Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper
Drone


Main Details | Alternate Class Features | Archetypes | Class Builds | Magic Hacks

Magic Hacks

You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly.

Empowered Weapon (Su)

Source Starfinder Core Rulebook pg. 121
Level Required 2
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.