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EXPANDED TECH POWERS

TECH POWERS
Shocking Blow Object Invisibility Rewrite Memory
At-will Powers (0 Signal Flare Oil Spurt Self-Destruct
Level)
Proximity Sensor Shield Tech: Steroid
Accelerate 2nd Level Release Fumes Skill Protocol
Charge Ammunition Alter Self Remove Virus Tracker's Gaze
Detonator Bacta Well Repulsor Wave Tractor Beam
Electromagnetic Pull Continual Light Ripping Shot Unity Grid
Encode Data Enhance Droid Scrap Armor
Encrypt Electromagnetic Bond Shield Tech: Combat
6th Level
Extinguish Fresh Seal Stimulant Acid Blast
Ferment Greater Tactical Barrier Sonic Blast Delayed Cryogenic Explosion
Flare Strike Hazardous Terrain Spectrum Barrage Greater Injection
Itemize Ignite Targeting Program Overcharge Droid
Minor Tranquilizer Invert Compass Vertical Maneuvering Resonance
Noxious Fumes Micro Missiles Sonic Boom
Overload Blaster Mini-Turrets 4th Level System Failure
Production Values Null Zone Control Light Tech Empowerment
Sonic Impact Projected Shield Delusion Vortex Beam
Spectrum Ray Restore Functionality Desert Refuge
Stinger
7th Level
Shield Tech: Alacrity Fabricate
Shockwave Implosion Greater Disperse Energy
1st Level Interdiction
Smothering Cloud Metal Storm
Acid Stream Spectrum Discharge Piercing Vision Revelation Field
Active Camouflage Steam Blast Radiation Reverse Gravity
Adhesive Tow Cable Reconstructive Electromesh Spectrum Spray
Climbing Claws Tracing Blow Scalding Water Squad Shield
Delayed Detonator Transfer Power Shield Tech: Medical
Distort Value 8th Level
Tune-up Regulator
Enhance Oration Black Hole
Unstable Prototype Shield Tech: Powered Shield
Ensnaring Blow Glibness
Weapons Malfunction Smart Shot
Fabricate Minor Trap Harmonic Dissolution
Spectrum Multi-bolt
Jump 3rd Level Ionic Explosion
Steam Cloud
Magnify Gravity Autopilot Program Restrictive Program
Thermal Barrier
Misdirection Bacta Spray 9th Level
Oscillator Boost Blinding Blow 5th Level
Acidic Explosion
Pheromones Carbon Gas Contaminate Water
Greater Immolate
Poison Food and Drink Delta Wave Inducer Contagion
Overhaul
Purify Food and Drink Duplicate Tech Defense Matrix
Shield Tech: Phoenix Drive
Remote Access Environmental Shield Greater Restore Functionality
Spectrum Barrier
Searing Blow Explosive Cloud Greater Truth Serum
Spectrum Field
Seismic Blow Greater Translation Program Ray Shielding
Shield Tech: Support Injection Repulsorlift Boost
Package
CREDITS Aziz, SW5e Discord - Force Burst, Force Destruction,
Force Assist, Sound Trick, Pyrokinesis, Improved
Dungeons and Dragons Fifth Edition Player's Handbook Pyrokinesis, Greater Pyrokinesis, Force Imbuement,
by Wizards of the Coast
Luminous Technique, Banishing Charge
Xanathar's Guide to Everything by Wizards of the Coast Drake, SW5e Discord - Force Re ect
Explorer's Guide to Wildemount by Wizards of the Chromatic Blue, SW5e Discord - Force Imbuement
Coast
Lore Guy, SW5e Discord - Force Current
Book of Lost Spells by Necromancer Games TLhikan, SW5e Discord - Aura of Hunger, Rebuke,
Vesh, SW5e Discord - Sundering Throw, Dispatch,
Break, Extinguish, Falling Star, Saber Assault, Lightning
Master Saber Throw
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)
u/TheArenaGuy, Reddit - Vertical Maneuvering (Soaring
Vines)
BlackSoul566, SW5e Discord - Steal Knowledge
u/meowmagic, Reddit - Ripping Shot
u/adam_bomb93, Reddit - Bacta Pack, Bacta Well
u/aripockily, Reddit - Duplication Program, Force
Concurrence
Zepavil, SW5e Discord - Alter Self, Greater Plant Surge
You produce a breeze full of stinging acid droplets.
POWER DESCRIPTIONS Each creature in a 15-foot cube originating from you
ACCELERATE must make a Constitution saving throw. On a failed
At-will tech power save, a creature takes 2d4 acid damage and is blinded
Casting Time: 1 action until the end of your next turn. On a successful save,
Range: 120 feet the creature takes half as much damage and isn’t
Duration: Instantaneous blinded.
Overcharge Tech. When you cast this power using a
You re a hyper-accelerated projectile at a creature
tech slot of 2nd level or higher, the damage increases
you can see within range. Make a ranged tech attack at
by 1d4 for each slot level above 1st.
the target. On a hit, the target takes kinetic damage:
1d6 if it is within 30 feet of you, 1d8 if it is between 30 ACIDIC EXPLOSION
and 60 feet, 1d10 if it is between 60 and 90, and 1d12 9th-level tech power
between 90 and 120.
Casting Time: 1 action
This power’s damage increases by 1 die when you
Range: 1,000 feet
reach 5th level (two dice), 11th level (three dice), and
Duration: Instantaneous
17th level (four dice). The dice are all the same type.
You create a compressed globule of vitriol at a point
ACID BLAST you can see within range, which then bursts into a 100-
6th-level tech power foot radius sphere of caustic acid, disintegrating any
Casting Time: 1 action unenhanced objects in the area that aren't being worn
Range: Self (60-foot cone) or carried.
Duration: Instantaneous Each creature in the a ected area must make a
Dexterity saving throw. A creature takes 15d4 + 20 acid
A blast of caustic acid erupts from you. Each creature
damage on a failed save, or half damage on a
in a 60-foot cone must make a Dexterity saving throw.
successful one. Each creature must also make a
On a failed save, a creature takes 12d4 acid damage,
Constitution saving throw. On a failed save, it is
and an additional 4d4 acid damage at the end of its
incapacitated for 1d4 rounds by the burning fumes.
next turn. On a successful save, a creature takes half
Creatures that don’t breathe or that are immune to
the initial damage, and no damage at the end of its
acid damage automatically succeed on this saving
next turn.
throw.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, both the initial damage ACTIVE CAMOUFLAGE
and damage taken at the end of a creature's next turn 1st-level tech power
increase by 1d4 for each slot level above 6th.
Casting Time: 1 action
ACID STREAM Range: Touch
1st-level tech power Duration: Concentration, up to 10 minutes
Casting Time: 1 action You grant a creature the ability to blend in with its
Range: Self (30-foot line) surroundings. The creature can make Dexterity
Duration: Instantaneous (Stealth) checks to hide if it is prone or is lightly
obscured.
A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each ADHESIVE
creature in the line must succeed on a Dexterity saving 1st-level tech power
throw or be covered in acid for the power’s duration or
Casting Time: 1 action
until a creature uses its action to scrape or wash the
Range: 90 feet (20-foot square)
acid o itself or another creature. A creature covered
Duration: Concentration, up to 1 minute
in the acid takes 2d4 acid damage at start of each of its
turns. You coat the ground in a 20-foot square starting
Overcharge Tech. When you cast this power using a from a point within range in adhesive. For the duration,
tech slot of 2nd level or higher, the damage increases the ground in the a ected area is di cult terrain.
by 2d4 for each slot level above 1st. A creature in the area when you cast the power must
succeed on a Strength saving throw or be restrained by
ACID WIND the adhesive until the power ends. A creature
1st-level tech power restrained by the adhesive can use its action to make a
Casting Time: 1 action Strength check against your tech save DC. On a
Range: Self (15-foot cube) success, it frees itself.
Duration: Instantaneous
ALTER SELF AUTOPILOT PROGRAM
2nd-level tech power 3rd-level tech power
Casting Time: 1 action Casting Time: 10 minutes
Range: Self Range: Touch
Duration: Concentration, up to 1 hour Duration: 12 hours
You assume a di erent form. When you cast the You grant a starship or construct with the Piloted
power, choose one of the following options, the e ects trait you touch the ability to pilot itself for the duration.
of which last for the duration of the power. While the While it is not piloted by a creature, it follows simple
power lasts, you can end one option as an action to instructions you give it regarding the bearing and
gain the bene ts of a di erent one. speed of the vessel. The target uses your bonus to
Aquatic Adaptation. You adapt your body to an Piloting checks when performing its duties. If the target
aquatic environment, sprouting gills and growing takes damage, this power ends.
webbing between your ngers. You can breathe
BACTA SPRAY
underwater and gain a swimming speed equal to your
3rd-level tech power
walking speed.
Change Appearance. You transform your Casting Time: 1 action
appearance. You decide what you look like, including Range: Self (30-foot cone)
your height, weight, facial features, sound of your Duration: Instantaneous
voice, hair length, coloration, and distinguishing A spray of bacta emanates from you, restoring those
characteristics, if any. You can make yourself appear as in front of you. Each creature in a 30-foot cone regains
a member of another race, though none of your a number of hit points equal to 3d6 + your techcasting
statistics change. You can also alter your vocal cords, ability modi er. This power has no e ect on droids or
enabling you to speak a language you know, but constructs.
otherwise would be incapable of speaking. You also Overcharge Tech. When you cast this power using a
can’t appear as a creature of a di erent size than you, tech slot of 4th level or higher, the healing increases by
and your basic shape stays the same; if you’re bipedal, 1d6 for each slot level above 3rd.
you can’t use this spell to become quadrupedal, for
instance. At any time for the duration of the power, BACTA WELL
you can use your action to change your appearance in 2nd-level tech power
this way again. Casting Time: 1 action
Natural Weapons. You grow claws, fangs, spines, Range: 60 feet
horns, or a di erent natural weapon of your choice. Duration: 1 round
Your unarmed strikes deal 1d6 kinetic damage, and
you are pro cient with your unarmed strikes. Finally, You produce a font of healing bacta uid at a point
the natural weapon is enhanced and you have a +1 you can see, with a radius of 5 feet. At the start of your
bonus to the attack and damage rolls you make using next turn, up to four creatures you designate in the
it. a ected area regain hit points equal to 1d6 + your
techcasting modi er. This power has no e ect on
ANTI-TECH BARRIER droids or constructs.
5th-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 minute tech slot of 3rd level or higher, the healing increases by
Range: 30 feet 1d6 for each slot level above 2nd. When you cast this
Duration: 24 hours power using a tech slot of 6th level or higher, the
a ected radius increases to 10 feet, and this power can
You create an invisible barrier that wards one point a ect any number of creatures within the radius.
of entry (a hallway, doorway, window or the like). The
entryway can be no more than 20 feet across. You
must be able to see the area a ected and it must be in
range. For the duration of the power, no tech focus,
droid, construct, or creature under the e ects of a tech
power can pass through the barrier, nor target a
creature, object or area on the other side of the barrier
with a tech power. You and up to three creatures you
designate when you cast the power can pass and cast
powers through the barrier as if anti-tech barrier was
not in e ect.
If you cast this power on the same target every day
for one year, the e ect becomes permanent until
dispelled.
