Class Name
| Level | Proficiency Bonus | Features | Weak Point Die |
|---|---|---|---|
| 1st | +2 | Division Skills, Sidearm, Armor Kit | — |
| 2nd | +2 | Grenade, Weak Point | 1d4 |
| 3rd | +2 | Specialization | 1d4 |
| 4th | +2 | Ability Score Improvement | 1d4 |
| 5th | +3 | Extra Attack | 1d6 |
| 6th | +3 | Stalwart Will | 1d6 |
| 7th | +3 | Specialization Feature | 1d6 |
| 8th | +3 | Ability Score Improvement | 1d6 |
| 9th | +4 | Talents | 1d8 |
| 10th | +4 | Rogue Skills | 1d8 |
| 11th | +4 | Last Line Training | 1d8 |
| 12th | +4 | Ability Score Improvement | 1d8 |
| 13th | +5 | Specialization Feature | 1d10 |
| 14th | +5 | Talents (2) | 1d10 |
| 15th | +5 | Vanguard | 1d10 |
| 16th | +5 | Ability Score Improvement | 1d10 |
| 17th | +6 | Specialization Feature | 1d12 |
| 18th | +6 | --- | 1d12 |
| 19th | +6 | Ability Score Improvement | 1d12 |
| 20th | +6 | Top Agent | 1d12 |
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: Alchemist's Supplies
- 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) 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 bag of holding enchanted in a way to only contain your Division issued skills and supplies.
You gain proficiency with Tinker's Tools and Smith's Tool, during a long rest you can use 30 gold worth of materials and spend 1 hour rebuilding and repairing your skills. You can have two different Division Skills, you can switch the skills out after a short or long rest.
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, an amount of hit points equal to 5 x your level, some skills require a saving throw or make a range attack. 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 shares you initiative count but take it's turn after you. It is destroyed if it is reduced to 0 hit points or after 1 hour. You can dismiss Constructs and the Shield early as a Bonus Action. You can use each Skill an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Skill Save DC
Skill attack modifier
Turret A small four legged block shaped construct with an attached barrel you can deploy on any horizontal surface within 15ft of you. It targets a hostile creature your are not attack if their are more than one. It has a range of 60ft and deals 1d8 piercing damage. As a Reaction you can order it to target a specific creature.
Pulse A small rectangular block adored with the Division symbol that sits on your shoulder. The effects last for 1 minute. You can touch the Pulse sending out a pulse of magical energy in a 30ft radius sphere. Non Friendly creatures in the area emit a faint orange light only you and friendly creatures can see even through walls no thicker than 1ft.
Drone A small flying construct in a shape of your choosing. It has has a flying speed equal to your movement speed. It targets a hostile creature you are not targeting. It has a range of 30ft and deals 1d8 piercing damage. As a Reaction you can direct it to attack a specific creature, it will follow the target until destroyed or the target die.
Shield A unfolding sheet of metal that was weaved with a faint string of magic. While deployed the shield grants half cover and has hit points equal to twice your Division Agent level + your Intelligence modifier. You move at half speed and can only use you sidearm. Once the hit points is depleted you have to wait until the end of you next turn to redeploy it.
Firefly A tiny winged construct that blinds foes with a brief intense flash of light hindering your targets within a 30ft range. As a Bonus Action you hurl the Firefly that flies toward every hostile creature within a 15ft radius sphere flashing them with a intense flash of light, those hit have to make a Constitution saving throw taking 1d8 radiant damage and becoming blinded until the end of their next turn on a failure. Only taking 1d8 radiant damage on a success.
Hive A bundle of small vials that upon shattering heals allies with 40ft of it. As a Bonus Action you can toss the Hive into an unoccupied space within 60ft of you, the shattering vials releasing a cloud of healing mist granting friendly creatures (including you) within 40ft of it an amount of hit points equal to 2d6 + your Intelligence Modifier at the start of their turns until the end of your next turn.
