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.

Concussive Shot

damage (bludgeoning) • buff
Bonus
Self
Instant

As a bonus action, load a specialized thermal clip into the weapon you are currently wielding. Until you reload, any successful ranged attacks deal an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier) or are knocked {prone}. You have 3 charges of Concussive Shot. You regain all of your charges on a long rest.

Stunning Shot: A creature hit by Concussive Shot must make a Constitution saving throw (DC 8 + proficiency bonus + DEX modifier). On a failed save, the creature is {stunned} until the end of your next turn.

--OR--

Improved shot: Increase the bonus damage of Concussive shot to d12.

Fortification

buff
Reaction
Self
Instant

As a reaction, reinforce your armor using protective Foucault currents. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You must finish a short or long rest before you can use this ability again.

Lasting Fortification: Fortification lasts an additional turn.

--OR--

Venting Fortification: When fortification ends, the currents are sent to your gauntlets. Your next Omni-tool attack is made at advantage and deals an additional 2d10 bludgeoning damage.

Havoc Strike

damage (thunder)
Attack
8m (2m
sphere
)
Instant

As an Attack action, use a propulsion jet built into your leg armor to spring to a location within 8m and strike the ground with violent force. Each creature within a 2m radius of where you land must make a Dexterity saving throw (DC 8 + proficiency bonus + STR modifier). On a failed save, a creature takes 2d8 thunder damage or half as much on a successful one. You must finish a short or long rest before you can use Havoc Strike again. This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), 17th level (8d8)

Improved Distance: You can jump up to 12m.

--OR--

Improved Radius: Increase the radius of the impact to 4m

Hawk Missile Launcher

damage (thunder)
Attack
60m
Instant

As an Attack action, activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage. The Hawk Missile Launcher has 2 charges. You regain all charges on a long rest. This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6)

Anti-Shield: The missile detonates a small EMP, transforming the damage to lightning.

--OR--

Improved Damage: Increase the damage to 5d6

Hex Shield

warding
Bonus
Self (2m
line
)
Instant

As a bonus action, you toss a portable shield generator onto the ground in front of you. It generates 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points. As long as the Hex Shield has shield points, it provides full cover to creatures behind it. Hex shield regains all shield points on a long rest.

Hearty Shield: Increase the shield's hit points to 100.

--OR--

Large Shield: The Shield covers a 4m wide area.

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.

Siege Pulse

damage (psychic) • control
Attack
Self (4m
sphere
)
Instant

As an Attack action, overload your shield capacitors causing a loud, painfully intense kinetic wave to erupt from your location. Reduce your shield points by 5. Each creature within a 4m sphere becomes {deafened} and must make Constitution saving throw (DC 8 + proficiency bonus). On a failed save, a creature is {incapacitated} until the start of your next turn. On a successful save, a creature takes 2d4 psychic damage. You may use Siege Pulse as long as you have at least 5 shield points.

Improved Pulse: Add your STR or DEX modifier to the DC of the saving throw. You choose which one.

--OR--

Lingering Pulse: Creatures hit by siege pulse have disadvantage on melee and ranged attacks until the end of your next turn.

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

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.

Turbocharge

buff
Bonus Action
Self
1 Turn

As a bonus action, activate a subroutine that temporarily vents weapon heat through your armor to improve thermal clip efficiency and weapon damage. Until the end of your turn, the weapon your currently holding gains Burst Fire, the heat expense from using Burst Fire is 2, and you may use Burst Fire an Attack action. You must finish a short or long rest before using Turbocharge again.

Improved Damage: +2 damage with the turbocharged weapon

--OR--

Improved Accuracy: The DC of the Dexterity saving throw is increased to 18