Necrotech Abilities: You can use any of the following abilities as an action.
Lateral Thinking: Several beams fire from defensive turrets in the walls, targeting one creature. They must make a DC20 DEX save with disadvantage or take 2d10+5 force damage.
Hands-On Manager: Take control of up to two drones within 30 feet, which can act immediately.
D-Web: Choose a point within 60 feet, creating a 15 foot cube. All creatures within the cube are slowed and cannot attack or target other creatures with abilities while within the field.
Attack. You can make two attacks as an action.
D-Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 14 (2d6 + 4) force damage.
D-Beam. Ranged Weapon Attack: +12 to hit, range 30/60 ft., all targets in line. Hit: 18 (2d8 + 4) force damage.
Resource Allocation: Choose a drone within 30 feet, destroying it and healing 2d6+15 hit points.
Float: You gain a fly speed of 40 feet and do not provoke opportunity attacks. This can be disabled as a free action.
Kickoff Meeting: Move up to 20 feet and make a melee attack with advantage. On a hit, the target is pushed 15 feet.
Quality Assurance: When you or an ally miss an attack on their turn, they can immediately reroll that attack with advantage.
Necessary Expenditure: When you take damage from an ability that targets on you, choose a drone within 20 feet. The drone is destroyed, absorbing all damage.
You have 3 legendary actions, which can be used at the end of another creature's turn or at the start of your own turn. Once per round, you can roll 1d6 - on a 6, you regain one action.
Ramp Up Production (Costs 1 Action): You create two drones, which can be placed anywhere 30 feet from you.
Collaboration (Costs 2 Actions): Choose an ally within 60 feet. Both you and the ally swap places and can take an immediate action.
Crunch Time (Costs 3 Actions): You begin to move faster than the eye can see. At the end of your turn, you can immediately take another turn.
Description
Drone Swarm: Drones act on the same initiative spot, always right before your turn. They have 15 HP, a fly speed of 40 and AC 16. They have a range of 20 feet and deal 1d4+2 force damage on an attack, which always hits. Drones can also be commanded to self-destruct: at the start of their next turn, they explode in a 15 foot cube, dealing 1d10+10 force damage to all creatures inside.