Division Agent
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Skills, Sidearm, Spellcasting | 2 | 2 | ||||
| 2nd | +2 | Grenade, Armor Kit | 2 | 2 | ||||
| 3rd | +2 | Agent Role | 2 | 3 | ||||
| 4th | +2 | Ability Score Improvement | 2 | 3 | ||||
| 5th | +3 | Extra Attack | 3 | 4 | 2 | |||
| 6th | +3 | Agent Role Feature | 3 | 4 | 2 | |||
| 7th | +3 | Iron Will | 3 | 4 | 3 | |||
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | |||
| 9th | +4 | Enhanced Endurance | 4 | 4 | 3 | 2 | ||
| 10th | +4 | Well traveled | 4 | 4 | 3 | 2 | ||
| 11th | +4 | Rogue Agent Skills | 4 | 4 | 3 | 3 | ||
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | ||
| 13th | +5 | Strategic Positioning | 5 | 4 | 3 | 3 | 1 | |
| 14th | +5 | Agent Role Feature | 5 | 4 | 3 | 3 | 1 | |
| 15th | +5 | Fast Travel | 5 | 4 | 3 | 3 | 2 | |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | |
| 17th | +6 | --- | 6 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | --- | 6 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Specialization | 6 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Division Agent, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Division Agent level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per Division Agent level after 1st
Proficiencies
- Armor: Light armor, Medium armor
- Weapons: Simple ranged, Martial ranged
- Tools: none
- Saving Throws: Intelligence, Constitution
- Skills: Choose three from Investigation, Athletics, Intimidation, History, and Acrobatics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather or (b) Breastplate
- (a) Light Crossbow and 20 bolt or (b) Heavy crossbow and 20 bolts
- (a) an explorer's pack or (b) a burglar's pack
- Division Watch
Division Skills
At the 1st level, as an agent who only gets activated when all else fail you are given gadgets to help you on your mission to return order to a world gone mad. You are given a bog of holding enchanted in a way to only contain your Division issued skills and supplies. As a Bonus action you can deploy one of two skills you currently have equipped. Both Skills can be active at the same time. Constructs have an AC of 15 and a number of hit points equal to 5 + your Intelligence modifier + your Constitution modifier. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). It is destroyed if it is reduced to 0 hit points or after 1 hour. You can dismiss Constructs and the Shield early as an Action. You can switch skills and their variant during short rest.
Pulse
A small rectangular block adored with the Division symbol that sits on your shoulder. The effects last until the end of your next turn. The Pulse have an amount of charges equal to your Intelligence modifier per long rest.
Scanner a variant of the pulse that sends out a pulse of magical energy granting you the ability to harmlessly mark hostile creature within 25ft of you. As a Bonus action you can touch the Scanner sending out a pulse of magical energy in a 25ft radius sphere. Hostile creatures in the area have to pass your spell save DC or emit a faint orange light only you can see even through walls no thicker than 6 inches.
Jammer a variant of the Pulse a glass rectangular block adorned with the Division symbol that sits on your shoulder that sends out a pulse of magical energy that negates magic for a short time. As a Bonus action you can activate it sending a wave of magic negating magical energy in a 15ft radius sphere. Creatures in the area have to pass your spell save DC or have all spells and magical abilities dispelled.
Remote a variant of the Pulse a glass orb that can be placed or thrown within 10ft of you and harmlessly mark hostile creatures. As a Bonus action you can place or throw the Remote that sends out a wave of magical energy in a 25ft radius sphere. Hostile creatures in the area have to pass your spell save DC or emit a faint orange light only you can see even through walls no thicker than 6 inches.
Turret
A small four legged block shaped construct with an attached barrel you can deploy on any horizontal surface within 5 feet of you.
Assault a variant of turret that attacks hostile creature. The Assault deals 1d8 force damage to a creature or object within 120ft of it. It will attack a creature you are not attacking, as a Bonus action you can make it target a specific creature.