Sidearm
At the 1st level, you're issued a standard issue Division Sidearm the magic infused string less hand crossbow that fire bolts of weak magical energy coming in handy when things get tough and you have no other options. It has a range of (30/90)ft, deals 1d6 force damage, you use your Intelligence Modifier for the attack and damage rolls, the bolts becoming magical at 5th level.
Armor Kit
At the 1st 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. During a long rest you can spend 30 gold worth of materials and 1 hour brewing your Armor Kits. As a Bonus action you can coat yourself in the alchemical solution gaining a +1 to AC and an amount of temporary hit points equal to half your Division Agent level (round up) + your Intelligence Modifier. The coating last for 1 minute, you regain the temporary hit points at the start of your turn. You have an amount of Armor Kits equal to your Intelligence Modifier. You regain expended uses after a long rest.
Grenade
At the 2nd level, Even though you have deadly Division Skills at you disposal you still use the standard alchemical grenade given to all Agents. You can spend 10 gold worth of materials and 10 minutes to make your grenades. As a Bonus action you can thrown an explosive vial at a point you can see within 60ft of you. Upon landing it shatters those within a 15ft radius sphere have to make a Dexterity saving throw against your Skill save DC. Taking 1d10 force damage and are knocked prone on a fail, only taking 1d10 force damage on a success. You have an amount of Grenades equal to 2 x your Intelligence Modifier. You regain expended uses after a short rest.
Weak Point
At the 2nd level, due to your intense and grueling marksmanship training coupled with you studying of tactics you learn to spot weak points on you enemies dealing more damage to swiftly end the fight. As a Bonus Action you can make a Intelligence (Investigation) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you succeed, you can add your Weak Point Die to damage rolls against that target. The Weak Point Die is currently a d4, becoming a d6 at 5th level, a d8 at 9th, a d10 at 13th, a d12 at 17th.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Specialization
At the 3rd level, Due to the myriad of skills and backgrounds belonging to each Division Agent and force to battle bigger and stronger opponents, the Division out fits you with an experimental Specialization combat kit. Choose Sharpshooter, Demolitionist, Survivalist, Gunner, Technician, or Firewall. The Specialization you choose grants you features at the 3rd, 7th, 13th, and 17th 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.
Stalwart Will
At the 6th level, undergoing torturous training to make you an unyielding force in the face of whatever nightmarish sights and events may unfold during your mission. You have advantage on saving throws against being charmed or frighten. On a fail you can use a Reaction to suspend the effect if you are still within 30ft of the creature that charmed or frightened you. You can use this feature an amount of time equal to you Intelligence modifier. you regain expended uses after a long rest.
Talents
At the 9th level, although most of your skills were gain through training the constant exposure to the faint magical essence of your Division Skills cause you to draw on hidden abilities from deep within you. During a long rest you can choose to imbue you armor with one of the follow Talents gain a unique ability to aid you in combat. At the 14th level you can imbue you armor with two Talents.
In Sync Whenever a Skill within 30ft of you damage a hostile creature you gain advantage on your next attack roll.
Adamantine Wall While your shield is deployed friendly creatures standing in a 15ft cone behind you gain an amount of temporary hit points equal to your division Agent level + your Intelligence Modifier. The Friendly creatures regain the temporary hit points at the start of their turn as long as they remain inside the cone.
Bloodsucker Whenever you reduce a creature 0 hit points within 30ft of you, you gain an amount of temporary hit points equal to half your Division Agent level (round up) + your Intelligence Modifier.
Combined Arms Whenever you damage a hostile creature while within 30ft of a deployed skill, it adds your Intelligence Modifier to its next damage roll.
Efficient Whenever you use your Armor Kit feature roll a d6. On a 4-6 you do not expend an Armor Kit.
Unstopple Force Whenever you reduce a creature to 0 hit points, you can add an additional damage die to your next damage roll
Rogue Skills
At the 10th 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. As a Bonus you can deploy the following Skills.
