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Activate Husk(Animate Dead)
3rd-level Biochemistry
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
This Tech creates a Hacked servant. Choose a pile of cybernetic limbs or a corpse of a Medium or Small humanoid within range. Your Tech imbues the target with a foul mimicry of life, raising it as a Hacked creature. The target becomes a Teck Husk or Hollow Chassis.
On each of your turns, you can use a bonus action to command any creature you made with this Tech if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this Tech on the creature again before the current 24-hour period ends. This use of the Tech reasserts your control over up to four creatures you have animated with this Tech, rather than animating a new one.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, you animate or reassert control over two additional Hacked creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of cybernetics.
Tech Lists. ordinator, techwizard
Jet Dash(Ashardalon's Stride)
3rd-Level Manipulation
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: Concentration, up to 1 minute
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, increase your speed by 5 feet for each Tech slot level above 3rd. The Tech deals an additional 1d6 fire damage for each slot level above 3rd.
Tech Lists. mechanist, source coder, streamer, techwizard
Medical Nanite swarm(Aura of Vitality)
3rd-level Altercation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the Tech ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Tech Lists. ordinator, shut-in, enforcer
Rapid Recovery(Beacon of Hope)
3rd-level Protection
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This Tech bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Tech Lists. ordinator
Blinding Strike(Blinding Smite)
3rd-level Altercation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this Tech's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 Neon damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the Tech ends.
A creature blinded by this Tech makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Tech Lists. enforcer
Blink
3rd-level Manipulation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the Tech. On a roll of 11 or higher, you vanish Becoming a partial engram, At the start of you next turn, and when the Tech ends if you are an engram, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this Tech as an action.
While you are an engram, you can see and hear thing normaly though at a reduced capacity as you can not discern color and you can't see anything more than 60 feet away. You can only affect other things that are also engrams while in this state and Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Tech Lists. mechanist, source coder, techwizard
Agitate Cumulus(Call Lightning)
3rd-level Manifestation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The Tech fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the Tech, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the Tech ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this Tech, the Tech gives you control over the existing storm instead of creating a new one. Under such conditions, the Tech's damage increases by 1d10.
At Higher Levels. When you cast this Tech using a Tech slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Tech Lists. shut-in
Catnap
3rd-level Conception
Casting Time: 1 action
Range: 30 feet
Components: S, M
Duration: 10 minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the Tech's duration. The Tech ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this Tech again until it finishes a long rest.
Tech Lists. mechanist, influencer, source coder, techwizard
Stealth Drone(Clairvoyance)
3rd-level Observation
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a 100,000 gp display with access to the internet)
Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the Tech, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Tech Lists. influencer, ordinator, source coder, techwizard
Digistruct Zoo(Conjure Animals)
3rd-level Manifestation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon Spam sprites that take the form of beasts and appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered Spam, and it disappears when it drops to 0 hit points or when the Tech ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels. When you cast this Tech using certain higher-level Tech slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Tech Lists. shut-in, auditor
Suppressing Fire(Conjure Barrage)
3rd-level Manifestation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nontechnical weapon or fire a piece of nontechnical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Tech Lists. auditor
Hardlight Virus(Conjure Lesser Demon)
3rd-level Manifestation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the Tech ends.
The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
As part of casting the Tech, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the Tech lasts. Using the material component in this manner consumes it.
At Higher Levels. When you cast this Tech using a Tech slot of 6th or 7th level, you summon sixteen demons. If you cast it using a Tech slot of 8th or 9th level, you summon thirty-two demons.
Tech Lists. source coder, techwizard
Counter EMP Burst(CounterTech)
3rd-level Protection
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a Tech
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a Tech. If the creature is casting a Tech of 3rd level or lower, its Tech fails and has no effect. If it is casting a Tech of 4th level or higher, make an ability check using your Techcasting ability. The DC equals 10 + the Tech's level. On a success, the creature's Tech fails and has no effect.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the interrupted Tech has no effect if its level is less than or equal to the level of the Tech slot you used.