Flamethrower a variant of the Turret that fires a stream of fire in a 15ft cone in front of it. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried
Sniper a variant of the Turret that deal 2d8 piercing damage to a creature or object within 120ft that you choose. As a Bonus action you have to direct the Turret to attack a specific creature.
Drone
A small flying construct in a shape of your choosing. It has has a flying speed equal to your movement speed.
Assault a variant of the Drone that attacks hostile creatures within 120ft. As a Bonus action you can deploy the Assault that deals 1d8 piercing damage to a random hostile creature within 120ft. As a Bonus action you can direct it to attack a specific creature, it will follow the target until destroyed or the target dies.
Defender a variant of the Drone that grants you temporary hit points. As a Bonus action you can deploy the Defender granting you 1d8 in temporary hit points.
Fixer a variant of the Drone that showers you or an ally within 30ft in a healing mist. As a Bonus action you can deploy the Fixer. Those hit by the mist regain an amount of hit points equal 1d8. As a Bonus action you can direct it to an injured ally or skill. It has no effect on undead.
Bombardier a variant of the the Drone that drops an explosive vial at a fixed point. As a Bonus action you can choose two points you can see the drone drops an alchemical vial in the space between the points dealing 1d8 fire damage in a 10ft radius sphere.
Shield
A compact sheet of metal that sits on your back and you can unfold granting half cover. Has an Ac of 10 and an amount of hit points equal to your Intelligence modifier + your Constitution modifier. It last for 1 minute or until destroyed. The Shield recast the shield spell at the start of your turn for 1 minute or until it is destroyed.
Bulwark a variant of the Shield that cast the Shield spell. As a Bonus action whenever you deploy the Bulwark it cast the shield spell. While the Bulwark is deployed you move at half speed and can only use your sidearm.
Crusader a smaller variant of the Shield that allows you to use range weapons. As a Bonus action when you deploy the Crusader it cast the shield spell. The Crusader no longer provides half cover, you move at normal speed, and can use ranged weapons with the two handed property.
Deflector a variant of the Shield that deflects range attacks and grants half cover. As a Bonus action when you deploy the Deflector it cast the shield spell. While the Deflector is deployed as a reaction you can deflect a range weapon attack in a 15ft cone in front of you and range spell attacks are deflected in a 10ft cone in front of you. When you do the damage you take is reduced by 1d10 + your Intelligence modifier.
Firefly
A tiny winged construct that drops alchemical pay loads hindering your targets within a 60ft range. You have an amount of vial equal to your Intelligence modifier per long rest.
Blinder a variant of the Firefly that blinds your enemies that causes them to be unable to function at full combat effectiveness. As a Bonus action you can throw the Blinder that flies toward every hostile creature within a 60ft radius sphere hitting them with a vial filled with a blinding liquid, those hit have to pass your spell save DC or be blinded until the end of their next turn.
Burster a variant of the Firefly that drops volatile alchemical solution on targets that explode if two are in close proximity to each other. As a Bonus action you can throw the Burster that will shower two creatures within 10ft of each other in an alchemical solution that explodes dealing 1d8 force damage.
Demolisher a variant of the Firefly that damages or destroys enemy weak points. As a Bonus action when you throw the Demolisher it will drop an alchemical solution onto a creature that has to pass your spell save DC or have their AC lowered by an amount equal to your Intelligence modifier until the end of their next turn.
Hive
A small glass jar attached to a rope that hang on your waist and can be dropped or thrown within 60ft. You have an amount of jars equal to your Intelligence modifier. The effects last until the end of your next turn.
Restorer a variant of the Hive that release a swarm of healing flies upon being shattered. As a Bonus action the Restorer can be dropped or thrown within 60ft covering a 15ft radius sphere in a swarm of healing flies those inside gain an amount of hit points equal to your Intelligence modifier + your Constitution modifier.
Stinger a variant of the Hive that release a swarm of hornets upon being shattered. As a Bonus action the Stinger can be thrown within 60ft covering a 15ft radius sphere in a swarm of ferocious hornets that deal 1d4 piercing damage to those that remain in the area.
