Wire Tow
You project a length of wire towards a foe to bring them within your grasp. Make a ranged tech attack against the target. On a hit, the target takes 2d10 kinetic damage, and you can pull it up to 25 feet closer to you. If you score a critical hit, the target is also knocked prone. If the target ends this movement within 5 feet of you and is no more than one size larger than you, the target is grappled by you for the duration.
If a creature you grapple with this power uses its action to escape, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your tech save DC to do so.
This power ends if the attack misses or the grapple ends.
Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
- Casting Period
- 1 action
- Range
- 30 feet
- Duration
- up to 1 minute
- Concentration
- Yes