It's not recommended to just plug random tech into your brain willy-nilly, but the people who say that are clearly not living their best life. A renegade who walks this path has more machine than meat in their skull. Their braincase is filled with bits and bobs of circuitry, mechanical upgrades, and neural cross-links that would make a licensed cyber-doc scream in terror. The downside is - FUCK THAT, NO DOWNSIDES, ONLY COLORS!
Tech Awareness
Starting at 3rd level, as an action, you can open your awareness to the presence of tech besides your own. Until the end of your next turn, you know the location of any active tech or tech item within 60 feet of you that isn't behind total cover. When you sense a tech power, you learn which type of tech it is.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Psycho Tech
The weird tech you've wired into your brain sometimes spills out around you. When you get hype, roll on the Psycho Tech table below to determine the tech effect produced. If the effect requires a saving throw, the DC is 8 + your Constitution modifier + your proficiency bonus.
Psycho Tech Table
D8 Effect
1 Entropic power lashes out from you. Each creature of your choice that you can see within 30 feet must succeed on a Constitution saving throw or suffer 1d12 entropic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. While your hype lasts, you can use this effect again on each of your turns as a bonus action.
3 You generate a visible nexus of telekinetic force within 5 feet of one creature of your choice that you can see within 30 feet. At the end of the current turn, the nexus explodes and each creature within 5 feet of it must succeed on a Dexterity saving throw or suffer 1d6 kinetic damage. While your hype lasts, you can use this effect again, generating another nexus on each of your turns as a bonus action.
4 You generate a telekinetic nexus of force around one weapon of your choice that you are holding. While your hype lasts, the weapon's damage type changes to kinetic, and it gains the light and thrown (range 20/60) properties. If the weapon leaves your grip, it flies back to your hand at the end of the current turn.
5 Whenever a creature hits you with an attack while your hype lasts, that creature takes 1d6 kinetic damage as your psycho tech lashes out in retribution.
6 Until your hype ends, you are surrounded by a force field that manifests as multicolored flashing lights. You gain a +1 bonus to AC, and your allies within 10 feet of you gain the same bonus.
7 The ground around you shivers and shakes with telekinetic force. While your hype lasts, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light blasts from your forehead. A creature of your choice that you can see within 30 feet must succeed on a Constitution saving throw or suffer 1d6 neon damage and be blinded until the start of your next turn. While your hype lasts, you can use this effect again on each of your turns as a bonus action.
Bolstering Tech
You can harness your freaky implants to bolster yourself or a companion beginning at 6th level. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to the target:
- Battle Bolster. For the next 10 minutes, whenever the target makes an attack or ability check, they add a d3 to their d20 roll.
- Tech Spike. Roll a d3. The touched creature regains one expended tech slot of a level equal to or lower than the number rolled (target's choice). Once a creature receives this benefit, that creature can't receive it again until after they take a long rest,
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maelstrom Backlash
Beginning at 10th level, your psycho implants have a tendency to destructively reboot when you are imperiled. After you suffer damage or fail a saving throw while hype, you can use your reaction to roll on the Psycho Tech table and immediately produce the effect rolled. This effect replaces your current Psycho Tech effect.
Controlled Breakdown
From 14th level on, whenever you roll on the Psycho Tech table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.