Reviver a variant of the Hive that releases a magical spider upon being shattered when you or an ally's death. As a Reaction whenever you are reduced to 0 hit points the jar shatters releasing a magical spider that bites you casting Spare the Dying. As a Bonus action when an ally is reduced to 0 hit points you can thrown the Reviver within 10ft of them the magical spider biting them casting Spare the Dying.
Booster a variant of the Hive that releases a gas that improves your combat efficiency upon being shattered. As a Bonus action the Booster can be dropped or thrown within 60ft releasing an alchemical gas in a 15ft radius sphere that allows those within to add your Intelligence modifier to all attack rolls.
Seeker Mine
A magical Crawling Claw that hangs on your waist seeks out hostile creatures when dropped or thrown within 60ft. You have an amount of Crawling Claws equal to your Intelligence modifier.
Explosive a variant of the Seeker Mine that explodes when within 10ft of a hostile creature. As a Bonus action the Explosive can be dropped or thrown seeking out a random hostile creature exploding in a 15ft radius those inside have to pass your spell save DC or take 2d6 force damage.
Cluster a variant of the Seeker Mine that deploys three tiny Crawling Claw that seeks out random hostile creatures and explodes once within 10ft. As a Bonus action the Cluster can be dropped or thrown seeking out random hostile creatures exploding in a 15ft radius sphere those inside have to pass your spell save DC or take 1d6 force damage.
Airburst a variant of the Seek Mine that leaps into the air enveloping those close to in a fiery explosion. As a Bonus action the Airburst can be dropped or thrown seeking out a random hostile creature leaping into the air and exploding when within 10ft covering a 15ft radius sphere in a fiery explosion those within have to pass your spell save DC or take 1d6 fire damage.
Chem Launcher
A specially made hand crossbow that sits on your lower back that shoots out vials of alchemical solutions. You have an amount of vials equal to your Intelligence modifier. The area effects last until the end of your next turn.
Reinforcer a variant of the Chem Launcher that when fired shoots an alchemical payload that covers the target area in a healing mist. As a Bonus action you can shoot the Chem launcher at your or a friendly creature's feet covering a 15ft radius sphere in a mist that heals 1d8 + your Intelligence modifier.
Riot Foam a variant of the Chem Launcher that when fired shoots an alchemical payload that glues an enemy in place. As a Bonus action you can shoot the feet of a creature or the bottom of an object covering a 10ft radius sphere in an alchemical liquid making the area difficult terrain. The target's feet is covered in the liquid must pass your spell save DC or be restrained. A creature can use an action to make a Strength check against your spell save DC.
Oxidier a variant of the Chem Launcher that when fired shoots an alchemical payload that weakens a creature's defenses. As a Bonus action you can shoot a creature with an alchemical liquid, they have to pass your spell save DC or have their AC lowered by 1d6 + your Intelligence modifier. They can use an Action to make a Constitution check against your spell save DC.
Firestarter a variant of the Chem Launcher that when fired shoots an alchemical payload that covers an area in fire. As a Bonus action you fire the Chem Launcher hitting a 20ft cube in fire those in the area have to pass your spell save DC or suffer 1d8 fire damage.
Sidearm
At the 1st level. As a Division Agent you get the standard issue ever ready sidearm. You are given a stringless hand crossbow infused with magic that fired bolts of pure magical energy to be ready to use at a moment's notice. You Sidearm deals 1d6 force damage, the bolts become magical at 5th level.
Spellcasting
Due to your strict and intense Division training you have a small understanding of magic and are more focus on combat oriented magic. As a result, you have gained a limited ability to cast spells. The magic you employ may not be useful outside of the battlefield but for the moment it's the right tool for the job.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the Division Agent spell list. At higher levels, you learn additional Division Agent cantrips of your choice, as shown in the Cantrips Known column of the Division Agent table.
When you gain a level in this class, you can replace one of the Division Agent cantrips you know with another cantrip from the Division Agent spell list.
