms of egress in a 40-
foot cube within range instantly slam shut and are
locked as per the lock power. Each opening is secured
with its own lock, and must be dispelled or suppressed
individually.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the size of the cube
increases by 10 feet for each slot level above 6th.
LUMINOUS SWARM
2nd-level tech power
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
You create a swarm of minute mobile lights which
surround you and move with you for the duration. The
lights emit bright light out to 10 feet and dim light for
an additional 10 feet. Any creature that attempts to
attack you in melee is swarmed by these lights. You
may use your reaction to impose disadvantage on a
melee attack that targets you or a creature within 10
feet of you.
MAGNETIC PUSH/PULL check with your techcasting ability score (adding your
1st-level tech power pro�ciency bonus). If the check succeeds, you free the
item and it �ies to your space as described above.
Casting Time: 1 action
You can also attempt to move a metal creature that
Range: 60 feet
weighs less than your limit for this power (such as a
Duration: Instantaneous
Tiny construct). The creature makes a Strength saving
You brie�y control intense magnetism focused on throw with advantage against this e�ect. If the save
yourself. Choose one of the following e�ects: fails, you can move the creature toward you just as you
would any other metal object.
• You send out a blast of magnetism at a creature either Until this power ends, your ability to carry, lift, push,
made of metal or wearing metal armor. The creature or drag any objects you have moved to your space with
must make a Strength saving throw. On a failure, the this power is calculated as if you had a Strength score
creature is knocked prone and is either pulled 20 feet of 20 (giving you a carrying capacity of 300 pounds and
towards you or pushed 20 feet away from you. allowing you to push, lift, or drag up to 600 pounds, if
• You propel a metal object in your hands towards a your size is Small or Medium), unless your Strength is
creature within range. Make a ranged tech attack. On a higher.
hit, the target takes 2d12 kinetic damage. If you move during the power’s duration, you can
• You push against a metal object on the ground or choose any object that you moved to your space with
against a wall. You are sent 60 feet directly away from this power which you are not carrying, lifting, pushing,
the piece of metal. If you are sent in the air, you can dragging, or wearing to either move with you as you go
move up to 30 feet horizontally, and you don't take any (levitating just above the level of your feet) or remain in
fall damage if you fall within 5 feet of a Medium or the square you moved it to.
larger piece of metal on the �oor. Once you move an object to your space with this
• You can pull on a metal object within range that weighs power, you have advantage on saving throws and
no more than 40 pounds, catching it if you have an ability checks against dropping it, and creatures
empty hand. If the object is being wielded or carried by seeking to move the item from your space have
a creature, the creature must make a Strength saving disadvantage on rolls to do so. When the power ends,
throw or have the object be pulled from them. if you are holding, wearing, or carrying an object that is
too heavy for you, it falls softly to the ground, landing
Overcharge Tech. When you cast this power using a harmlessly at your feet.
tech slot of 2nd level or higher, the damage increases Overcharge Tech. When you cast this power using a
by 1d12 and creatures are pulled/pushed an additional tech slot of 4th level or higher, the weight limit of
10 feet for each slot level above 1st. objects you can move with this power increases by 10
pounds for each slot level above 3rd. When you cast
MAGNETISM this power using a tech slot of 5th or 6th level, you can
3rd-level tech power choose up to two objects within range each time you
Casting Time: 1 action use your action for this power, instead of just one. If
Range: 60 feet you use a tech slot of 7th level or higher, you can
Duration: Concentration, up to 1 minute choose up to three objects instead.
This power allows you to draw metal to yourself by
projecting a magnetic ray. Choose one object within
range that is unenhanced and made of metal. This
object must weigh no more than 40 lbs. If the object
isn’t being worn or carried, it immediately �ies into
your space, where you can either catch it with your
hand (requiring no action) or let it fall at your feet.
Using an action each round, you can target one
object you can see within range of the power with this
e�ect.
If an object you target with this power is being held
or carried by a creature, that creature must roll a
Strength saving throw. On a failure, the creature drops
the object, and it �ies to your space, where you either
catch it with your hand or let it fall at your feet. If the
object is being worn by a creature (like a helmet or a
jetpack), the creature makes the same Strength saving
throw but has advantage on the roll. On a failed save,
the creature is pulled up to 60 feet towards you if it is
Medium or smaller.