Sticky Bomb A adhesive vial containing an alchemical solution fired from a specially made hand crossbow that sticks to the target within 30ft before exploding damaging several in small area. Make a range attack, on a hit the vial sticks to targeted creature the vial exploding at the end of your turn. Creatures in a 20ft radius sphere have to make a Dexterity saving through taking 3d6 fire damage on a fail, half as much on a success. The targeted creature making the saving throw with disadvantage.
Decoy A metal disk that can be thrown to unoccupied space you can see within 50ft that deploys an illusion of you. While the Decoy is out attack rolls made against you are made with disadvantage. Dexterity (Stealth) checks are made with advantage while the Decoy is deployed.
Trap A ball of vials filled with volatile alchemical concoctions that cover a wide area. You can toss the Trap in the air an amount of vials equal to half your Division Agent level (round up) landing in unoccupied spaces in a 30ft cone in front of you. Creatures that enter its space have to make a Dexterity saving throw taking 2d8 fire and 1d8 force damage on a fail, half as much on a success.
Last Line Training
at the 11th level, although your entire mission and job is being the last line of order and defense you still made yourself the last line of defense within you group preventing anything from stopping you. Once per long rest whenever you are reduced to 0 hit points you drop to 1 instead. You gain advantage on death saving throws. When a friendly creature within 30ft of you drop to 0 hit points you gain advantage on attack rolls until the end of your next turn.
Vanguard
At the 15th level, being the first line of defense you are always the first act when trouble comes. While not incapacitated you can not be surprised and you can add you Proficiency Bonus to you Initiative rolls.
Top Agent
At the 20th level, due to being the best of the best you are always the first to be called on to solve whatever problem that may arise. You become proficient in Strength and Dexterity saving throws, your speed increase by 10ft, you gain an extra use of the Grenade, Armor Kit, and Division Skills features.
Sharpshooter
Unlike most Division Agents that are more than fine with mid range combat, you chose the combat kit that deliver a single devastating shot from a long distance preventing danger from even reaching them.
Sniper Kit
At the 3rd level, you are given a newly developed a Drone variant, new Sidearm, and a Flashbang Grenade. During a short rest you can switch the standard issue Drone, Sidearm, and Grenade with the ones granted by the Sniper Kit.
93R A specialized hand crossbow enchanted with an altered version of Magic Missile. It has a range of 60ft and each dart deals 1d4 + your Intelligence Modifier.
Tactician A drone enchanted with the Hunter's Mark. After deploying the Drone as a Reaction you can have it cast Hunter's Mark. The drone adding you Intelligence Modifier to the saving to maintain concentration.
Flashbang A grenade that blinds those caught in the explosion radius. Creatures a 30ft radius sphere in a blinding light. Those in the radius have to make a Dexterity saving Throw being blinded until the end of your next turn and taking 1d10 radiant damage on a fail, only taking 1d10 radiant damage on a success.
Phantom Armor
At the 7th level, further developing the experimental Specialization combat kit the Division gave you an new armor kit the coating allowing you to move unnoticed. As a Bonus Action you can coat yourself in the light reflecting solution gaining a bonus to Dexterity (Stealth) checks equal to your Intelligence Modifier + your Proficiency Bonus. When you are hidden this way your speed increases by 10. You have an amount of Phantom Armor equal to your Intelligence Modifier. You regain expended uses after a long rest.
Eagle Eye
At the 13th level, to further aid you in the testing of the Specialization combat kit your ranged weapons are outfitted with a state of the line scope. the normal and long range of your ranged weapons increased by 20ft. Whenever you make a sight based Wisdom (Perception) check you can use Intelligence instead.
TAC .50
At the 17th level, finally on the final stage of the Specialization combat kit you are given the Sharpshooter's signature weapon allowing you pierce throw multiple enemies with one shot.
TAC .50 A heavily modified and magic infused heavy crossbow. As an Action you target a creature you can see within 120ft. Making a range attack dealing 12d12 magical piercing damage. The targeted creature have to make a Constitution saving throw or be stunned until the start of your next turn. You have an amount of ammunition equal to your Intelligence modifier. You regain expended uses after a long rest.
