You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.
You launch a missile at a creature. Make a ranged tech attack against a creature you can see within range. On a hit, the target takes 1d6 fire damage, and each creature within 5 feet of the target must make a Dexterity saving throw or take 1d4 fire damage.
This power’s damage increases by one die when you reach 5th level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4).
You throw out a card from a augmented deck with a random effect. Make a Ranged Tech attack against a target within range. On a hit the card strikes it, exploding on impact. Each card has a different effect determined by rolling a d6.
1. The King : Target takes 1d6 + Tech power modifier in fire damage.
2. The Queen : Target takes 1d6 + Techpower modifier in Acid damage.
3. The Knight : Target takes 1d6 + Techpower modifier in Lightning damage.
4. The Assassin : Target takes 1d6 + Techpower modifier in Poison damage.
5. The Wizard : Target takes 1d6 + Techpower modifier in Cold damage.
6. The Elder : Target takes 1d6 Psychic damage and must succeed a Constitution saving throw or become blinded until the end of the their next turn.
The Tech power creates more then one card when you reach higher levels : Two cards at 5th level, three at 11th level and four at 17th level.
You make separate attack rolles and d6 rolls for each card.
As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within this powers range, otherwise the power fails. On hit, the target suffers the weapons attack's normal effects, except any damage dealt by the weapon is lightning damage instead of its normal type. Additionally, an arc of lighting jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage.
This powers damage inceases when you reach certain levels. At 5th, the melee attack deals an additional 1d8 lighting damage, and the secondary damage deals an additional 1d6 lighting damage to their target. Both damage rolls increase by one die at 11th level (2d8 and 3d6) and at 17th level (3d8 and 4d6)
(Your right arm pulses with unnatural hunger, striking before thought, unraveling magic with instinctual precision.) The parasitic entity within your right arm writhes with hunger, lashing out with a tendril of void energy to siphon life and unravel arcane seals.
Melee Attack: Make a melee spell attack against a creature within range. On a hit, the target takes 1d8 necrotic damage, or 1d12 necrotic damage if they have not yet taken a turn in combat, as the parasite exploits their moment of vulnerability.
Reality Piercer: If this attack is directed at a magically sealed door, lock, or barrier, the parasite attempts to consume its arcane structure. Roll a spell attack against a DC equal to the spell save DC of the effect sealing it. On a success, the seal is disrupted and rendered inactive for 1 minute.
This spell’s damage increases at higher levels:
5th Level: 2d8 (2d12 if the target hasn’t acted).
11th Level: 3d8 (3d12 if the target hasn’t acted).
17th Level: 4d8 (4d12 if the target hasn’t acted).
(The parasite burrows deeper, whispering forgotten truths and breaking fragile minds.) You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.
(The parasite knows only hunger, and your foes are merely the next meal.) A dark, writhing appendage erupts from the host’s body, attempting to latch onto a creature.
Choose a target within range. They must make a Strength saving throw or be restrained until the start of your next turn.
If they succeed, they take 1d4 necrotic damage as the appendage dissolves upon contact.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
(Space itself collapses in hunger, drawing prey closer to the maw of oblivion.) You momentarily manifest a void-born hunger, causing space itself to pull towards you.
A creature of your choice within range must make a Strength saving throw or be pulled 10 feet toward you as the void tugs at their essence.
On failure, they take 1d6 psychic damage as their minds briefly touch the abyss.
his spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(The void does not wait. It has already seen the battle unfold a thousand ways, and in one, you are victorious.) When you cast this spell, you briefly execrate your minds capability to think so that it seems you briefly stopped time. You can take an additional action and move around in your space while no time passes for other creatures. This action can be used to take the Search or use Object action, or to make an Intelligence check to remember information about something.
Furthermore, you cant affect or damage any creature or object, other then objects you are wearing or carrying. If an object leaves your hand, it also becomes Frozen in time
- You are immune to magic missile and similar effects that automatically hit.
