AI Hacking

3rd level • control
Action
20m
Instant

Spend 3 tech points per creature size and choose a synthetic within 20m (e.g. 3 tech points for small, 6 tech points for medium, 9 tech points for large). The synthetic must succeed on an Intelligence saving throw or becomes hacked (considered {charmed}). A hacked synthetic won't attack friendly creatures and can't use spells or abilities. On its turn, the hacked synthetic attacks the closest hostile creature, making a ranged weapon attack or melee attack if it does not have a weapon. If it doesn't have a weapon and there are no hostile creatures within melee range, the hacked synthetic uses its turn to dash towards the closest hostile creature. Each time the synthetic takes damage, it makes a new Intelligence saving throw against the spell. If the saving throw succeeds, the spell ends.

Total Control: You take the hacked synthetic's action. You may use its spells and abilities.

--OR--

Damage: While the synthetic is hacked, it takes 2d6 shock damage at the end of its turn. This damage does not proc an opportunity to end the spell.

Ballistic Blades

damage (piercing)
Attack
10m
Instant

As an Attack action, fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage. You must spend a short or long rest reloading the armguard before you can this ability again. This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)

Bleeding Blades: On a hit, the target takes an additional 3d12 damage at the start of their turn due to blood loss. This damage bypasses shields.

--OR--

Exploding blades: On a hit, the target takes an additional 3d12 thunder damage and must pass a Constitution saving throw (DC 8 + proficiency bonus) or becomes {stunned} until the end of your next turn.

Beehive

damage (piercing)
Attack
Self (6m
cone
)
Instant

As an Attack action, you equip and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 6m cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage or half as much damage on a successful one. The DC is (8 + proficiency bonus + DEX modifier). You must spend a short or long rest reconfiguring the cannon to use it again. This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6) Infiltrators may learn or advance this feature instead of gaining a tech power.

Anti-Flesh: The Beehive deals double damage to {unprotected}, organic targets.

--OR--

Remote Deploy: As an action, you can set up your Beehive in a separate location. Once it is deployed you can use an Attack action to fire it.

Cryo Beam

xth level • damage (cold)
Action
Self (6m
cube
)
Instant
cold

You spend tech points to blast a stream of liquid hydrogen from your omni-tool. Each creature in a 6m cube becomes {primed-cold} until the end of its next turn and must make a Constitution saving throw. A creature takes Xd8 cold damage on a failed save, or half as much damage on a successful one where X is the number of tech points spent. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.

Brittle Freeze: Creatures that fail the Constitution saving throw suffer a -1 AC penalty

--OR--

Frozen Ground: Cryo beam leaves a patch of ice on the ground that lasts for 1 min. Each creature that moves into or out of the patch must pass a Dexterity saving throw. On a failed save, slips and falls [Prone], ending its movement.

Cryo Blast

xth level • damage (cold) • debuff
Action
20m
Instant
cold

You spend tech points to fire a mass of super cooled, subatomic particles at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target becomes {primed-cold} until the end of its next turn and takes Xd8 cold damage, where X is the number of tech points spent, and the target's movement is reduced by half. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.

Ice Lance: Transform the attack into a deadly lance. The attack can no longer freeze or slow the target, but you add 1d6 piercing damage for each tech point spent.

--OR--

Frigid Air: The blast snap freezes the air around the target in a 2m radius. Each creature that enters the frozen space for the first time on a turn or ends its turn there must pass a Constitution saving throw or take 2d4 cold damage.

Decoy

xth level • control
Action
10m
1 minute

Spend X tech points to summon a holographic copy of yourself at a location within 10m. Until the spell ends, the decoy moves with you and mimics your actions. You can use your action to dismiss the decoy. Each time a creature targets you with an attack during the spell's duration, it must first make a Wisdom (Perception) check. The DC of this check is equal to your spell save + X. On a failed save, a creature attacks the decoy. On a success, the creature ignores the decoy, attacks you, and no longer needs to pass the Wisdom check to target you.

Explosive: As an action, you can spend 1 tech point to detonate your Decoy. Each creature within 4m must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much on a successful one.

--OR--

Improved Decoy: Your Decoy becomes so life-like that creatures have disadvantage on the Wisdom (Perception) check.

Defense Matrix

xth level • buff
Action
Self
1 minute

Spend X tech points to reinforce your armor with special Foucault currents. You gain resistance to your choice of X damage types.

Shield: Deploy the matrix as a stationary shield. Up to 2 creatures of medium size can stand behind the shield, gaining the resistance benefit when attacked by creatures from the other side of the shield.

--OR--

Improved Defense: Gain a +2 bonus to your AC while Defense Matrix is active.

Disrupt Biotics

5th level • control
Reaction
20m

Spend 5 tech points to attempt to interrupt a creature in the process of casting a biotic spell. Make an ability check using your tech ability. The DC equals 10 + the spell's level (0 for cantrips). On a success, the creature's spell fails and has no effect. Each additional tech point spent reduces the DC by 1.

