TEXT: EXPANDED CONTENT: TECH POWERS
  AT-WILL
  Acidic Strike
  Combustion Strike
  Cryogenic Strike
  Ionic Strike
  Venomous Strike
  1ST-LEVEL
  2ND-LEVEL
  3RD-LEVEL
  4TH-LEVEL
  5TH-LEVEL
  6TH-LEVEL
  7TH-LEVEL
  8TH-LEVEL
  9TH-LEVEL
  EXPANDED CONTENT | TECH POWERS
  1
  
  ACIDIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su. ers the attack's normal
  e�ects, and it becomes sheathed in a thick acidic slime
  until the start of your next turn. It has disadvantage on
  all attacks and ability checks that involve grappling until
  the duration of the power. If the target succeeds in
  grappling or maintaining a grapple before then, the
  slime is pressed onto its body absorbing it, then it
  immediately takes 1d8 acid damage, and the power
  ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 acid damage to the target, and the damage
  the target takes for taking grappling or maintaining a
  grapple increases to 2d8. Both damage rolls increase by
  1d8 at 11th level and 17th level.
  COMBUSTION STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it ignites in �ame until the end of your next
  turn. At the start of your next turn, the creature takes
  �re damage equal to your techcasting ability modi�er.
  If the target or a creature within 5 feet of it uses an
  action to put out the �ames, or if some other e�ect
  douses the �ames, the e�ect ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 �re damage to the target, and the damage at
  the start of your next turn increases to 1d8 + your
  techcasting ability modi�er. Both damage rolls increase
  by 1d8 at 11th level and 17th level.
  CRYOGENIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and its speed is reduced by 10 feet until the
  start of your next turn, as the cold energy seeps into its
  being. Additionally, if the target doesn't move at least 5
  feet before the start of your next turn, it immediately
  takes 1d8 cold damage, and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d8 cold damage to the target, and the damage
  the target takes for not moving increases to 2d8. Both
  damage rolls increase by 1d8 at 11th level and 17th
  level.
  IONIC STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and it becomes wreathed in an ionic discharge
  until the start of your next turn. If the target willingly
  takes a reaction before then, it immediately takes 1d6
  ion damage, and the power ends.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d6 ion damage to the target, and the damage
  the target takes for taking reactions increases to 2d6.
  Both damage rolls increase by 1d6 at 11th level and
  17th level.
  VENOMOUS STRIKE
  At-will tech power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, you
  must make a melee attack with a weapon against one
  creature within the power's range, otherwise the power
  fails. On a hit, the target su�ers the attack's normal
  e�ects, and if you were hidden from it, it takes an
  additional 1d6 poison damage.
  This power's damage increases when you reach
  higher levels. At 5th level, the melee attack deals an
  extra 1d6 poison damage to the target, and the damage
  the target takes when you are hidden from it increases
  to 2d6. Both damage rolls increase by 1d6 at 11th level
  and 17th level.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - Tech Powers.pdf