Holocron

Wire Tow

Tech power · Level 2
power-typeTechlevel2concentrationtrue
New in SW5eNovel: A ranged tech strike that deals 2d10 kinetic damage and pulls foe toward you; a grapple if close; crit knocks prone. Escape is Athletics or Acrobatics check vs your tech save DC; overcharge adds 1d10 per slot above 2.
Ranged tech attack for 2d10 kinetic; pulls the target 25 feet closer, and on a crit knocks it prone; ends within 5 feet means grappled.
ControlDamage
●●breadth · attack roll can miss
TargetingSingle
Use whenyou want to drag a fleeing or distant enemy into melee range
ScalingDamage increases by 1d10 for each slot level above 2nd.
!Requires concentration for up to 1 minute; power ends immediately if the attack misses or the grapple ends.
kineticcontrol-conditionmobility
Pairs witha melee-focused ally waiting in range · Grappler feat · a high attack bonus build

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.

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