The Old 'Net is full of strange code. Some of it is clearly purposeful, but with a purpose that is no longer known or understood. Other parts are the legacy of centuries of copy errors, memory degradation, and what can only be described as viral evolution. The source code is a living thing in many ways, and nowhere is this clearer than in the person of the Beta Tester. Granted a portion of the source code that is full of bugs, glitches, and hacks, a Beta Tester's abilities can be wildly unpredictable - to the occasional detriment of their allies as well as their enemies.
Beta Bug
Starting when you choose this origin at 1st level, your techcasting can unleash unpredictable tech effects. Immediately after you cast a source coder tech of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Beta Bug table to create a random tech effect.
Probability Manipulation
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Beta Bug table immediately after you cast a source coder tech of 1st level or higher. You then regain the use of this feature.
Bend Luck
Starting at 6th level, you have the ability to alter quantum probability for others as well as yourself. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 source points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the bugs inherent in your tech. Whenever you roll on the Beta Bug table, you can roll twice and use either number.
Tech Bombardment
Beginning at 18th level, the harmful energy of your techs intensifies. When you roll damage for a tech and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Beta Bug Effect
D100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A minor machine or A.I. (CR ¼ or less) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast incendiary grenade as a 3rd-level tech centered on yourself.
09-10 You cast micro seeker as a 5th-level tech.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This change is permanent.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast lube centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next tech you cast in the next minute that involves a saving throw.
23-24 Your skin permanently turns a vibrant shade of blue. A purge malware tech can end this effect.
25-26 Your eyes glow with lines of flowing green code for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your techs with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are digitized and stored in local web buffer memory until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging tech you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. This change is permanent.
37-38 1d6 minor malware or spam (CR ¼ or less) controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a glass statue of yourself until the start of your next turn. While a glass statue, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A moderate A.I. (CR 5 or less) controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A force shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to micro seeker.
53-54 You are immune to being intoxicated by alcohol or drugs for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended tech slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast smoke grenade centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a tech.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast reformat on yourself. If you fail the saving throw, you turn into a Small or Medium harmless animal of the DM's choice for the tech's duration.
79-80 Holographic butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 entropic damage. You gain temporary hit points equal to the sum of the entropic damage dealt.
85-86 You cast holo-images.
87-88 You cast flight on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a tech.
91-92 If you die within the next minute, you immediately come back to life as if by the revivify tech.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint music for the next minute.
99-00 You regain all expended source points.