Holocron
Feature

Techcasting

Class feature · Scout · level 2
source-kindClasssource-nameScoutlevel2

Scout: 2nd level You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

Tech Powers Known

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

Tech Points

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

Max Power Level

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table. You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

Techcasting Ability

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.


Tech save DC = 8 + your proficiency bonus + your Intelligence modifier


Tech attack modifier = your proficiency bonus + your Intelligence modifier


Techcasting Focus

You use a wristpad (found in chapter 5) as a tech focus for your tech powers.