Technology Deployables List
Technology Deployables provides a non-magical alternative to spell casting. The list below is adapted from SW5E.
Roleplaying Beats
This list is intended to be things that the character buys, finds, and maintains, but not necessarily stuff that the character is capable of creating from scratch. For more advanced technology creation and related skills see the Tech Skills article.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.
- 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.
- Snare: You activate and throw a specialized snaring device, designed to ensnare and immobilize targets upon impact. As an action, you throw the Tangle Bolas at a target within range. The device automatically activates upon contact, unleashing its ensnaring mechanism. When the Tangle Bolas hit a Small or larger creature, the target must succeed on a Motorics saving throw against your Tech Save DC or be restrained as the bolas wrap tightly around its legs, causing it to fall prone. The target is then hoisted into the air until it hangs upside down 3 feet above the ground, restrained by the bolas. The restrained creature can make a Motorics saving throw with disadvantage at the end of each of its turns. On a success, it frees itself from the bolas. Alternatively, another creature within reach can use its action to make a Tech (Intelligence) check against your Tech Save DC. On a success, the restrained effect ends. Once used, the Tangle Bolas are damaged and require a short rest to repair and reset their mechanisms before they can be used again.
- Tranquilizer: You emit a tranquilizing dart that knocks a creature unconscious. Roll 1d6; 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.
- 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.
- 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.
- 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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