Sawbones Trick List
Sawbones acquire diverse skills during their travels. These may include proficiency in alchemy, unconventional medical practices, technology, or even elements of magic.
Alchemy
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Cantrips
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Evocation
- Acid Splash: By carefully mixing volatile reagents, you create a small vial of acidic solution that you can hurl at your enemies. Upon impact, the vial bursts, splashing acidic liquid onto the target. The target must make a Dexterity saving throw or take 1d6 acid damage.
- Fire Bolt: With the skill of an alchemical artisan, you conjure a small orb of fiery energy. When you release it, the orb streaks towards your target, searing anything it touches. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
- Ray of Frost: Using alchemical precision, you channel the essence of cold into a freezing ray. A beam of icy blue light shoots from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
- Thunderclap (Xanathar’s Guide to Everything): With a swift gesture and a concoction infused with explosive properties, you create a shockwave of thunderous force emanating from you. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
Transmutation
- Mage Hand: Through alchemical means, you conjure a spectral, hand-like force imbued with the essence of your craft. This hand can manipulate objects, allowing you to perform tasks from a distance with ease.
- Mending: Through your knowledge of alchemical bonding agents, you repair a single tear, break, or other damage to an object you touch. The object must be no larger than 1 cubic foot, and you must be within 5 feet of it. When cast, the object's damage is mended, leaving no trace of the former damage.
- Prestidigitation: With deft alchemical manipulation, you create minor magical effects that can range from sensory effects to small illusions. This versatile spell allows you to perform various small tricks and tasks, enhancing your craft with magical flair.
- Transmute Rock (Elemental Evil Player’s Companion): Utilizing your alchemical expertise, you alter the properties of natural rock formations within range. You can reshape nonmagical rock within a range into any shape that suits your crafting needs. This spell can be used to create barriers, ramps, or other useful structures, allowing you to manipulate the terrain to your advantage.
1st Level Spells
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Healing
- Cure Wounds: With carefully prepared salves and tinctures, you administer potent healing magic to a creature in need. As you apply the alchemical concoction to their wounds, their injuries begin to close and mend. The target regains 1 hit points
- Goodberry: Through careful cultivation and enchantment of berries, you create a handful of magical fruit imbued with healing properties. Each berry contains a concentrated essence of life, allowing a creature to consume one and regain 1 hit point.
Evocation
- Burning Hands: With a swift motion and a vial of flammable substances, you conjure a burst of flames that engulf your foes. A cone of fire erupts from your outstretched hands, scorching everything in its path. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
- Magic Missile: With a flick of your wrist and a prepared vial of arcane essence, you unleash a series of glowing darts that streak toward your targets unerringly. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range, dealing 1d4 + 1 force damage.
Transmutation
- Bumper Jump: By placing a specially crafted bouncy bumper on the ground, when you or a creature jumps onto the bumper, they experience a sudden burst of the bumper, propelling them upward with extraordinary force. The target's jump height is tripled when they jump from the bumper.
- Feather Fall: By releasing a specially prepared powder into the air, you create a magical aura around yourself or a creature you touch, allowing them to fall slowly and safely. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends.
2nd Level Spells
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Healing
- Lesser Restoration: Through the careful application of alchemical remedies and restorative elixirs, you can neutralize poisons and cure diseases afflicting a creature. With skilled hands, you touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Evocation
- Aganazzar’s Scorcher (Sword Coast Adventurer’s Guide): By harnessing the power of alchemical fire, you unleash a line of roaring flame emanating from you in a direction you choose. Each creature in a 30-foot line must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
- Scorching Ray: With a swift motion, you craft and launch fiery projectiles toward targets within range. You create three fiery projectiles and hurl them at targets you can see within range. Each projectile streaks towards its target and explodes upon impact, engulfing the target in flames. Make a ranged spell attack for each projectile. On a hit, the target takes 2d6 fire damage.
- Shatter: With a specially crafted resonating crystal and a blast of alchemical force, you create a sudden, loud noise that painfully reverberates through the air. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one.
- Melf’s Acid Arrow: By crafting a vial of volatile acid, you create a shimmering green projectile of acid. You hurl the vial at a target within range, and upon impact, it bursts in a spray of acid, corroding everything in its path. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn.