BLACK HOLE CHARGE AMMUNITION
8th-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: 150 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: 1 minute
This power brie y emulates the e ects of a black You touch a power cell or one to three cartridges and
hole, creating a sphere centered on a point you choose enhance them for the duration. When you or someone
within range. The sphere can have a radius of up to 40 else makes a ranged attack with a simple blaster
feet. The area within this sphere is lled with enhanced loaded with the a ected power cell or one of the
darkness and crushing gravitational force. a ected cartridges, that attack is considered a tech
For the duration, the power's area is di cult terrain. attack. If someone else attacks with the ammunition,
A creature with darkvision can't see through the that attacker adds your techcasting ability modi er, not
enhanced darkness, and unenhanced light can't the attacker’s, to the attack roll. On a hit, the target of
illuminate it. No sound can be created within or pass the attack su ers the attack's normal e ects, but the
through the area. Any creature or object entirely inside weapon's damage is considered enhanced. This power
the sphere is immune to sonic damage, and creatures ends when three attacks have been made with an
are deafened while entirely inside it. Any creature that a ected power cell, or all a ected cartridges have been
enters the power's area for the rst time on a turn or used for attacks.
starts its turn there must make a Constitution saving If you cast this power again, the power ends early on
throw. The creature takes 8d10 kinetic damage on a any ammunition still a ected by it.
failed save, or half as much damage on a successful
one. A creature reduced to 0 hit points by this damage CLIMBING CLAWS
is disintegrated. A disintegrated creature and 1st-level tech power
everything it is wearing and carrying, except enhanced Casting Time: 1 action
items, are reduced to a pile of ne gray dust. Range: Self
Duration: Concentration, up to 10 minutes
BLINDING BLOW
3rd-level tech power You modify parts of your body in a manner that
allows you to cling to unenhanced wooden, stone, or
Casting Time: 1 bonus action
metallic surfaces, allowing you to climb or perch on
Range: Self
these surfaces with no chance of falling. Climbing still
Duration: Concentration, up to 1 minute
costs double normal movement.
The next time you hit a creature with a melee
weapon attack during this power’s duration, your COLD SNAP
weapon ares with a bright light, and the attack deals 2nd-level tech power
an extra 3d8 energy damage to the target. Additionally, Casting Time: 1 action
the target must succeed on a Constitution saving throw Range: 30 feet
or be blinded until the power ends. Duration: Instantaneous
A creature blinded by this spell makes another One creature you can see must make a Constitution
Constitution saving throw at the end of each of its saving throw. If the saving throw fails, it takes 2d10
turns. On a successful save, it is no longer blinded. cold damage and is incapacitated until the end of its
CARBON GAS next turn. On a successful save, it takes half damage
3rd-level tech power and is not incapacitated.
Overcharge Tech. When you cast this power using a
Casting Time: 1 action
tech slot of 4th level or higher, the damage increases
Range: 60 feet
by 1d10 for every two slot levels above 2nd.
Duration: Concentration, up to 1 minute
You create a cloud of icy gas in a 20-foot-radius
sphere centered on a point you can see within range.
The sphere extends around corners, and its area is
heavily obscured to all creatures excluding you. Each
creature that enters the power's area for the rst time
on a turn or starts its turn there takes 1d6 cold
damage.
The cloud moves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
ground. The vapors, being heavier than air, sink to the
lowest level of the land, even pouring down openings.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
CONFOUNDING BATTLEFIELD Hemophilia. The creature begins to bleed
6th-level tech power uncontrollably. The creature has disadvantage on
Constitution checks and Constitution saving throws. In
Casting Time: 1 action
addition, whenever the creature takes damage, it is
Range: Self (60-foot radius)
stunned until the end of its next turn.
Duration: Concentration, up to 1 minute
Necrosis. The creature’s esh decays. The creature
Each Small or Medium-sized creature within 60 feet has disadvantage on Charisma checks and vulnerability
of yourself (including you) takes on the appearance of to all damage.
one other creature of the same size in the area. The Seizure. The creature is overcome with shaking. The
creature each target resembles should be selected creature has disadvantage on Dexterity checks,
randomly. Every target a ected becomes an exact Dexterity saving throws, and attack rolls that use
illusory copy of the original, from the items it carries to Dexterity.
the sound of its voice. A target that sees the power’s
e ect when it is cast can make an Intelligence saving CONTAMINATE WATER
throw. If the saving throw fails, the target can’t 5th-level tech power
distinguish which creature is which by sight or sound. Casting Time: 1 action
On a successful save, the target still sees and hears the Range: 60 feet
illusion, but can tell which creature is which from Duration: Concentration, up to 1 minute
subtle clues such as posture or manner of movement.
As an action, a creature can make an Intelligence You change an area of water you can see within
(Investigation) check against your tech saving throw range into a poisonous, toxic substance. The power
DC; if it succeeds, it can correctly identify each creature a ects up to ten cubes of water, each 10 feet on a side.
a ected by the illusion, the same as if it made a Each cube must have at least one face adjacent to the
successful saving throw. This power has no e ect on face of another cube. Each creature that starts its turn
constructs, creatures that have an Intelligence of 3 or in the water or that enters the water for the rst time
lower, and creatures that don't speak any language. on a turn must make a Constitution saving throw. On a
failed save, a creature takes 5d6 poison damage and
CONTAGION becomes poisoned until the start of its next turn. On a
5th-level tech power successful save, it takes half as much damage, and is
Casting Time: 1 action
not poisoned.
Range: Touch
If the a ected area is part of a larger body of water,
Duration: 7 days
new water entering the area becomes poisonous while
water leaving the area is no longer a ected.
Your touch in icts disease. Make a melee tech attack Overcharge Tech. When you cast this power using a
against a creature within your reach. On a hit, the tech slot of 6th level or higher, the maximum number
target is poisoned. of 10-foot cubes of water you can a ect increases by
At the end of each of the poisoned target's turns, the two for each slot level above 5th.
target must make a Constitution saving throw. If the
target succeeds on three of these saves, it is no longer CONTINUAL LIGHT
poisoned, and the power ends. If the target fails three 2nd-level tech power
of these saves, the target is no longer poisoned, but Casting Time: 1 action
choose one of the diseases below. The target is Range: Touch
subjected to the chosen disease for the power's Duration: Until dispelled
duration.
A light, equivalent in brightness to a glowrod,
Since this power induces a natural disease in its
emanates from an object that you touch.
target, any e ect that removes a disease or otherwise
ameliorates a disease's e ects apply to it. The light creates no heat. As a bonus action, you can
activate or deactivate any number of continual lights
Blinding Sickness. Pain grips the creature’s mind,
you have created, that are within 200 feet of you.
and its eyes turn milky white. The creature has
disadvantage on Wisdom checks and Wisdom saving CONTROL LIGHT
throws and is blinded. 4th-level tech power
Fever. A raging fever sweeps through the creature’s
Casting Time: 1 action
body. The creature has disadvantage on Strength
Range: 90 feet (30-foot-radius sphere)
checks, Strength saving throws, and attack rolls that
Duration: Concentration, up to 1 minute
use Strength.
Fugue. The creature’s mind becomes scattered and You control the illumination in a 30-foot-radius
forgetful. The creature has disadvantage on sphere centered on a point you can see, choosing
Intelligence checks and Intelligence saving throws, and whether it’s full darkness, dim light, or bright light. You
the creature behaves as if under the e ects of the can change the level of illumination by one level (no
insanity power during combat. action required) when you cast the power and at the
start of each of your turns.
Other forms of illumination initially function
normally within the sphere, but you can change their
e ectiveness on your subsequent turns.
CRYOGENIC BLOW DELAYED CRYOGENIC EXPLOSION
1st-level tech power 6th-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 300 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
The next time you hit a creature with a weapon A frigid projectile streaks to a point of your choice
attack during this power’s duration, the attack deals an within range, where it explodes in a 60-foot-radius
extra 1d6 cold damage to the target. The target must sphere. Each creature within the area must make a
make a Strength saving throw. On a failed save, it gains Constitution saving throw. On a failed save, a creature
a level of slowed for the duration. At the start of each takes 10d6 cold damage. On a successful save, it takes
of its turns, the target can repeat the saving throw, half as much damage.
ending the e ect on itself on a success. If the projectile strikes a body of water or a liquid
Overcharge Tech. If you cast this power using a tech that is principally water (not including water-based
slot of 2nd level or higher, the damage increases by creatures), it freezes the liquid to a depth of 6 inches
1d6 for each slot level above 1st. over an area 30 feet square. This ice lasts for 1 minute.
Creatures that were swimming on the surface of frozen
DEFENSE MATRIX water are trapped in the ice. A trapped creature can
5th-level tech power use an action to make a Strength check against your
Casting Time: 1 action tech save DC to break free.
Range: 50 feet You can refrain from ring the projectile after
Duration: Concentration, up to 1 minute completing the power, if you wish. A small detonator
You create a pulsing 1-foot-diameter sphere of about the size of a pebble, cool to the touch, appears
energy distortion that hangs in the air at a point you in your hand. At any time, you or a creature you give
can see within 50 feet of you. When a tech power of the detonator to can throw it to a range of 40 feet. It
4th level or lower targeting a creature, object, or area explodes on impact, with the same e ect as the
within 30 feet of the sphere is cast, it fails, though any normal casting of the power. You can also set the
tech points expended in the casting are still spent. The detonator down without triggering it. After 1 minute, if
sphere disappears after it causes three powers to fail the detonator hasn't already exploded, it explodes.
or when the power's duration runs out. Overcharge Tech. When you cast this power using a
As a bonus action, you can move the sphere up to 60 tech slot of 7th level or higher, the damage increases
feet in any direction to a point you can see. by 1d6 for each slot level above 6th.
Overcharge Tech. When you cast this power with a DELAYED DETONATOR
tech slot of 6th level or higher, the sphere causes 1st-level tech power
powers of 5th level or lower to fail. When you cast this
Casting Time: 1 bonus action
power with a tech slot of 7th level or higher, the sphere
Range: Touch
causes powers of 6th level or lower to fail. When you
Duration: Concentration, up to 1 minute
cast this power with a tech slot of 8th level or higher,
the sphere causes powers of 7th level or lower to fail. Make a melee tech attack against a creature you can
When you cast this power with a tech slot of 9th level reach. On a hit, you implant an explosive charge in the
or higher, the sphere causes powers of 8th level or target's body. You can then end this power and
lower to fail. detonate the charge as a bonus action on any of your
subsequent turns. It deals 2d8 re damage if
DELUSION detonated on your next turn. It deals 3d8 re damage
4th-level tech power on the turn after, increasing by 1d8 for each turn you
Casting Time: 1 action do not detonate it, to a maximum of 6d8. If this power
Range: 30 feet ends before you detonate the charge, the target takes
Duration: 1 hour no damage.
You attempt to charm a creature you can see within Overcharge Tech. When you cast this power using a
range. It must make a Wisdom saving throw, and it tech slot of 2nd level or higher, the initial damage and
does so with advantage if you or your companions are maximum damage both increase by 1d8 for each slot
ghting it. If it fails the saving throw, it is charmed by level above 2nd.
you until the power ends or until you or your
companions do anything harmful to it. The charmed
creature is friendly to you. When the power ends, the
creature knows it was charmed by you.
Overcharge Tech. When you cast this power using a
tech slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. The
creatures must be within 30 feet of each other when
you target them.
DELTA WAVE INDUCER Overcharge Tech. When you cast this power using a
3rd-level tech power tech slot of 2nd level or higher, the maximum size of
the object increases by 1 foot for each slot level above
Casting Time: 1 action
1st.
Range: 30 feet
Duration: 10 minutes DISRUPT DROID
You release a wave of light, and up to three willing 3rd-level tech power
creatures of your choice that you can see within range Casting Time: 1 action
fall unconscious for the power’s duration. The power Range: Touch
ends on a target early if it takes damage or someone Duration: Concentration, up to 1 minute
uses an action to shake or slap it awake. If a target
One droid or construct you touch is hampered by
remains unconscious for the full duration, that target
electronic interference. The target takes 2d6 energy
gains the bene t of a short rest, and it can’t be a ected
damage and must make a Constitution saving throw.
by this power or a similar power again until it nishes a
On a successful save, the power ends. On a failed save,
long rest.
the target takes 2d6 energy damage at the start of
Tech Potency. When you cast this power using a
each of its turns and it must subtract 1d4 from its
tech slot of 4th level or higher, you can target one
attack rolls and ability checks for the duration of the
additional willing creature for each slot level above 3rd.
power. The creature can repeat the saving throw at the
DESERT REFUGE end of each of its turns; a successful save ends the
4th-level tech power power.
