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Energy convertor(Absorb Elements)
LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA Self
COMPONENTS S DURATION 1 Round
SCHOOL Protection
ATTACK/SAVE None
The Tech captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available For: Shut-in/auditor/Source Coder/ Techwizard/Mechanist
Alarm
LEVEL 1st
CASTING TIME 1 Minute Ritual
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION 8 Hours
SCHOOL Protection
ATTACK/SAVE None
DAMAGE/EFFECT Detection
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 Tech ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Tech, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental 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. Available For: auditor Techwizard Mechanist
Alpha(Animal Friendship)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION 24 Hours
SCHOOL Conception
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Charmed
This Tech lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the Tech fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the Tech's duration. If you or one of your companions harms the target, the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. Available For:Influencer Shut-in auditor
Bane
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION Concentration 1 Minute
SCHOOL Conception
ATTACK/SAVE CHA Save
DAMAGE/EFFECT Debuff
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the Tech ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Available For:Influencer ordinator
Beast Bond
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION Concentration 10 Minutes
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Buff (...)
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The Tech fails if the beast's Intelligence is 4 or higher. Until the Tech ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Available For: Shut-in auditor
Buff
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION Concentration 1 Minute
SCHOOL Conception
ATTACK/SAVE None
DAMAGE/EFFECT Buff
You buff up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the Tech ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Available For: ordinator enforcer
Flame Vent(Burning Hands)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self (15 ft )
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Available For: Source Coder Techwizard
Rocket(Catapult)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS S
DURATION Instantaneous
SCHOOL Manipulation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Bludgeoning
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the maximum weight of objects that you can target with this Tech increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Available For: Source Coder Techwizard Mechanist
Gift Subscription(Charm Person)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S
DURATION 1 Hour
SCHOOL Conception
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the Tech ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the Tech ends, the creature knows it was charmed by you. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Available For:Influencer Shut-in Source Coder streamer Techwizard
Light Show(Color Spray)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self (15 ft )
COMPONENTS V, S, M *
DURATION 1 Round
SCHOOL Deception
ATTACK/SAVE None
DAMAGE/EFFECT Blinded
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this Tech can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this Tech is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Available For: Source Coder Techwizard
Command
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V
DURATION 1 Round
SCHOOL Conception
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Prone
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The Tech has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the Tech ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available For: ordinator enforcer
Construct or Deconstruct Water
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft (30 ft )
COMPONENTS V, S, M *
DURATION Instantaneous
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Creation
You either create or destroy water. Create Water. You fill the air with hydrogen creating up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available For: ordinator Shut-in
Combat Dressing(Cure Wounds)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE None
DAMAGE/EFFECT
Healing A creature you touch regains a number of hit points equal to 1d8 + your Techcasting ability modifier. This Tech has no effect on undead or constructs. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available For: Influencer ordinator Shut-in enforcer auditor Mechanist
Threat Detector(Detect Evil and Good Concentration)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self (30 ft )
COMPONENTS V, S
DURATION Concentration 10 Minutes
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Detection
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The Tech can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available For: ordinator enforcer
Detect Anomaly(Detect Magic)
LEVEL 1st
CASTING TIME 1 Action
Ritual RANGE/AREA Self (30 ft )
COMPONENTS V, S
DURATION Concentration 10 Minutes
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The Tech can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available For: Influencer ordinator Shut-in enforcer auditor Source Coder Techwizard Mechanist
Searing Smite
LEVEL 1st
CASTING TIME 1 bonus
action
RANGE: Self
COMPONENTS V
DURATION Concentration, up to 1 minute
SCHOOL
Altercation
ATTACK/SAVE Con Save
DAMAGE/EFFECT Fire Damage
The next time you hit a creature with a melee weapon attack during the
tech's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire
damage to the target and causes the target to ignite in flames.
At the start of each of its turns until
the tech ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage.
On a successful save, the tech ends. If the target or a creature within 5 feet of it uses an action to put
out the flames, or if some other effect douses the flames (such as the target being submerged in water), the
tech ends.
At Higher Levels. When you cast this tech using a tech slot of 2nd level or higher, the
initial extra damage dealt by the attack increases by 1d6 for each slot.