Tech Lists. source coder, streamer, techwizard
Insta-shop(Create Food and Water)
3rd-level Manifestation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Tech Lists. mechanist, ordinator, enforcer
Riot formation(Crusader's Mantle)
3rd-level Altercation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the Tech ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Neon damage when it hits with a weapon attack.
Tech Lists. enforcer
Neon Show(Daylight)
3rd-level Altercation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this Tech's area overlaps with an area of darkness created by a Tech of 3rd level or lower, the Tech that created the darkness is dispelled.
Tech Lists. ordinator, shut-in, enforcer, auditor, source coder
Localised EMP(Dispel technic)
3rd-level Protection
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose any creature, object, or technical effect within range. Any Tech of 3rd level or lower on the target ends. For each Tech of 4th level or higher on the target, make an ability check using your Techcasting ability. The DC equals 10 + the Tech's level. On a successful check, the Tech ends.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, you automatically end the effects of a Tech on the target if the Tech's level is equal to or less than the level of the Tech slot you used.
Tech Lists. mechanist, influencer, ordinator, shut-in, enforcer, source coder, streamer, techwizard
Energize Weapon(Elemental Weapon)
3rd-level Manipulation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nontechnical weapon you touch becomes a technical weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels. When you cast this Tech using a Tech slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a Tech slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Tech Lists. mechanist, shut-in, enforcer, auditor
Install Psychosis(Enemies Abound)
3rd-level Conception
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the Tech 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, Tech, 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.
Tech Lists. influencer, source coder, streamer, techwizard
Land Mind(Erupting Earth)
3rd-level Manipulation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Tech Lists. shut-in, source coder, techwizard
Speed Date(Fast Friends)
3rd-level Conception
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
When you cast this Tech, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the Tech ends.
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 4th level or higher, you can target one additional creature for each slot level above 3rd.
Tech Lists: influencer, ordinator, techwizard
Install Fear(Fear)
3rd-level Deception
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this Tech, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the Tech ends for that creature.
Tech Lists. influencer, source coder, streamer, techwizard
Cataleptic State(Feign Death)
3rd-level Biochemistry (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the Tech's duration, or until you use an action to touch the target and dismiss the Tech, the target appears dead to all outward inspection and to Techs used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except Software damage. If the target is diseased or poisoned when you cast the Tech, or becomes diseased or poisoned while under the Tech's effect, the disease and poison have no effect until the Tech ends.
Tech Lists. influencer, ordinator, shut-in, techwizard
Incendiary Grenade(Fireball)
3rd-level Altercation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
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 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. The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Tech Lists. source coder, techwizard
Incendiary Ammo(Fire Arrow)
3rd-level Manipulation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The Tech's technical ends on the piece of ammunition when it hits or misses, and the Tech ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the number of pieces of ammunition you can affect with this Tech increases by two for each slot level above 3rd.
Tech Lists. shut-in, auditor, source coder, techwizard, mechanist
Fly
3rd-level Manipulation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the Tech ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Tech Lists. mechanist, source coder, streamer, techwizard
Nanite Conversion(Gaseous Form)
3rd-level Manipulation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The Tech ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nontechnical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast Techs.
Tech Lists. source coder, streamer, techwizard
Overdrive(Haste)
3rd-level Manipulation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the Tech ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the Tech ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Tech Lists. mechanist, source coder, techwizard
Haywire (UA)
3rd-level Conception (technomagic)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
This Tech plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the Tech.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this Tech is in effect.
d6 Effect
1 The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4 The device does not function.
5 The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your Tech save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6 The device is usable as normal.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the radius of the sphere affected by the Tech increases by 5 feet for each slot level above 3rd.
