Tech-Wonders
Astonishing Disciplines Beastly-Powers Innate Magic Mystic Wielding Super-Powers Tech-Wonders

You have technology which can compete with super-powers. This might be a single device capable of a wide variety of effects or numerous items each with its own function.

See the list of powers in the Powers section for the general rules of using powers.

Tech-Wonders by Level

Level Knacks Known 1st* 2nd* 3rd* 4th* 5th* 6th* 7th* 8th* 9th*
1st 3 2
2nd 3 3
3rd 3 4 2
4th 4 4 3
5th 4 4 3 2
6th 4 4 3 3
7th 4 4 3 3 1
8th 4 4 3 3 2
9th 4 4 3 3 3 1
10th 5 4 3 3 3 2

*Power Slots per Power Level


Using Tech-Wonders


You use a variety of gadgets or a piece of enhanced tech. These might be focused on a specific theme, like trick arrows, or be more general in nature, like a utility belt. It could even be a suit of power armor with multiple built-in features. You can select a Tech-Wonders power-suite at 1st level. Every character level that you gain expands these powers.

When using an attack power you can add either your power ability modifier, Strength, or Dexterity to the attack roll. These powers can be treated as weapon attacks, allowing you to apply the benefits such as the Blaster's Accurate Attack or the Action Hero’s Archery fighting style feature. However, unless stated in its description, you cannot make multiple attacks with a power.

Your ranged attack powers have a short and long range, as detailed in the power's description. Attacks at long range have disadvantage.

Each of your powers is associated with a high-tech item. Select one of the following: power armor, enhanced weapon, advanced utility belt, or trick-arrows. When you are without that item, you cannot use the associated power.

Additionally, you have a depot associated with your Power Suite. This might be a lab, an armory, a cache, or any other fixed location where supplies can be kept. In order to change your prepared powers, you must have access to this depot.

Power-Item


Advanced Utility Belt. You have one or more utility belts loaded with an assortment of gadgets representing your prepared powers. An advanced utility belt weighs 15 lbs. when filled. It contains a number of items, each associated with a power from your power suite. Alternately this could be a backpack, satchel, or similar container.

Enhanced Weapon. You have a high-tech melee weapon representing your prepared powers. Once you reach 6th level, your weapon offers a +1 bonus to attack and damage. At 11th level, your weapon offers a +2 bonus to attack and damage. At 16th level, it grants a +3 bonus to attack and damage. This might be a prototype vibro-sword, an alien mace, or any melee weapon.

Light Power Armor. You have one or more suits of power armor that weigh 10 lbs. and grants you an AC 12 + your Dexterity modifier. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Medium Power Armor. You have one or more suits of power armor that weigh 20 lbs. and grants you an AC 14 + your Dexterity modifier (maximum +2) and imposes disadvantage on your Dexterity (Stealth) checks. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Heavy Power Armor. You have one or more suits of power armor that weigh 30 lbs. and grants you an AC 16 and imposes disadvantage on your Dexterity (Stealth) checks. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Trick-Arrows. You have one or more high-tech bow and arrow quivers that represent your prepared powers. Once you reach 6th level, your bow offers a +1 bonus to attack and damage. At 11th level, your bow offers a +2 bonus to attack and damage. At 16th level, your bow offers a +3 bonus to attack and damage. In addition, you have a number of arrows. The powers of your power suite are drawn from these arrows.

Wonder Computer. You have a computer that represents your prepared powers. A wonder computer weighs 2 lbs. It contains software and hardware associated with the powers from your power suite, but the limited memory requires you to visit your depot to change these.

Power Ability


Intelligence is your power ability. You use your power ability whenever a power refers to one when setting the saving throw DC for a power you activate. When making an attack roll with a power you may also use this ability modifier, or your Strength or Dexterity.

Power Save DC = 8 + your proficiency bonus + your Intelligence modifier
Power Attack Modifier = your proficiency bonus + your Intelligence modifier
Power Check = d20 roll + your proficiency bonus + your Intelligence modifier

Knacks


You know three knacks of your choice from the powers list. You learn additional knacks of your choice at higher levels, as shown in the Knacks Known column of the Tech-Wonders by Level table.

Preparing and Activating Powers


The Tech-Wonders by Level table shows how many power slots you have to activate your powers of 1st level and higher. To activate one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

At 1st-level, you begin with six power in your Power Suite. Each time you gain a level, you can add two additional powers to your Power Suite of any level you can activate.

You prepare the list of powers that are available for you to activate (called "prepared powers"). To do so, choose a number of powers from your Power Suite equal to your Intelligence modifier + your character level (minimum of one power). The powers must be of a level for which you have power slots. You can select from any of these prepared powers when determining which powers to activate.

For example…


If you're a 3rd level character, you have four 1st-level and two 2nd-level power slots. With an Intelligence of 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination, chosen from your Power Suite. If you prepare the 1st level power kinetic missile, you can activate it using a 1st level or a 2nd level slot. Activating the power doesn’t remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a short or long rest, provided you have access to your depot.

When you gain a level, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you have power slots.

Utility Activation


You can activate any power you know as a utility power if that power has the utility tag and you have the power in your Power Suite. You don't need to have the power prepared, but if you don't, then you must have access to your depot.

Limited Power Tricks


Because your powers are associated with specific technology, you are limited to spending Hero Points only on a limited number of power tricks outside of your Power Suite.

You can use only one power that isn't in your Power Suite each level and may add an additional trick power when you gain a new level. You can reuse these powers by spending a Hero Point as normal. If you add one or more or these powers to your Power Suite, then you can select a new trick to replace it.

You do not have to select this power before using it, but once you do select it, you cannot change it.

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