Casting Time: 1 action DUPLICATE TECH
Range: Touch 3rd-level tech power
Duration: 24 hours
Casting Time: 1 reaction, which you take when you see a
A willing creature you touch becomes wreathed by creature other than you within 30 feet of you nish
an aura that maintains a comfortable temperature. For casting a tech power
the duration, the creature is considered adapted to Range: 30 feet
unbearably hot or cold climates. The creature is also Duration: Instantaneous
shielded from the e ects of exposure to sun and wind,
You scan a 1st level tech power as it is being cast and
but not from objects propelled by the wind, such as
attempt to replicate its e ects. If the creature casting
sand blown by a sandstorm.
the power is willing, you also cast the power at 1st
Overcharge Tech. When you cast this power with a
level. If the creature is unwilling, you must succeed on
tech slot of 5th level or higher, you can target an
an ability check using your techcasting ability to cast
additional creature for each slot level above 4th.
the power. The DC equals 10 + the power's level.
DETONATOR Overcharge Tech. When you cast this power using a
At-will tech power tech slot of 4th level or higher, you can target a tech
power of a level equal to half the level of the tech slot
Casting Time: 1 action
you used (rounded down), and you cast the duplicate
Range: 60 feet
power at that level.
Duration: Insantaneous
You launch a detonator at a creature. Make a ranged ELECTROMAGNETIC BOND
tech attack against a creature you can see within 2nd-level tech power
range. On a hit, the target takes 1d6 re damage, and Casting Time: 1 action
all creatures within 5 feet of the target (including the Range: 10 feet
original target) must make a Dexterity saving throw or Duration: Concentration, up to 1 minute
take 1d4 re damage as well.
Electricity arcs from you to up to three creatures of
This power’s damage increases by 1d6/1d4 when you
your choice that you can see within range, creating
reach 5th level (2d6/2d4), 11th level (3d6/3d4), and
separate bonds between you and each target. A target
17th level (4d6/4d4).
breaks its bond if it is ever more than 10 feet away
DISTORT VALUE from you, or when the power ends. If a target is still
1st-level tech power bonded to you at the start of its turn, it must make a
Constitution saving throw. The creature takes 3d8
Casting Time: 1 minute
lightning damage on a failed save, or half as much
Range: Touch
damage on a successful one.
Duration: 8 hours
Overcharge Tech. When you cast this power using a
You cast this power on an object no more than 1 foot tech slot of 3rd level or higher, the damage increases
on a side, doubling the object’s perceived value by by 1d8 for each slot level above 2nd.
adding illusory ourishes or polish to it, or reducing its
perceived value by half with the help of illusory
scratches, dents, and other unsightly features. Anyone
examining the object can ascertain its true value with a
successful Intelligence (Investigation) check against
your tech save DC.
ELECTROMAGNETIC PULL You enhance the voice of one willing creature you ENERG
At-will tech power touch, allowing that creature to be heard clearly by all 6th-lev
creatures that can hear within 300 feet of it, regardless
Casting Time: 1 action Casting
of background noise.
Range: 15 feet Range:
Duration: Instantaneous Duratio
You create a lash of electricity that strikes at one You
creature of your choice that you can see within range. energy
The target must succeed on a Strength saving throw or duratio
be pulled up to 10 feet in a straight line toward you long, 2
and then take 1d8 lightning damage if it is within 5 feet to 60 fe
of you. The target makes this saving throw at The wa
disadvantage if it is made of metal or wearing armor behind
made of metal. Whe
This power’s damage increases by 1d8 when you time o
reach 5th level (2d8), 11th level (3d8), and 17th level must m
(4d8). the cre
succes
ENCODE DATA damag
At-will tech power
Casting Time: 1 action ENSNA
Range: Self 1st-lev
Duration: 8 hours Casting
Range:
You preserve visual and/or audio-based data of an
Duratio
event you witnessed within the past minute, or a
memory, idea, or message of your own as data in the The
form of a Tiny data capsule that can be held and attack
carried. at the p
If you cast this power while under the e ect of a a Stren
power or an ability that allows you to read or net unt
manipulate the thoughts of others (such as read has ad
memory or rewrite memory), you can transform the succee
thoughts or memories you read, rather than your own, disinte
into a data capsule. Whil
A creature can use an action to touch the data lightnin
capsule and cause the visual/audio data to reenact as a creatu
hologram, or as a sound, visible and audible out to 30 falls un
feet. restrai
When the power ends, the data capsule becomes creatu
inoperable, and disintegrates. against
This power’s duration increases by 8 hours when you freed, a
reach 5th level (16 hours), 11th level (24 hours), and Over
17th level (32 hours). slot of
1d6 for
ENCRYPT
At-will tech power
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You alter the data on a datapad, terminal, or other
electronic device, making it unintelligible. A creature
that spends at least 1 minute trying to decipher the
data can make an Intelligence check against your tech
save DC; a success indicates they decipher the data.
ENHANCE ORATION
1st-level tech power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
ENVIRONMENTAL SHIELD Creatures or enhanced items can’t be created by this
3rd-level tech power power. You also can’t use it to create items that
ordinarily require a high degree of craftsmanship, such
Casting Time: 1 minute
as jewelry, weapons, glass, or armor, unless you have
Range: Self (10-foot radius hemisphere)
pro ciency with the type of tool used to craft such
Duration: 8 hours
objects.
A 10-foot radius immobile dome of energy springs
into existence around and above you and remains FABRICATE MINOR TRAP
stationary for the duration. The power ends if you 1st-level tech power
leave its area. Casting Time: 1 minute
Nine creatures of Medium size or smaller can t Range: 30 feet
inside the dome with you. The power fails if its area Duration: 24 hours, or until triggered
includes a larger creature or more than nine creatures.
You ward the ground within range with a manually
Creatures and objects within the dome when you cast
operated trap. The trap is well disguised. Any creature
this power can move through it freely. All other
that can’t see the area at the time the power is cast
creatures and objects are barred from passing through
must make a Wisdom (Perception) check against your
it. Powers and other enhanced e ects can’t extend
tech save DC to notice the trap before entering the
through the dome or be cast through it. The
area. Once after this power is cast, when a creature
atmosphere inside the space is comfortable and dry,
you can see enters or moves within the warded area,
regardless of the weather outside.
you can use your reaction to trigger the trap. The e ect
Until the power ends, you can command the interior
on the creature depends on the kind of trap you
to become dimly lit or dark. The dome is opaque from
employ, which you choose when you cast this power.
the outside, of any color you choose, but it is
You can maintain a maximum number of instances of
transparent from the inside.
this power equal to your techcasting ability modi er.
EXPLOSIVE CLOUD Explosion. This power creates an explosive which is
3rd-level tech power launched at the target when triggered. The creature
must make a Dexterity saving throw. It takes 2d10 re
Casting Time: 1 action
damage on a failed save, or half as much on a
Range: 120 feet
successful one.
Duration: Concentration, up to 1 minute
Pitfall. This power creates a 5-foot diameter, 15-foot
You create a cloud of invisible, explosive gas that deep pitfall beneath the creature when triggered,
spreads out into a 20-foot-radius sphere around a which must make a Dexterity saving throw. On a failed
point you can see. If a source of heat— re, sparks, or a saving throw, the creature falls into the pitfall. On a
blaster bolt, for example—is brought into contact with success, the creature falls prone in a space adjacent to
the cloud, the gas ignites. Each creature within the the pitfall. This pitfall cannot be created through
cloud's area must make a Dexterity saving throw. On a manufactured terrain. Otherwise, the hole is well
failed save, a creature takes 6d6 re damage, or half as constructed and lasts even after the power's duration.
much damage on a successful one. Flying creatures avoid this trap.
The cloud of gas can be noticed only with a Snare. This power creates a snare of rope, wire, vine,
successful Wisdom (Perception) check against your or webs that entangle the creature. The creature must
tech save DC. make a Strength saving throw. A Large or larger
creature has advantage on this saving throw. On a
FABRICATE
failed save, the creature takes 1d6 kinetic damage and
4th-level tech power
is restrained until the start of its next turn. On a
Casting Time: 10 minutes success, the creature takes half as much damage and
Range: 10 feet ends its movement.
Duration: Instantaneous Overcharge Tech. When you cast this power using a
You convert raw materials into products of the same tech slot of 2nd level or higher, the e ects increase,
material. For example, you can fabricate a wooden based on the trap. Explosion. The damage increases by
bridge from a clump of trees, a rope from a patch of 1d10 for each slot level above 1st. If cast using a slot of
hemp, and clothes from bantha hide. 3rd level or higher, this power targets creatures in a
Choose raw materials that you can see within range. sphere centered on a point within the warded area, the
You can fabricate a Large or smaller object (contained radius of which is 5 feet for every two slot levels above
within a 10-foot cube, or eight connected 5-foot cubes), 1st. Pitfall. The depth of the pitfall increases by 5 feet
given a su cient quantity of raw material. If you are for each slot level above 1st. If cast using a slot of 3rd
working with metal, stone, or another mineral level or higher, the diameter of the pit is 5 feet wider
substance, however, the fabricated object can be no for every two slot levels above 1st. Snare. The damage
larger than Medium (contained within a single 5-foot increases by 1d6 for each slot level above 1st. If cast
cube). The quality of objects made by the power is using a slot of 3rd level or higher, Large creatures no
commensurate with the quality of the raw materials. longer have advantage on their saving throw. This size
category increases for every two slot levels above 1st.
FERMENT GREATER DISPERSE ENERGY
At-will tech power 7th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: Instantaneous Duration: Concentration, up to 1 hour
Up to one pint of liquid in a container you touch You grant a willing creature you touch immunity to
becomes alcoholic, but it looks, tastes, and smells your choice of one of the following damage types for
exactly as it did before. the duration of the power: acid, cold, re, lightning, or
sonic.
FLARE STRIKE
At-will tech power GREATER IMMOLATE
Casting Time: 1 action
9th-level tech power
Range: Varies Casting Time: 1 action
Duration: 1 round Range: 50 feet
Duration: Concentration, up to 1 minute
As part of the action used to cast this power, you
must make a melee weapon attack against one White-hot ames wreathe one creature you can see
creature within your reach, otherwise the power fails. within range. The target must make a Dexterity saving
On a hit, the target su ers the attack's normal e ects, throw. It takes 6d10 + 20 re damage on a failed save,
and re surrounds the target, occupying a 5-foot cube or half as much damage on a successful one. On a
within 5 feet of it that lasts for the duration. When a failed save, the target also burns for the power's
creature enters the re for the rst time on a turn or duration. The burning target sheds bright light in a 30-
starts its turn within it, it must make a Dexterity saving foot radius and dim light for an additional 30 feet. At
throw. On a failed save, it takes re damage equal to the end of each of its turns, the target takes 2d10 re
your techcasting modi er. damage. These enhanced ames can't be extinguished
This power's damage increases when you reach by unenhanced means. If damage from this power kills
higher levels. At 5th level, the melee attack deals an a creature, it and everything it is wearing or carrying,
extra 1d6 re damage to the target, and the re except enhanced items, are reduced to ash.
damage from the 5-foot cube increases to 1d6 + your
techcasting modi er. Both damage rolls increase by GREATER INJECTION
1d6 at 11th level and 17th level. 6th-level tech power
Casting Time: 1 bonus action
FRESH SEAL Range: Self
2nd-level tech power Duration: Concentration, up to 1 minute
Casting Time: 1 action
You produce a syringe, dripping with lethal toxins. As
Range: 10 feet
an action, you can make a melee tech attack with the
Duration: 7 days
syringe. On a hit, the target takes 5d8 poison damage
All nonmagical food and drink within a 5-foot-radius and becomes poisoned. At the start of each of its turns,
sphere centered on a point of your choice within range a poisoned creature makes a Constitution saving
is puri ed and rendered free of poison and disease. In throw. On a successful save, it is no longer poisoned.
addition, the food can’t spoil or become poisoned
while the power lasts. GREATER RESTORE FUNCTIONALITY
5th-level tech power
Overcharge Tech. When you cast this power with a
tech slot of 3rd level or higher, the power lasts an Casting Time: 1 action
additional 7 days for each slot level above 2nd. Range: Touch
Duration: Instantaneous
GLIBNESS
8th-level tech power You undo a debilitating e ect on a droid or construct
you touch. You can reduce the target's exhaustion level
Casting Time: 1 action by one, or end one of the following e ects on the
Range: Self target:
Duration: 1 hour
One e ect that charmed the target.