Preparing and Casting Spells
The Division Agent table shows how many spell slots you have to cast your Division Agent spells. To cast one of your Division Agent spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Division Agent spells that are available for you to cast, choosing from the Division Agent spell list. When you do so, choose a number of Division Agent spells equal to your Intelligence modifier + half your Division Agent level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Division Agent, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Division Agent spells requires time spent in tinkering with your spellcasting focus: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Division Agent spells; your study of magic during intense combat training allows you to wield these spells with ease in intense combat situations. You use your Intelligence whenever a Division Agent spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Division Agent spell you cast, when making an attack roll with one, and with certain Skills.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You use your standard issue Division wristwatch as your spellcasting focus for your Division Agent spells.
Grenade
At the 2nd level. Even though you have deadly magic at you disposal you can still use the standard issue magic grenade given to all Agents. As a Bonus action you can thrown a magic infused glass orb within 60ft of you. Upon landing it shatters those within a 10ft radius sphere have to pass your spell save DC or take 1d10 force damage.
Armor Kit
At the 2nd level. Much like most of your equipment the Division developed armor kits are standard issue. The highly classified alchemical solution can patch up any hole or crack in an agent's armor be it made by blade, arrow, spell, or blunt object. As a Bonus action you can smash the vial smearing the solution across your body granting you an amount of temporary hit points equal to your Intelligence modifier + your Constitution. You have an amount of Armor Kits equal to your Intelligence modifier per long rest.
Agent Role
At the 3rd level, due to the varying background and skills of Division agents you can choose to focus on which aspect of the battle you wish to claim as yours. Choose Combat Expert, Vanguard, or Combat Support all detailed at the end of the class description. The role you choose grants you features at the 3rd, 6th, and 14th level.
Ability Score Improvement
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Will
At the 7th level, due to your grueling physical and mental training to become a Division Agent and the harsh combat training under harsher conditions you are always alert even when you looked relaxed and you are the first to action at the first signs of trouble. You can not be surprised and have advantage on Initiative rolls
Enhanced Endurance
At the 9th level, thanks to your training your endurance and stamina has been honed pass that of the normal limits allowing you to continue the chase, change positions faster, or make a hasty retreat. Whenever you make the Dash, Disengage, or Dodge Action your movement speed is doubled until the end of your next turn.
Well Traveled
At the 10th level, with the myriad of environments your training took place in you can move easily through any and all environments. You are no longer effected by difficult terrain.
Rogue Agent Skills
At the 11th level, as the case with every order of warriors there will be defectors each leaving for their own reasons. After defeating those that went rogue you took their skills using them for a better cause. You gain three new Skills to deploy in combat. You gain proficiency with woodcarver's tools, you can carve a glyph into an amount of wooden disks you carved equal to your Intelligence modifier for every Rogue Agent Skill.
Sticky Bomb
A hand crossbow specially made to launch a tiny wooden disk carved with a glyph that sticks to a hostile creature of your choice within 60ft that explodes shortly after.
Burning a variant of the Sticky bomb that launches a wooden disk adorned with a fire glyph that explodes hurting the initial target and continuously burning those that stay in the area. As a Bonus action you can fired the Burning bomb at a creature within 60ft that has to pass your spell save DC or have the disk stick to them. At the start of your next turn it explodes dealing 2d8 force damage to the initial target and 2d8 fire damage to those in a 15ft radius sphere. The area of effect last until the start of your next turn.
Explosive a variant of the Sticky bomb that launches a wooden disk adorned with a force glyph that explodes hurting those in the area. As a Bonus action you can fire the Explosive bomb at a creature within 60ft that has to pass your spell save DC or have the disk stick to them. At the start of your next turn it explodes dealing 2d8 force damage to both the initial target and those in a 15ft radius sphere.
EMP a variant of the Sticky bomb that launches a wooden disk adorned with a lightning glyph that explodes hurting those in the area. As a Bonus action you can fire the EMP at a creature within 60ft that has to pass your spell save DC or have the disk stick to them. At the start of your next turn it explodes dealing 2d8 lightning damage to both the initial target and those in a 15ft radius sphere.
Decoy
You can throw a small wooden adorned with an illusion glyph within 60ft that occupy a 5ft space. As a Bonus action you can throw the Decoy that cast Minor Illusion, if used while hidden you have advantage on your next attack.