If the item is secured in some way (such as being
chained to a wall or tied down with a rope), but not
being held or worn, you make an ability check to break
the restraint, as if you were making a Strength check to
break or burst whatever is securing it with your own
hands. Instead of making a Strength check, you make a
MAGNIFY GRAVITY MASS HEALING FACTOR
1st-level tech power 7th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: 1 round Duration: Concentration, up to 1 hour
The gravity in a 10-foot-radius sphere centered on a You stimulate the natural healing ability of multiple
point you can see within range increases for a creatures. When you cast this power, choose up to
moment. Each creature in the sphere on the turn when seven creatures within range (which can include
you cast the power must make a Constitution saving yourself). For the duration, each creature regains 1 hit
throw. On a failed save, a creature takes 2d8 kinetic point at the beginning of each of its turns. This power
damage, and it gains a level of slowed until the end of does not regenerate lost limbs, or heal damage from
its next turn. On a successful save, a creature takes thirst, starvation, or su�ocation. This power has no
half as much damage and su�ers no additional e�ect. e�ect on droids or constructs.
Until the start of your next turn, any object that isn't Overcharge Tech. When you cast this power using a
being worn or carried in the sphere requires a tech slot of 8th level or higher, the number of hit points
successful Strength check against your tech save DC to a creature regains increases by 1 for each slot level
pick up or move. above 7th.
Overcharge Tech. When you cast this power using a
MASS MODIFY PARAMETERS
tech slot of 2nd level or higher, the damage increases
6th-level tech power
by 1d8 for each slot level above 1st.
Casting Time: 1 action
MAINTENANCE Range: 30 feet
3rd-level tech power Duration: 24 hours
Casting Time: 1 action You program a course of activity (limited to a
Range: Touch sentence or two) and dictate it to up to twelve droids
Duration: 10 minutes or constructs you can see within range that can hear
You shut down up to three willing droids or and understand you. Droids or constructs that can’t be
constructs of your choice that you touch. The targets charmed are immune to this e�ect. The program must
fall unconscious for the power’s duration. The power be worded in such a manner as to make the course of
ends on a target early if it takes damage or someone action sound reasonable. Asking the droid or construct
uses an action to forcibly reactivate it. If a target to harm itself automatically negates the e�ect of the
remains unconscious for the full duration, that target power.
gains the bene�t of a short rest, and it can’t be a�ected Each target must make a Wisdom saving throw. On a
by this power or a similar power again until it �nishes a failed save, it pursues the course of action you
long rest. described to the best of its ability. The programmed
Tech Potency. When you cast this power using a course of action can continue for the entire duration. If
tech slot of 4th level or higher, you can target one the programmed activity can be completed in a shorter
additional willing droid or construct for each slot level time, the power ends when the subject �nishes what it
above 3rd. was asked to do.
You can also specify conditions that will trigger a
MASS CONTAGION special activity during the duration. For example, you
6th-level tech power might program that a group of pit droids attempt to
Casting Time: 1 action repair the �rst damaged starship they see. If the
Range: Touch condition isn’t met before the power expires, the
Duration: 24 hours activity isn’t performed.
If you or any of your companions damage a creature
You make a melee tech attack against a number of a�ected by this power, the power ends for that
creatures within your reach up to your techcasting creature.
modi�er, making a separate attack roll for each target. Overcharge Tech. When you cast this power using a
On a hit, a target is poisoned for the duration as per 7th level tech slot, the duration is 10 days. When you
the e�ects of the contagion power. You can choose a use an 8th level tech slot, the duration is 30 days.
di�erent disease to in�ict on each target. When you use a 9th level tech slot, the duration is a
year and a day.
MASS KOLTO RESERVE • You count as a droid for powers and e�ects that a�ect
8th-level tech power or speci�cally do not a�ect droids or constructs.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: 30 feet tech slot of 6th level or higher, the pool of hit points
Duration: 8 hours, or until the end of your next short or increases by 5 and the damage of your unarmed
long rest strikes increases by 1d6 damage for each slot level
You grant up to 6 creatures within range a small above 5th. If you use a tech slot of 7th level or higher,
reserve of kolto. The �rst time a target would drop to 0 this power's casting time increases to 1 minute, and
hit points as a result of taking damage, the target your size increases by one category. Your weapons and
instead drops to 1 hit point, and the power ends for it. armor are modi�ed to suit your new size while they are
If the power is still in e�ect when the target is on your person. If you use a tech slot of 9th level, this
subjected to an e�ect that would kill it instantaneously power's casting time increases to 10 minutes, and your
without dealing damage, that e�ect is instead negated size increases by an additional category.