Available For: Enforcer
Auditor
Diagnostic Report(Detect Poison and Disease)
LEVEL 1st
CASTING TIME 1 Action Ritual
RANGE/AREA Self (30 ft )
COMPONENTS V, S, M *
DURATION Concentration 10 Minutes
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Detection
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The Tech can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available For: ordinator Shut-in enforcer auditor
Second Skin(Disguise Self)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S
DURATION 1 Hour
SCHOOL Deception
ATTACK/SAVE None
DAMAGE/EFFECT Shapechanging
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the Tech ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Projection is up to you. The changes wrought by this Tech fail to hold up to physical inspection. For example, if you use this Tech to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this Tech to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Tech save DC.
Available For: Influencer Source Coder Techwizard Mechanist
Restrain(Entangle)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 90 ft (20 ft )
COMPONENTS V, S
DURATION Concentration 1 Minute
SCHOOL Manifestation
ATTACK/SAVE STR Save
DAMAGE/EFFECT Restrained
You make hard light constructs linked to the ground and restrain a target to the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the Tech must succeed on a Strength saving throw or be restrained by the construct until the Tech ends. A creature restrained by the construct can use its action to make a Strength check against your Tech save DC. On a success, it frees itself.
Available For: Shut-in
Emergency Evacuation(Expeditious Retreat)
LEVEL 1st
CASTING TIME 1 Bonus Action
RANGE/AREA Self
COMPONENTS V, S
DURATION Concentration 10 Minutes
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Movement
This Tech allows you to move at an incredible pace. When you cast this Tech, and then as a bonus action on each of your turns until the Tech ends, you can take the Dash action.
Available For: Source Coder streamer Techwizard Mechanist
HitScan(Faerie Fire)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft (20 ft )
COMPONENTS V
DURATION Concentration 1 Minute
SCHOOL Altercation
ATTACK/SAVE DEX
Save DAMAGE/EFFECT Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the Tech is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available For: Influencer Shut-in Mechanist
Pain Killers(False Life)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S, M *
DURATION 1 Hour
SCHOOL Biochemistry
ATTACK/SAVE None
DAMAGE/EFFECT Buff
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available For: Source Coder Techwizard Mechanist
Emergency Decelerator(Feather Fall)
LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA 60 ft
COMPONENTS V, M **
DURATION 1 Minute
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Exploration (...)
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the Tech ends. If the creature lands before the Tech ends, it takes no falling damage and can land on its feet, and the Tech ends for that creature.
Available For: Influencer Source Coder Techwizard Mechanist
SimUPet (Find Familiar Ritual)
LEVEL 1st
CASTING TIME 1 Hour Ritual
RANGE/AREA 10 ft
COMPONENTS V, S, M *
DURATION Instantaneous
SCHOOL Manifestation
ATTACK/SAVE None
DAMAGE/EFFECT Summoning
You create an autonomous projection of a small creature. Appearing in an unoccupied space within range, the SimUPet has the statistics of the chosen form, though it is a A.I., Spam, or Virus (your choice) instead of a beast. Your SimUPet acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A SimUPet can't attack, but it can take other actions as normal. When the SimUPet drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this Tech again. While your SimUPet is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your SimUPet's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the SimUPet has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your SimUPet. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one SimUPet at a time. If you cast this Tech while you already have a SimUPet, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your SimUPet transforms into the chosen creature. Finally, when you cast a Tech with a range of touch, your SimUPet can deliver the Tech as if it had cast the Tech. Your SimUPet must be within 100 feet of you, and it must use its reaction to deliver the Tech when you cast it. If the Tech requires an attack roll, you use your attack modifier for the roll.
Available For: Techwizard
HoverLift(Floating Disk)
LEVEL 1st
CASTING TIME 1 Action
Ritual RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION 1 Hour
SCHOOL Manifestation
ATTACK/SAVE None
DAMAGE/EFFECT Movement (...)
This Tech creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the Tech ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the Tech ends. Available For: Techwizard
Smoke Grenade(Fog Cloud)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 120 ft (20 ft )
COMPONENTS V, S
DURATION Concentration 1 Hour
SCHOOL Manifestation
ATTACK/SAVE None
DAMAGE/EFFECT Control (...)