Transmutation
- Enhance Ability: With the use of alchemical serums and enchanted potions, you infuse a creature with heightened abilities for a short period. Choose one of the following effects: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. The target gains the effect of the chosen ability for the duration of the spell.
- Spider Climb: With the application of an adhesive solution, you grant a creature the ability to climb walls and surfaces with ease. Until the effect ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
3rd Level Spells
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Healing
- Mass Cure Wounds: With a carefully brewed concoction of rare herbs and alchemical essences, you unleash a wave of healing energy that washes over your allies. A soothing mist infused with revitalizing properties emanates from you in a 30-foot radius. Each creature of your choice within range regains 2 hit points
- Revivify: Through the precise mixture of alchemical reagents, you restore life to a recently deceased creature. You touch a creature that has died within the last minute, infusing it with a surge of revitalizing energy. The creature returns to life with 1 hit point.
Evocation
- Fireball: Crafting a potent mixture of alchemical reagents and igniting them, you create a blazing sphere of fire. A bright streak flashes from your pointing finger to a point you choose within range, then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
- Lightning Bolt: By channeling raw energy through a specially prepared conduit, you release a bolt of lightning that crackles through the air. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
- Sleet Storm: Through the careful mixing of alchemical components, you create a freezing storm of sleet and hail. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. Each creature in the cylinder when the spell is cast must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.
Transmutation
- Blink: Through the careful application of an alchemical solution and a quick twist of your wrist, you momentarily phase in and out of the Ethereal Plane. At the end of each of your turns, roll a d20. On a roll of 11 or higher, you vanish from your current plane of existence, leaving behind a faint shimmering residue, and appear in the Ethereal Plane. While in this state, you are partially out of phase with the material world, rendering you invisible and intangible to creatures on that plane. At the start of your next turn, or when the spell ends, you reappear in an unoccupied space of your choice within 10 feet of your previous location, seamlessly reintegrating with the material plane.
4th Level Spells
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Healing
- Death Ward: Through the careful application of a protective ointment infused with rare alchemical substances, you grant a creature temporary immunity to death's grasp. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
Evocation
- Ice Storm: Crafting a specialized mixture of alchemical reagents and conjuring a swirling vortex of icy energy, you unleash a frigid storm upon your foes. Hailstones, sleet, and freezing rain pelt down in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
- Fire Shield: By infusing your clothing or armor with a reactive alchemical solution, you shroud yourself in a protective barrier of flames. Flames wreath your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
- Storm Sphere (Xanathar’s Guide to Everything): Through the precise blending of alchemical reagents and the release of magical energy, you summon a sphere of crackling lightning and swirling winds. A 20-foot-radius sphere of whirling air and crackling lightning appears centered on a point you choose within range and lasts for the duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
- Vitriolic Sphere (Xanathar’s Guide to Everything): With a carefully concocted mixture of volatile alchemical compounds, you create a sphere of corrosive acid that you hurl at a point of your choosing. You conjure a sphere of acidic fluid that splashes across a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 10d4 acid damage on a failed save, or half as much damage on a successful one.
Transmutation
- Stone Shape: With a prepared solution, you mold a stone or earthen surface as if it were clay. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
- Dimension Door: With a prepared alchemical solution and a swift gesture, you open a shortcut pathway that bridges two points within the area. By applying the prepared solution to the air and tracing a brief sigil, you create a shimmering portal-like doorway. This pathway leads to another similar door, appearing within range at a location you specify. You and any creatures you choose can then step through this shortcut, traverse the distance as if it was 5 feet between the two points for a real world space up to 30 feet.
5th Level Spells
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Healing
- Cure Serious Wounds: With a carefully brewed concoction of rare herbs and alchemical essences, you administer potent healing magic to a creature in dire need. As you apply the alchemical mixture to their wounds, their injuries close and mend at an accelerated rate. The target regains 4 hit points.
