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Tech

Ion Blast

  • casting time1 action
  • range60′

  • componentstech focus
  • durationInstantaneous

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5′ of each other. A target must succeed on a Dexterity saving throw or take † ion damage.

†Damage based on character level:
1: 1d4
5: 2d4
11: 3d4
17: 4d4

Tech 0

Light

  • casting time1 action
  • rangeTouch

  • componentstech focus
  • duration1 hour

You touch one object that is no larger than 10′ in any dimension. Until the power ends, the object sheds bright light in a 20′ radius and dim light for an additional 20′. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

Tech 0

<-- At-Will / Level 1 -->

Tech

Analyze

  • casting time1 minute
  • rangeTouch

  • componentstech focus
  • durationInstantaneous

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

Tech 1

Execute Command

  • casting time1 action
  • range60′

  • componentstech focus
  • duration1 round

You dictate a one-word command to up to [p] Droid(s) you can see within range, no two of which may be more than 30′ apart from each other. Each target must succeed on an Intelligence saving throw or follow the command on its next turn. If the construct has the ‘Piloted’ trait, and if it has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot’s Intelligence modifier.
Some typical commands and effects follow. You might issue a command other than described here. If you do, the GM determines how the target behaves. If the target can't follow your command, the power ends.
Approach: Target moves toward you by the shortest and most direct route, ending its turn if it moves within 5′ of you.
Deactivate: Target falls prone and then ends its turn.
Drop: Target drops whatever it is holding and then ends its turn.
Flee: Target spends its turn moving away from you by the fastest available means.
Halt: Target doesn't move and takes no actions. A flying target stays aloft, if able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Tech 1+

Homing Rockets

  • casting time1 action
  • range120′

  • componentstech focus
  • durationInstantaneous

You lock on to one or more targets within range and expel a series of [p+2] small explosives. Each explosive hits a creature of your choice that you can see within range, dealing 1d4+1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

Tech 1+

Repair Droid

  • casting time1 action
  • rangeTouch

  • componentstech focus
  • durationInstantaneous

A Droid or construct you touch regains a number of hit points equal to [p]d8+[a]. This power only affects Droids and constructs.

Tech 1+

Stack the Deck

  • casting time1 action
  • range30′

  • componentstech focus
  • durationConcentration, up to 1 minute

You boost up to [(p+5)/2] creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d† and add the number rolled to the attack roll or saving throw.

†die size based on power level:
1: d4
3: d6
6: d8
9: d10

Tech 1+

0 0
0 0
1 1
1 1
1 1
1 1
1 1

Tactical Barrier

  • casting time1 bonus action
  • range60′

  • componentstech focus
  • durationConcentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Tech 1

<-- Level 1 / Level 2 -->

Tech

1 1