Technology Powers

Technology Powers

From civilians and common thieves to troopers and Jedi, protection and ingenuity are paramount to survival. In the quest for victory, every tool and weapon holds the potential to tip the scales in the war for the galaxy.

COMPLEXITY LEVELNAMEACTIVATION TIMEDURATIONRANGE / AREAATTACK / SAVEDAMAGE / EFFECTDESCRIPTION
LowCorrosive Shot1 ActionInstantaneous60 ft.DEX SaveAcid

You fire a shot of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This technology's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowSMPL-Shield Generator1 Action1 RoundSelfDefenseUntil the end of your next turn, you have resistance against kinetic and energy damage dealt by weapon attacks.
LowChilling Shot1 Action1 Round120 ftRangedCold

Make a ranged technology attack against the creature to assail it with chilling cryo. On a hit, the target takes 1d6 cold damage, and it can't regain hit points until the start of your next turn. 

If you hit a humanoid target, it also cannot take the disengage action until the end of your next turn.

This technology's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowFlashlight1 Action1 Hour120 ftUtility

You activate up to four flashlights in your possession to help light the area. Each light sheds dim light in a 15-foot radius.

As a bonus action on your turn, you can aim the lights up to 60 feet to a new spot within range. 

LowCharged Shot1 ActionInstantaneous120 ftRangedLightning

A beam of crackling lightning streaks toward a creature within range. Make a ranged technology attack against the target. On a hit, the target takes 1d10 lightning damage.

You can fire more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

LowCharred Shot1 ActionInstantaneous120 ftRangedFire

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this tech ignites if it isn't being worn or carried.

This technologies damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). 

LowSmall Smoke-Grenade1 ActionInstantaneous60 ftWIS SaveEnergy

You toss a small smoke grenade releasing a thin cloud around one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 energy damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The technologies damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowSmall Nerve Gas Grenade1 ActionInstantaneous30 ftCON SavePoison

You toss a grenade containing a low dosage of nerve gas at one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The technologies damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowCOMM-Link1 Bonus Action1 Round120 ftCommunication

You select another creature (with a COMM-Link) within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can use this technology through solid objects. This technology can be blocked by jammers and quality can dissipate over certain distances chosen by the DM.

LowSmall Concussive Grenade 1 Action1 Round60 ftWIS SaveMind

You toss a small concussive grenade at a creature within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 mind damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

This technologies damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowPoison Spray1 ActionInstantaneous10 ftCON SavePoison

You spray a creature you can see within range with a puff of noxious gas from a canister. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This technologies damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

LowSmall Cryo-Grenade 1 ActionInstantaneous60 ftSTR SaveCold

You toss small cryo-grenade at one creature you can see within range. The target must succeed on a Strength saving throw, or it takes 1d6 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The technologies damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowShock Baton1 ActionInstantaneousTouchMeleeLightning

You attempt to hit a creature with an electrically charged baton. Make a melee technology attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The technologies damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

LowVoice Amplifier1 ActionInstantaneous5 ftCON SaveSonic

You scream into a voice amplifier creating a sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 sonic damage.

The technologies damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowThreat Scan1 Action1 Round30 ftForeknowledgeOn your next turn, you gain advantage on your first attack roll against the target.
LowSmall Fire Grenade1 ActionInstantaneous60 ftDEX SaveFire

You toss a small fire grenade at one creature you can see within range. It must succeed on a Dexterity saving throw or take 1d6 fire damage and receive the burned status effect.

The technologies damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowSmall Ion Grenade1 ActionInstantaneous60 ftINT SaveIon

You toss a small ion grenade at a creature within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 ion damage, and if the creature is a droid, it cannot take it's next bonus action.

This technologies damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LowKolto Spray1 Bonus ActionInstantaneousTouchHealingYou attempt to spray a small dosage of kolto on a creatures wound. The creature regains hit points equal to 1d4+ your intelligence modifier. Kolto Spray cannot be used outside of combat.

Requires proficiency in Medic's Tools.
LowRepair1 Bonus Action1 Bonus ActionTouchLifeYou attempt to quickly repair damage affecting a droid. The creature regains hit points equal to 1d4+ your intelligence modifier.

This technology cannot be used out of combat and requires proficiency with Droid Engineer's Tools.
1Stimulator1 Action1 MinuteTouchBuffOnce before the tech ends, a target of your choice can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The tech then ends.
1Dissipator1 Reaction1 RoundSelfVarious

This dissipator captures some of the incoming energy, lessening its effect on you and storing it as energy that empowers 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 technology ends. This technology does not work on mind force powers.