Demolitionist
A Specialization that was barely passed the proposal phase, those that take this combat kit have shown a love and admiration for explosions of all kinds.
Explosive Kit
At the 3rd level, you are given newly developed and somewhat volatile Turret variant, new Sidearm, and a Frag Grenade. During a short rest you can switch the standard issue Turret, Sidearm, and Grenade with the ones granted by the Explosive Kit.
Diceros A specialized hand crossbow infused with explosive magic. It has a (40/110)ft range and fires a bolt that deals 1d6 + your Intelligence Modifier in thunder damage.
Artillery A Turret enchanted with an altered Scorching Ray. It has a range of 90ft each ray dealing 1d6 thunder and 1d6 force damage.
Frag A grenade that that sends out sharp shards of shrapnel that cut into those caught in the blast making them bleed for a short time. Creatures in a 30ft radius sphere have to make a Dexterity saving throw taking 1d6 thunder and 1d6 slashing damage on a fail, taking half the damage on a success. Creatures that fail the saving throw take 1d10 piercing damage at the start of their turn.
Juggernaut Armor
At the 7th level, to better keep you alive to continue the field testing of the Specialization combat kit you are given a greater resistance to various types of explosions. As a Bonus Action you can coat yourself in an insulating non-newtonian fluid gaining resistance to thunder, force, and bludgeoning damage. Creatures that damage you taking half the damage dealt as thunder damage.
Booming Surge
At the 13th level, through your worrying love of explosions you always hurl an extra grenade just to hear the second booming explosion. Whenever you use your Grenade or Frag Grenade feature you can use a Reaction to hurl another at another point you can see within range. When you use this feature the second Grenade does not expended a use of your Grenade feature.
Multi-shot Launcher
At the 17th level, despite the clear warning that you were given the Demolisonist's signature weapon marking the final stage of the Specialization combat kit. The Launcher riddling the battlefield with roaring explosions.
Multi-shot Launcher A heavily modifier and magic infused crossbow that fires specialized grenades. As an Action you can target a point you can see within 100ft of you creatures inside a 60ft radius sphere to make a Dexterity saving throw against you Skill save DC. Taking 6d12 thunder and 6d12 force damage on a fail, half as much on a success. You have an amount of ammunition equal to your Intelligence modifier. You regain expended uses after a long rest.
Survivalist
Even though all Division Agents went through hellish training, you chose this combat kit because you survived worse conditions proving to everyone that you are hard to put down.
Survival Kit
At the 3rd level, you are granted a newly developed Seeker Firefly variant, new Sidearm, and Incendiary Grenade. During a short rest you can switch the standard issue Mine, Sidearm, and Grenade with the ones granted by the Survival Kit.
D50 A specialized hand crossbow enchanted with an altered version of Eldritch Blast. It has a range of 60ft and fires a single beam of energy dealing 2d12 + your Intelligence modifier in piercing damage.
Mending A Firefly enchanted with an altered version of Cure Wounds. It follows you and while it is within 10ft of you, granting you an amount of temporary hit points equal 1d8 + your Intelligence Modifier at the start of your turn. As a Reaction you can have it follow a friendly creature you can see within 60ft of you.
Incendiary A grenade that burns those caught in the explosion radius. Creatures in a 30ft radius sphere have to make a Dexterity saving throw taking 1d6 fire and 1d6 force damage on a fail. Only taking half damage on a success.
Revenant Armor
At the 7th level, already proving hard to kill the Specialization combat kit project adds a new armor kit making it nigh impossible to kill you. As a Bonus Action you can coat yourself in a fast working stimulant granting a +1 bonus to AC. Whenever you drop to 0 hit points you regain an amount of hit points equal to 1d12 + your Intelligence Modifier. You have an amount of Revenant Armor equal to your Intelligence modifier. You regain expended uses after a long rest.