Evocation
- Cone of Cold: By releasing a burst of frigid energy from a vial of potent alchemical frost, you create a cone of freezing air and ice crystals. Each creature in a 60-foot cone originating from you must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
- Immolation (Xanathar’s Guide to Everything): With the application of a specially prepared alchemical solution, you ignite a creature in flames, causing excruciating pain. A creature you can see within range must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
- Cloudkill: By releasing a vial of alchemical poison into the air and channeling your magic, you create a noxious cloud of poisonous vapor. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until strong wind disperses the cloud, ending the spell. When a creature enters the spell's area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one.
Transmutation
- Passwall: With the application of an alchemical solvent, you create a passage through wooden, plaster, or stone walls. A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface, such as a wall, a ceiling, or a floor, within range. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
Witch Spells
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Cantrips
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Abjuration
- Blade Ward: You retrieve a small vial containing a shimmering liquid from your belt pouch. Applying it to your skin, you coat yourself in a magical substance that grants resistance against bludgeoning, piercing, and slashing damage from weapon attacks until the effect dissipates.
Creation
- Acid Splash: You toss a small glass vial filled with bubbling green liquid at your target. Upon impact, the vial shatters, releasing a splash of corrosive acid, dealing 1d6 acid damage.
- Poison Spray: Brandishing a small atomizer, you release a cloud of noxious gas towards your target. Those caught within the cloud suffer 1d12 poison damage.
- Burst Ball (Sword Burst from Tasha’s Cauldron of Everything): You produce a small pouch filled with pebbles, pellets, or small balls imbued with magical energy. Activating the pouch, you hurl it into the air, causing it to burst open in a shower of projectiles that swirl around you briefly before dispersing. Each creature within range, other than you, must succeed on a Motorics saving throw or take 1d6 force damage.
Divination
- True Strike: Drawing a small focusing lens, you peer through it, gaining a brief glimpse into the target's defenses, granting advantage on your first attack roll against them on your next turn.
Enchantment
- Friends: Offering a small token imbued with charm, you influence the mood of your target, granting you advantage on Psyche checks directed at them.
Illusion
- Minor Illusion: Pulling out a small trinket, you activate its enchantment, causing a sound or image to manifest momentarily.
Other
- Cure Wounds: You apply a salve infused with magical energies to the wounds of a creature, healing them for 1 hit point.
- Light: You produce a small, enchanted stone that emits bright light in a 20-foot radius and dim light for an additional 20 feet when activated.
- Mage Hand (if you have the telekinetic feat)
- Mending: You use a small vial of enchanted adhesive to repair a single break or tear in an object you touch.
- Produce Flame: You activate a small, enchanted charm, conjuring a flickering flame in your hand that sheds light and can be used for illumination or attack.
- Sense Charm: Activating a special sensor device, you detect the presence of charm spells and the location of any creature or object under the effect of such magic.
- Spare the Dying: Administering a specially crafted potion, you stabilize a dying creature, preventing them from succumbing to their wounds.
- Witchcraft (Based on Druidcraft and Thaumaturgy): With a few gestures and words, you craft something useful, enabling you to perform simple magical effects such as opening or closing doors, cleaning objects, or flavoring food.
From Cayote's list
- Trickster's Quirk: You attempt to cause a creature within range that you can see to make an involuntary expression or sound. The creature must succeed on a Psyche saving throw. On a failure, choose one of the following: The creature's facial muscles contract, causing it to wink, blink, grin, grimace or drop its jaw (your choice). The creature lets out an involuntary belch, cough, laugh, scream or sneeze, or says a random word (your choice, but you don't get to choose the word if you choose to make it say a word). If the creature was concentrating on a spell or ability when it failed the saving throw, it must succeed on a Constitution saving throw against your spell save DC to maintain concentration.
1st Level Spells
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Abjuration
- Armor of Agathys: You consume a small potion or apply an enchanted ointment to your skin, coating yourself in a layer of frost. Any creature that hits you with a melee attack while this armor is active takes 5 cold damage (1st level), with the damage increasing as you cast this spell using higher-level spell slots.
- Ceremony (Xanathar’s Guide to Everything): You perform a ritual using specially prepared components to mark significant events or create magical bonds.
- Mage Armor: You activate a rune-inscribed talisman or don a garment infused with magical energy, granting you protection and increasing your Armor Class for 8 hours
- Protection From Evil and Good: You sprinkle powdered silver on yourself or a willing creature, creating a protective barrier against aberrations, celestials, elementals, spirits, fiends, and undead.