At Higher Levels. When you use this technology using a charge of 2 or higher, the extra damage increases by 1d6 for each charge above 1.

1Alarm1 Minute8 Hours30 ftDetection

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the technology ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the alarmed area. When you set the alarm, you can designate creatures that won't set off the alarm. You also choose whether the alarm is transmitted or audible.

An transmitted alarm alerts you with a ping on your holopad if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

1Minor Shield Generator1 Action1 HourSelfBuffA protective shield surrounds you, granting 15 temporary hit points for the duration. 

At Higher Levels. When you use this technology using a charge of 2 or higher, you gain an additional 5 hitpoints for each charge above 1.
1Transmit: Vulnerability Scan1 Action1 Minute30 ftBuffYou quickly conduct a vulnerability scan of a creature and transmit the results to three creatures of your choice. Whenever a target makes an attack roll or a saving throw before the technology ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Creatures must be in range to receive the vulnerability scan results.

At Higher Levels. When you use this technology using a charge of 2 or higher, you can target one additional creature for each charge above 1.
1Blowtorch1 ActionInstantaneousSelf (15 ft Cone)DEX SaveFire

You crank up the settings on a blow torch releasing a thin sheets of flame. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you use this technology using a charge of 2 or higher, the extra damage increases by 1d6 for each charge above 1.

1Rail Shot1 ActionInstantaneous120 ftRangedVarious

You fire a rail shot loaded with a variety of ammo. Make a ranged technology 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 attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Ion
5 Lightning
6 Sonic
7 Energy
8 Kinetic


If you roll the same number on both d8s, the excessive energy allows for another shot on 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 excessive energy to generate.

At Higher Levels. When you use this technology using a charge of 2 or higher, the target takes 1d6 extra damage of the type rolled for each charge above 1.

1Acid Spray1 Action1 RoundSelf (15 ft Cone)Acid, Blinded

A canister unloads a wide spray of bubbling acid. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell 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. 

At Higher Levels. When you use this technology using a charge of 2 or higher, roll an additional 2d10 for each charge above 1.

1Truth Serum 1 Action1 Round60 ftWIS SaveControl

You fire a dart of truth serum at a creature in range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The serum has no effect if the target is a droid, construct, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

1Kolto Infusion1 ActionInstantaneousTouchHealingA creature you touch regains a number of hit points equal to 1d8 + your technology ability modifier. This technology has no effect on droids or constructs.

At Higher Levels. When you use this technology using a charge of 2 or higher, the healing increases by 1d8 for each charge above 1.
1Tremor Device1 ActionInstantaneousSelf (10 ft Radius)DEX SaveKineticYou cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you use this technology using a charge of 2 or higher, the damage increases by 1d6 for each charge above 1.
1Net Shot1 Action1 Minute90 ft (20 ft Square)STR SaveRestrained

You fire a net at an area area in range. Any creature caught in the blast must succeed a Strength saving throw or be restrained by the net until the technology ends. A creature restrained by the net can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

1Adrenal Stimpack1 Bonus Action10 MinutesSelfMovement

This stimpack allows you to move at an incredible pace. When you cast this technology, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

1Energy Capsule1 ActionInstantaneousSelfHealing

Ten perishable energy capsules are contained inside secure packaging. A creature can use its action to consume one capsule. Eating a capsule restores 1 hit point, and the capsule provides enough nourishment to sustain a creature for one day.

The capsules lose their potency if they have not been consumed within 24 hours of opening the packaging.

1Oil Slick1 Action1 Minute60 ft (10 ft Squared)DEX SaveProne

You fire slick oil on the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

The oil is highly flammable. If the oil is exposed to fire it catches immediately. Each creature who enters the fire or starts it's turn there must make a Dexterity saving throw. On a failed save the creature takes 2d6 fire damage, or half as much on a successful one. After one round of being ablaze the oil runs up ending the fire and difficult terrain. 

1Guided Shot1 Action1 Round120 ftRangedEnergyUsing a modified vulnerability scanner you make a ranged technology attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d6 for each charge above 1.

1Kolto Probe1 Bonus ActionInstantaneous60 ftHealing

You order a tiny probe droid to inject a small dose of kolto into a creature of your choice that you can see within range. That creature regains hit points equal to 1d4 + your technology ability modifier. This tech has no effect on droids or constructs.

At Higher Levels. When you use this technology at a charge of 2 or higher, the healing increases by 1d4 for each charge above 1.

