Holocron

Greater Sabotage Charges

Tech power · Level 7
power-typeTechlevel7concentrationtrue
Tweaked from 5eYou already know this as 5e Meteor Swarm (likely) — It's the closest 5e analog — lob fire at points you choose and everyone nearby makes a Dex save — but think of a much smaller version you drip out two bomblets per turn (4d6 each in a 10-ft burst) rather than one apocalyptic 9th-level blast.
Create six explosive charges, hurling up to two per bonus action to detonate in 10-foot-radius bursts dealing 4d6 fire (Dex half) each.
DamageControl
●●breadth · multi-turn sustained damage
TargetingMulti
Use whenyou want sustained area bombardment across multiple turns
ScalingTwo additional charges created for each slot level above 7th.
!Requires concentration for up to 10 minutes; all charges are lost if concentration breaks.
firearea-denialkinetic
Pairs witha bonus-action-heavy round structure · chokepoint positioning · a Tech caster with reliable concentration
PlaystyleBlasterController

You create six medium 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 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 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 7th.

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