Until the power ends, when you make a Charisma
One tech-based curse, including the target's
check, you can replace the number you roll with a 15.
attunement to a cursed item.
Additionally, no matter what you say, enhanced e ects
Any reduction to one of the target's ability scores.
that would determine if you are telling the truth
One e ect reducing the target's hit point maximum.
indicate that you are being truthful.
GREATER TACTICAL BARRIER HAYWIRE
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Duration: Concentration, up to 1 hour Duration: Instantaneous
You touch a willing creature. Until the power ends, You momentarily surround a creature you can see
the target is surrounded by a faintly shimmering within range with electronic interference and
barrier, and the target's AC can't be less than 16, holographic illusions. The target must succeed on an
regardless of what kind of armor it is wearing. Intelligence saving throw, or it takes 1d6 lightning
damage and moves 5 feet in a random direction if it
GREATER TRANSLATION PROGRAM can move and its speed is at least 5 feet. Roll a d4 for
3rd-level tech power the direction: 1, north; 2, south; 3, east; or 4, west. This
Casting Time: 1 action movement doesn’t provoke opportunity attacks, and if
Range: Touch the direction rolled is blocked, the target doesn’t move.
Duration: 1 hour The power’s damage increases by 1d6 when you
This power grants the creature you touch the ability reach 5th level (2d6), 11th level (3d6), and 17th level
to understand any spoken registered language it hears. (4d6).
Moreover, when the target speaks, any creature that HAZARDOUS TERRAIN
knows at least one registered language and can hear 2nd-level tech power
the target understands what it says.
Casting Time: 1 action
GREATER TRUTH SERUM Range: 50 feet
5th-level tech power Duration: 1 minute
Casting Time: 1 action You create an area of hazardous terrain on a surface
Range: Touch you choose within range. The a ected area consists of
Duration: 10 minutes up to four 5-foot squares, which you can arrange as
You touch a creature, compelling it to answer up to you wish. Each square must have at least one side
three questions truthfully. The creature must make a adjacent to the side of another square. The area
Constitution saving throw after each question is asked. becomes di cult terrain for the duration. The rst time
On a failed save, it must answer the question truthfully a creature moves through the area on a turn, it must
and must o er as much information as it can. On a make a Dexterity saving throw. On a failed save, it
successful save, the creature can refuse to answer the takes 1d6 kinetic damage, or half as much damage on
question, but it can’t lie. The creature must be able to a successful one.
understand your questions. Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
HARMONIC DISSOLUTION by 1d6, and the maximum number of squares you can
8th-level tech power a ect increases by one for each slot level above 2nd.
Casting Time: 1 action IGNITE
Range: 60 feet 2nd-level tech power
Duration: Instantaneous
Casting Time: 1 action
You create a 20-foot sphere of intense harmonic Range: 30 feet
vibration at a point you can see within range. Each Duration: Instantaneous
creature in the area of that sphere must make a
Constitution saving throw. A creature takes 8d10 sonic You send a thick orange-and-purple ray at one
damage on a failed save, or half damage on a creature you can see within range. Make a ranged tech
successful one. If this damage reduces the creature to attack; if it hits, the creature takes 4d6 re damage and
0 hit points, it is disintegrated. A disintegrated creature catches re. At the end of each of its turns, it takes 2d6
and everything it is wearing and carrying, except re damage. A burning creature or another creature
enhanced items, are reduced to a pile of ne gray dust. within 5 feet of it can use its action to extinguish the
Unenhanced objects that are not being worn or re.
carried, as well as structures (or portions of them) that Overcharge Tech. When you cast this power using a
are inside the area are automatically disintegrated. tech slot of 3rd level or higher, the initial damage is
increased by 1d6 for each slot level above 2nd.
IMPLOSION INVERT COMPASS
4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of crushing gravitational Choose one droid or construct you can see. It must
force forms at a point you can see within range and make an Intelligence saving throw. If the construct has
tugs at the creatures there. Each creature in the sphere the 'Piloted' trait, and has a pilot controlling it that is
must make a Constitution saving throw. On a failed not incapacitated, it gains a bonus to the saving throw
save, the creature takes 5d10 kinetic damage and is equal to the pilot's Intelligence modi er. On a failed
pulled in a straight line toward the center of the save, whenever the creature moves for the duration of
sphere, ending in an unoccupied space as close to the the power, it moves in a random direction, determining
center as possible (even if that space is in the air). On a how far it will move before doing so. At the end of each
successful save, the creature takes half as much of its turns, the target can repeat its saving throw
damage and isn't pulled. against this power, ending it on a success.
Overcharge Tech. When you cast this power using a
tech slot of 5th level or higher, the damage increases IONIC EXPLOSION
by 1d10 for each slot level above 4th. 8th-level tech power
Casting Time: 1 action
INJECTION Range: 120 feet
3rd-level tech power Duration: Instantaneous
Casting Time: 1 bonus action
You cause ionic energy to ll a 40-foot-radius sphere
Range: Self
centered on a point within range. Each creature in the
Duration: Concentration, up to 1 minute
a ected area must make a Dexterity saving throw. If
You produce a poisoned syringe in your hand, which the saving throw fails, the creature takes 8d10 ion
is treated as a hidden blade ( ne). Upon hitting a damage and is stunned for 1d4 rounds; on a successful
creature, the syringe remains stuck in that creature. At save, the creature takes half damage and is not
the start of each of its turns, the creature must make a stunned.
Constitution saving throw. On a failed save, the A stunned creature makes a Constitution saving
creature takes 2d6 poison damage and is incapacitated throw at the end of each of its turns; a successful save
until the end of its turn. On a successful save, the ends the stun.
syringe falls out and disintegrates, ending the power. A A droid or construct reduced to 0 hit points by this
creature that is immune to the poisoned condition power dies instantly, and can’t be raised by any e ect
automatically succeeds this save. less powerful than an 8th-level power.
INSTANT TRANSLOCATION ITEMIZE
3rd-level tech power At-will tech power
Casting Time: 1 reaction, which you take when you are hit Casting Time: 1 action
by an attack Range: 30 feet
Range: Self Duration: Instantaneous
Duration: Instantaneous
You instantly learn the exact quantity of one type of
You teleport as an attack begins to hit you. You have item within 30 feet of you. It must be a type of item
a +5 bonus to AC against the triggering attack. You that you’ve handled in the past; you can’t, for example,
then teleport to an unoccupied space within 30 feet of use itemize to nd out how many BKGs are nearby if
you, and may make one weapon attack with advantage you’ve never handled such a weapon. The object being
against the attacker. itemized must also be reasonably speci c. You can
Overcharge Tech. When you cast this power using a learn how many apples are nearby, for example, but
tech slot of 4th level or higher, the maximum teleport not how much fruit.
distance increases by 10 for each slot level above 3rd.
JUMP
INTERDICTION 1st-level tech power
7th-level tech power Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 150 feet Duration: 1 minute
Duration: 1 minute
You touch a creature. The creature's jump distance is
Select one creature within range. That creature must tripled until the power ends.
make an Intelligence saving throw. On a failed save, it
is unable to cast tech powers for the duration of the
power. It can repeat the saving throw at the end of
each of its turns; a successful save ends the e ect.
MAGNIFY GRAVITY MINI-TURRETS
1st-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: 1 round Duration: 8 hours
The gravity in a 10-foot-radius sphere centered on a You hide up to four mini-turrets—expending one
point you can see within range increases for a unenhanced power cell for each—placing each on a
moment. Each creature in the sphere on the turn when surface within range and program them to protect an
you cast the power must make a Constitution saving area. Any creature that can't see the area at the time
throw. On a failed save, a creature takes 2d8 kinetic the power is cast can use its action to make a Wisdom
damage, and it gains a level of slowed until the end of (Perception) check against your tech save DC. On a
its next turn. On a successful save, a creature takes half success, it notices the mini-turrets.
as much damage and su ers no additional e ect. Until the power ends, whenever a creature other
Until the start of your next turn, any object that isn't than you comes within 30 feet of a mini-turret for the
being worn or carried in the sphere requires a rst time on a turn or ends its turn there, the turret
successful Strength check against your tech save DC to attacks it. The creature must succeed on a Dexterity
pick up or move. saving throw or take 2d6 energy damage. The turret is
Overcharge Tech. When you cast this power using a then destroyed. The power ends when no mini-turrets
tech slot of 2nd level or higher, the damage increases remain.
by 1d8 for each slot level above 1st. When you cast this power, you can designate any
creatures you choose, and the power ignores them.
METAL STORM Overcharge Tech. When you cast this power using a
4th-level tech power tech slot of 3rd level or higher, the maximum number
Casting Time: 1 action of turrets you can create increases by two. Each
Range: Self (30-foot cone) additional mini-turret requires one additional power
Duration: Instantaneous cell.
You unleash a barrage of sharpened steel projectiles MISDIRECTION
in a 30-foot cone. Each creature in the cone must make 1st-level tech power
a Dexterity saving throw. On a failed save, a creature
Casting Time: 1 bonus action
takes 10d4 kinetic damage, or half as much damage on
Range: Self
a successful one. The projectiles are magnetic; droids
Duration: 1 turn
and constructs have disadvantage on the saving throw,
and are also stunned until the end of your next turn on You become invisible until the end of the current
a failed save. turn, or until you take an o ensive action or cast a
Overcharge Tech. When you cast this power using a power.
tech slot of 5th level or higher, the damage increases
by 2d4 for each slot level above 4th. NOXIOUS FUMES
At-will tech power
MICRO MISSILES Casting Time: 1 action
2nd-level tech power Range: Self (5-foot sphere)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
Toxic gas envelops the area around you. Each
Duration: Instantaneous
creature within range, other than you, must succeed
You launch 5d6 small projectiles at up to ve on a Constitution saving throw or take 1d6 poison
creatures you can see. The projectiles can be divided damage.
between the targets as desired. Each target must make The power's damage increases by 1d6 when you
a Dexterity saving throw. A target takes 1 kinetic reach 5th level (2d6), 11th level (3d6), and 17th level
damage per projectile, or half as much damage on a (4d6).
successful save.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you launch an
additional 1d6 projectiles and can target one additional
creature for each slot level above 4th.
NULL ZONE Overcharge Tech. When you cast this power using a As pa
2nd-level tech power tech slot of 4th level or higher, the kinetic damage must m
increases by 1d10 for each slot level above 3rd. against
Casting Time: 1 action
range,
Range: 120 feet OSCILLATOR BOOST throw
Duration: Concentration, up to 10 minutes 1st-level tech power norma
You generate an energy eld that absorbs sound Casting Time: 1 bonus action enhanc
waves. For the duration, no sound can be created Range: Self Dexter
within or pass through a 20-foot-radius sphere Duration: Concentration, up to 1 minute turn, it
centered on a point you choose within range. Any from th
You empower a vibroweapon you are holding,
creature or object entirely inside the sphere is immune
allowing it to launch concussive blasts. For the duration
to sonic damage, and creatures are deafened while
of the power, on your turn, you can make melee
entirely inside it.
attacks with the a ected vibroweapon against
OBJECT INVISIBILITY creatures up to 20 feet away from you as if they were 5
3rd-level tech power feet away from you. The attacks deal sonic damage
instead of their usual weapon damage type.
Casting Time: 1 action
Range: Touch OVERCHARGE DROID
Duration: Concentration, up to 1 minute 6th-level tech power
An object weighing up to 300 pounds that you touch Casting Time: 1 action
becomes invisible for the duration. If the object is a Range: Touch
weapon, attack rolls with the weapon have advantage Duration: Concentration, up to 1 minute
while it is invisible to the target of the attack.