Lockdown: If you succeed on your ability check, you overload the target's biotic implant and it cannot cast biotic spells until the end of its next turn.

--OR--

Psychic Strain: If succeed on the ability check, the target takes Xd6 psychic damage, where X is the level of the spell. Targets take 1d4 psychic damage for cantrips.

Electric Slash

xth level • damage (lightning)
Action
Self (8m
cone
)
Instant

Spend X tech points to unleash a wave of electric energy in an 8m cone originating from you. Each creature must make a Constitution saving throw. On a failed save, a creature takes Xd8 lightning damage or half as much damage on a successful one.

Shield Restore: If you are wearing armor, gain shield points equal to half of your damage roll.

--OR--

Paralyze: Creatures that fail the saving throw are paralyzed until the end of their next turn.

First Aid

xth level • heal
Action
Touch
Instant

Spend X tech points to inject a friendly creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to Xd8 + your spellcasting ability modifier

Adaptive: The healed creature gains resistance to the last damage type it suffered. This effect lasts for 1 minute.

--OR--

Improved Healing: Increase the healing die type to d12

Flamethrower

xth level • damage (fire)
Action
Self (8m
cone
)
Instant
fire

You spend tech points to overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8m cone is {primed-fire} until the end of its next turn and must make a Dexterity saving throw. A creature takes Xd10 fire damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.

Concentrated Burn: Increase the damage to d12 and the distance to 12m, but the area-of-effect is now a line instead of a cone.

--OR--

Exhaust: The flames leave behind a thick smoke for 1 turn. Creatures have disadvantage while making ranged weapon attacks against you until the start of your next turn.

Guidance

1st level • buff
Action
10m
10 minutes

Spend 1 tech point to tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll. You may only have Guidance on one target at a time.

Multi Tap: Guidance can be active on up to 3 different targets.

--OR--

Improved Tap: Increase the die type to d10

Incinerate

xth level • damage (fire)
Acton
20m
Instant
fire

You spend tech points to hurl a high-explosive, plasma round at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is {primed-fire} and takes Xd10 fire damage, where X is the number of tech points you spent. A flammable object hit by this spell ignites if it isn't being worn or carried.

Frozen Combo: Deal double damage to frozen targets.

--OR--

Radial Blast: On a miss, the target creature takes half the damage.

Neural Shock

xth level • debuff
Action
20m
Instant

You spend tech points to flash an ion laser at an organic creature within range. The creature makes a Constitution saving throw. The DC of this throw is increased by 1 for each tech point spent. On a failed save, the creature has disadvantage on the next melee or ranged attack it makes and can't take reactions until the start of its next turn.

Damage: A creature takes Xd6 psychic damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.

--OR--

Paralyze: If a creature fails the saving throw, it is paralyzed for 1 turn.

Nightshade Blade

damage (poison)
Attack
10m
Instant

Your Omni-tool is equipped with a microscopic, poison-tipped blade that is able to piece through shields and armor. As an Attack action, make a ranged weapon attack on a creature you can see within range, you add your proficiency bonus to this roll. On a hit, the target takes 1d12 poison damage and must make on a Constitution saving throw (DC 8 + proficiency bonus)). On a failed save, the target takes 2d12 poison damage, or half as much damage on a successful one. If a target would be reduced to 0 hit points by this damage, it is reduced to 1 hit point instead and is {poisoned}. All damage caused by Nightshade Blade bypasses shields. You must be within melee range and use an action to recover the blade. This feature's secondary damage effect increases by 3d12 when you reach 5th level (5d12), 11th level (8d12), 17th level (11d12) Infiltrators may learn or advance this feature instead of gaining a tech power.

Paralyze: A creature that fails the Constitution saving throw becomes {paralyzed} until the end of your next turn.

--OR--

Improved Poison: The creature has disadvantage on its Constitution saving throw.

Overload

xth level • damage (lightning)
Action
20m
Instant
lightning

You spend tech points to unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6m of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target becomes {primed-lightning} until the end of its next turn and must make a Dexterity saving throw. The target takes Xd4 lightning damage on a failed save, or half as much on a successful one where X is the number of tech points you spent.

Extended Leap: Overload can leap to targets within 10m.

--OR--

Heavy Overload: Increase the damage die type to d6

Poison Spray

1st level • damage (poison)
Action
2m
Instant

Spend 1 tech point to shoot an aerosol spray of noxious chemicals from your omni-tool at a creature within melee range. The creature must succeed on a Constitution saving throw or take 1d12 poison damage and becomes poisoned until the end of your next turn. The DC of the saving throw is increased by 2 for each additional tech point you spend.

Pepper spray: Creatures that fail the Constitution saving throw are also blinded for 1 minute.

--OR--

Poison Cloud: Create a 2m-radius cloud of poison that persists for 1 minute. Each creature that enters the sphere for the first time on a turn or ends its turn there must make the Constitution saving throw.