Shock Trap
Wooden disk adorned with a glyph loosely tied together by rope. Can be thrown within 60ft of you. Upon being thrown the disk scatter in a 10ft radius each one occupying a 5ft space.
Shock a variant of the Shock Trap that scatters wooden disk adorned with a lightning glyph that paralyze those that step on them. As a Bonus action you can thrown the Shock trap those that step on them have to pass your spell save DC or be paralyzed until the start of your next turn.
Repair a variant of the Shock Trap that scatters wooden disk adorned with a healing glyph that heals allies that step on them. As a Bonus action you can throw the Repair trap those that step on them regain 2d12 hit points.
Strategic Positioning
At the 13th level, taking into account all of your combat experience to this point you can now see the best spot to be be in to end the battle quickly. As an Action you can freely cast Misty Step an a mount of times equal to your Intelligence modifier per long rest.
Fast Travel
At the 15th level, due to running out of healing supplies or just needing a safe place to rest you learn to cast a non combative spell to be casted outside of battle. When not in combat you can freely cast Teleportation Circle an amount of times equal to your Intelligence modifier per long rest.
Specialization
At the 20th level, force to battle bigger and stronger opponents the Division out fits you with an experimental Magical weapon, new Sidearm, Skill variant, and Grenade. Once per turn you can use an Action to make a single attack with your Signature weapon. You have an amount of Grenades equal to your Intelligence modifier per long rest. You can switch Specializations during a long rest.
Sharpshooter
You gain a heavily modified heavy crossbow with a scope, a Tactician Drone, new Sidearm, and a Flashbang Grenade.
Heavy Calibre a heavily modifier magical infused heavy crossbow with an attached scope that allows you to aim down sights increasing the range from (250/550) to (350/650). Once per turn you can switch to Heavy Calibre using an Action to make one attack that deals 12d12 magical piercing damage. As a Bonus action you can use the scope to increase its range. You have an amount of ammunition equal to your Intelligence modifier per long rest.
93R a specialized hand crossbow that replaces your standard issue Sidearm when you take this Specialization. The 93R casted an empowered version of Magic missile when used dealing 1d8 + your Intelligence modifier in force damage.
Tactician Drone a variant of the Drone that cast the Hunter's Mark spell when deployed. As a Bonus action you can deploy the Tactician casting the Hunter's mark spell on a random hostile creature within 60ft of you. The spell last for 1 minute, if the target drops to 0 hit points before the spell ends the Tactician will randomly choose another hostile creature.
Flashbang a grenade that blinds those caught in the explosion radius. As a Bonus action you can throw a glass orb that upon landing shatters filling a 15ft radius sphere in a blinding light. Those in the radius have to pass your spell save DC or be blinded until the end of your next turn.
Survivalist
You gain a light crossbow modified to fire a magic infused alchemical payload, a Flicker Seeker Mine, new Sidearm, and a Incendiary Grenade.
Bleeding Bow a specialized light crossbow that fires an alchemical payload infused with magic that explodes after a short delay. Once per turn you can switch to Bleeding Bow using an Action to make one attack that explodes at the end of your turn in a 15ft radius sphere. Creatures in the area have to pass your spell save DC or take 6d12 magical fire and 6d12 magical force damage to those within 15ft radius sphere. At the start of each of their turns that have to make a Constitution check or take 1d8 slashing damage for 1 minute. You have an amount of ammunition equal to your Intelligence modifier per long rest.
D50 a specialized hand crossbow that replaces your standard issue Sidearm when you take this Specialization. The D50 casted an empowered version of Eldritch Blast when used dealing 2d12 + your Inlettigence modifier in force damage.
Flicker Seeker Mine a variant of the Seeker Mine that follows your or a chosen ally and heals them. As a Bonus action you can deploy the Flicker that follows you occupying the space behind you casting Cure wounds. As a Bonus action you can direct it to heal a friendly creature within 60ft of you. Flicker cast the spell at at the start of your turn if you are injured for 1 minute.