You touch a willing droid or construct and ll it with
An invisible object is impossible to see without the
invigorating energy. For the duration of the power, at
aid of magic or a special sense. The object's location
the start of each of its turns, the target gains 10
can be detected by any noise it makes. Any creatures
temporary hit points and it rolls a d20; on a result of 11
you choose can see the object faintly.
or higher, it loses one level of exhaustion. The target
Overcharge Tech. When you cast this power using a
also gains resistance to ion and lightning damage, and
tech slot of 4th level or higher, you can target one
has advantage on saves against ion or lightning
additional object for each slot level above 3rd.
damage for the duration of the power. When this
OIL SPURT power ends, any remaining temporary hit points are
3rd-level tech power lost at the end of the creature’s next long rest.
Overcharge Tech. When you cast this power using a
Casting Time: 1 action
tech slot of 7th level or higher, you can target one
Range: 50 feet
additional droid or construct for each slot level above
Duration: 1 minute
6th.
You project a blast of oil at a creature you can see
within range. Make a ranged tech attack against that OVERHAUL
creature. If it hits, the creature takes 3d10 kinetic 9th-level tech power
damage and is knocked prone. Whether the attack hits Casting Time: 1 hour
or misses, the ground in a 15-foot square centered on Range: Touch
the target becomes covered in oil. The area becomes Duration: Instantaneous
di cult terrain for the duration. When the oil appears,
You return a dead droid or construct you touch to
each creature standing in its area must succeed on a
life, provided that it has been dead no longer than 1
Dexterity saving throw or fall prone. A creature that
day. The target returns to life with all its hit points.
enters the area or ends its turn there must also
This power xes all damage, and removes any tech-
succeed on a Dexterity saving throw or fall prone as
based curses a ecting the target when it died. The
well.
power replaces any damaged or missing components
The oil is ammable. If the initial target was hit by
and limbs.
the attack roll and takes re damage within the
duration, the oil on it ignites, and it is set ablaze for the OVERLOAD BLASTER
duration, taking 1d10 re damage at the start of each At-will tech power
of its turns until it or another creature within 5 feet of it
Casting Time: 1 action
uses an action to put out the ames. Any 5 foot square
Range: Varies
of the oil exposed to re burns away in one round.
Duration: 1 round
Each creature who enters the re or starts it turn there
must make a Dexterity saving throw, taking 3d6 re
damage on a failed save, or half as much on a
successful one. If the initial target was hit by the tech
attack roll, it has disadvantage on this saving throw.
The re ignites any ammable objects in the area that
aren't being worn or carried.
PHEROMONES You create a sound within range for up to 1 minute.
1st-level tech power The sound can range in volume from a whisper to a
scream.
Casting Time: 1 action
You instantaneously cause an unlocked door or
Range: 30 feet
window to y open or slam shut.
Duration: 1 hour
You alter the appearance of your eyes for 1 minute.
You attempt to charm a humanoid you can see You create an illusory image of an object no larger than
within range. It must make a Wisdom saving throw, a 5 foot cube. The illusion is purely visual.
and does so with advantage if you or your companions
are ghting it. If it fails the saving throw, it is charmed If you cast this power multiple times, you can have
by you until the power ends or until you or your up to three of its 1-minute e ects active at a time, and
companions do anything harmful to it. The charmed you can dismiss such an e ect as an action.
creature regards you as a friendly acquaintance. When A creature that witnesses the e ects of this power
the power ends, the creature knows it was charmed by can use its action to make an Intelligence
you. (Investigation) check against your tech save DC. On a
Overcharge Tech. When you cast this power using a successful check, the creature discerns that the e ects
tech slot of 2nd level or higher, you can target one are illusory, and they become faint to the creature.
additional humanoid for each slot level above 1st. The The maximum number of active e ects increases by
creatures must be within 30 feet of each other when 3 when you reach 5th level (6), 11th level (9), and 17th
you target them. level (12).

PIERCING VISION PROJECTED SHIELD


4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 reaction, which you take when a creature
Range: Self within range is hit by an attack or targeted by the
Duration: Concentration, up to 1 minute homing rockets power
Range: 15 feet
You gain the ability to see through up to one inch of Duration: 1 round
common, unenhanced material—such as metal, stone,
wood, or leather—for the duration of this power. An energy shield appears and protects the target.
Overcharge Tech. When you cast this power using a Until the start of the targets next turn, the target has a
tech slot of 6th level or higher, you can see through up +5 bonus to AC, including against the triggering attack,
to 1 foot of material. and the target takes no damage from homing rockets.

POISON FOOD AND DRINK PROXIMITY SENSOR


1st-level tech power 3rd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Instantaneous Duration: Concentration, up to 10 minutes

All unenhanced food and drink within a 5-foot-radius You activate a sensor that constantly updates
sphere centered on a point of your choice within range information on your surroundings. You gain blindsight
becomes poisoned. Any creature consuming the food out to 30 feet for the duration of this power.
or drink must make a Constitution saving throw or Tech Potency. When you cast this power using a
become poisoned for 1 hour. To discern that the food tech slot of 4th level or higher, the duration is
or drink is poisoned, a wary creature can use its action concentration, up to 1 hour. When you cast this power
to inspect it and must succeed on an Intelligence using a tech slot of 5th level or higher, the duration is
(Investigation) check against your tech save DC. concentration, up to 8 hours.

PRODUCTION VALUES PURIFY FOOD AND DRINK


At-will tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 10 feet
Duration: 1 minute Duration: Instantaneous

You cause a minor e ect within range. Choose one All unenhanced food and drink within a 5-foot-radius
of the following: sphere centered on a point of your choice within range
is puri ed and rendered free of poison and disease.
Your natural voice booms up to three times louder
than normal for 1 minute.
You cause unenhanced electronic lights to icker,
brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1
minute.
RADIATION The mesh is crawling with imperceptibly small,
4th-level tech power harmless nano-droids that repair and maintain it for
the duration. Damage to the mesh is repaired by the
Casting Time: 1 action
nano-droids, at a rate of one 5-foot cube per round.
Range: 120 feet
This repair occurs on initiative count 20. If the mesh is
Duration: Concentration, up to 10 minutes
completely destroyed, the power ends.
Dim, greenish light spreads within a 30-foot-radius
sphere centered on a point you choose within range. RELEASE FUMES
The light spreads around corners, and it lasts until the 3rd-level tech power
power ends. Casting Time: 1 reaction, which you take in response to
When a creature moves into the power’s area for the taking damage that would reduce your hit points to 0
rst time on a turn or starts its turn there, that Range: Self
creature must succeed on a Constitution saving throw Duration: Instantaneous
or take 4d10 necrotic damage, and it su ers one level
As you fall, you release a gust of deadly gas. Each
of exhaustion and emits a dim, greenish light in a 5-
creature that needs to breathe you must succeed on a
foot radius. This light makes it impossible for the
Constitution saving throw or become unable to
creature to bene t from being invisible. The light and
breathe while coughing uncontrollably. A creature
any levels of exhaustion caused by this power go away
a ected in this way is incapacitated and su ocating. As
when the power ends.
long as it is conscious, a creature can repeat the saving
RAY SHIELDING throw at the end of each of its turns, ending the e ect
5th-level tech power on it on a success. An e ect that cures disease can also
end the e ect on a creature.
Casting Time: 1 action
You automatically fail your rst death saving throw.
Range: 60 feet
You may immediately fail an additional one or two
Duration: Concentration, up to 10 minutes
death saving throws to increase the range of the gas by
A shimmering energy wall appears at a point you 10 feet for each additional failed death save.
choose. It can be in any orientation, but must be on a
surface. You can form it into a dome or sphere with a REMOTE ACCESS
10ft radius, or you can shape a at surface made up of 1st-level tech power
ten 10ft-by-10ft panels. Each panel must be attached to Casting Time: 1 action
another panel. The wall is always 1/4 inch thick. If the Range: 120 feet
wall is in a creature's space when it appears, the Duration: 10 minutes
creature is pushed to a side of the wall that you
You can use any electronic object with an interface
choose. Nothing can physically pass through the wall. It
that you can see within range as if it were in your
is immune to all damage and can't be dispelled by
hands through your tech focus. This is not a telekinesis
diminish tech or similar powers. Disintegrate destroys
e ect; rather, this power creates a wireless link
the wall instantly, however.
between you and the device. You are able to access
RECONSTRUCTIVE ELECTROMESH only functions that a creature using the device
4th-level tech power manually would be able to access. If the device is being
used by another creature when you cast this power, it
Casting Time: 1 action
must succeed on an Intelligence saving throw or lose
Range: 90 feet
control to you. The creature can use its action on its
Duration: 1 hour
turns to repeat the saving throw and attempt to retake
You expel a mass of thick, adhesive mesh at a point control, ending this power on a success.
of your choice within range. The mesh lls a 30-foot You can use remote access with only one device at a
cube from that point for the duration. The mesh is time.
di cult terrain and lightly obscures its area.
If the mesh isn't anchored between two solid masses
(such as walls) or layered across a oor, wall, or ceiling,
the electromesh collapses on itself, and the power
ends at the start of your next turn. Mesh layered over a
at surface has a depth of 5 feet.
Each creature that starts its turn in the mesh or that
enters it during its turn must make a Dexterity saving
throw. On a failed save, the creature is restrained as
long as it remains in the mesh or until it breaks free.
A creature restrained by the mesh can use its action
to make a Strength check against your tech save DC. If
it succeeds, it is no longer restrained. The mesh is
ammable. Any 5-foot cube of electromesh exposed to
re burns away in 1 round, dealing 2d4 re damage to
any creature that starts its turn in the re.
REPULSOR WAVE REVELATION FIELD
3rd-level tech power 7th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot cone) Range: Self (30-foot-radius sphere)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You create intense pressure, unleash it in a 30-foot You create a eld of energy in a 30-foot sphere
cone, and decide whether the pressure pulls or pushes around you that reveals the true forms of everything
creatures and objects. Each creature in that cone must within it. The eld moves with you. All illusions are
make a Constitution saving throw. A creature takes 6d6 suppressed for as long as they are in the eld, and
kinetic damage on a failed save, or half as much creatures with altered shapes are perceived in their
damage on a successful one. And every creature that original form, although the power doesn’t cause them
fails the save is either pulled 15 feet toward you or to physically revert to that form. Disguised or invisible
pushed 15 feet away from you, depending on the creatures are also revealed.
choice you made for the power.
In addition, unsecured objects that are completely REVERSE GRAVITY
within the cone are likewise pulled or pushed 15 feet. 7th-level tech power
Overcharge Tech. When you cast this power using a Casting Time: 1 action
tech slot of 4th level or higher, the damage increases Range: 100 feet
by 1d6 and the distance pulled or pushed increases by Duration: Concentration, up to 1 minute
5 feet for each slot level above 3rd. Gravity is reversed in a 50-foot-radius, 100-foot high
REPULSORLIFT BOOST cylinder centered on a point within range. All creatures
5th-level tech power and objects that aren’t somehow anchored to the
ground in the area fall upward and reach the top of the
Casting Time: 1 action area when you cast this power. A creature can make a
Range: Self Dexterity saving throw to grab onto a xed object it can
Duration: Concentration, up to 10 minutes reach, thus avoiding the fall.
You gain a ying speed of 60 feet for the duration. If some solid object (such as a ceiling) is encountered
When the power ends, you fall if you are still aloft, in this fall, falling objects and creatures strike it just as
unless you can stop the fall. they would during a normal downward fall. If an object
Overcharge Tech. When you cast this power using a or creature reaches the top of the area without striking
tech slot of 6th level or higher, your ying speed anything, it remains there, oscillating slightly, for the
increases by 10 feet for each slot level above 5th. duration. At the end of the duration, a ected objects
and creatures fall back down.
RESTRICTIVE PROGRAM
8th-level tech power
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
The logic and judgment capability of a droid you can
see within range is overwhelmed by contradictory
information. The target takes 4d6 lightning damage
and must make a Wisdom saving throw.
On a failed save, the target's Wisdom score becomes
1, it can't cast tech powers, and it becomes incredibly
trusting and compliant, always following the last order
given to it by a humanoid; unless doing so would cause
it to harm itself or a humanoid.