1Burning Shot1 ReactionInstantaneous60 ftDEX SaveFireAfter taking damage from a target you may use your reaction to fire fire an unstable cylinder of flammable gas at a creature in range. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d6 for each charge above 1.
1Adrenaline Patch1 ActionConcentrationTouchBuffYou place an adrenaline patch on a creature in range. Until the tech ends, the creature is immune to being frightened and gains temporary hit points equal to your technology ability modifier at the start of each of its turns. Temporary hit points gained from this ability do not accumulate and instead refresh with each turn. When the tech ends, the target loses any remaining temporary hit points from this patch. If you do not lose concentration this technology ends after 1 minute.

At Higher Levels. When you use this technology at a charge of 2 or higher, you can target one additional creature for each charge above 1.
1Laughing Gas1 Action1 Minute30 ftWIS SaveProne

You toss a small canister of laughing gas at a creature of your choice that you can see within range. That creature perceives everything as hilariously funny and falls into fits of laughter if this tech affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the tech ends.

1Hunter's Mark1 Bonus Action1 Hour90 ftUtilityYou choose a creature you can see within range and mark it as your quarry. Until the tech ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this tech ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
1Shard Shot1 ActionInstantaneous60 ft (5 ft Sphere)DEX SaveKinetic, ColdYou fire a shard of ice at one creature within range. Make a ranged technology attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you use this technology at a charge of 2 or higher, the cold damage increases by 1d6 for each charge above 1.
1Toxic Strike1 ActionInstantaneousTouchMeleeAcidYou cover your weapon with a veil of poison. On a hit, the target takes 2d10 poison damage.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d10 for each charge above 1.
1Poisonous Darts1 ActionInstantaneous120 ftPoisonYou fire three darts laced with a poisonous chemical. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 poison damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you use this technology at a charge of 2 or higher, the amount of darts increases by two for each charge above 1.
1Purifier1 ActionInstantaneousSelf (5 ft Radius)UtilityAll food and drink within a 5-foot-radius centered on a point of your choice within range is purified and rendered free of poison and disease.
1Ray of Sickness1 ActionInstantaneous60 ftCON SavePoisonYou fire a ray of sickening greenish energy that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d8 for each charge above 1.
1Blazing Strike1 Bonus Action1 MinuteSelfCON SaveFireThe next time you hit a creature with a melee weapon attack during this technologies duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the tech ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the tech ends.

At Higher Levels. When you use this technology at a charge of 2 or higher, the initial extra damage increases by 1d6 for each charge above 1.

1QW1K-Shield Generator1 Reaction1 RoundSelfDefense Until the start of your next turn, you have a +3 bonus to DR, including against the triggering attack.
10P-Shield Generator1 Action10 MinutesSelfDefenseYou have +2 bonus to DR for the duration of the shield. Movement is reduced by 10 while this technology is activated.
1Knockout Gas1 Action1 Minute90 ft (20 ft Sphere)Unconcious

You toss a canister of knockout gas that sends creatures into a slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range 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 tech falls unconscious until the tech ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.

Droids and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you use this technology at a charge of 2 or higher, roll an additional 2d8 for each charge above 1.

1Sonic Strike1 Bonus Action1 MinuteSelfSTR SaveSonicThe first time you hit with a melee weapon attack during this technologies duration, your weapon rings with a boom that is audible within 300 feet of you, and the attack deals an extra 2d6 sonic damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
1Sonic Disruptor1 ActionInstantaneousSelf (15 ft Cubed)CON SaveSonic

A wave of sonic force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 sonic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the technologies effect, and the tech emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d8 for each charge above 1.

1Shock Shot1 Action1 Minute30 ftRangedLightningYou fire an charged shot containing electrical shock pads. Make a ranged technology attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to activate the pads and deal 1d12 lightning damage to the target automatically. The tech ends if you use your action to do anything else. The tech also ends if the target is ever outside the technologies range or if it uses an action to remove the pads.

At Higher Levels. When you use this technology at a charge of 2 or higher, the damage increases by 1d12 for each charge above 1.

1Solder1 ActionInstantaneousTouchNoneLifeYou solder two pieces of damaged metal. The object or creature regains a number of hit points equal to 1d8 + your technology ability modifier. This technology can only be used on droids, constructs, and other objects made of metal.

At Higher Levels. When you use this technology using a charge of 2 or higher, the healing increases by 1d8 for each charge above 1.
2Acid Shot1 ActionInstantaneous90 ftRangedAcid

A shimmering green capsule fires toward a target within range and bursts in a spray of acid. Make a ranged technology attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the capsule splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage (both initial and later) increases by 1d4 for each charge above 2nd.