You create a 20-foot-radius sphere of smoke centered on a point within range. 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. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. Tech Tags: CONTROL ENVIRONMENT Available For: Shut-in auditor Source Coder Techwizard
Goodberry tm
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION Instantaneous
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Healing
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this Tech. Available For: Shut-in, auditor
Lube (Grease)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft (10 ft )
COMPONENTS V, S, M *
DURATION 1 Minute
SCHOOL Manifestation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Prone
Slick lube covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Available For: Techwizard Mechanist
Light Em Up(Guiding Bolt)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 120 ft
COMPONENTS V, S
DURATION 1 Round
SCHOOL Altercation
ATTACK/SAVE Ranged
DAMAGE/EFFECT Neon
A flash of light streaks toward a creature of your choice within range. Make a ranged Tech attack against the target. On a hit, the target takes 4d6 Neon damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Tech Tags: DAMAGE BUFF Available For: ordinator
Emergency booster(Healing Word)
LEVEL 1st
CASTING TIME 1 Bonus Action
RANGE/AREA 60 ft
COMPONENTS V
DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE None
DAMAGE/EFFECT Healing
A creature of your choice that you can see within range regains hit points equal to 1d4 + your Techcasting ability modifier. This Tech has no effect on undead or constructs. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Available For:Influencer ordinator Shut-in
Thermal Backlash(Hellish Rebuke)
LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA 60 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Fire
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Available For: streamer
Simp(Heroism)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S
DURATION Concentration 1 Minute
SCHOOL Conception
ATTACK/SAVE None
DAMAGE/EFFECT Buff
A willing creature you touch is imbued with bravery. Until the Tech ends, the creature is immune to being frightened and gains temporary hit points equal to your Techcasting ability modifier at the start of each of its turns. When the Tech ends, the target loses any remaining temporary hit points from this Tech. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Available For:Influencer enforcer
Laughing Man(Hideous Laughter)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION Concentration 1 Minute
SCHOOL Conception
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Prone (...)
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this Tech affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the Tech ends. Available For:Influencer Techwizard
Bug(Hunter's Mark)
LEVEL 1st
CASTING TIME 1 Bonus Action
RANGE/AREA 90 ft
COMPONENTS V
DURATION Concentration 1 Hour
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Bludgeoning (...)
You choose a creature you can see within range and mystically mark it as your quarry. Until the Tech ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this Tech ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this Tech using a Tech slot of 3rd or 4th level, you can maintain your concentration on the Tech for up to 8 hours. When you use a Tech slot of 5th level or higher, you can maintain your concentration on the Tech for up to 24 hours. Available For: auditor
Ice Spike(Ice Knife)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft (5 ft *)
COMPONENTS S, M *
DURATION Instantaneous
SCHOOL Manifestation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Piercing (...)
You create a shard of ice and fling it at one creature within range. Make a ranged Tech attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Available For: Shut-in Source Coder Techwizard
Analyze Anomaly(Identify)
LEVEL 1st
CASTING TIME 1 Minute Ritual
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION Instantaneous
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Detection
You choose one object that you must touch throughout the casting of the Tech. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any Techs are affecting the item and what they are. If the item was created by a Tech, you learn which Tech created it. If you instead touch a creature throughout the casting, you learn what Techs, if any, are currently affecting it. Available For:Influencer Techwizard Mechanist
QR code(Illusory Script)
LEVEL 1st
CASTING TIME 1 Minute Ritual
RANGE/AREA Touch
COMPONENTS S, M *
DURATION 10 Days
SCHOOL Deception
ATTACK/SAVE None
DAMAGE/EFFECT Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent Projection that lasts for the duration. To you and any creatures you designate when you cast the Tech, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the Tech be diTeched, the original script and the Projection both disappear. A creature with truesight can read the hidden message. Available For:Influencer streamer Techwizard
Cripple(Inflict Wounds)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Biochemistry
ATTACK/SAVE Melee
DAMAGE/EFFECT Entropic
Make a melee Tech attack against a creature you can reach. On a hit, the target takes 3d10 Entropic Damage. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Available For: ordinator
Hydraulic boost(Jump)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION 1 Minute
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Movement
You touch a creature. The creature's jump distance is tripled until the Tech ends. Available For: Shut-in auditor Source Coder Techwizard Mechanist
Adrenaline boost(Longstrider)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION 1 Hour
SCHOOL Manipulation
ATTACK/SAVE None DAMAGE/EFFECT Buff (...) You touch a creature. The target's speed increases by 10 feet until the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Available For:Influencer Shut-in auditor Techwizard Mechanist
Hard Light Armor(Mage Armor)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION 8 Hours
SCHOOL Protection
ATTACK/SAVE None
DAMAGE/EFFECT Buff (...)
