Holocron

Paralyze Creature

Tech power · Level 5
power-typeTechlevel5concentrationtrue
Tweaked from 5eYou already know this as 5e Blindness/Deafness — It's built like Blindness/Deafness — a Constitution save that locks a condition on the target with an end-of-turn Con save to shake it and the same 'one extra target per higher slot' upcast — except the condition here is full paralysis, making it a much nastier 5th-level cousin (mechanically closer to Hold Monster, which isn't on this list).
Fire a dart at one creature; failed Con save leaves it poisoned and paralyzed, repeating the save at turn end to escape.
Control
●●breadth · hard CC on any creature type
TargetingSingle
Use whenyou need to completely shut down one dangerous melee or spellcasting enemy
ScalingTarget one additional creature per slot level above 5th (must be within 30 feet of each other).
!Requires concentration; the target makes a new save each turn, so the effect may be brief against strong Constitution targets.
poisoncontrol-condition
Pairs withmelee allies who exploit paralysis for automatic crits · high tech save DC · Engineer archetype
PlaystyleController

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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