Incendiary a grenade that engulfs those caught in the explosion in fire. As a Bonus action you can throw a glass orb that upon landing shatters filling a 15ft radius sphere in a fiery explosion. Those in the radius have to pass your Spell save DC or take 3d6 fire damage until the end of your next turn.
Demolitionist
You gain a modified light crossbow able to launch grenades, a Artillery Turret, new Sidearm, and a Frag Grenade.
Grenade Launcher a light crossbow specialized to fire a grenade purely designed for this dangerous weapon. Once per turn you can switch to Grenade Launcher using an Action to make one attack that launches a grenade that upon shattering releases an explosion in a 15ft radius sphere. Creatures in the area have to pass your spell save DC or take 12d12 force damage. You have an amount of ammunition equal to your Intelligence modifier per long rest.
Diceros a specialized hand crossbow that replaces your standard issue Sidearm when you take this Specialization. The Diceros fires a magical bolt of energy when used deals 2d10 + your Intelligence modifier in magical bludgeoning damage.
Artillery Turrent a variant of the turret that launches a ball of ball at a point of your choosing burning those in a 15ft radius sphere. As a Bonus action you can pick a space within range to launch the ball of fire. Creature caught in the area have to pass your Spell save DC or take 3d8 fire damage.
Frag a grenade that sends out sharp shards of shrapnel that cut into those caught in the blast making them bleed for a short time. As a Bonus action you can throw a glass orb that upon landing shatters filling a 15ft radius sphere in an explosion. Those in the radius have to pass your spell save DC or take 3d6 slashing damage until the end of your next turn.
Gunner
You gain an experimental revolving heavy crossbow, a Banshee Pulse, new Sidearm, and a Riot Foam Grenade.
Bolt Twister an experimental magic infused heavy crossbow with a pouch of bolts that hits a wide range of creatures instead of a single target. Once per turn you can switch to Bolt Twister using an Action to make one attack that deals 12d12 magical piercing damage in a 50ft cone. You have an amount of ammunition equal to your Intelligence modifier per long rest.
Compact a specialized hand crossbow that replaces your standard issue Sidearm when you take this Specialization. The Compact casted an empowered version of Chaos bolt adding your Intelligence modifier to the attack roll.
Banshee Pulse a variant of the Pulse a wooden rectangular block adorned with the Division symbol that sits on your shoulder and can cast the spell Color Spray. As a Bonus action you can activate it casting the Color Spray spell.
Riot Foam a grenade that engulfs those caught in the area in an alchemical solution that glues them in place. As a Bonus action you can throw an orb shaped flask that upon landing shatters filling a 15ft radius sphere in an alchemical solution. Those in the radius have to pass your spell save DC or be stuck in place until the end of your next turn.
Technician
You gain a prototype multi-barreled cannon, an Artificer Hive, new Sidearm, and an EMP Grenade.
BFC a prototype multi-barrel cannon that fires large bolts of magical energy at up to six creatures within sight. Once per turn you can switch to BFC using an Action to make one attack that deals 12d12 force damage to up to six creatures that you can see within a 50ft range. You have an amount of charges equal to your Intelligence modifier per long rest.
Maxim a specialized hand crossbow that replaces your standard issue Sidearm with when you take this Specialization. The Maxim is an up graded version of the standard issue Sidearm now dealing 2d6 + your Intelligence modifier in force damage.
Artificer Hive a variant of the Hive an orb shape flask filled with empowering magical energy that when shattered within 10ft of a Skill increases its capabilities. As a Bonus you can throw the Artificer within 60ft of you releasing a cloud of magical energy in a 20ft radius sphere Skills within the area adds an extra damage die to all attacks or have the range of their effects increase by 10ft.
EMP a grenade that hit those caught in the area with a wave of electric energy. As a Bonus action you can throw a glass orb that upon landing shatters releasing filling a 15ft radius sphere with a wave of lightning. Those in the area have to pass your spell save DC or take 3d6 lightning damage.
Firewall
You gain an prototype magically infused heavy crossbow that releases a constant stream of fire, a Striker shield, new sidearm, and a Cluster Grenade.