Tech Lists. source coder, streamer, techwizard
Booby Trap(Glyph of Warding)
3rd-level Protection
Casting Time: 1 hour
Range: Touch
Components: V, S, M ($200,000 of electronics and materials which is consumed)
Duration: Until dispelled or triggered
You rig a selected item or place with a device that can do any number of things, The device is nearly invisible and requires a successful Intelligence (Investigation) check against your Tech save DC to be found.
If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this Tech, the glyph is broken, and the Tech ends without being triggered, when you design the device you must set a specific trigger and then one of 2 effects, Explosive and Tech.
Explosive device When triggered, the device detonates dealing 5d8 of you chosent damage type in a 20 foot radius.
Tech Device allows you to make a device that on activation will cause the effect of one of your other techs to activate.
At Higher Levels. When you make this tech using a tech slot of 4th level or higher, the damage of the explosive increases by 1d8 for each slot level above 3rd. If you create a tech device, you can store any tech of up to the same level as the slot you use for the device.
Tech Lists. mechanist, influencer, ordinator, techwizard
Hypnotic Pattern
3rd-level Deception
Casting Time: 1 action
Range: 120 feet
Components: S, M
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this Tech, the creature is incapacitated and has a speed of 0.
The tech ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Tech Lists. influencer, source coder, streamer, techwizard
Incite Greed
3rd-level Conception
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an item worth atleast 5,000)
Duration: Concentration, up to 1 minute
You throw the selected item anywhere within range, any creature you designate who can see the item must do everything they can to try and get the item unless they pass a wisdom saving throw, a creature will not try to get the item if causing so would cause them to be harmed.
Tech Lists. ordinator, source coder, streamer, techwizard
Personal Firewall(Intellect Fortress)
3rd-level Protection
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to Software damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Tech Lists: mechanist, influencer, source coder, streamer, techwizard
Invisibility To Cameras (UA)
3rd-level Deception (technomagic)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a scrap of black paper)
Duration: Concentration, up to 1 minute
Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the Tech. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.
Tech Lists. source coder, streamer, techwizard
Tactical Swag(Leomund's Tiny Hut)
3rd-level Altercation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The Tech ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The Tech fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this Tech can move through it freely. All other creatures and objects are barred from passing through it. Techs and other technical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the Tech ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Tech Lists. influencer, techwizard
Emergency Transplant(Life Transference)
3rd-level Biochemistry
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You sacrifice some of your health to mend another creature's injuries. You take 4d8 Entropic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the Entropic damage you take.
At Higher Levels: When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Tech Lists: ordinator, techwizard
Taser Rounds (Lightning Arrow)
3rd-level Manipulation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the Tech's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage for both effects of the Tech increases by 1d8 for each slot level above 3rd.
Tech Lists. auditor
Net Filter(Magic Circle)
3rd-level Protection
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (10,000 product licence)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range. Glowing binary appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Ai, Surge, Spam Virus's or hacked creatures. The circle affects a creature of the chosen type in the following ways:
The creature can't willingly enter the cylinder by normal means and must succeed on a charisma save to do so.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this Tech, you can elect to cause it to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Tech Lists. ordinator, enforcer, streamer, techwizard
Volumetric Display(Major Image)
3rd-level Deception
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the Deception, you can use your action to cause the image to move to any other 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. Similarly, you can cause the Deception to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be a Deception, because things can pass through it. A creature that uses its action to examine the image can determine that it is a Deception with a successful Intelligence (Investigation) check against your Tech save DC. If a creature discerns the Deception for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the Tech lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different Tech, known as Permanent Image.
Tech Lists. influencer, source coder, streamer, techwizard
Medical Nanite Shots(Mass Healing Word)
3rd-level Altercation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Tech Lists. influencer, ordinator
Motivational Speech
3rd-level Conception
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 1 hour
Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this Tech, the Tech ends for that creature.
At Higher Levels: When you cast this Tech using a Tech slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Tech Lists: influencer, ordinator
Nondetection
3rd-level Protection
Casting Time: 1 action
Range: Touch
Components: V, S, M (a 2,400 Foil sheet able to cover the object)
Duration: 8 hours
For the duration, you hide a target that you touch from Observation tech. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Observation or perceived through technological scrying sensors.