against the target, and the power ends for it. This MESH
power has no e�ect on droids or constructs. 1st-level tech power
MASS RETREAT Casting Time: 1 action
3rd-level tech power Range: 90 feet
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 10 feet You coat the ground in a 20-foot square within range
Duration: Concentration, up to 10 minutes with adhesive mesh. For the duration, the ground in
You grant astonishing speed to you and your the a�ected area is di�cult terrain.
companions. Choose up to six creatures that you can A creature in the area when you cast the power must
see within range. For the duration, you and each succeed on a Strength saving throw or be restrained by
creature chosen can take the Dash action as a bonus the mesh until the power ends. A creature restrained
action. by the mesh can use its action to make a Strength
check against your tech save DC. On a success, it frees
MASS TACTICAL BARRIER itself.
4th-level tech power
MESH WRAP
Casting Time: 1 action 2nd-level tech power
Range: 30 feet
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Touch
A shimmering �eld appears and surrounds up to six Duration: Concentration, up to 1 minute
creatures of your choice within range, granting each
target a +2 bonus to AC for the duration. You bind a portion of a creature with sticky mesh.
Make a melee tech attack. On a hit, the target takes
MECHANICAL CHASSIS 2d6 kinetic damage, and su�ers an additional e�ect of
5th-level tech power your choice for the duration:
Casting Time: 1 action • Arm. If the arm you target is holding a shield, it no
Range: Self longer confers a bene�t to the target's AC. If the arm
Duration: 1 hour you target is holding a weapon, the target must
You form a mech suit around yourself, boosting your subtract 1d6 from attack rolls made with that weapon.
strength and providing protection. Until the power • Leg. The target gains one slowed level.
ends, you gain the following bene�ts: • Face. The target can't speak, and has disadvantage on
Perception checks.
• You have a separate pool of 30 hit points. When you
• Torso. The target must subtract 1d6 from any
take damage or receive healing, the damage or healing
Dexterity saving throws it makes, and ability checks
is applied to these hit points instead. If any damage
made to grapple the target are made with advantage.
reduces the pool to 0 hit points, you take any
remaining damage. While you have these hit points, An a�ected target makes a Strength or Dexterity
you have resistance to kinetic and energy damage from saving throw (the creature chooses the ability to use) at
unenhanced weapons. Once these hit points are gone, the end of each of its turns, ending the e�ect on itself
the power ends. on a success.
• You can use your techcasting ability instead of Strength Overcharge Tech. When you cast this power using a
for the attack and damage rolls of your melee weapon tech slot of 3rd level or higher, the damage increases
attacks, and your unarmed strikes deal 2d6 kinetic by 1d6 for each slot level above 2nd.
damage. Your unarmed strikes are also enhanced for
the duration.
• You have pro�ciency in Strength (Athletics) checks and
Strength saving throws. If you already have pro�ciency
in either, you instead gain expertise in the skill or
saving throw.
METAL STORM MISDIRECTION
4th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (30-foot cone) Range: Self
Duration: Instantaneous Duration: 1 turn
You unleash a barrage of sharpened steel projectiles You become invisible until the end of the current
in a 30-foot cone. Each creature in the cone must make turn, or until you take an o�ensive action or cast a
a Dexterity saving throw. On a failed save, a creature power.
takes 10d4 kinetic damage, or half as much damage on
MISFIRE
a successful one. The projectiles are magnetic; droids
4th-level tech power
and constructs have disadvantage on the saving throw,
and are also stunned until the end of your next turn on Casting Time: 1 action
a failed save. Range: 120 feet
Overcharge Tech. When you cast this power using a Duration: Concentration, up to 1 minute
tech slot of 5th level or higher, the damage increases You create a disruptive �eld around a creature you
by 2d4 for each slot level above 4th. can see within range, which causes blasters it wields to
MINOR SLICE malfunction. The target must make an Intelligence
At-will tech power saving throw. On a failed save, the creature has
disadvantage on ranged weapon attacks with blasters
Casting Time: 1 action for the duration. If the creature attempts to make a
Range: 30 feet ranged weapon attack with a blaster while under this
Duration: 1 hour power's e�ect and misses, it must make a second
By connecting with nearby technology, you create ranged attack roll against itself (ignoring disadvantage
one of the following e�ects within range. caused by this power). On a hit, the creature takes the
attack's damage. The creature can attempt a new
• You cause a display device you can see, such as a saving throw at the end of each of its turns, and on a
hologram emitter or computer monitor, to show an success, the power ends for that creature.
image or video of your choice for up to 1 hour, which Overcharge Tech. When you cast this power using a
can include audio. A creature with access to the device tech slot of 5th level or higher, you can target one
can use an action to close the image or video. additional creature for each slot level above 4th.
