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Translation Program

  • casting time 1 Action
  • range Self

  • components None
  • duration 1 Hour

(Level 1) For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

This power doesn’t decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn’t part of a written language.

Engineer Tech Power

Temporary Boost

  • casting time 1 Action
  • range Touch

  • components None
  • duration Up to 1 minute

(At-will) You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The power then ends.

This power’s die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

Engineer Tech Power

Warp Strike

  • casting time 1 Action
  • range Varies

  • components None
  • duration 1 Round

(At-will) As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can teleport to an unoccupied space of your choice within 10 feet of you. If you teleport to a space within 5 feet of the target, the target cannot take reactions until the end of its next turn.

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 energy damage to the target. This extra energy damage increases to 2d6 at 11th level and 3d6 at 17th level.

Engineer Tech Power

Kolto Pack

  • casting time 1 Bonus Action
  • range 60 Feet

  • components None
  • duration Instantaneous

(Level 1) A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

Overcharge Tech: When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Engineer Tech Power

Stack the deck

  • casting time 1 Action
  • range 30 Feet

  • components None
  • duration Up to 1 minute

(Level 1) You boost up to three 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 d4 and add the number rolled to the attack roll or saving throw.

Overcharge Tech: When you cast this power with a tech slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the die increases to d6, d8, and d10, respectively.

Engineer Tech Power

Bacta Pack

  • casting time 1 Action
  • range 60 Feet

  • components None
  • duration 1 Minute

(Level 1) You create a luminescent pack of bacta in any space, occupied or unoccupied, within range. The pack remains in its space until it is activated by any creature you choose. If the space you choose is occupied by a creature you have designated, it can use its reaction to immediately activate the pack, otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.

When the pack is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting ability modifier, and the pack is consumed. If the power ends before the pack has been activated, it becomes useless and disintegrates. This power has no effect on droids or constructs.

Overcharge Tech: When you cast this power using a tech slot of 2nd level or higher, you may either increase the healing of a single pack by 1d6 for each slot level above 1st, or create another pack in a separate space, with one additional pack for each slot level above 1st.

Engineer Tech Power

Spectrum Bolt

  • casting time 1 Action
  • range 120 Feet

  • components None
  • duration Instantaneous

(Level 1) You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below:

1.Acid 2.Cold 3.Fire. 4.Energy 5.Ion 6.Lightning 7.Poison 8.Sonic

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

Overcharge Tech: When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Engineer Tech Power

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