At the end of every 30 days, the creature can repeat
its saving throw against this power. If it succeeds on its
saving throw, the power ends.
This power can also be ended by greater restore
functionality.
RESTORE FUNCTIONALITY
2nd-level tech power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a droid or construct and end one
condition a icting it. The condition can be blinded,
deafened, paralyzed, or shocked.
REWRITE MEMORY If there is another creature directly behind the target
5th-level tech power of this power in a line, you can repeat the attack roll
against that creature if you hit the initial attack. You
Casting Time: 1 action
have advantage if you scored a critical hit on the rst
Range: 30 feet
attack. You can continue these attacks, as long as you
Duration: Concentration, up to 1 minute
continue hitting, until the next target would be outside
You attempt to alter a droid or construct’s memories. of the power's range or the weapon's normal range
One droid or construct that you can see must make a (whichever is longer).
Wisdom saving throw. If you are ghting the creature, Overcharge Tech. When you cast this power using a
it has advantage on the saving throw. On a failed save, tech slot of 4th level or higher, the ranged weapon
the target becomes charmed by you for the duration. attack's critical hit range increases by 1 for each slot
The charmed target is incapacitated and unaware of its level above 3rd, to a maximum of 3.
surroundings, though it can still hear you. If it takes any
damage or is targeted by another power, this power SCALDING WATER
ends, and none of the target’s memories are modi ed. 4th-level tech power
While this charm lasts, you can a ect the target’s Casting Time: 1 action
memory of an event that it experienced within the last Range: 150 feet
24 hours and that lasted no more than 10 minutes. You Duration: Concentration, up to 1 minute
can permanently eliminate all memory of the event,
You instantaneously superheat a body of water and
allow the target to recall the event with perfect clarity
cause it to emit scalding steam. Choose a 50-foot
and exacting detail, change its memory of the details of
radius, 40-foot high cylinder centered on a point under
the event, or create a memory of some other event.
water that you can see within range. The area of the
The target's mind lls in any gaps in the altered
cylinder that is underwater becomes di cult terrain
memory. If the power ends before you have nished
for the duration. A creature submerged in water within
prescribing the modi ed memories, the creature’s
the cylinder takes 2d6 re damage at the start of each
memory isn’t altered. Otherwise, the modi ed
of its turns. This re damage ignores resistance to re
memories take hold when the power ends.
damage gained from being fully immersed in water.
A modi ed memory doesn’t necessarily a ect how
A creature that starts its turn in the cylinder that is
the target behaves, particularly if the memory
not submerged in water must make a Constitution
contradicts the target's core programming, alignment,
saving throw. On a failed save, it takes 4d6 re
or beliefs. An illogical modi ed memory, such as
damage, or half as much damage on a successful one.
implanting a memory of how much the target enjoyed
The area of the cylinder that is not underwater is lightly
dousing itself in acid, is dismissed, perhaps as a glitch.
obscured by steam.
The DM might deem a modi ed memory too
nonsensical to a ect a target in a signi cant manner. SCRAP ARMOR
A remove virus or greater restore functionality 3rd-level tech power
power cast on the target restores its true memory.
Casting Time: 1 action
Overcharge Tech. If you cast this power using a tech
Range: Self
slot of 6th level or higher, you can alter the target’s
Duration: 12 hours
memories of an event that took place up to 7 days ago
(6th level), 30 days ago (7th level), 1 year ago (8th level), You create enhanced armor from the remains of a
or any time in the creature’s past (9th level). dead droid or construct that is the same size as you or
larger. You touch the wreckage, shaping it into plating
RIPPING SHOT that covers your body like a suit of armor. Treat the
3rd-level tech power scrap armor as composite armor ( ne) (AC 16). You
Casting Time: 1 action take normal penalties for wearing this scavenged
Range: 150 feet armor if you aren't pro cient with medium armor.
Duration: Instantaneous You also gain 25 temporary hit points. The power
ends when these temporary hit points are all gone.
As part of the action used to cast this power, you
When this power ends, the remnants of the wreckage
must make a ranged attack with a weapon against one
become useless and disintegrate.
creature within the weapon's range, otherwise the
Overcharge Tech. When you cast this power using a
power fails. On a hit, the target su ers the attack's
tech slot of 4th level or higher, you gain 5 additional
normal e ects, and the ammunition rips through the
temporary hit points for each slot level above 3rd.
target, dealing an additional 3d12 kinetic damage. On a
miss, the target only takes half as much kinetic
damage.
SEARING BLOW SHIELD TECH: COMBAT STIMULANT
1st-level tech power 3rd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
The next time you hit a creature with a weapon An unenhanced light or medium shield generator
attack during the power’s duration, your weapon ares that you touch gains an upgrade that a ects whoever
with white-hot intensity, and the attack deals an extra wields it. While receiving the shield's AC bonus, a
1d6 re damage to the target and causes the target to creature adds 1d4 to its attack rolls and has advantage
ignite in ames. At the start of each of its turns until on saving throws against being frightened.
the power ends, the target must make a Constitution
saving throw. On a failed save, it takes 1d6 re SHIELD TECH: MEDICAL REGULATOR
damage. On a successful save, the power ends. If the 4th-level tech power
target or a creature within 5 feet of it uses an action to Casting Time: 1 action
put out the ames, or if some other e ect douses the Range: Touch
ames (such as the target being submerged in water), Duration: Concentration, up to 10 minutes
the power ends. An unenhanced light or medium shield generator
Overcharge Tech. When you cast this power using a that you touch gains an upgrade that a ects whoever
tech slot of 2nd level or higher, the initial extra damage wields it. While receiving the shield's AC bonus, a
dealt by the attack increases by 1d6 for each slot level creature has advantage on Constitution saving throws
above 1st. and ability checks. At the start of each of its turns, the
SEISMIC BLOW creature gains 10 temporary hit points. Remaining
1st-level tech power temporary hit points gained from this power are lost
when the power ends.
Casting Time: 1 bonus action
Range: Self SHIELD TECH: PHOENIX DRIVE
Duration: Concentration, up to 1 minute 9th-level tech power
The rst time you hit with a melee weapon attack Casting Time: 1 action
during this power’s duration, your weapon releases a Range: Touch
concussive clap that is audible within 300 feet of you, Duration: 1 hour
and the attack deals an extra 2d6 sonic damage to the An unenhanced light or medium shield generator
target. Additionally, if the target is a creature, it must that you touch gains an upgrade that a ects whoever
succeed on a Strength saving throw or be pushed 10 wields it. When a creature receiving the shield's AC
feet away from you and knocked prone. bonus dies or is reduced to 0 hit points, it returns to
SELF-DESTRUCT life with full hit points at the start of its next turn. This
5th-level tech power power then ends.
Casting Time: 1 reaction, which you take in response to SHIELD TECH: POWERED SHIELD
taking damage that would reduce your hit points to 0 4th-level tech power
Range: Self (20-foot-radius sphere)
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
As you fall, an explosion emanates from you. Each Duration: 1 minute
creature in a 20-foot-radius sphere centered on you An unenhanced light or medium shield generator
must make a Dexterity saving throw. A target takes that you touch gains an upgrade that a ects whoever
10d6 re damage on a failed save, or half as much wields it. A creature receiving the shield's AC bonus
damage on a successful one. gains resistance to kinetic and energy damage from
You automatically fail your rst death saving throw. unenhanced weapons. In addition, as long as the
You may immediately fail an additional one or two power lasts the creature can use its reaction to impose
death saving throws to increase the re damage by disadvantage on a single attack made against it.
2d6 for each additional failed death saving throw.
SHIELD TECH: ALACRITY
2nd-level tech power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
An unenhanced light or medium shield generator
that you touch gains an upgrade that a ects whoever
wields it. While receiving the shield's AC bonus, a
creature gains a +1 bonus to its Armor Class and
advantage on Dexterity saving throws.
SHIELD TECH: STEROID SIGNAL FLARE
5th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 300 feet
Duration: Concentration, up to 10 minutes Duration: 10 minutes
An unenhanced light or medium shield generator You shoot a bright light resembling a are to a point
that you touch gains an upgrade that a ects whoever you can see within range. The are gives o bright light
wields it. While receiving the shield's AC bonus, a in a 20-foot radius and dim light for an additional 20
creature gains a +2 bonus to AC and has advantage on feet. The light drifts 10 feet toward the ground at the
attack rolls and ability checks that use Strength. The start of each of your turns. The source of the light is
creature also does 1d6 additional damage with melee immaterial; it can’t be picked up, thrown, carried, or
weapon attacks. moved in any way after its initial “launch” or once it
reaches the ground. You can use a bonus action to end
SHIELD TECH: SUPPORT PACKAGE the power and extinguish the light before the end of
1st-level tech power the power's duration.
Casting Time: 1 action Alternatively, you can choose to target a creature
Range: Touch when you launch the are. Make a ranged tech attack
Duration: Concentration, up to 10 minutes against a creature you can see within range. On a hit,
An unenhanced light or medium shield generator the target takes 2d6 re damage, and sheds bright light
that you touch gains an upgrade that a ects whoever in a 20-foot radius and dim light for an additional 20
wields it. While receiving the shield's AC bonus, a feet, and cannot bene t from being hidden or invisible
creature can add 1d4 to its saving throws. until the start of your next turn, when this power ends.

SHOCKING BLOW SKILL PROTOCOL


1st-level tech power 5th-level tech power
Casting Time: 1 action
Casting Time: 1 bonus action
Range: Touch
Range: Self
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute
The next time you hit with a weapon attack during You enhance a droid or construct’s protocols. You
this power’s duration, your weapon glows with blue touch one willing droid or construct and give it
ionic energy, and the attack deals an extra 1d4 ion expertise in one skill of your choice; until the power
damage to the target. Additionally, if the target is a ends, the creature doubles its pro ciency bonus for
creature, it must make a Constitution saving throw or ability checks it makes that use the chosen skill.
be shocked for the duration. At the start of each of its You must choose a skill in which the target is
turns, it can repeat the saving throw, ending this power pro cient and that isn’t already bene ting from an
on a success. If the target or a creature within 5 feet of e ect, such as Expertise, that doubles its pro ciency
it uses an action to neutralize the current, if some bonus.
other e ect neutralizes the current (such as the target SMART SHOT
being submerged in water), the power ends. 4th-level tech power
Overcharge Tech. When you cast this power with a
tech slot of 3rd level or higher, the damage increases Casting Time: 1 action
by 1d4 for each slot level above 2nd. Range: Touch
Duration: Concentration, up to 1 minute
SHOCKWAVE You empower a blaster you touch. The next time a
2nd-level tech power creature makes a ranged weapon attack with the
Casting Time: 1 action blaster, it repeats the attack up to ve additional times,
Range: Self (15-foot-radius sphere) each against a di erent target of the creature’s choice
Duration: Instantaneous within the weapon's range, without expending
A ripple of sonic energy expands from you to a additional ammunition. Each target must be within 30
radius of 15 feet. Each creature in the area must make feet of another target. The creature makes attack rolls
a Constitution saving throw. If the saving throw fails, against each target and deals damage to them as
the creature takes 3d8 sonic damage and is pushed 10 normal. The power then ends.
feet away from you. On a successful save, the creature
takes half damage and is not pushed.
Overcharge Tech. When you cast this power with a
tech slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.
SMOTHERING CLOUD SONIC IMPACT
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 50 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a thick, roiling mass of gray clouds in a You unleash a burst of sonic energy at a creature or
10-foot-radius sphere centered on a point you can see. object you touch. Make a melee tech attack against the
Creatures inside the cloud can’t breathe, and res target. On a hit, the target takes 1d10 sonic damage,
inside the cloud are extinguished. The cloud also and if it is no more than one size larger than you, is
prevents other air-based phenomena, such as pushed 5 feet away from you.
debilitating cloud, from a ecting those inside it. This power's damage increases by 1d10 when you
You can choose to anchor this power on a creature reach 5th level (2d10), 11th level (3d10), and 17th level
when you cast it. The creature must make a Dexterity (4d10).
saving throw. On a successful save, the power is
instead centered on a point within 5 feet of the target.
