Holocron

Overheat

Tech power · Level 2
power-typeTechlevel2concentrationtrue
Tweaked from 5eYou already know this as 5e Heat Metal — This is Heat Metal almost verbatim—same 2d8 fire, bonus-action repeat, and drop-or-disadvantage save—just retooled to target any manufactured metal (blasters included) rather than only weapons/armor.
Superheat a metal object for 2d8 fire on cast and each bonus action; holder drops it or suffers disadvantage on a failed Con save.
DamageDebuff
●●breadth · strong weapon/armor denial
TargetingSingle
Use whenan enemy is wielding a metal weapon or wearing metal armor
ScalingDamage increases by 1d8 per slot level above 2nd.
!Requires concentration up to 1 minute; bonus action needed each turn to reapply damage.
firecontrol-conditionenergy
Pairs withenemies in heavy armor · a melee party that benefits from disarmed foes · a high tech save DC build
PlaystyleStrikerController

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't—or can't—drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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