• You cause an audio device you can see, such as a
MOBILE COMBAT SHIELD
commlink or speaker, to play sounds of your choice for
6th-level tech power
up to 1 hour.
• You can activate or deactivate an electronic device with Casting Time: 1 action
a clearly de�ned on or o� function that can be easily Range: 60 feet
accessed from the outside of the device. If a creature is Duration: Concentration, up to 1 minute
currently using the device, they may attempt an You create a luminous shield that defends a creature
Intelligence saving throw. On a success, the device does within range (you can choose yourself). The shield
not turn o�. sheds dim light out to 5 feet.
As a bonus action on subsequent turns, you can
If you cast this power multiple times, you can have
move the shield to another creature within 60 feet of
up to three of its non-instantaneous e�ects active at a
the shield. The creature protected by the shield gains
time, and you can dismiss such an e�ect as an action.
the following bene�ts:
MINOR TRANQUILIZER
• The creature has half cover.
At-will tech power
• The creature has resistance to acid, cold, �re, lightning,
Casting Time: 1 action poison, and sonic damage.
Range: 60 feet • If the creature is subjected to an e�ect that allows it to
Duration: Instantaneous make a Dexterity saving throw to take only half
Make a ranged tech attack against a creature you can damage, the creature instead takes no damage if it
see within range. On a hit, the creature gains 1 slowed succeeds on the saving throw, and only half damage if
level until the end of its next turn. This power can it fails.
a�ect multiple targets when you reach higher levels.
Make a separate attack for each target, which must be
within 10 feet of each other when you target them. You
can a�ect two targets at 5th level, three targets at 11th
level, and four targets at 17th level.
MODIFY DATA • You shape the metal into any simple vibroweapon, but
3rd-level tech power the weapon’s damage su�ers a -1 penalty. You can
instead shape it into a physical shield, or into a suit of
Casting Time: 1 minute
battle armor. Whatever the metal's form, the result is
Range: Touch
unenhanced.
Duration: Instantaneous
• You shape the metal to trap a creature within 5 feet of
You touch a device and modify its data. You are able it. The creature must make a Strength saving throw or
to add documents, images, or videos of your choice to become restrained. It can use its action to make a
the device, and change or delete any �les on the Strength check against your tech save DC. On a
device. If your access to the device is restricted or the success, it frees itself.
data is encrypted, any changes or deletions must be
more broad. For example, if you didn't have the MUFFLE
password to a computer, you could delete all text �les, 1st-level tech power
or change any mention of your name to a di�erent Casting Time: 1 bonus action
name, but you could not designate one speci�c image Range: Touch
you want deleted. Duration: Concentration, up to 1 hour
Overcharge Tech. If you cast this power using a
tech slot of 5th or higher, the casting time is 1 action. You touch an unenhanced blaster and create a small
�eld of silence around its �ring mechanisms and
MODIFY PARAMETERS muzzle. For the duration, the weapon has the silent
2nd-level tech power property.
Casting Time: 1 action NOXIOUS FUMES
Range: 30 feet 2nd-level tech power
Duration: Concentration, up to 8 hours
Casting Time: 1 action
You program a course of activity (limited to a Range: 60 feet
sentence or two) and dictate it to a droid or construct Duration: Concentration, up to 1 minute
you can see within range that can hear and understand
you. Droids or constructs that can’t be charmed are You �ll the air in a cube 5 feet on each side centered
immune to this e�ect. The program must be worded in on a point within range with poisonous vapors. A
such a manner as to make the course of action sound creature takes 4d4 poison damage when it enters the
reasonable. Asking the droid or construct to harm itself power’s area for the �rst time on a turn or starts its
automatically negates the e�ect of the power. turn there, then must make a Constitution saving
The target must make a Wisdom saving throw. On a throw. On a failed save, it is also poisoned until the
failed save, it pursues the course of action you start of its next turn.
described to the best of its ability. The programmed Overcharge Tech. When you cast this power using a
course of action can continue for the entire duration. If tech slot of 3rd level or higher, the damage increases
the programmed activity can be completed in a shorter by 2d4 for each slot level above 2nd.
time, the power ends when the subject �nishes what it
NOXIOUS SPRAY
was asked to do.