- You and objects you are wearing or carrying cannot be detected by tech powers that reveal your location, such as scan area or frequency scan, unless the caster makes a successful Intelligence saving throw.
- Creatures have disadvantage on Wisdom (Survival) checks to track you.
You infuse one creature within range with a jittery burst of power, speeding its senses and reactions to the point of near precognition. The creature makes its initiative check with advantage and has +3 AC, 15 extra movement speed, advantage on dexterity saving throws and advantage on attack rolls until the end of their first turn in combat.
Choose one construct or machine that you touch. The target regain hit points equal to 1d10 + your techcasting ability modifier. If the target is a broken machine or construct you repair it to working condition.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.
You create a massive flash of light and explosion of sound at a point within range. Roll 6d10, the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
You ward a 30-foot radius sphere centered on you with a manually-operated trap. The trap is well disguised. Any creature that can’t see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the trap before entering the area. Once after this power is cast, when a creature you can see enters or moves within the warded area, you can use your reaction to trigger the trap. The effect on the creature depends on the kind of trap you employ, which you choose when you cast this power. You can maintain a maximum number of instances of this power at once equal to your techcasting ability modifier.
- Blaster. This power creates a blaster turret which fires at the target when triggered. The creature must make a Dexterity saving throw. It takes 2d10 Force damage on a failed save, or half as much on a successful one.
- Pitfall. This power creates a 5-foot diameter, 15-foot deep pitfall in the ground beneath the creature when triggered, which must make a Dexterity saving
throw. On a failed saving throw, the creature falls into the pitfall. On a success, the creature falls prone in a space within 5 feet of the pitfall. This pitfall cannot be created through manufactured terrain. Otherwise, the hole is well constructed and lasts even after the power’s duration. Flying creatures avoid this trap.
- Snare. This power creates a snare of rope, wire, vine, or webs that entangle the creature. The creature must make a Strength saving throw. A Large or larger creature has advantage on this saving throw. On a failed save, the creature takes 1d6 Bludgeoning damage and is restrained until the start of its next turn. On a success, the creature takes half as much damage and ends its movement.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the effects increase, based on the trap.
- Blaster. The damage increases by 1d10 for each slot level above 1st. If cast using a slot of 3rd level or higher, this power targets creatures in a sphere centered on the triggering
creature within the warded area, the radius of which is 5 feet for every two slot levels above 1st.
- Pitfall. The depth of the pitfall increases by 5 feet for each slot level above 1st. If cast using a slot of 3rd level or higher, the diameter of the pit is 5 feet wider for every two slot levels above 1st.
- Snare. The damage increases by 1d6 for each slot level above 1st. If cast using a slot of 3rd level or higher, Large creatures no longer have advantage on their saving throw. This size category increases for every two slot levels above 1st.
You launch 4d6 tiny projectiles at up to four creatures you can see within range. The projectiles can be divided between the targets as desired. Each target must make a Dexterity saving throw. A target takes 1 piercing damage per projectile, or half as much damage on a successful save.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you launch an additional 1d6 projectiles and can target one additional creature for each slot level above 1st.
You create a special med-kit in any space, occupied or unoccupied, within range. The Med-Kit 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 Med-Kit, otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.
When the Med-Kit is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting ability modifier, and the Med-kit is consumed. If the power ends before the Med-kit has been activated, it becomes useless and disintegrates. This power has no effect on 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 Med-kit by 1d6 for each slot level above 1st, or create another Med-Kit in a separate space, with one additional Med-kit for each slot level above 1st.
You produce a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has full cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
The next time you hit a creature with a ranged attack using a combustion ranged firearm during the powers duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target.
You can choose whether this additional damage is acid, cold, fire, lighting, poison or thunder damage, and you can choose to change the firearms damage to one of these damage types. You do not need to pick the same damage type for both.
Overcharge tech : When you use this power at a higher level of a tech slot of 2nd level or higher, the damage increases by 2d4 for each slot above 1st.
You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.1
You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.