On a failed save, the cloud moves with it. The creature
can use its action to make its choice of either a
Strength or Dexterity check against your tech save DC,
ending this power on a success.
The cloud’s area is heavily obscured. It lasts for the
duration of the power or until a wind of moderate or
greater force disperses it.
SONIC BLAST
3rd-level tech power
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You create a great burst of sound emanating from a
point you can see. All creatures within 20 feet of that
point must make a Constitution saving throw. On a
failed save, a creature takes 6d6 sonic damage and is
deafened for 1 minute. On a success, a creature takes
half as much damage and is not deafened. At the end
of each of its turns, a creature deafened by this power
can repeat the saving throw, ending the e ect on itself
on a success.
This power also damages objects in the area that
aren't being worn or carried.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
SONIC BOOM
6th-level tech power
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You teleport to an unoccupied space you can see
within 120 feet. This creates a line of sonic energy
leading from the space you left, to the space you
teleported to. Each creature within 10 feet of that line
must make a Constitution saving throw. On a failed
save, a creature takes 6d8 sonic damage and is pushed
10 feet away from the line. On a successful save, the
creature takes half as much damage and isn't pushed.
The resulting blast can be heard up to 300 feet away.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the damage increases
by 1d8 and the maximum distance you can teleport
increases by 10 feet for each slot level above 6th.
SPECTRUM BARRIER 6. Carbon. On a failed save, the creature is
9th-level tech power restrained. It must then make a Constitution saving
throw at the end of each of its turns. If it successfully
Casting Time: 1 action
saves three times, this e ect ends. If it fails its save
Range: 60 feet
three times, it is frozen in carbonite and is subjected to
Duration: 10 minutes
the petri ed condition. The successes and failures
A shimmering, multicolored eld of energy forms a don’t need to be consecutive; keep track of both until
vertical opaque wall up to 90 feet long, 30 feet high, the creature collects three of a kind. While this layer is
and 1 inch thick, centered on a point you can see in place, powers can’t be cast through the wall. The
within range. Alternatively, you can shape the wall into layer is destroyed by bright light shed by a greater light
a sphere up to 30 feet in diameter centered on a point power or a similar power of equal or higher level.
you choose within range. The wall remains in place for 7. Ultraviolet. On a failed save, the creature is
the duration. If you position the wall so that it passes blinded. It must then make a Wisdom saving throw at
through a space occupied by a creature, the power the start of your next turn. A successful save ends the
fails, and your action and the tech slot are wasted. blindness. If it fails that save, the creature is stunned
The wall sheds bright light out to a range of 100 feet until the end of its next turn, when both e ects end.
and dim light for an additional 100 feet. You and This layer is destroyed by a diminish tech power or
creatures you designate at the time you cast the power similar tech power of equal or higher level that can end
can pass through and remain near the wall without tech powers and enhanced e ects.
harm. If another creature that can see the wall moves
to within 20 feet of it or starts its turn there, the SPECTRUM BARRAGE
creature must succeed on a Constitution saving throw 3rd-level tech power
or become blinded for 1 minute. Casting Time: 1 action
The wall consists of seven layers, each with a Range: Varies
di erent color. When a creature attempts to reach into Duration: Instantaneous
or pass through the wall, it does so one layer at a time
You loose a burst of multicolored energy bolts at
through all the wall’s layers. As it passes or reaches
creatures within range. Choose one of the following
through each layer, the creature must make a Dexterity
options:
saving throw or be a ected by that layer’s properties
Controlled Bombardment. You choose acid, cold,
as described below.
re, lightning, poison, or sonic. You create six bolts and
The wall can only be dispelled by destroying it one
launch them at targets within 60 feet. You can aim
layer at a time, in order from thermal to ultraviolet, by
them at one target or several.
means speci c to each layer. Once a layer is destroyed,
Make a ranged tech attack against each target. A
it remains so for the duration of the power. A
target takes 1d8 damage of the type you chose per bolt
scrambling eld has no e ect on it.
on a hit, or half as much damage on a miss.
1. Thermal. The creature takes 10d6 re damage on
Chaotic Storm. You unleash a storm of elemental
a failed save, or half as much damage on a successful
projectiles, striking enemies and allies alike. Each
one. While this layer is in place, unenhanced ranged
creature within 20 feet, other than you, rolls a d6 to
attacks can’t pass through the wall. The layer can be
determine how many projectiles target it, and then
destroyed by dealing at least 25 cold damage to it.
must make a Dexterity saving throw. A creature takes
2. Corrosive. The creature takes 10d6 acid damage
1d12 damage per projectile, or half as much damage
on a failed save, or half as much damage on a
on a successful save. The number rolled on the d6
successful one. While this layer is in place, enhanced
determines the attack’s damage type, as shown below.
ranged attacks can’t pass through the wall. The layer is
destroyed when it comes into contact with at least a d6 Damage Type
gallon of liquid.
1 Acid
3. Electric. The creature takes 10d6 lightning
damage on a failed save, or half as much damage on a 2 Cold
successful one. This layer can be destroyed by dealing 3 Fire
at least 60 force damage to it.
4 Lightning
4. Toxic. The creature takes 10d6 poison damage on
a failed save, or half as much damage on a successful 5 Poison
one. The disintegrate power can destroy this layer. 6 Sonic
5. Nonthermal. The creature takes 10d6 cold
damage on a failed save, or half as much damage on a Overcharge Tech. When you cast this power using a
successful one. This layer can be destroyed by dealing tech slot of 4th level or higher, a controlled
at least 25 re damage to it. bombardment creates one more projectile for each
slot level above 3rd. For a chaotic storm, the damage
per projectile increases by 1 for each slot level above
3rd.
SPECTRUM BOLT SPECTRUM FIELD
1st-level tech power 9th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (60-foot cone)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You re an undulating, warbling bolt of energy at a You create a eld of multicolored rays bouncing
creature within range. Make a ranged tech attack around inside a 20-foot cube, centered on a point you
against the target. On a hit, the target takes 2d8 + 1d6 can see. The area is di cult terrain. Each creature that
damage. Choose one of the d8s. The number rolled on starts its turn in the a ected area or enters it for the
that die determines the attacks damage type, as shown rst time on a turn must make a Dexterity saving
below. throw. For each creature, roll a d8 to determine which
type of energy a ects it.
d8 Damage Type 1. Thermal. The target takes 8d8 re damage on a
1 Acid failed save, or half as much damage on a successful
2 Cold one.
2. Corrosive. The target takes 8d8 acid damage on a
3 Fire
failed save, or half as much damage on a successful
4 Energy one.
5 Ion 3. Electric. The target takes 8d8 lightning damage on
a failed save, or half as much damage on a successful
6 Lightning
one.
7 Poison 4. Toxic. The target takes 8d8 poison damage on a
8 Sonic failed save, or half as much damage on a successful
one.
If you roll the same number on both d8s, the bolt 5. Nonthermal. The target takes 8d8 cold damage
leaps from the target to a di erent creature of your on a failed save, or half as much damage on a
choice within 30 feet of it. Make a new attack roll successful one.
against the new target, and make a new damage roll, 6. Carbon. On a failed save, the target is restrained.
which could cause the bolt to leap again. A creature It must then make a Constitution saving throw at the
can be targeted only once by each casting of this end of each of its turns. If it successfully saves three
power. times, the power ends. If it fails its save three times, it
Overcharge Tech. When you cast this power using a is frozen in carbonite and is subjected to the petri ed
tech slot of 2nd level or higher, each target takes 1d6 condition. The successes and failures don’t need to be
extra damage of the type rolled for each slot level consecutive; keep track of both until the target collects
above 1st. three of a kind.
7. Ultraviolet. On a failed save, the target is blinded.
SPECTRUM DISCHARGE It must then make a Wisdom saving throw at the start
2nd-level tech power of your next turn. A successful save ends the blindness.
Casting Time: 1 action If it fails that save, the creature is stunned until the end
Range: Touch of its next turn, when both e ects end.
Duration: Concentration, up to 1 minute 8. Special. The target is struck by two rays. Roll twice
more, rerolling any 8.
You touch a willing creature, granting it an elemental
charge. Choose acid, cold, re, lightning, poison or
sonic. A creature can use an action to expel energy of
the chosen type in a 15-foot cone. Each creature in that
area must make a Dexterity saving throw, taking 3d6
damage of the chosen type 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 1d6 for each slot level above 2nd.
SPECTRUM MULTI-BOLT 2. Corrosive. The target takes 10d6 acid damage on
4th-level tech power a failed save, or half as much damage on a successful
one.
Casting Time: 1 action
3. Electric. The target takes 10d6 lightning damage
Range: 30 feet
on a failed save, or half as much damage on a
Duration: Instantaneous
successful one.
You create three multicolored rays of energy and 4. Toxic. The target takes 10d6 poison damage on a
launch them at one or more creatures within range. failed save, or half as much damage on a successful
Make a ranged tech attack for each ray. On a hit, roll a one.
d8 to determine its e ect and damage type. 5. Nonthermal. The target takes 10d6 cold damage
d8 Damage Type/E ect on a failed save, or half as much damage on a
successful one.
1 4d6 acid damage 6. Carbon. On a failed save, the target is restrained.
2 2d6 cold damage, target gains one level of slowed It must then make a Constitution saving throw at the
3 4d6 energy damage
end of each of its turns. If it successfully saves three
times, the power ends. If it fails its save three times, it
4 4d6 re damage is frozen in carbonite and is subjected to the petri ed
5 2d6 ion damage, target is stunned condition. The successes and failures don’t need to be
6 4d6 lightning damage
consecutive; keep track of both until the target collects
three of a kind.
7 2d6 poison damage, target is poisoned 7. Ultraviolet. On a failed save, the target is blinded.
8 4d6 sonic damage It must then make a Wisdom saving throw at the start
of your next turn. A successful save ends the blindness.
E ects beyond damage require the target to make a If it fails that save, the creature is stunned until the end
Constitution saving throw. On a successful save, the of its next turn, when both e ects end.
target only takes the damage, and su ers no additional 8. Special. The target is struck by two rays. Roll twice
e ect. On a failed save, the target takes the damage, more, rerolling any 8.
and can repeat the saving throw at the end of each of
SQUAD SHIELD
its turns, ending the additional e ect on a success.
7th-level tech power
Overcharge Tech. When you cast this power using a
tech slot of 6th level or higher, you create an additional Casting Time: 1 reaction, which you take in response to
ray for every two slot levels above 4th. an incoming threat
Range: Self (10-foot radius)
SPECTRUM RAY Duration: Concentration, up to 1 minute
At-will tech power
In the face of danger, you create a barrier that
Casting Time: 1 action protects you and those around you. A faintly glowing
Range: 60 feet sphere of protection with a radius of 10 feet appears.
Duration: Instantaneous The sphere lasts for the duration.
You shoot a beam of energy at a creature that you Any tech power (or force power that deals energy or
can see within range. You choose acid, cold, re, lightning damage) of 7th level or lower cast from
lightning, poison, or sonic for the type of beam you outside the barrier can't a ect creatures or objects
create, and then make a ranged tech attack against the within it, even if the power is cast using a higher level
target. If the attack hits, the creature takes 1d8 damage tech slot. Such a power can target creatures and
of the type you chose. objects within the barrier, but the power has no e ect
This power's damage increases by 1d8 when you on them. Similarly, the area within the barrier is
reach 5th level (2d8), 11th level (3d8) and 17th level excluded from the areas a ected by such powers.
(4d8). Furthermore, hazards of the following types cannot
physically pass through the barrier or a ect anything
SPECTRUM SPRAY within it.
7th-level tech power
Physical or energy projectiles.
Casting Time: 1 action
A speci c e ect, such as a thermal detonator's
Range: Self (60-foot cone)
explosion.
Duration: Instantaneous
An environmental danger, such as falling rocks or a
Eight multicolored rays of energy ash from you. lava ow.