3rd-level tech power
You can also specify conditions that will trigger a
special activity during the duration. For example, you Casting Time: 1 action
might program that a pilot droid give its speeder to the Range: Self (30-foot cone)
�rst vagrant it meets. If the condition isn’t met before Duration: Instantaneous
the power expires, the activity isn’t performed. You expel a blast of sickly green gas in a 30-foot cone
If you or any of your companions damage the target, originating from you. Each creature caught in the area
the power ends. must make a successful Constitution saving throw or
MOLD METAL be poisoned for 2d6 rounds. While poisoned in this
1st-level tech power way, a creature is also stunned.
An a�ected creature makes a Constitution saving
Casting Time: 1 action throw at the end of each of its turns. On a successful
Range: 30 feet save, it is no longer poisoned or stunned.
Duration: Instantaneous
You choose a portion of metal that you can see
within range and that �ts within a 5-foot cube which is
not being worn or carried. You manipulate it in one of
the following ways:
SCALDING WATER You lock on to one or more targets within range and
4th-level tech power expel a series of disrupting explosives.
Casting Time: 1 action SEARING BLOW
Range: 150 feet 1st-level tech power
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
You instantaneously superheat a body of water and Range: Self
cause it to emit scalding steam. Choose a 50-foot Duration: Concentration, up to 1 minute
radius, 40-foot high cylinder centered on a point under The next time you hit a creature with a weapon
water that you can see within range. The area of the attack during the power’s duration, your weapon �ares
cylinder that is underwater becomes di�cult terrain with white-hot intensity, and the attack deals an extra
for the duration. A creature submerged in water within 1d6 �re damage to the target and causes the target to
the cylinder takes 2d6 �re damage at the start of each ignite in �ames. At the start of each of its turns until
of its turns. This �re damage ignores resistance to �re the power ends, the target must make a Constitution
damage gained from being fully immersed in water. saving throw. On a failed save, it takes 1d6 �re
A creature that starts its turn in the cylinder that is damage. On a successful save, the power ends. If the
not submerged in water must make a Constitution target or a creature within 5 feet of it uses an action to
saving throw. On a failed save, it takes 4d6 �re put out the �ames, or if some other e�ect douses the
damage, or half as much damage on a successful one. �ames (such as the target being submerged in water),
The area of the cylinder that is not underwater is lightly the power ends.
obscured by steam. Overcharge Tech. When you cast this power using a
SCATTERSHOT tech slot of 2nd level or higher, the initial extra damage
2nd-level tech power dealt by the attack increases by 1d6 for each slot level
above 1st.
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
You launch a burst of shrapnel in a 30-foot cone
originating from you. Each creature in the cone must
make a Dexterity saving throw. Each creature takes
2d6 kinetic damage on a failed save and half as much
damage on a successful one.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
SEE THROUGH CAMERAS SEISMIC BLOW
2nd-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Choose a droid, construct, or unenhanced electronic The �rst time you hit with a melee weapon attack
object with a visual feed, such as a camera or a during this power’s duration, your weapon releases a
holorecorder, within range. If the target is a creature, it concussive clap that is audible within 300 feet of you,
must make an Intelligence saving throw. A willing and the attack deals an extra 2d6 sonic damage to the
target can choose to fail this saving throw. On a failed target. Additionally, if the target is a creature, it must
save, you can see what the target sees via your tech succeed on a Strength saving throw or be pushed 10
focus for the duration. While you do so, you are blind feet away from you and knocked prone.
with regard to your own senses. The target is unaware
SELF-DESTRUCT
that you can see through them. You may use a bonus
5th-level tech power
action to switch between your target’s sight and your
own. You do not gain access to any of the other senses Casting Time: 1 reaction, which you take in response to
your target possesses, but you can see through their taking damage that would reduce your hit points to 0
eyes for the duration of the power as long as your Range: Self (20-foot radius sphere)
target is on the same planet. If the target successfully Duration: Instantaneous
saves, the power has no e�ect. As you fall, an explosion emanates from you. Each
You can cast this power through solid objects if you creature in a 20-foot-radius sphere centered on you
are familiar with the target and know it is beyond the must make a Dexterity saving throw. A target takes
barrier. 1 foot of stone, 1 inch of common metal, a thin 10d6 �re damage on a failed save, or half as much
sheet of lead, or 3 feet of wood blocks the power. The damage on a successful one.
power doesn’t have to follow a straight line and can When you cast this power, you automatically fail
travel freely around corners or through openings. your �rst death saving throw. You may immediately fail
Overcharge Tech. When you cast this power using a an additional one or two death saving throws to
tech slot of 3rd level or higher, the power's range increase the �re damage by 2d6 for each additional
increases by 30 feet for each slot level above 2nd. failed death saving throw.