- Shield: You carry a small enchanted shield or activate a magical force field around yourself, granting a +5 bonus to AC until the start of your next turn.
- Snare (Xanathar’s Guide to Everything): You craft a small trap using vines, rope, and other natural materials, imbuing it with magical energy. When a creature enters the area, the trap activates, restraining the creature and dealing 1d6 piercing damage.
Creation
- Ensnaring Strike: You coat your weapon with a special resin or sprinkle it with magical dust. The next time you hit a creature with a weapon attack before this spell ends, it becomes restrained as magical vines or thorny brambles wrap around it, causing it to take an additional 1d6 piercing damage.
- Entangle: You throw a small bag of enchanted seeds or sprinkle magical dust over an area, causing vines and plants to grow and restrain creatures within the area, dealing 2d6 piercing damage.
- Fog Cloud: You release a small vial of enchanted mist or cast powder into the air, creating a 20-foot-radius sphere of fog centered on a point within range.
- Grease: You throw a small vial of slippery oil or dust the ground with a magical substance, causing it to become difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Motorics saving throw or fall prone.
- Witch's Fire: Drawing upon the arts of witchcraft and alchemy, you conjure a small vial of volatile, green-hued flame. When thrown at a target within range, the vial shatters on impact, unleashing a fierce conflagration that engulfs the target. The target must make a Motorics saving throw. On a failed save, it takes 1d10 fire damage, or half as much on a successful save. This mysterious green fire, fueled by arcane energies, lingers briefly, causing additional damage over time to those caught within its searing radius.
Divination
- Detect Magic (Ritual): Using a reactive agent or holding a crystal focus aloft, you determine the presence of magic within 30 feet of you.
- Detect Poison and Disease (Ritual): You add a plant clipping into a vial of water and touch a creature or a small volume of liquid or food, allowing you to detect poison or disease within it.
- Fortune’s Favor (Explorer’s Guide To Wildemount): You perform a ritual using specially prepared components, gaining advantage on one ability check, attack roll, or saving throw of your choice within the next 10 minutes.
- Hunter’s Mark: You imbue a small token or piece of ammunition with mystic energy, marking a creature as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Psyche (Perception) or Psyche (Survival) check you make to find it.
Enchantment
- Animal Friendship: You present a small enchanted token or offer food containing magical ingredients to charm a beast you can see within range.
- Bane: You sprinkle a small amount of powdered nightshade over a group of creatures, weakening their resolve and causing them to take a penalty on attack rolls and saving throws.
- Bless: As a witch, you weave the threads of fate and fortune, invoking the spirits of luck and prosperity. You sprinkle a handful of enchanted herbs or cast a handful of sacred runes over yourself and your allies. The spirits bless you with good fortune, granting you and your chosen allies a boon in combat. Until the spell ends, whenever a target makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.
- Dissonant Whispers: You whisper a discordant melody or recite unsettling words, causing a creature within range to take 3d6 psychic damage as it flees from you.
- Heroism: You present a small token or imbibe a potion, imbuing a creature with bravery for 6 turns of combat. Until the spell ends, the creature is immune to being frightened and gains a temporary hit point at the start of each of its turns.
- Hex: You concoct a small vial of enchanted substance. This substance, when applied to a target, be it a person, place, or object, brings about a minor but persistent misfortune upon them. Whether it's a whispered curse, a sprinkling of arcane dust, or a drop of enchanted oil, the effects of this hex can vary based on the caster's intention. It need not be a spell used in combat; rather, it can be employed to specifically alter one's luck, bringing about subtle disturbances in the target's endeavors. The hex remains until dispelled or its purpose fulfilled, allowing the caster to subtly influence the course of events.
- Sleep: You sprinkle a pinch of sand or dust over an area, causing creatures within the area to fall into a magical slumber. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell 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.
Illusion
- Disguise Self: You don a small enchanted mask or cloak, altering your appearance to look like another person or creature of similar size and shape.
2nd Level Spells
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Abjuration
- Aid: You brew a special tonic or administer an enchanted salve, granting your allies an additional temporary hit point.
- Lesser Restoration: You brew a special potion or apply an enchanted poultice, dispelling curses and diseases afflicting a creature you touch.
