Taking this feature grants the Toxin Beam ability to your AID Drone and/or AID Appendage. You may fire a beam of nanotoxins at a target as an Ranged Weapon attack. You may use this feature a number of times equal to your Wisdom modifier, alternatively you may expend a Treatment Die to use this feature additional times adding the Treatment Die roll to the attack if applicable. You regain these uses after a long rest.
The range of a Toxin Beam is 30 ft unless otherwise stated, and you or your drone must have a line of sight to your target.
| Available at | Name and Effect |
|---|---|
| Tier 2 | Intoxicating Beam - This beam delivers a poisonous toxin, granting the enemy disadvantage on attack rolls until the end of their next turn. |
| Tier 3 | Paralytic Beam - This beam delivers a stiffening toxin, rendering an enemy completely unable to move for a period of time. The enemy must succeed a Constitution saving throw. On a failed save the enemy is paralyzed until the end of their next turn. |
| Tier 4 | Toxic Wall - This beam creates a 15ft line of poisonous gas that lasts for 1 minute. A creature that ends its turn within the cloud must succeed a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round. |
| Tier 5 | Rage Beam - This beam delivers a fury causing toxin. They must succeed a Wisdom saving throw, or the creature hit by this arrow will attack the closest creature with an attack of the DM's choice. |
| Tier 6 | Goodnight Beam - This beam delivers a sleep inducing toxin. Roll 2d6 x your tier. If the total of the roll is above the current health of the target, the target falls into a deep sleep for 1 minute, or until a creature performs the awaken action on it. |
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