Tech Lists. influencer, auditor, techwizard
Protection from Ballistics (UA)
3rd-level Protection
Casting Time: 1 action
Range: Touch
Components: V, S, M (a shell casing)
Duration: Concentration, up to 10 minutes
This Tech enchants the flesh of the target against the impact of bullets. Until the Tech ends, the target has resistance to Normal Piercing. Slashing and bludgeoning damage.
Tech Lists. source coder, streamer, techwizard
Protection from Energy
3rd-level Protection
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Tech Lists. mechanist, ordinator, shut-in, auditor, source coder, techwizard
Revivify
3rd-level Biochemistry
Casting Time: 1 action
Range: Touch
Components: V, S, M (30,000 shot of nanites)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This Tech can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Tech Lists. mechanist, ordinator, shut-in, enforcer, auditor
Lag(Slow)
3rd-level Manipulation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this Tech for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or technical items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a Tech with a casting time of 1 action, roll a d20. On an 11 or higher, the Tech doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the Tech. If it can't, the Tech is wasted.
A creature affected by this Tech makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Tech Lists. influencer, source coder, techwizard
Scan Memory(Speak with Dead)
3rd-level Biochemistry
Casting Time: 1 action
Range: 10 feet
Components: V, S, M
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The Tech fails if the corpse was the target of this Tech within the last 10 days.
Until the Tech ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This Tech doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Tech Lists. influencer, ordinator, techwizard
Vegetation Diagnostic(Speak with Plants)
3rd-level Manipulation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the Tech's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The Tech doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shard a common language, but you gain no technical ability to influence it.
This Tech can cause the plants created by the entangle Tech to release a restrained creature.
Tech Lists. influencer, shut-in, auditor
Personal Zone(Spirit Guardians)
3rd-level Manifestation
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M
Duration: Concentration, up to 10 minutes
You fill an area of 15 feet around you with constructs made in your own personal theme, when you activate this you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Neon damage (if you are good or neutral) or 3d8 Entropic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Tech Lists. ordinator
Reaper Mode(Spirit Shroud)
3rd-level Biochemistry
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You wreath yourself in a barrier of nanites and hardlight, Until the effect ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is Neon, Entropic, or cold (your choice when you cast the Tech). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Tech Lists. ordinator, enforcer, streamer, techwizard
Riot Grenade(Stinking Cloud)
3rd-level Manifestation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Tech Lists. influencer, source coder, techwizard
Dub Step(Thunder Step)
3rd-level Manifestation
Casting Time: 1 action
Range: 90 ft
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this Tech, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Tech lists. source coder, streamer, techwizard
Syphon(Vampiric Touch)
3rd-level Biochemistry
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee Tech attack against a creature within your reach. On a hit, the target takes 3d6 Entropic damage, and you regain hit points equal to half the amount of Entropic damage dealt. Until the Tech ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Tech Lists. source coder, streamer, techwizard
Barricade(Wall of Sand)
3rd-level Altercation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the Tech ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
Tech Lists. techwizard
Wall of Water
3rd-level Altercation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the Tech ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Techs that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
Tech Lists. shut-in, source coder, techwizard
Water Breathing
3rd-level Manipulation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
This Tech grants up to ten willing creatures you can see within range the ability to breathe underwater until the Tech ends. Affected creatures also retain their normal mode of respiration.
Tech Lists. mechanist, shut-in, auditor, source coder, techwizard
Hydromagnatism(Water Walk)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This Tech grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the Tech carries the target to the surface of the liquid at a rate of 60 feet per round.
Tech Lists. mechanist, ordinator, shut-in, auditor, source coder
Sonic Barricade(Wind Wall)
3rd-level Altercation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Tech Lists. shut-in, auditor
Remove Curse
3rd-level Protection
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed technical item, its curse remains, but the Tech breaks its owner's attunement to the object so it can be removed or discarded.