Jetstream a prototype heavy crossbow infused with magic that fires a stream of fire instead of bolts. Once per turn you switch to Jetstream using an Action to make one attack that deal 12d12 fire damage in a 50ft cone. You have an amount of charges equal to your Intelligence modifier per long rest.
Firestarter a specialized hand crossbow that replaces your standard issue Sidearm when you take this Specialization. The Firestarter fires two vials filled with an alchemical solution that makes fire natural and magical burn brighter. It deals 1d8 bludgeoning damage and those hit have to pass your spell save DC or have the vials shatter coating them in the solution that adds 1d12 to the next time they take fire damage.
Striker Shield a variant of the shield that cast the allows you to use Jetstream. As a Bonus action when you deploy the Striker it cast the shield spell. The Striker no longer provides half cover, you move at normal speed, can use the Jetstream, and ranged weapons with the two handed property.
Cluster a small bundle of tiny grenades that scatters when thrown covering a large area with explosives that shatter upon landing. As a Bonus action you can throw a small bundle of six tiny glass orbs each one occupying a 5ft space within a 15ft radius sphere. upon landing they shatter dealing 1d8 force damage in a 5ft radius sphere.
Combat Expert
When you decide to take this role you choose to take down hostile targets as fast as possible using your understand of the enemy, your weapons, and the employment of the best strategies to get it done. This subclass grants features at the 3rd, 6th, and 14th level.
Weapon Mastery
At the 3rd level, due to your training and your intense study of ranged weapon in your free time you can use any ranged weapon that touch your fingers with expert ease. You can use your Intelligence modifier for attack rolls made with range weapons. Attack rolls made with range weapon now have a chance to score a critical hit on 19 and 20.
Weak Point Exploit
At the 6th level, keeping track of the strategies your enemies and those that fight with them you can spend a few second studying any hostile in your sight able to find any weak point they have with ease. You can attack a creature's weak points by roll a d6 whenever you make an attack roll. As a Bonus action you can study any hostile creature you can see within 60ft of you. For 1 minute you can add the roll of your Weak Point die to any attack roll you make. You can only add the Weak Point die before you know whether the attack hits or not. If you roll a natural 20 your Weak Point die increase to a d8 until the end of your next turn. If you roll a Natural 1 you Weak Point die decrease to a d4 until the end of your next turn. You have an amount of Weak Point die equal to your Intelligence modifier per long rest.
Field Director
At the 14th level, taking the role of defacto leader during combat you employ maneuvers preventing any hostile target from gaining the upper hand. As a Bonus action you can use one of five Maneuvers an amount of times equal to your Intelligence modifier per long rest.
Sharpshooter as a Reaction when a hostile creature comes within 15ft of you from a direction you aren't facing you immediately attack with a shot from your Sidearm. You gain a free use of a Weak Point die with this maneuver until the end of your next turn.
Critical Shot when you use a Weak Point die you aim for a critical spot allowing you to score a critical hit on 18, 19, and 20 until the end of your next turn.
Concentrate Fire you point out a single creature allowing all friendly creatures you can see to add your Intelligence modifier to all damage rolls made against them until the start of your next turn.
Combat Adviser to a friendly creature you can see you can give them a Weak Point die that they can add to an attack roll when they make a range attack until the end of your next turn.
Cover Fire when a friendly creature is reduce to 0 hit points you have advantage on any creature that moves within 10ft of them until the end of your next turn.
Vanguard
To accomplish your mission of restoring order to the world you decide your role is in the front lines protecting innocents and preventing hostile from hurting your allies. You training yourself to take a beating to maintain a front line of defense. This subclass grants features at the 3rd, 6th, and 14th level.
Guardian's Armory
At the 3rd level, increasing your strength and intently studying melee weapons and the best type of armor to use with them, you widen your arsenal of weaponry making you a true threat to those that attack you. You gain proficiency in Simple and Martial melee weapon with the one-handed and versatile property and heavy armor. You can use your Intelligence modifier for attack rolls with weapons you are proficient in.
