Holocron

Flash

Tech power · Level 1
power-typeTechlevel1concentration
Tweaked from 5eYou already know this as 5e Color Spray — It's Color Spray re-skinned as a flashbang—same 6d10 hit-point pool blinding creatures from lowest HP up—except it's a 20-foot-radius burst at a point you target rather than a 15-foot cone from your hand.
Roll 6d10 HP worth of blinding — lowest-HP creatures in a 20-foot sphere are blinded until end of your next turn.
Control
●●breadth · scales best vs. low-HP foes
TargetingArea
Use whenweak or wounded enemies are clustered and you want to blind them
ScalingRoll an additional 2d10 per slot level above 1st to increase the HP pool affected.
!Targets creatures in ascending HP order — may not reach high-HP priority targets at low slots.
control-conditionarea-denial
Pairs withallies who exploit blinded enemies · swarm encounters · high tech save DC
PlaystyleController

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point 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 power 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.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Codex
Casting Period
1 action
Range
90 feet
Duration
1 round
Concentration
No