- Pass Without Trace: You concoct a special substance from enchanted oils and powders, applying it to your shoes. As you move, the substance muffles your footsteps and masks your presence, making you and your companions harder to detect. This enchanted coating grants you and your allies a +10 bonus to Motorics (Stealth) checks until the spell ends.
- Protection from Poison: You brew a special potion or apply an enchanted poultice, dispelling curses and diseases afflicting a creature you touch.
Creation
- Misty Step: With a whispered incantation and a wave of your hand, you open a magical doorway to the understage, a hidden realm between spaces. Stepping through this doorway, you emerge within a 30-foot radius of your current location, allowing you to move swiftly and unexpectedly before exiting the understage at your desired destination.
- Web: You weave an enchanted net or throw a pouch filled with magical fibers, creating a mass of thick, sticky webs that fill a 20-foot cube. Creatures that start their turn in the webs or enter them for the first time on a turn must make a Motorics saving throw or become restrained and take 2d4 piercing damage.
Divination
- Beast Sense (Ritual): You consume an enchanted potion or apply a magical ointment, allowing you to see through the senses of a beast you touch for the duration.
- Find Traps: You sprinkle enchanted powder over an area or focus your senses, revealing any traps or hidden mechanisms within range.
- Locate Animals or Plants (Ritual): You perform a ritual using rare incense and herbs, gaining knowledge of the direction and distance to the closest creature or plant of a specific kind within 5 miles.
- See Invisibility: With the aid of enchanted lenses or a potion brewed with special herbs, you gain the ability to see invisible creatures and objects.
Enchantment
- Calm Emotions: You create a small vial containing a calming elixir or enchanted perfume. When released, the scent soothes emotions and tempers the passions of those nearby, suppressing feelings of hostility or aggression.
- Enthrall: Using a crafted object or enchanted focus, you captivate the attention of creatures within range, charming them with your words or actions and compelling them to listen to you.
- Hold Person: You throw a vial containing a potent paralyzing substance at a humanoid target within range. Upon impact, the substance takes effect, causing the target to become paralyzed until they succeed on a Psyche saving throw, breaking free from the spell's grasp.
- Jim’s Glowing Coin (Acquisitions Incorporated): You create a small, enchanted coin that emits a soft glow, captivating the attention of creatures within range and distracting them from other activities.
- Zone of Truth: You craft a small circle or enchanted boundary, creating an area where creatures within it are compelled to speak only the truth.
Illusion
- Blur: You apply an enchanted substance to your skin or clothing, causing your appearance to become blurred and indistinct. This magical effect distorts your features, making it more difficult for enemies to discern your precise location and target you accurately. All attackers that rely on sight have disadvantage on you.
- Nathair’s Mischief (Fizban’s Treasury of Dragons): With a small charm or token, you create illusory disturbances and mischievous pranks, confounding and distracting creatures within range.
- Nystul’s Magic Aura: Using enchanted paint or powders, you alter the magical aura of a creature or object, masking its true nature or making it appear as something else.
- Phantasmal Force: With an enchanted focus or a conjured illusionary item, you create a convincing illusion that affects a creature's senses, causing it to perceive and react to something that isn't there.
- Silence (Ritual): You produce a small vial containing enchanted essence or a rune-inscribed object, creating a sphere of magical silence that muffles sound within its boundaries.
3rd Level Spells
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Abjuration
- Counterspell: With a keen eye and a reaction, you disrupt the casting of a spell within range using one of your learned spells, nullifying its effects and preventing its completion.
- Dispel Magic: You craft an enchanted sigil or focus, channeling arcane energy to dispel magical effects within range, potentially ending ongoing spells or suppressing magical phenomena.
- Magic Circle: With chalk, salt, or other enchanted materials, you create a protective circle on the ground, warding off celestial, elemental, fey, fiend, or undead creatures.
- Nondetection: You craft a potion or apply an enchanted ointment, concealing a creature or object from scrying, divination, and detection.
- Remove Curse: Using specially prepared herbs or anointed oils, you break the curse afflicting a creature or object, freeing it from malevolent magical influences.