Stubborn Determination
At the 13th level, despite the odds that stacked against you, you still force yourself to press on. You can add your Intelligence Modifier to saving throws you aren't proficient with.
Bleeding Bow
At the 17th level, surviving against all odds and expectations you managed to reach the final stage of Specialization combat kit. You're given the signature weapon causing those strike in the blast to bleed.
Bleeding Bow A heavily modified and magic infused crossbow. As an Action you make a range attack roll against a creature you can see within 100ft taking 6d12 piercing damage. Creatures within 30ft of the targeted creature have to make a Dexterity saving throw against you Skill save DC taking 3d12 fire and 3d12 slashing damage on a fail, half as much on a success. Creatures that fail the saving throw take 1d12 slashing damage at the start of their turn. You have an amount of ammunition equal to your Intelligence modifier. You regain expended uses after a long rest.
Gunner
Taking a much more direct and offensive stance you chose this combat kit to hit your foes with overwhelming force to end any fight quicker.
Gunner Kit
At the 3rd level, you are granted a newly developed Pulse variant, new Sidearm, and Foam Grenade. During a short rest you switch the standard issue Pulse, Sidearm, and Grenade with the ones granted by the Gunner Skit.
Compact A specialized hand crossbow enchanted with an altered version of Divine Favor. It has a range of 30ft and fires a bolt of magic that deals 1d6 radiant.
Banshee A Pulse enchanted with an altered Ray of Sickness. Creatures in a 40ft cone have to make Constitution saving throw taking 1d8 poison damage and poisoned until the end of their next turn on a fail, only taking 1d8 poison damage on a success.
Foam A grenade filled with a strong adhesive that foams up and immobilize those caught in the explosion. Creatures in a 30ft radius sphere have to make a Dexterity saving throw taking 1d8 cold damage and becoming restrained until the end of their next turn on a fail, taking only 1d8 cold damage on a success.
Deflector Armor
At the 7th level, due to the combat kit causing you to be a bigger threat you are given a new armor kit that can deflect attacks. As a Bonus Action you can coat yourself in a stronger and somewhat viscous version of the Armor Kit solution gain a +2 bonus to AC. During the Deflector Armor duration you can use a Reaction to deflect the damage dealt by range attack to another creature within 30ft of you or the damage dealt to you by melee attacks back to the creature that attack you. You have an amount of Deflector Armor equal to your Intelligence modifier. you regain expended uses after a long rest.
Suppressing Fire
At the 13th level, being a near constant barrage of arrows and bolts those you target hunker down or retreat to avoid being riddled with holes. As a Bonus Action you can make a creature you attack to make a Wisdom saving throw against your Skill save becoming frightened until the start of your next turn.
Gatling
At the 17th level, proving more that capable at handling all manners of ranged weapon you move on to the final stage of the Specialization combat kit eager to use the devastating signature weapon.
Gatling A heavily modified and magic infused small ballistae with an attached ammo pouch. As an Action you can force creatures inside a 30ft wide and 100ft long cone to make a Dexterity saving throw against your Skill save DC taking 6d12 piercing and 6d12 force damage on a fail, half as much on a success. You have an amount of ammunition equal to your Intelligence Modifier. You regain expended uses after a long rest.
Technician
Choosing to let your skills do much of the work most of the time you chose to take this combat kit empowering you skills to a gruesome degree.
Technician Kit
At the 3rd level, you are granted a newly developed Hive variant, new Sidearm, and EMP Grenade. During a short rest you can switch the standard issue Hive, Sidearm, and Grenade with the ones granted by the Technician Kit.
Maxim A specialized hand crossbow that has been empowered. It now deals an amount of force damage equal to 2d6 + your Intelligence modifier.
Artificer Hive A Hive filled with empowering magical energy that when shattered within 15ft of a Skill increases its capabilities. As a Bonus you can throw the Artificer at a point you can see within 60ft of you releasing a cloud of magical energy in a 20ft radius sphere Skills within 20ft of the Hive adds an extra damage die to damage rolls or have the range of their effects increase by 10ft.
