Holocron

Wire Bind

Tech power · Level 4
power-typeTechlevel4concentration
New in SW5eUp to four breakable wires restrain foes. Each wire requires a Dex save; failure restrains and leaves the target prone until it escapes by a Str or Dex check against your tech save DC; wires vanish when power ends.
Launch up to 4 wires at visible creatures within 30 feet; each restrains and knocks prone on a failed Dex save for up to 1 minute.
Control
●●breadth · strong multi-target lockdown
TargetingMulti
Use whenyou need to lock down multiple enemies or concentrate wires on one dangerous target
ScalingFlat — no higher-slot scaling.
!No concentration required, but each wire has AC 15 and 10 HP and can be destroyed or escaped with a Strength/Dexterity check.
control-conditionkinetic
Pairs withmelee allies who benefit from prone enemies · Engineer archetype · high tech save DC
PlaystyleController

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

Codex
Casting Period
1 action
Range
30 feet
Duration
1 minute
Concentration
No