Taking this feature grants the Support Beam ability to your AID Drone and/or AID Appendage. You may fire a beam of nanomedicines 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 one Treatment Die to use this feature additional times adding the Treatment Die roll to the effect 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 | Healing Beam - These beams heal the creature hit by them for 1d6 + your Wisdom modifier. |
Tier 3 | Vigorous Beam - These beams give the target temporary HP equal to your Intelligence modifier + your proficiency bonus, and also increases the targets AC by +2 for 1 minute. Hitting the same creature with multiple beams does not increase AC further and a single creature cannot gain more than 20 temporary hit points from this feature. |
Tier 4 | Anti-Healing Beam - These beams force a target to make a Constitution saving throw, on a failure the target is unable to regain health for 1 round. On a success the beam fails. |
Tier 5 | Adrenaline Beam - This beam delivers an adrenaline boost. The target gains 15 ft. of movement and advantage on all attack and saving throws until the end of their next turn. |
Tier 6 | Calming Beam - This beam delivers a calming agent. The target must succeed a Wisdom saving throw, or be charmed for 1 minute. |