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the Tech ends. The target's base AC becomes 13 + its Dexterity modifier. The Tech ends if the target dons armor or if you dismiss the Tech as an action. Available For: Source Coder Techwizard
Micro Seeker(Magic Missile)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 120 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE None
DAMAGE/EFFECT Force
You fire 3 small missles. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 kinetic damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the Tech creates one more dart for each slot level above 1st. Available For: Source Coder Techwizard
Friendly Fire(Protection from Evil and Good)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION Concentration 10 Minutes
SCHOOL Protection
ATTACK/SAVE None
DAMAGE/EFFECT Buff (...)
Until the Tech ends, one willing creature you touch is protected against certain types of creatures: malware, A.I., Surges, spam, and Hacked. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Available For: ordinator enforcer streamer Techwizard
Detox(Purify Food and Drink Ritual)
LEVEL 1st
CASTING TIME 1 Action Ritual
RANGE/AREA 10 ft (5 ft )
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Manipulation
ATTACK/SAVE None
DAMAGE/EFFECT Utility
All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Available For: ordinator Shut-in enforcer Mechanist
Target Disruptor(Sanctuary)
LEVEL 1st
CASTING TIME 1 Bonus Action
RANGE/AREA 30 ft
COMPONENTS V, S, M *
DURATION 1 Minute
SCHOOL Protection
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Buff (...)
You ward a creature within range against attack. Until the Tech ends, any creature who targets the warded creature with an attack or a harmful Tech must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or Tech. This Tech doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a Tech that affects an enemy, or deals damage to another creature, this Tech ends. Available For: ordinator Mechanist
Emergency Barrier(Shield)
LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA Self
COMPONENTS V, S
DURATION 1 Round
SCHOOL Protection
ATTACK/SAVE None
DAMAGE/EFFECT Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Tech Tags: WARDING Available For: Source Coder Techwizard
Over Shield(Shield of Faith)
LEVEL 1st
CASTING TIME 1 Bonus Action
RANGE/AREA 60 ft
COMPONENTS V, S, M *
DURATION Concentration 10 Minutes
SCHOOL Protection
ATTACK/SAVE None DAMAGE/EFFECT Buff (...) A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Tech Tags: BUFF WARDING Available For: ordinator enforcer
Volumatic Display(Silent Image)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft (15 ft *)
COMPONENTS V, S, M *
DURATION Concentration 10 Minutes
SCHOOL Deception
ATTACK/SAVE None
DAMAGE/EFFECT Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be a Projection, because things can pass through it. A creature that uses its action to examine the image can determine that it is a Projection with a successful Intelligence (Investigation) check against your Tech save DC. If a creature discerns the Projection for what it is, the creature can see through the image. Available For:Influencer Source Coder Techwizard
Shut Down(Sleep)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 90 ft (20 ft )
COMPONENTS V, S, M *
DURATION 1 Minute
SCHOOL Conception
ATTACK/SAVE None
DAMAGE/EFFECT Unconscious
This Tech sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this Tech can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this Tech falls unconscious until the Tech 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. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this Tech. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Available For:Influencer Source Coder Techwizard
Beast Whispering(Speak with Animals)
LEVEL 1st
CASTING TIME 1 Action Ritual
RANGE/AREA Self
COMPONENTS V, S
DURATION 10 Minutes
SCHOOL Observation
ATTACK/SAVE None
DAMAGE/EFFECT Communication (...)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. Tech Tags: COMMUNICATION SOCIAL Available For:Influencer Shut-in auditor
Shockwave(Thunderwave)
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Self (15 ft )
COMPONENTS V, S DURATION Instantaneous
SCHOOL Altercation
ATTACK/SAVE CON Save
DAMAGE/EFFECT Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the Tech's effect, and the Tech emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Tech Tags: DAMAGE CONTROL Available For:Influencer Shut-in Source Coder Techwizard
Opaque Headlight Pet(Unseen Servant)
LEVEL 1st
CASTING TIME 1 Action Ritual
RANGE/AREA 60 ft
COMPONENTS V, S, M *
DURATION 1 Hour
SCHOOL Manifestation
ATTACK/SAVE None
DAMAGE/EFFECT Control
This Tech creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the Tech ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the Tech ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the Tech ends. Available For:Influencer streamer Techwizard
Gift of Alacrity
LEVEL 1st
CASTING TIME 1 minute
RANGE/AREA Touch
COMPONENTS V, S.