EMP A grenade that shuts down enemies and their abilities for a short time in a small area. Creatures in a 30ft radius sphere have to make Dexterity saving throw taking 1d8 lightning damage and are stunned until the end of your next turn on a fail. Only taking 1d8 lightning damage on a success.
Blacksmith's Armor
At the 7th level, while letting your skills do all the work you are given an experimental long range Armor Kit delivering system that boost the defenses of your allies allowing them to do more of the work for you as well. As a Bonus Action you can use a special delivery system to grant a friendly creature within 30ft of you the benefits of your Armor Kit feature. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Field Artificer
At the 13th level, you learn to repair and build you skills much easier letting you use them more often. You can now spend half the amount of time, gold, and materials repairing and rebuilding your skills, crafting grenades, and brewing your armor kits. Once per short rest you gain a free use of the Division Skill, Armor Kit, and Grenade features.
Multi-target Launcher
At the 17th level, after reaching the final stage of the Specialization combat kit, you acquired the experimental and powerful signature weapon hitting several enemies at once.
Multi-target Launcher A heavily modified and magic infused six barreled cannon. As an Action you can make a range attack roll against six creatures you can see within 100ft. On a hit dealing 6d12 piercing, 3d12 force, and 6d12 thunder damage. You have an amount of ammunition equal to your Intelligence modifier. You regain expended uses after a long rest.
Firewall
Barely keeping your pyromaniac tendencies under control you jumped at the chance to test the combat kit that douses everything in fire.
Firewall Kit
At the 3rd level, you are granted a newly developed Shield variant, new Sidearm, and Cluster Grenade. During a short rest you can switch the standard issue Shield, Sidearm, and Grenade with the ones granted by the Firewall Kit.
Firestarter A specialized hand crossbow that fire two vials containing an alchemical solution that make natural and magical fires burn brighter and hotter. It has a range of (40/80)ft. On a hit it deals 1d8 bludgeoning damage and those hit are coated in the solution and becoming vulnerable to fire damage until the end of your next turn. You have an amount of vials equal to your Division Agent level. During a short rest you can spend 30 gold worth of material brewing more vial.
Striker Shield A variant of the shield that allows you to use Jetstream and range weapons with the two handed property. The Striker now provides a +1 bonus to AC and you move at normal speed.
Cluster A grenade that covers a wide area in explosives. Seven grenades lands in unoccupied spaces within a 30ft radius sphere. Each exploding in a 10ft radius sphere. Creatures that enter the space have to make a Dexterity saving taking 1d6 fire and 1d4 thunder damage on a fail, half as much on a success.
Extinguishing Armor
At the 7th level, due to your proximity to fire and your enemies you coat yourself in a thick foaming agent ignoring the heat of both battle and fire. As a Bonus Action you can spray yourself with in a dense layer of foam granting resistance to fire, piercing, slashing, and bludgeoning damage. You have an amount of Extinguishing Armor equal to your Intelligence modifier. You regain expended uses after a long rest.
Dramatic Flare
At the 13th level, your joy of all things fire and flame puts fear in those around. The fear even being caused by flames you don't even start. Whenever a friendly creature you can see within 60ft deals fire damage you can use a Reaction to force a hostile creature to make a Wisdom saving throw against your Skill save DC becoming frighten and taking 1d12 psychic damage on a fail. Only taking 1d12 psychic damage on a success.
K8-Jetstream
At the 17th level, your love of fire and flames perfectly match the signature weapon crafted for this Specialization combat kit, the given weapon hitting people with a wave a fire.
K8-Jetstream A hose attached to a metal frame spewing a tsunami of magical and alchemical fire. As an Action you force creatures in a 30ft wide and 100ft long cone to make a Dexterity saving throw against you Skill save DC. Taking 6d12 radiant and 6d12 fire damage on a fail, half as much on a success. You have an amount of ammunition equal to your Intelligence modifier. You regain expended uses after a long rest.