Attack: 1d20 + 4 (Dex saving throw DC 13)
Damage: 2d6 kinetic damage, half on failed save, double on 1
Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating.
Grenades have a range equal to 30 feet + your Strength modifier x 5.
As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.
Explosives Fighting Style: When a creature rolls a 1 on the saving throw, it takes damage as if suffering a critical hit.
Attack: 1d20 + 6
Damage: 1d6 +4 (energy)
The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
You have resistance to the triggering damage type until the start of your next turn.
Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.
Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
* Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
* You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Starting at 9th level, you can expend two uses of this feature to extend the duration to 8 hours. At 17th level, you can expend three uses to extend the duration to 24 hours.
You interface a tracker droid with your tech focus, creating a permanent link.
Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.
While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid’s vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.
You can’t maintain an interface between more than one tracker droid and your tech focus at a time.
Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage.
This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).