Creation
- Stinking Cloud: You release a vial of enchanted gas or conjure a cloud of noxious fumes, causing creatures within to become poisoned and potentially incapacitated.
Enchantment
- Catnap (Xanathar’s Guide to Everything): Using an aroma-infused oils, you lull creatures into a restful state, allowing them to regain the benefits of a short rest in just 10 minutes.
- Enemies Abound (Xanathar’s Guide to Everything): With a cursed token or whispered curse, you sow discord and confusion among enemies, forcing them to perceive each other as threats, potentially causing them to attack one another.
- Fast Friends (Acquisitions Incorporated): By offering a small token or a potion of friendship, you charm creatures into viewing you as a trusted ally, gaining advantage on Psyche checks to interact with them for the duration of the spell.
- Incite Greed (Acquisitions Incorporated): With an enchanted coin or a whispered incantation, you stoke the flames of greed in creatures, compelling them to focus on acquiring wealth or treasure to the exclusion of all else.
Illusion
- Fear: You create an illusion of a creature's worst nightmares or deepest fears, causing them to become frightened and potentially flee from the source of their terror.
- Hypnotic Pattern: With a mesmerizing display of swirling colors or enchanting music, you captivate the minds of creatures within range, inducing a hypnotic trance that leaves them incapacitated and unaware of their surroundings.
- Major Image: Using enchanted materials or a conjured focus, you create a lifelike illusion of an object, creature, or other phenomenon, capable of moving and interacting with its environment as you desire.
4th Level Spells
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Abjuration
- Aura of Purity: Using a vial of blessed water or anointed oil, you create an aura of divine purity that purges toxins and diseases, granting creatures within range immunity to poison and disease.
- Death Ward: Using enchanted herbs or a potion brewed with rare ingredients, you ward a creature against death, granting it resistance to necrotic damage and advantage on saving throws against effects that would reduce its hit points to 0.
- Freedom of Movement: With enchanted oils or a ritual involving sacred gestures, you imbue a creature with the ability to move unhindered by difficult terrain or magical effects that impede movement.
Creation
- Dimension Door: With an enchanted key or a crafted focus, you create a temporary rift in space, allowing you to create a shortcut for yourself and willing creatures to an unoccupied space you can see within range.
Enchantment
- Charm Monster (Xanathar’s Guide to Everything): Using a charm-infused amulet or whispered enchantments, you attempt to charm a creature within range, swaying its emotions and causing it to regard you as a friendly acquaintance.
- Compulsion: With an enchanted symbol or a mesmerizing gesture, you compel creatures within range to act in a certain manner, potentially forcing them to move in a specific direction or take other actions against their will.
- Confusion: You release a cloud of enchanted mist or conjure a mesmerizing illusion, causing creatures within range to become confused and disoriented, potentially affecting their ability to act.
Illusion
- Hallucinatory Illusion: Using enchanted incense or whispered enchantments, you create a vivid, illusory scene that appears real to creatures within range, potentially causing them to believe they are experiencing something that isn't there.
5th Level Spells
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Abjuration
- Antilife Shell: With consecrated salts or a blessed circle, you create a barrier of divine energy that repels living creatures and protects those within from the attacks of such creatures.
- Dispel Evil and Good: Using holy water or consecrated objects, you attempt to end spells and effects that control or influence creatures, such as charm or possession, and banish fiends and undead back to their native planes.
- Greater Restoration: With rare herbs or anointing oils, you restore a creature's vitality and remove various debilitating effects, such as petrification, curses, or ability score reductions.
Creation
- Cloudkilll: With a vial of enchanted gas or alchemical concoction, you create a cloud of poisonous vapor that deals 5d8 poison damage to creatures caught within its area.
Enchantment
- Hold Monster: With a vial containing a substance that paralyzes, you throw the vial at a creature within range. The vial shatters upon impact, releasing the paralyzing substance that affects the target creature. The creature must succeed on a Psyche saving throw or be paralyzed until it can make a successful saving throw at the end of each of its turns to break the effect.
- Modify Memory: With enchanted oils or whispered enchantments, you alter the memories of a creature, reshaping its recollection of events or implanting false memories.
Illusion
- Dream: With a sprinkle of enchanted sand or a whispered incantation, you send a message to a sleeping creature's dreams, potentially delivering a message or implanting an idea.
