Holocron

Time Bomb

Tech power · Level 1
power-typeTechlevel1concentrationtrue
Tweaked from 5eYou already know this as 5e Delayed Blast Fireball — It's your Delayed Blast Fireball — same charge-up gimmick where damage grows each round you wait to detonate — but reworked as a single-target melee touch attack instead of a ranged area blast.
On a melee hit, plant a charge for 2d6 kinetic damage; detonate as a bonus action for 1d8–6d8 fire that grows each round you delay.
Damage
○○breadth · melee hit required, concentration
TargetingSingle
Use whenyou open a fight in melee and want escalating burst damage on a priority target
ScalingInitial kinetic damage increases by 1d6 for each slot level above 1st.
!Requires concentration and a melee attack hit — miss ends the power with no effect; the target can also remove the charge with an action.
firekinetic
Pairs witha melee-capable Tech caster · gish or hybrid build · Operative who can get in close
PlaystyleStriker

Make a melee tech attack against a target you touch. On a miss, this power ends. On a hit, you deal 2d6 kinetic damage as you plant an explosive charge on the target's body. You can then detonate the charge as a bonus action, which ends this power. It deals 1d8 fire damage if detonated on the same turn. It deals 2d8 fire damage on your next turn, increasing by 1d8 for each round you do not detonate it, to a maximum of 6d8. If this power ends before you detonate the charge, the target takes no fire damage.

A creature affected by this power can use an action to attempt to remove the detonator from its person, making a Strength or Dexterity check (the creature chooses the ability to use) against your tech save DC. On a success, this power ends, as the detonator deactivates harmlessly.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the kinetic damage increases by 1d6 for each slot level above 1st.

Codex
Casting Period
1 action
Range
Touch
Duration
up to 1 minute
Concentration
Yes