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Abilities[]

Ability Source Details First Appearance
Force Empowered Self Sentinel Level 2 Sidney's training allows her to harness the mystical energy of the Force throughout her body. When she hits a creature with a melee weapon attack, she can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4 (increasing at higher levels). She has three such effects: Deflection (she can roll a Kinetic Combat die and add it to her AC against one attack before the start of her next turn), Double Strike (she can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled), and Slow Time (she can roll a Kinetic Combat die to increase her speed by 5 x the amount rolled until the end of her turn). Sid can only use each effect once per turn, and she can only use one effect per hit. Episode 1: Welcome to the Spacin' Life, Buddy
Weapon Expert Feat Sidney has practiced extensively with a variety of weapons, gaining the following benefits:

Her Strength, Dexterity, or Constitution score is increased by 1, to a maximum of 20.; she has proficiency with all blasters and light weapons and vibroweapons- if she's already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when she would roll weapon damage that weapon, she can choose to have advantage.

Episode 1: Welcome to the Spacin' Life, Buddy
Mercenary Background Sidney gains proficiency in two skills from Athletics, Investigation, Persuasion, and Piloting. Also she knows the mercenary life as only someone who has experienced it can. She is able to identify mercenary companies by their emblems, and knows a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. Sid can find the cantinas and feasthalls where mercenaries abide in any area, as long as she speaks the language, and if she spends at least an hour in such a location she can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, she can find mercenary work between adventures sufficient to maintain a comfortable lifestyle. Episode 2: Rolling Up the Hill
Scavenger’s Reach Path of the Corsair Level 3 Sidney knows the force disarm force power, which does not count against her total powers known. Additionally, she can use Deflection and Slow Time Force-Empowered Self options when she casts it as her action and the target fails its save. Finally, when she casts the force disarm force power, disarm a blaster weapon, and catch it, she can reload the weapon as a part of the same action. Episode 2: Rolling Up the Hill
Ideal of the Tranquil Ideal Level 2 When Sidney finishes a short or long rest, she gains a number of temporary force points (homebrewed to tech points) equal to half her Wisdom or Charisma modifier (rounded up, her choice, minimum of one). When she would spend a force or tech point while she has temporary force or tech points, the temporary points are spent first. All temporary points are lost at the end of her next short or long rest. Additionally, as an action, Sid can manifest this ideal in a brief surge of energy. She regains a number of force or tech points equal to half her Wisdom or Charisma modifier (rounded up, her choice, minimum of one). Episode 3: Wrecked on Rec 97
Failsafe (Divination) Mechanical Race: Ryn Whether through mystical divination or sheer luck, Sidney can turn failures into successes. When she rolls a 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Episode 3: Wrecked on Rec 97
Fighting Stylist Feat Sidney adopts a particular style of fighting as her specialty, gaining the following benefits: her Strength, Dexterity, or Constitution score increased by 1, to a maximum of 20; also she chooses one fighting style. Episode 4: Every Day is Our Wurst Day
Explosive Fighting Style Fighting Stylist Feat Sidney is skilled at fighting with explosives. She gains the following benefits: she can throw grenades with her bonus action, instead of your action; when a creature rolls a 1 on the saving throw against an ammunition or explosive Sid controls, they treat the effect’s damage as if it had rolled the maximum. Episode 4: Every Day is Our Wurst Day
Corsair Weapons Path of the Corsair Level 3 Sidney can use the force to quickly learn the use of unfamiliar weapons. When she holds a weapon that she is not proficient in, she can spend 1 force point (no action required) to gain proficiency with that weapon until the end of her next long rest. Additionally, she can use her Force-Empowered Self options when she hits with a ranged weapon attack. Lastly, when she throws a grenade, she can use Wisdom or Charisma instead of Strength when determining her throwing range. Episode 4: Every Day is Our Wurst Day
Led by the Force Sentinel Level 1 Sidney can add half her proficiency bonus, rounded down, to any ability check she makes that doesn’t already include her proficiency bonus.


Powers (Spells)[]

Power Power Level Source Details First Appearance
Tracker Droid interface 1st Tech Power Sidney interfaces a tracker droid with her tech focus, creating a permanent link.

Her tracker droid (Handy Annie) acts independently of Sid, but it always obeys her commands. In combat, it acts on her turn. While Handy Annie is within 100 feet of Sid, she can communicate with it via her tech focus. Additionally, as an action, she can see through her droid’s vision and hear what it hears until the start of her next turn, gaining the benefits of any special senses that the droid has. During this time, she is deaf and blind with regard to her own senses. Sid can’t maintain an interface between more than one tracker droid and her tech focus at a time. Finally, when Sid casts a tech power with a range of touch, Handy Annie can deliver the power as if it had cast it. The tracker droid must be within 100 feet of Sid , and it must use its reaction to deliver the power when she casts it. If the power requires an attack roll, she uses Sid's attack modifier for the roll.