Tech Lists. ordinator, enforcer, streamer, techwizard
Ask Jeeves(commune)
3rd-level Observation (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute
ask up to three questions that can be answered with a yes or no. You must ask your questions before the Tech ends. You receive a correct answer for each question.
you might receive "unclear" as an answer if a question pertains to information that lies beyond the search engines knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the Tech two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Tech Lists. ordinator
Arc Cannon (Lightning Bolt)
3rd-level Altercation
Casting Time: 1 action
Range: Self, 100 feet
Components: V, S, M
Duration: Instantaneous
An arc of electricity 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.
The electricity ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Tech Lists. Source Coder, techwizard, Home of the Sense Tank (mountain), The HentaiHub, Armorer
Pulse Wave
LEVEL
3rd
CASTING TIME
1 action
RANGE/AREA
Self (30-foot cone)
COMPONENTS
V, S.
DURATION
Instantaneous
SCHOOL
Altercation (Quantum theory)
ATTACK/SAVE
Con save
DAMAGE/EFFECT
Damage, utility
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 kinetic damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the tech.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this tech using a tech slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Classes:
Techwizard.
Plant Growth
3rd level Manipulation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V S
Duration: Instantaneous
This Tech channels vitality into plants within a specific area. There are two possible uses for the Tech, granting either immediate or long-term benefits.
If you cast this Tech using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the Tech's area from being affected.
If you cast this Tech over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Classes: Shut-In, Influencer, Auditor
(Hunger Of Hadar) Tori's Turbulent Tendencies
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a portal to the digital sub-realm of the renowned streamer Tori Tabernathy, a plane infested with horrific perversions. A 20-foot-radius sphere of bizarrely writhing purple appears, centred on a point with range and lasting for the duration. This void is filled with a cacophony of erotic moans and slurping noises that can be heard up to 30 feet away. No light, technical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, frightening tentacles rub against it.
Tech Lists. Streamer
(Sending) Neurosynaptic Text
3rd level Altercation
Casting Time: 1 action
Range: Unlimited
Components: V S
Duration: 1 round
Classes: Influencer, Ordinator, Techwizard
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The tech enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
(Sleet Storm) Coolant Storm
3rd-level Manifestation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute
Until the Tech ends, freezing coolant falls in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the tech's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the tech's area, the creature must make a successful Constitution saving throw against your Tech save DC or lose concentration.
(Phantom Steed) Hardlight Steed
3rd-level Deception (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large hardlight horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the Tech vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the Tech ends, the steed gradually fades, giving the rider 1 minute to dismount. The Tech ends if you use an action to dismiss it or if the steed takes any damage.
Tech Lists. TechWizard
Implant Bug[or Upload Virus] (Bestow
Curse)
LEVEL 3rd
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S,
DURATION1 Minute Conc
SCHOOL Biochemistry
ATTACK/SAVE Wis Save
DAMAGE/EFFECT Debuff
You jam a drive into a creature's port, and that creature must succeed on a Wisdom saving throw or become faulty for the duration of the Tech. When you cast this Tech, choose the nature of the virus from the following options:
Choose one ability score. While faulty, the target has disadvantage on ability checks and saving throws made with that ability score.
While faulty, the target has disadvantage on attack rolls against you.
While faulty, the target must make a Wisdom 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 faulty, your attacks and Techs deal an extra 1d8 Entropic damage to the target.
A Remove Virus Tech ends this effect. At the DM's option, you may choose an alternative virus effect, but it should be no more powerful than those described above. The DM has final say on such a virus' effect.
At Higher Levels. If you cast this Tech using a Tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a Tech slot of 5th level or higher, the duration is 8 hours. If you use a Tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th level Tech slot, the Tech lasts until it is dispelled. Using a Tech slot of 5th level or higher grants a duration that doesn't require concentration.
Influencer / Ordinator / Tech Wizard/ Voided Clause/ Clause of The Tyrant