- Mislead: With a burst of illusionary magic, you create a duplicate of yourself that appears in a different location, while you become invisible and silent until you choose to reveal yourself or take an action.
- Seeming: Using enchanted potions, you alter the appearance of creatures within range, causing them to look like different creatures or objects for the duration of the spell.
Technology
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Cantrips
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- CCTV: You deploy a small surveillance camera at a location within range. The camera adheres to any surface and remains stationary until the duration ends or until you dismiss it as a bonus action. While concentrating, you can use your action to perceive through the camera's lens as if you were standing in its location, seeing and hearing everything within a 30-foot radius around it. You can perceive through the camera's lens as long as you remain within range and maintain concentration.
- Dismantle: You break or tear an unenhanced structure or object you touch that is not being worn or carried by a creature other than you. The break or tear can be up to 1 foot in any dimension. When cast this in this way, this power has a casting time of 1 minute.
- Extinguish: You spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage.
- Haywire: You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning 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 power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Pheromone Burst: You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Psyche saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened. This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
- Production Values: You cause a minor effect within range. Choose one of the following:
- Your natural voice booms up to three times louder than normal for 1 minute. You can also alter the sound of your voice to achieve a certain effect–to sound more intimidating, for example.
- You cause unenhanced electronic lights to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create a sound within range for up to 1 minute. The sound can range in volume from a whisper to a scream.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
- You create an illusory image of an object no larger than a 5 foot cube. The illusion is purely visual.
- Reboot: Choose a Medium or smaller android or construct you can see. The target must make a Psyche saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.
- Sensor Jam: You deploy a small electronic jamming device at a location within range. The device emits a burst of electromagnetic interference, disrupting electronic sensors and surveillance equipment in a 10-foot radius sphere centered on the target point. Any electronic sensors, cameras, or surveillance equipment affected by the interference have their functionality temporarily impaired, causing them to malfunction or display distorted or scrambled information.
- Short Circuit: You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a android, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.
- Sonic Shot: As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting ability modifier, becomes deafened until the start of your next turn, and the power ends. This power’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.
- Wire Line: You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st Level
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- Alarm: 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 power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A silent alarm alerts you with a ping in your mind 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.
- Create Distraction: This hack sends a distraction to civilian phones or blasts feedback in enemy headsets. It also cancels 911 and reinforcement calls.
- Sabotage Charge: You expel a sabotage charge at the creature that attacked you. The creature must make a Motorics saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
- Expeditious Retreat: This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.
- Oil Slick: You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain. When the oil appears, each creature standing in its area must succeed on a Motorics saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Motorics saving throw. The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Motorics saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
- P.E.T. Drone: You activate a small drone companion from a specialized module installed on your backpack or shoulder. The drone emerges and hovers nearby, ready to assist you. The drone can take on different forms depending on your preferences or technological specialization, such as a hovering orb, a miniature droid, or a flying reconnaissance drone. The drone has the following statistics:
- Hit Points: 2
- Speed: 30 Feet
- Motorics: 1d10
- Intelligence, Psyche, Constitution: 1d4
- Help: The drone aids you or a creature you designate in performing a task, granting advantage on the next ability check it makes to perform that task.
- Search: The drone flies up to 100 feet away from you and searches for objects or creatures within its range, relaying information back to you.
- Distract: The drone attempts to distract a creature within 30 feet of it, imposing disadvantage on the next attack roll it makes against a target other than the drone.
- Deliver: The drone carries a small object (up to 5 pounds) to a location you designate within 100 feet of you.
- Poison Dart: Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn. Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Repair Construct: An augment or construct you touch regains 1 hit points. At higher levels, the healing increases to 2 hit points at 3rd level, 3 hit points at 6th level, 4 hit points at 9th level, and 5 hit points at 12th level.
- Smoke Cloud: You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.
- Tranquilizer: You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature’s remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on androids or constructs. Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.