2Flamecaster1 ActionInstantaneous30 ft (From you)DEX SaveFire

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage increases by 1d8 for each charge above 2nd.

2Slicer's Lock1 ActionUntil SlicedTouchUtility

You slice a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you use this technology can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this lock for 1 minute. Otherwise, it is impassable until it is broken or the technology is sliced or suppressed. 

While affected by this technology, the object is more difficult to break or force open; the DC to break it or slice any locks on it increases by 10.

2AV3RG-Shield Generator1 Action1 HourTouchBuffYou attach the generator to a willing creature. Until the technology ends, the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
2P3PR-Spray1 Action1 Minute30 ftCON SaveBlindedYou can blind a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

At Higher Levels. When you use this technology at a charge of 3 or higher, you can target one additional creature for each charge above 2.
2Charged Strike1 Bonus Action1 MinuteSelfNoneLightning

You attach your simple or martial melee weapon with an electrically charged chip. The next time you hit a creature with a weapon attack before this technology ends, the weapon glows as you strike. The attack deals an extra 1d6 lightning damage to the target, which becomes visible if it is invisible. 

At Higher Levels. When you use this technology at a charge of 3 or higher, the extra damage increases by 1d6 for each charge above 2nd.

2RC-Daggers1 ActionConcentration60 ft (5 ft Cube)NoneKinetic

You fill the air with remote controlled spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 kinetic damage when it enters the dagger's area for the first time on a turn or starts its turn there. As a bonus action you may move the daggers 10 ft.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage increases by 2d4 for each slot level above 2nd.

2Trip Mines1 ActionUntil Destroyed5 ft (10 ft Radius)DEX SaveEnergy

You plant four rigged mines in the ground within range. Until the technology ends, whenever a creature other than you comes within 10 feet of the mines one of the mines detonates dealing 2d6 energy damage. The mine is then destroyed. The technology ends when no mines remain.

At Higher Levels. When you use this technology at a charge of 3 or higher, the amount of mines planted increases by two for each charge above 2nd.

2Smoke Bomb1 Action2 Minutes60 ft (15 ft Sphere)Control

Dark smoke spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The smoke spreads around corners. A creature with darkvision can't see through this smoke, and light can't illuminate it.

2N1GHT-Goggles1 Action8 HoursTouchBuffYou don or give a willing creature night vision goggles. These grant the ability to see in the dark. For the duration, the equipped creature has darkvision out to a range of 60 feet.
2X-P3RA Rifle1 Bonus Action1 MinuteTouch (15 ft cone)DEX SaveVarious

You provide one willing creature an experimental rifle. Choose acid, cold, fire, lightning, or poison. Until the technology ends, the creature can use an action to fire 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.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage increases by 1d6 for each charge above 2.

2Energy Shackles1 Action1 Minute300 ftSTR SaveControlChoose one creature you can see within range. You fire energized shackles around the creature. The target must succeed on a Strength saving throw, or its speed is reduced to 0 feet for the technologies duration. An airborne creature affected by this tech safely descends at 60 feet per round until it reaches the ground or the tech ends.
2Exotic Spice1 Action1 HourTouchBuff

You provide a creature with a dosage of exotic spice. Choose one of the following effects; the target gains that effect until the duration ends.

Mudhorn's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the duration ends.

Rancor's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Nexu's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Blood Eagle's Splendor. The target has advantage on Charisma checks.

Vulptex's Cunning. The target has advantage on Intelligence checks.

Convor's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you use this technology at a charge of 3 or higher, you can target one additional creature for each charge above 2.

2Threat Scan1 ActionInstantaneous120 ftDetection

You scan for the presence of any trap within range that is within line of sight. A trap, for the purpose of this technology, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the tech would sense an area affected by trip mines, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

2Fire Blade1 ActionConcentrationSelfMeleeFire

You ignite a blade in your free hand. The blade is similar in size and shape to a vibroblade, and it lasts for the duration. 

You can use your action to make a melee attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you use this technology at a charge of 4 or higher, the damage increases by 1d6 for every two charges above 3.

2Lucky Dice1 Minute1 Hour60 ftBuff

You impart lucky dice to a creature within range or yourself. When the chosen creature makes an attack roll, an ability check, or a saving throw before the tech ends, it can expend the dice to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can expend the dice to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you use this technology at a charge of 3 or higher, you can target one additional creature for each charge above 2.

2Oxygen Cannon1 ActionConcentrationSelfSTR SaveControl

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

As a bonus action on each of your turns before the duration ends, you can change the direction in which the line blasts from you.