Each ray is a di erent color and has a di erent power
and purpose. Each creature in a 60-foot cone must Overcharge Tech. When you cast this power using a
make a Dexterity saving throw. For each target, roll a tech slot of 8th level or higher, the maximum radius
d8 to determine which type of energy a ects it. increases by 10 feet for each slot level above 7th. In
1. Thermal. The target takes 10d6 re damage on a addition, the barrier blocks powers of one level higher
failed save, or half as much damage on a successful for each slot level above 7th.
one.
STEAM BLAST STUNNING SHOT
2nd-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet (30-foot line) Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
You expel a gust of superheated steam in a line 30 The next time you hit a creature with a ranged
feet long and 5 feet wide, originating from you. Each weapon attack during this power's duration, a dazzling
creature in the line must make a Dexterity saving burst of energy erupts on impact, releasing a
throw. A creature takes 3d8 re damage on a failed concussive clap that is audible out to 300 feet. The
save, or half as much damage on a successful one. If attack deals an extra 2d6 kinetic damage and 2d6 sonic
this line overlaps with the area of a power such as damage to the target and disorients nearby creatures.
debilitating gas that is dispersed by a strong wind, that The target of the attack and each creature within 5 feet
power is dispersed. of it must make a Constitution saving throw. On a
Overcharge Tech. When you cast this power using a failure, a creature becomes blinded and deafened until
tech slot of 3rd level or higher, the damage increases the start of your next turn.
by 1d8 for each slot level above 2nd.
SYSTEM FAILURE
STEAM CLOUD 6th-level tech power
4th-level tech power Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 150 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You force a droid or construct you can see within
You call up a billowing cloud of superheated water in range to begin to shut down. The target must make a
a 20-foot-radius sphere centered on a point within Charisma saving throw. If the target is immune to the
range. The area of the cloud is lightly obscured. Each charmed condition, it automatically succeeds. On a
creature that starts its turn in the cloud or enters the failure, it falls unconscious.
cloud must make a Constitution saving throw. On a While it is unconscious, the target can repeat the
failed save, it takes 4d6 re damage, or half as much saving throw at the end of each of its turns, or
damage on a successful save. The area of the cloud is whenever it takes damage (aside from damage dealt by
also quite slippery; any creature moving through it on this power). If the saving throw succeeds, it wakes up
the ground must make a successful Dexterity saving and the power ends. Otherwise, it takes 4d8 energy
throw when it begins its move or fall prone. damage, remains unconscious, and the power
At the start of each of your turns, the cloud moves 10 continues. If a creature within 5 feet of the target
feet directly away from you. The cloud lasts for the spends an action trying to awaken it, the target has
duration of the power or until a strong wind disperses advantage on its next saving throw. If the target
it. remains unconscious but alive for the power's full
duration, it must make a Constitution saving throw at
STINGER the end of its turn instead of a Charisma saving throw.
At-will tech power If the Constitution saving throw fails, the target dies.
Casting Time: 1 action The target instantly awakes when the power ends.
Range: 120 feet
Duration: 1 round
TARGETING PROGRAM
3rd-level tech power
You re a stinging dart at a creature within range.
Casting Time: 1 bonus action
Make a ranged tech attack against the target. On a hit,
Range: 150 feet
the target takes 1d8 poison damage, and if the target is
Duration: Concentration, up to 1 round
a humanoid or beast, it can't regain hit points until the
start of your next turn. Designate a creature you have seen in the past
This power’s damage increases by 1d8 when you minute, or one you can see, within range. For the
reach 5th level (2d8), 11th level (3d8), and 17th level duration of the power, you can make ranged weapon
(4d8). attacks with a blaster against that creature even if it is
not in your line of sight, as long as it is within range of
the weapon. Your shots can maneuver around corners,
go up and down stairs, and even seek out alternative
paths to the target if a door is closed. They ignore
cover and obscurement. Only a creature that has
blocked all possible routes from you to it is safe from
your shots.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, you can target an
additional creature for each slot level above 3rd.
TECH EMPOWERMENT TOW CABLE
6th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You undergo a transformation, using grounded, You grant a creature you touch the use of a powered
biohazard, or thermal tech (your choice) to empower tow cable.
yourself. You gain the following bene ts until the For the duration, the creature can use a bonus action
power ends: to make a melee tech attack against one target within
20 feet of it that is no more than one size larger than it.
You are immune to ion and lightning damage If the attack hits, the creature chooses whether the
(grounded), acid and poison damage (biohazard), or target falls prone, or becomes grappled. It can grapple
re and cold damage (thermal). only one target at a time in this way.
You are immune to the shocked condition (grounded),
While grappling a target with the tow cable, the
poison (biohazard), or the petri ed condition (thermal).
creature can use its object interaction to end the
You gain a ying speed of 40 feet.
grapple and release the target, or attempt to pull the
You have a +2 bonus to AC.
target up to 15 feet closer to it. If the target is a
All your weapon attacks are enhanced, and when you
creature, it can make a Strength check contested by
make a weapon attack, you can use your techcasting
the grappling creature's techcasting ability check. If the
ability modi er, instead of Strength or Dexterity, for the
grappling creature wins the contest, the target is
attack and damage rolls.
moved.
You can attack twice, instead of once, when you take
The grappled target can use an action to make a
the Attack action on your turn. You ignore this bene t if
Strength (Athletics) or Dexterity (Acrobatics) check
you already have a feature, like Extra Attack, that gives
against your tech save DC to escape.
you extra attacks.
Overcharge Tech. When you cast this power with a
THERMAL BARRIER tech slot of 3rd level or higher, the distance from the
4th-level tech power creature the cable can grapple, trip, or move targets is
increased by 10 feet for each slot level above 2nd.
Casting Time: 1 action
Range: 120 feet TRACKER'S GAZE
Duration: Concentration, up to 1 minute 5th-level tech power
You create a wall of thermal energy on a solid Casting Time: 1 action
surface within range. You can make the wall up to 60 Range: 200 feet
feet long, 20 feet high, and 1 foot thick, or a ringed wall Duration: 8 hours
up to 20 feet in diameter, 20 feet high, and 1 foot thick.
Select one creature you can see within 200 feet. You
The wall is opaque and lasts for the duration.
don't need to be able to see the target if you know its
When the wall appears, each creature within its area
current location precisely, as through the scan area
must make a Dexterity saving throw. On a failed save, a
power. For the duration of the power, the target
creature takes 5d8 re damage, or half as much
cannot bene t from being invisible to you, and you can
damage on a successful save.
see it clearly, regardless of distance, cover, lighting, or
One side of the wall, selected by you when you cast
even enhanced e ects, as long as the creature is within
this power, deals 5d8 re damage to each creature that
the range of your normal vision. This power allows you
ends its turn within 10 feet of that side or inside the
to ignore illusory e ects on the target as though you
wall. A creature takes the same damage when it enters
were under the e ects of truesight, though it does not
the wall for the rst time on a turn or ends its turn
allow you to see the true form of a shapechanger.
there. The other side of the wall deals no damage.
Force Potency. When you cast this power using a
tech slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
TORRENT
6th-level tech power
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
You project a blast of water in a 60-foot cone. Each
creature in the area must make a Dexterity saving
throw. On a failed save, a creature takes 7d6 + 15
bludgeoning damage and is pushed 30 feet away from
you. On a successful save, a creature takes half
damage and is not pushed.
All ames in the cone are extinguished.
TRACING BLOW TUNE-UP
2nd-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: Self Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
The next time you hit a creature with a weapon Up to six droids or constructs of your choice that you
attack before this power ends, the weapon gleams with can see within range each regain hit points equal to
energy as you strike. The attack deals an extra 2d6 2d8 + your techcasting ability modi er.
energy damage to the target, which becomes visible if Overcharge Tech. When you cast this power using a
it is invisible, and the target sheds dim light in a 5-foot tech slot of 3rd level or higher, the healing increases by
radius and can’t become invisible until the power ends. 1d8 for each slot level above 2nd.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the extra damage UNITY GRID
increases by 1d6 for each slot level above 2nd. 5th-level tech power
Casting Time: 1 minute
TRACTOR BEAM Range: Touch
5th-level tech power Duration: Until dispelled
Casting Time: 1 action
One droid or construct you touch gains resistance to
Range: 90 feet
kinetic and energy damage from unenhanced
Duration: Concentration, up to 10 minutes
weapons.
You gain the ability to move or manipulate creatures Overcharge Tech. When you cast this power using a
and objects with a miniaturized tractor beam. When tech slot of 6th level or higher, you can target one
you cast this power, and as your action each round for additional droid or construct for each slot level above
the duration, you can target the beam on one creature 5th.
or object that you can see within range, causing the
appropriate e ect below. You can a ect the same UNSTABLE PROTOTYPE
target round after round, or choose a new one at any 2nd-level tech power
time. If you switch targets, the prior target is no longer Casting Time: 1 action
a ected by the power. Range: Self
Creature. You can try to move a Huge or smaller Duration: Instantaneous
creature. The target must make a Strength saving You attempt to jury-rig a tech e ect with whatever
throw. On a failed save, you move the creature up to you have at hand. You instantly replicate the e ects of
30 feet in any direction, including upward but not any tech power of 1st level or lower with a casting time
beyond the range of this power. Until the end of your of 1 action or bonus action.
next turn, the creature is restrained by your tractor Before the power takes e ect, roll a d20. If the result
beam. A creature lifted upward is suspended in mid- is 1, the power fails as your tech focus overloads and
air. delivers a deadly shock. You take 1d10 lightning
On subsequent rounds, you can use your action to damage for each level of the power you were
attempt to maintain your aim on the creature by attempting to replicate (1d10 for an at-will power), and
repeating the contest. are stunned until the end of your next turn. In addition,
Object. You move an object that isn’t being worn or make a DC 15 Intelligence saving throw. On a failed
carried and weighs up to 1,000 pounds up to 30 feet in save, you cannot cast any tech powers for 1 hour.
any direction, but not beyond the range of this power. Overcharge Tech. When you cast this power using a
You can't exert ne control on objects with the tech slot of 3rd level, you can replicate a tech power of
tractor beam. 2nd level or lower, and your tech focus overloads on a
TRANSFER POWER result of 2 or lower on the d20. When you cast this
2nd-level tech power power using a tech slot of 4th level, you can replicate a
tech power of 3rd level or lower, and your tech focus
Casting Time: 1 action
overloads on a result of 3 or lower on the d20. When
Range: Touch
you cast this power using a tech slot of 5th level, you
Duration: Instantaneous
can replicate a tech power of 4th level or lower, and
A droid or construct you touch must make a your tech focus overloads on a result of 4 or lower on
Constitution saving throw. A willing target can the d20. When you cast this power using a tech slot of
voluntarily fail the saving throw. On a failed save, the 6th level or higher, you can replicate a tech power of
target gains one level of exhaustion, and another 5th level or lower, and your tech focus overloads on a
willing droid or construct you also touch loses one level result of 5 or lower on the d20.
of exhaustion.
If you are not touching another willing droid or
construct with at least one level of exhaustion, the
initial target makes its saving throw with advantage.
VORTEX BEAM
6th-level tech power
Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous
You manifest a streak of gravitational energy in a line
originating from you that is 100 feet long and 5 feet
wide. Each creature in that line must make a
Constitution saving throw, taking 8d8 ion damage on a
failed save, or half as much damage on a successful
one. Each creature within 10 feet of the line but not in
it must succeed on a Constitution saving throw or take
8d8 kinetic damage and be pulled toward the line until
the creature is in its area.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the damage increases
by 1d8 for each slot level above 6th.
WEAPONS MALFUNCTION
2nd-level tech power
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
One blaster or vibroweapon you can see within
range begins to malfunction. Any creature that
attempts to wield the weapon must rst make an
Intelligence saving throw. On a successful save, this
power ends. On a failed save, the creature can only use
the weapon for improvised weapon attacks for the
duration of the power. A creature still carrying the
weapon may repeat this saving throw at the start of
each of its turns, ending the power on a success. The
power also ends if the target is ever outside the
power’s range or if it has total cover from you.

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