Holocron

Firestorm

Tech power · Level 6
power-typeTechlevel6concentration
Tweaked from 5eYou already know this as 5e Fireball — It's your Fireball — same point-on-the-ground radius blast with a Dex save for half fire damage that scales per slot, just pitched higher (8d8 at level 6) and bolted on with a push and an optional pick-one-target-at-the-center-for-disadvantage-and-prone rider; don't be fooled by the 5e 'Fire Storm', whose cube-arrangement mechanics aren't the match.
Deal 8d8 fire (Dex half) in a 15-foot radius, pushing all Large-or-smaller creatures out; optionally doom one to disadvantage and prone.
DamageControl
●●breadth · strong but slot-hungry
TargetingArea
Use whenenemies are clustered and you want heavy damage plus forced repositioning
ScalingDamage increases by 1d8 and radius increases by 5 feet for each slot level above 6th.
!Allies in the radius also take damage and get pushed — position carefully.
firearea-denialkinetic
Pairs witha damage-focused Tech build · powers that group enemies · high tech save DC
PlaystyleBlasterController

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

Codex
Casting Period
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No