Episode 1: Welcome to the Spacin' Life, Buddy
Enhance Droid 2nd Tech Power Sidney touches a droid or construct and upgrades one of its aspects. She chooses one of the following effects; the target gains that effect until the power ends: Servomotor (the target has advantage on Strength checks, and its carrying capacity doubles), Motivator (the target has advantage on Dexterity checks, it also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated), Power Core (the target has advantage on Constitution checks, It also gains 2d6 temporary hit points, which are lost when the power ends), Databanks (the target has advantage on Intelligence checks), Sensors (the target has advantage on Wisdom checks) and

Relations Protocols (the target has advantage on Charisma checks)

Mentioned Episode 1: Welcome to the Spacin' Life, Buddy
Hologram 1st Tech Power Sidney creates an image that is no larger than a 15-foot cube. The image appears at a spot within 60 feet and lasts for 10 minutes (if concentration is held). The image is purely visual. If anything passes through it, it is revealed to be an illusion. Sid can use her action to cause the image to move to any spot within the range. As the image changes location, she can alter its appearance so that its movements appear natural for the image. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against her tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Episode 1: Welcome to the Spacin' Life, Buddy
Minor Hollogram At-Will Tech Power This ability is a minor tech trick that creates one of the following effects within 10 feet: Sidney creates an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor; she instantaneously lights or snuffs out a source of light; she instantaneously cleans or soils an object no larger than 1 cubic foot; she chills, warms, or flavors up to 1 cubic foot of nonliving material for 1 hour; she makes a color, a small mark, or a symbol appear on an object or a surface for 1 hour; she creates a trinket or an illusory image that can fit in her hand and that lasts until the end of her next turn. If Sid uses this power multiple times, she can have up to three of its non-instantaneous effects active at a time, and she can dismiss such an effect as an action. Episode 2: Rolling Up the Hill
On/Off At-Will Tech Power This power allows Sidney to activate or deactivate any electronic device within 60 feet, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off. Episode 2: Rolling Up the Hill
Target Lock 1st Tech Power As a bonus action, Sidney chooses a creature she can see within 90 feet and mark it as her quarry. Until the power ends, she deals an extra 1d6 damage to the target whenever she hits it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against Sid, and if the target is invisible, Sid can see it as if it were visible. If the target drops to 0 hit points before this power ends, Sid can use a bonus action on a subsequent turn of hers to mark a new creature. Episode 2: Rolling Up the Hill
Force disarm At-Will Scavenger’s Reach feature Sidney selects a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to Sid. If she has a free hand, she catches the weapon. Otherwise, it lands at her feet. Episode 2: Rolling Up the Hill
Energy Shield 1st Tech Power Sidney quickly creates an energy shield. Until the start of her next turn, Sid has a +5 bonus to AC. This includes the triggering attack. Episode 5: All In a Hot Exit
Buffer 1st Tech Power Sidney gains 1d4+4 temporary hitpoints Episode 7: Dying Tomorrow, It's a Pleasure
Smuggle 2nd Tech Power Sidney dampens sound and light and dulls the scent from creatures in her vicinity. For the duration, each creature she choose within 30 feet of her has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by enhanced means while within this radius. She can choose herself as well. A creature that receives this bonus leaves behind no traces of its passage. Episode 7: Dying Tomorrow, It's a Pleasure
Storming Shot At-Will Tech Power As a part of the action used to cast this power, Sid makes a ranged weapon attack against one creature within her weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects and becomes shocked until the end of Sid's next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature. Episode 9: Baustin Skiffy Limits
Capacity Boost 2nd Tech Power As a bonus action, Sid empowers a blaster weapon she is holding. For 1 minute (if concentration is held), she can reload the weapon once on each of her turns without using an action, and as a bonus action on each of her turns she can make one attack with the weapon. Episode 9: Baustin Skiffy Limits

Starship Deployments[]

Ability Source Details First Appearance
Gunner Techniques Gunner rank 1 Sidney learns gambits that are fueled by special dice called power dice (the ship must have the power dice available within the weapon's system for her to use it). She learns two gambits of her choice. Many gambits enhance an attack in some way. She can use only one gambit per attack, and she can only use each gambit once per turn. Episode 1: Welcome to the Spacin' Life, Buddy
Distracting Shot Gambit When Sidney hits a ship with a ship attack, she can expend one power die to give her allies an opening. She adds the power die to the attack’s damage roll, and the next attack roll against the target by someone other than her has advantage if the attack is made before the start of her next turn. Episode 1: Welcome to the Spacin' Life, Buddy
Disabling Shot Gambit When Sid makes a ship attack roll against a ship, she can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn. Episode 9: Baustin Skiffy Limits
Improved Critical Gunner Rank 2 Sid's critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that she controls, they treat the effect’s damage as if it had rolled the maximum. Episode 9: Baustin Skiffy Limits
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