DURATION 8 hours
SCHOOL Observation (Stasis theory)
ATTACK/SAVE None
DAMAGE/EFFECT Utility You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. Classes: Techwizard.
Magnify Gravity
LEVEL 1st
CASTING TIME 1 action
RANGE/AREA 60 Feet
COMPONENTS V, S.
DURATION 1 Round
SCHOOL Manipulation (Quantum theory)
ATTACK/SAVE None
DAMAGE/EFFECT Utility and damage
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the tech must make a Constitution saving throw. On a failed save, a creature takes 2d8 kinetic damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your Tech save DC to pick up or move. At Higher Levels. When you cast this tech using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Classes: Techwizard.
Dislike [Hex]
1st-level Memetics
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (a streaming device)
Duration: Concentration, up to 1 hour
Making the traditional "thumbs down" gesture, you place a mark on a creature that you can see within range, subjecting them to the deadly dislike of your stream's followers. Until the tech ends, you deal an extra 1d6 entropic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the tech. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this tech ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. A purge malware cast on the target ends this tech early. At Higher Levels. When you cast this tech using a Tech slot of 3rd or 4th level, you can maintain your concentration on the tech for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the tech for up to 24 hours.
Classes: Streamer
Swift Strike(Zephyr Strike)
1st-level Manipulation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
For the duration, your movement doesn't provoke opportunity attacks. Once before the tech ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Tech Lists. Auditor
(Armor of Agathys) Carapace of Kelvin
1st-level Protection
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective force surrounds you, manifesting as a supercooled frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Tech Lists. Streamer
Ensnaring Strike
1st-level Manifestation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this Tech ends, a writhing mass of thorny hardlight vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the Tech ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this Tech, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your Tech save DC. On a success, the target is freed. At Higher Levels. If you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
CLASSES: Auditor
Compelled Duel
1st-level Conception
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your aggressive taunting. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this Tech doesn't restrict the target's movement for that turn. The Tech ends if you attack any other creature, if you cast a Tech that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful Tech on it, or if you end your turn more than 30 feet away from the target.
Tech Lists. Enforcer
(Arms of Hadar) Tori's Tentacles
1st-level Manifestation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the forbidden power of Tori Tabernathy's Tentacle Time. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 entropic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Tech Lists. Streamer
(Dissonant Whispers) Localised Screech
1st-level Conception
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You aim screeching feedback at a single creature, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 software damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Tech Lists. Influencer
Wrathful Smite
1st-level Altercation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this Tech's duration, your attack deals an extra 1d6 software damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the Tech ends. As an action, the creature can make a Wisdom check against your Tech save DC to steel its resolve and end this Tech. Tech Lists. Enforcer
Ray of Sickness
1st-level Biochemistry
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening nauseous energy lashes out toward a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tech Lists. Source Coder, TechWizard
[Ceremony] Registration
1st-level
Protection (script)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a credit card containing at least $2500, which the tech consumes) Duration: Instantaneous (see below)
Classes: Enforcer, Ordinator You legally certify an action undertaken in your presence, permanently registering it in the net system. When you cast the tech, choose one of the following registration options, the target of which must be within 10 feet of you throughout the casting and must be willing to receive the effects of the certification.
Atonement. You touch one willing creature whose allegiance has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original allegiance.
Emancipation. You touch one humanoid who is a young adult. They are legally separated from their parents and receive a valid identicard in their own name. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can receive this benefit only once.
Employment. You touch one humanoid who wishes to be dedicated to your pantheon or corporation's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can receive this benefit only once.
Ground Wire. You touch one corpse, and for the next 7 days, the target can't become necrotic by any means short of the absolute source code manipulation tech.
Payoff. You touch one humanoid with a legally registered bounty on its head. You or the target make a payment equal to the value of the bounty. The bounty is canceled. A target with more than one bounty on its head must have this tech used once for each separate bounty, and it has no effect on extralegal bounties (such as those offered by crime syndicates).
Tricks
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9 / Tech Equivalency Table