SEEKER MINE SHIELD TECH: ALACRITY
2nd-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You create a 3-foot-diameter �oating mine in an An unenhanced light or medium shield generator
unoccupied space within 5 feet of you and bestow it that you touch gains an upgrade that a�ects whoever
with a rudimentary intelligence for seeking out foes. wields it. While receiving the shield's AC bonus, a
When you cast the power, choose a creature you can creature gains a +1 bonus to its Armor Class and
see within range, which becomes the target for the advantage on Dexterity saving throws.
mine. At the end of each of your turns, the mine
attempts to �y up to 30 feet, taking the most direct SHIELD TECH: COMBAT STIMULANT
route towards the target. If the mine comes within 5 3rd-level tech power
feet of the target, the target must succeed on a
Casting Time: 1 action
Dexterity saving throw or take 3d10 kinetic damage as
Range: Touch
the mine detonates, or half as much damage on a
Duration: Concentration, up to 10 minutes
successful save.
If the mine's target is killed before it can detonate, An unenhanced light or medium shield generator
you can immediately choose a di�erent creature you that you touch gains an upgrade that a�ects whoever
can see within range to become the mine's target. wields it. While receiving the shield's AC bonus, a
Otherwise, the mine will detonate when it reaches the creature adds 1d4 to its attack rolls and has advantage
creature's body, targeting it. on saving throws against being frightened.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you create an additional
mine for each slot level above 2nd. You can choose the
same or di�erent targets for each mine.
SHIELD TECH: MEDICAL REGULATOR SHOCKING BLOW
4th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
An unenhanced light or medium shield generator The next time you hit with a weapon attack during
that you touch gains an upgrade that a�ects whoever this power’s duration, your weapon glows with blue
wields it. While receiving the shield's AC bonus, a ionic energy, and the attack deals an extra 1d4 ion
creature has advantage on Constitution saving throws damage to the target. Additionally, if the target is a
and ability checks. At the start of each of its turns, the creature, it must make a Constitution saving throw or
creature gains 10 temporary hit points. Remaining be shocked for the duration. At the start of each of its
temporary hit points gained from this power are lost turns, it can repeat the saving throw, ending this power
when the power ends. on a success. If the target or a creature within 5 feet of
it uses an action to neutralize the current, or if some
SHIELD TECH: PHOENIX DRIVE other e�ect neutralizes the current (such as the target
9th-level tech power being submerged in water), the power ends.
Casting Time: 1 action Overcharge Tech. When you cast this power with a
Range: Touch tech slot of 2nd level or higher, the damage increases
Duration: 1 hour by 1d4 for each slot level above 1st.
An unenhanced light or medium shield generator SHOCKWAVE
that you touch gains an upgrade that a�ects whoever 2nd-level tech power
wields it. When a creature receiving the shield's AC Casting Time: 1 action
bonus dies or is reduced to 0 hit points, it returns to Range: Self (15-foot-radius sphere)
life with full hit points at the start of its next turn. This Duration: Instantaneous
power then ends.
A ripple of sonic energy expands from you to a
SHIELD TECH: POWERED SHIELD radius of 15 feet. Each creature in the area (other than
4th-level tech power you) must make a Constitution saving throw. If the
Casting Time: 1 action saving throw fails, the creature takes 3d8 sonic
Range: Touch damage and is pushed 10 feet away from you. On a
Duration: 1 minute successful save, the creature takes half damage and is
not pushed.
An unenhanced light or medium shield generator Overcharge Tech. When you cast this power with a
that you touch gains an upgrade that a�ects whoever tech slot of 3rd level or higher, the damage increases
wields it. A creature receiving the shield's AC bonus by 1d8 for each slot level above 2nd.
gains resistance to kinetic and energy damage from
unenhanced weapons. In addition, as long as the SHRED
power lasts the creature can use its reaction to impose At-will tech power
disadvantage on a single attack made against it. Casting Time: 1 action
SHIELD TECH: STEROID Range: 120 feet
5th-level tech power Duration: Instantaneous