Sabotage

2nd level • debuff • control
Action
20m
Infinite

Spend 2 tech points and target a ranged weapon you can see within range. If the weapon is integrated into a creature, such as an Atlas mech's mass accelerator cannon or a drone's particle rifle, this spell has no effect unless the creature fails an Intelligence saving throw. The next attack made with the target weapon has disadvantage.

Multi-Weapon: You can target 3 weapons at once.

--OR--

Backfire: After the weapon fires, it deals 2d6 thunder damage to the attacking creature.

Salvo

xth level • damage (fire)
Action
20m
Instant

You spend tech points to create glowing darts of plasma equal to the number of tech points spent. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 fire damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Exploding Salvo: Each dart deals an additional 1d4 thunder damage.

--OR--

Blinding Salvo: The darts explode in a bright flash of light. Targets no longer take damage but must make a Constitution saving throw. On a failed save, a target is blinded until the end of your next turn.

Shocking Grasp

xth level • damage ()
Action
Touch
Instant
lightning

Spend tech points to send an electric shock from your omni-tool to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor. On a hit, the target becomes {primed-lightning} until the end of its next turn and takes Xd6 lightning damage where X is the number of tech points spent, and it can't take reactions until the start of its next turn.

Reach: Increase the range to 4m.

--OR--

Improved Shock: Increase the damage die to d8.

Snap Freeze

5th level • control • damage (cold)
Action
20m (10m
sphere
)
Concentration, up to Instant
cold

Spend 5 tech points to launch a globe of super cooled helium to a target location within range, where it explodes in a 10m-radius sphere. Each creature within the area becomes {primed-cold} until the end of its next turn and must make a Strength saving throw. On a failed save, a creature if {frozen} until the end of your next turn. On a successful save, its movement is halved until the end of your next turn. The DC of the saving throw is increase by each tech point you spend above 5. The ground within the 10m sphere becomes icy and is considered difficult terrain. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 10m. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

Lasting Freeze: A creature frozen by Snap Freeze continues to take 1d6 cold damage at the start of its turn for 1 minute.

--OR--

Brittle Freeze: Successful attacks against a creature that is frozen by Snap Freeze deal an additional 1d4 cold damage.

Stimulant Pack

buff
Bonus
Self
10 minutes

As a bonus action, inject yourself with a stimulant pack. You have advantage on the next Dexterity, Strength, or Constitution saving throw. You must finish a short or long rest before you can use this feature again. Infiltrators may learn or advance this feature instead of gaining a tech power.

Friendly: You can inject a creature within melee range with the stimulant pack

--OR--

Improved Attack: You can choose to apply the advantage to your next damage roll

Submission Net

2nd level • control
Action
20m (4m
cylinder
)
1 minute

Spend 2 tech points to shoot a swarm of miniature pylons to a target location within 20m. Each creature within a 4m cylinder of the target location must make a Dexterity saving throw. Any creature that fails the saving throw is trapped in an electrified net, becomming {restrained} and cannot cast Tech spells. Until the spell ends, the area is considered difficult terrain. A creature that enters the cylinder for the first time on its turn or end its turn there must also make the Dexterity saving throw. A creature restrained by submission net may use its action to make a Strength (Athletics) check against your spell save DC to escape the net. On each attempt, the creature takes 1d6 lightning damage as it struggles against the net. On a success, the creature is no longer restrained.

Electrified Net: If you have a submission net deployed, you can use your bonus action to spend XTP, sending electric currents through one net. Each creature within the net takes Xd6 lightning damage.

--OR--

Anti-Tech: If a creature you can see begins to cast a Tech spell, you can use your reaction to cast submission net.

Tactical Scan

debuff
Action
20m
1 minute

Spend your action scanning a creature you can see with your omni-tool, studying its movement and revealing weaknesses. Your attacks against the target have advantage and natural 19 and 20's are considered critical hits. You may only have tactical scan on a single target. You may use this ability three times before you finish a short or long rest.

Area Scan: Scan a 6m cube. You gain the advantage and critical bonus on all creatures within the area.

--OR--

Telegraphed Attacks: You're HUD alerts you when the creature is about to attack. It has disadvantage on ranged and melee attacks and you have advantage on any saving throws caused by spells and abilities of the creature.

Target Painting

2nd level • debuff
Action
30m (8m
cube
)
1 round

Spend 2 tech points to paint an 8m cube within range. Until the end of your next turn, any creature in the area when the spell is cast is highlighted on all friendly creatures HUDs if it fails a Dexterity saving throw. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Heavy Weapon Sync: Information about the painted targets sync with heavy weapon systems. Any creature that would make a saving throw to avoid heavy weapon damage has disadvantage on the saving throw.

--OR--

Lasting Scan: You may cast Target Painting for 4 tech points, increase the duration of the effect to 2 rounds of combat.