2Medical Probe1 Bonus ActionConcentration60 ft (5 cube ft )Life

You activate a small medical probe to soothe the wounded. The droid appears in a space that is a 5-foot cube you can see within range. 

Until the tech ends, whenever you or a creature you can see moves into the probe’s space for the first time on a turn or starts its turn there, you can cause the probe to restore 1d6 hit points to that creature (no action required). The probe can’t heal constructs or droids. The probe can heal a number of times equal to 1 + your tech-weaving ability modifier (minimum of twice). After healing that number of times, the probe powers down.

As a bonus action on your turn, you can move the probe up to 30 feet to a space you can see.

At Higher Levels. When you use this technology at a charge of 3 or higher, the healing increases by 1d6 for each slot level above 2.

2Cloaking Device1 Action1 Hour (Concentration)SelfInvisible

You activate a cloaking device becoming invisible until the tech ends. Anything you are wearing or carrying is invisible as long as it is on your persons. The tech ends if you attack or cast / weave any abilities.

At Higher Levels. When you use this technology at a charge of 3 or higher, you can target one additional creature for each charge above 2.

2Bacta Serum1 ActionInstantaneousTouchLifeYou administer a serum of bacta and end either one disease or one condition afflicting it. The condition can be blindeddeafenedparalyzed, or poisoned.
2Scout Probe1 Action RitualInstantaneousSelfDetectionDescribe or name a specific kind of creature or object. Releasing a Scouting Probe Droid, you learn the direction and distance to the closest target of that description within 5 miles, if any are present.
2MK I Tracerdart1 Action1 Hour (Concentration)60 ftWIS SaveMind

You fire a hallucinogenic dart at a target in range. The target must make a Wisdom saving throw, taking 3d8 mind damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location (as the dart has a tracking beacon) until the tech ends. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage increases by 1d8 for each charge above 2.

2UA-Tripdart1 Action1 Round90 ftINT SaveMind

You fire a hallucinogenic dart at a target in range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 mind damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the tech’s other effects. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

2Holoclone1 Action1 MinuteSelfDeception

Three holoclones of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your holoclones.

If you have three holoclones, you must roll a 6 or higher to change the attack's target to a holoclone. With two holoclones, you must roll an 8 or higher. With one holoclone, you must roll an 11 or higher.

A holoclone's DR equals 10 + your Dexterity modifier. If an attack hits a holoclone, is vanishes. The technology ends when all three holoclones are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with forcesight.

2Distraction1 Bonus ActionInstantaneousSelfDisengageMaking a distraction you disengage up to 30 feet to an unoccupied space that you can see. Distraction does not count against your movement for the turn it's used.
2Establish Medical Station10 MinutesInstantaneous30 ftLife

You establish a medical station and administer treatment on those around you. Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your tech-weaving ability modifier. This technology has no effect on droids or constructs.

At Higher Levels. When you use this technology at a charge of 3 or higher, the healing increases by 1d8 for each charge above 2.

2Antivenom1 Action1 HourTouchBuff

You administer a dose of antivenom to a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

2Slugdart1 Action1 Round60 ftCON SaveDebuff

You fire a slugdart toward a creature within range. Make a ranged technology attack against the target. On a hit, the target deals only half damage with weapon attacks until the tech ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the tech ends.

2Scorched Ray1 ActionInstantaneous120 ftRangedFire

You fire three rays of fire at targets within range. You can fire them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you use this technology at a charge of 3 or higher, you fire one additional ray for each charge above 2.

2Thermal Vision1 Action1 HourSelfDetectionFor the duration, you see invisible creatures and objects as if they were visible so long as they give off heat. 
2Sonic Gernade1 ActionInstantaneous60 ft (10 ft sphere)CON SaveSonic

A sudden loud ringing noise, painfully intense, erupts from a grenade you toss at a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

At Higher Levels. When you use this technology at a charge of 3 or higher, the damage increases by 1d8 for each charge above 2.

21CE-Cannon1 ActionInstantaneous90 ft (5 ft sphere)DEX SaveCold

A flurry of icicles fires at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each charge above 2nd.

2SP1DR-ExoSuit1 ActionConcentration 1 HourSelfBuffUntil the technology ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
2C0-0P Shield Generator1 ActionConcentration 1 HourTouchBuff

This technology protects a willing creature you touch and creates a protective barrier around the two of you. While the target is within 60 feet of you, it gains a +1 bonus to DR and saving throws, and it has resistance to all damage. 

 

Press Enter / Return to begin your search or hit ESC to close

By signing in, you agree to our terms and conditions and our privacy policy.

New membership are not allowed.