Holocron

Sabotage Charges

Tech power · Level 3
power-typeTechlevel3concentrationtrue
Tweaked from 5eYou already know this as 5e Scorching Ray — Like Scorching Ray, it's a bundle of 2d6 fire projectiles you can split among targets and that scales by adding more projectiles per slot level — but here you lob them over several turns as a bonus action and each forces a Dex save for half in a 5-ft burst instead of a single attack roll.
Create six tiny charges; bonus-action hurl up to two per turn, each detonating in a 5-foot radius for 2d6 fire (Dex save half).
DamageControl
●●breadth · multi-turn bonus action damage
TargetingArea
Use whenyou want sustained area harassment across multiple turns
ScalingNumber of charges increases by two for each slot level above 3rd.
!Requires concentration for up to 10 minutes; small 5-foot blast radius per charge limits reliable multi-target hits.
firearea-denialenergy
Pairs withExplosion for burst opener then sustained charges · a high tech save DC build · a bonus-action-rich turn economy
PlaystyleBlaster

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

Codex
Casting Period
1 action
Range
Self
Duration
up to 10 minutes
Concentration
Yes