Stalwart Shield
At the 6th level, quick to come to the aid to those that are in dire straits to stand guard over them until they are fit to fight again. As a Reaction when an ally within 30ft of you drop to 0 hit points you rush to their side having advantage on creatures that come within 10ft of you. If a Shield is deployed it grants those behind you in a 20ft cone an increase to their AC equal to your Intelligence modifier. You can use this feature an amount of times equal to your Intelligence modifier per long rest.
Stubborn Bull
At the 14th level, you refuse to fall until you accomplish your mission and those your care about are safe and sound. Through pure stubbornness and an iron clad will you spit in the face of death forcing yourself to keep fighting. When your hit points are reduced to 10 or lower (a minimum of 1) you gain an amount of temporary hit points equal to your AC. If a Shield is deployed you gain an amount of hit points equal to your Intelligence modifier + your Constitution modifier. You can use this feature an amount of times equal to your Intelligence modifier.
Combat Support
Choosing to stay in and lend support where it is needed you allow your Skills to do most of the work for you allowing you to turn the tide of battle in the most subtle way possible. This subclass grants features at the 3rd, 6th, and 14th level.
Tech Wiz
At the 3rd level, reverse engineering your Skills and weapons in your free time allowed you fully understand the complexities of how they function and the best ways to make them better. You can use your Intelligence modifier for attack roles made with ranged weapons. All Skills get a boost in effectiveness.
Pulse The Scanner and Remote now cast the Faerie Fire spell, the Jammer now can go through walls no thicker than 6 inches.
Turret You can now add your Intelligence modifier to the damage rolls.
Drone The Drones have an increase flying speed by 15ft.
Shield You can add your hit die to the Shield's total hit point.
Firefly The range is increased by 10ft.
Hive Thrown range increase by 10ft. Reviver Hive now also cast Cure Wounds.
Seeker Mine You can add your Intelligence modifier to all damage rolls.
Chem Launcher Increase area of effect by 5ft.
In Sync
At the 6th level, if a skill doesn't kill them you will. Your Skill leave hostile creatures open to attack or distract them from the real threat. While a Skill is aiding a friendly creature you bolster your own defenses until they can resume their role in the fight. Once per turn as a reaction whenever a Skill damage a creature within 60ft you, you attack it adding 1d6 to the damage roll. If a skill is healing a friendly creature within 60ft of you, you gain a +2 to your AC until the end of your next turn.
Overcharge
At the 14th level, thanks to you heavily studying the Skills gave to you and the time you spent using them you learn to infuse them with some of your own magical energy for a short time making them more powerful for a short time. As a Bonus action you focus on your deployed skills giving them a quick surge of your magical energy increasing the damage die to a d12, the Reviver Hive now cast Cure wounds at the 2nd level. The amount of hit point granted by healing skills increase to a d12, the Repair grants an amount of hit points equal to 2d12 + your Intelligence modifier. Shield's total hit points increase to 1d12 + your Intelligence modifier + your Constitution modifier. Your Decoy now impose disadvantage on all attack made against a friendly creature within 10ft of it. The effects last for 1 minute as long as you maintain concentration.
Cantrips (0 Level)
- Vicious Mockery
- Thunderclap
- Sword Burst
- Shocking Grasp
- Ray of Frost
- Mind Sliver
- Message
- Infestation
- Blade Ward
- Acid Splash
1st Level
- Thunderwave
- Sapping Sting
- Ray of Sickness
- Magnify Gravity
- Magic Missile
- Inflict Wounds
- Ice Knife
2nd Level
- Shatter
- Misty Step
- Blur
- Dust Devil
- Fortune's Favor
3rd Level
- Fireball
- Flame Arrow
- Crusader's Mantle
- Call Lightning
- Enemies Abound
- Fear
4th Level
- Blight
- Confusion
- Death Ward
- Evard's Black Tentacles
- Gravity Sinkhole
- Vitriolic Sphere
5th Level
- Cone of Cold
- Conjure Volley
- Danse Macabre
- Swift Quiver
- Negative Energy Wave