2nd Level
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- Accessory: You transform a mundane piece of jewelry or accessory into a versatile armament. The item retains its original appearance but gains the functionality of a weapon of your choice, such as a dagger, short sword, or similar light melee weapon. The transformation costs a bonus action. While in its transformed state, the accessory armament functions as a normal weapon, providing its usual benefits in combat. You are proficient with this weapon. As a bonus action, you can sheathe the accessory armament back to its original form, allowing you to wear it as a regular piece of jewelry or accessory.
- Alter Self: You alter your form with tech. When you cast the power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.
- Aquatic Adaptation. You adapt your body to an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed.
- Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species (an organic species cannot appear as a android, or vice versa), though none of your statistics change. You can also alter your vocal cords, enabling you to speak a language you know, but otherwise would be incapable of speaking. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this power to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.
- Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your damage die for your unarmed strikes increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Your unarmed strikes are considered enhanced and you have a +1 bonus to attack and damage rolls with them.
- Detect Traps: You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator. While the power is active, you have advantage on Psyche (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.
- Jump Pad: You create a bouncy surface in a 5-foot square on a surface within range. When you cast the power, you can designate creatures that can safely use the jump pad. For the duration, whenever a creature you haven’t chosen enters the affected area, it must make a Motorics saving throw or be launched 10 feet upwards, and 5 feet horizontally in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. While a creature you have chosen (or a creature that has succeeded its Motorics saving throw) is in the area, it can use its reaction to jump with the aid of the bouncy surface. The creature’s jump distance for this jump is multiplied by 5.
- Hijacker: Hack cars’ electronic locks instead of lockpicking. Stealing cars is no longer noticed by passersby.
- Magnetic Field: You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power’s duration.
The field has the following effects:
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
- Communications equipment cannot communicate into or out of the field.
- Paralyze Humanoid: You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target. Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
- Pyrotechnics: Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
- Release: Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.
- Shatter: A sudden loud ringing noise, painfully intense, erupts from 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. An unenhanced object that isn’t being worn or carried also takes the damage if it’s in the power’s area. Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
- Toxin Purge: You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.
- Truth Serum: You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can’t speak a deliberate lie until the power ends. An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
- Wire Tow: You project a length of wire towards a foe to bring them within your grasp. Make a ranged tech attack against the target. On a hit, the target takes 2d10 kinetic damage, and you can pull it up to 25 feet closer to you. If you score a critical hit, the target is also knocked prone. If the target ends this movement within 5 feet of you and is no more than one size larger than you, the target is grappled by you for the duration. If a creature you grapple with this power uses its action to escape, it must succeed on a Constitution (Athletics) or Motorics (Acrobatics) check against your tech save DC to do so. This power ends if the attack misses or the grapple ends. Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
3rd Level
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- Bestow Virus: You touch a android, construct, or a creature with a tech focus, and it must succeed on an Intelligence saving throw or receive a tech-based curse for the duration of the power. When you cast this power, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make an Intelligence saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and powers deal an extra 1d8 lightning damage to the target.
- Enhance Weapon: An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type. Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
- Explosion: You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Motorics saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
- Invisibility to Cameras: Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it’s on the target’s person. The target is still visible to regular vision.
- Massive Communication Disruption: Simultaneously create a distraction on everyone's phone around you.
- Suspect Located: Place a false notice on your target and broadcast the location. The policing force will come to arrest the target.
- Remove Virus: At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.
- Tech Override: You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect. Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.
4th Level
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- Defibrillate: You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can’t return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival, its head, for instance the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.
- Elemental Accelerant: Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends. Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
- Fabricate: You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from hide. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials. Creatures or enhanced items can’t be created by this power. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tool used to craft such objects
- Wire Bind: You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire. Each target must make a Motorics saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire. A creature restrained by a wire can use its action to make a Constitution or Motorics check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons. A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.
5th Level
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- Friendly Fire: You scramble the targeting protocols of nearby machines. Each android or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the ‘Piloted’ trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot’s Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
- Paralyze Creature: You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target. Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
- Shutdown: You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.
- Massive Vehicle Hack: When on foot, create mayhem by hacking all cars in the area at once. While driving, hack vehicles to distract drivers and clear a path. Lasts for 10 seconds.
- Massive System Crash: Shut down all city infrastructure for 30 seconds.
- Security System Shutdown: Enables shutting down security systems.
- Toxic Cloud: You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured. When a creature enters the power’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
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