Gunsmith - WIP

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Tool Proficiency

3rd-level Gunsmith feature   You gain Proficiency with Smith’s Tools. If you already have this Proficiency, you gain Proficiency with one other type of Artisan’s Tools of your choice.  

Gunsmith Spells

3rd-level Gunsmith feature   You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as Artificer spells for you, but they don’t count against the number of Artificer spells you prepare.  
Gunsmith Spells
Artificer Level
Spells
3rd Fog Cloud, Thunderwave
5th Gold Dust, Shatter
9th Lightning Arrow, Thunder Step
13th Death Ward, Freedom of Movement
17th Banishing Smite, Far Step
 

Signature Firearm

3rd-level Gunsmith feature   Your metallurgical pursuits have led to you making a unique firearm; one that is superior than standard firearms, and one that you can channel your magic through. This firearm is known as your Signature Firearm.   You have Proficiency with your Signature Firearm. It is a ranged weapon that deals 2d6 Piercing Damage, weighs 10 lbs, and has the following properties: Ammunition (Range 80/300), Loading, and Two-Handed. Your Signature Firearm uses Cartridge Bullets (Firearm Ammunition) and when fired, emits a deafening crack audible 300 feet away.   You have a bonus on Ability Checks and Saving Throws to resist being disarmed of your Signature Firearm against your will, equal to half your Artificer level (rounded up). You can use your firearm as a Spellcasting Focus for your Artificer spells.   If someone other than you attempts to use your Signature Firearm, a unique locking mechanism is in place, causing it to immediately jam up if the creature makes an Attack Roll with it and rolls a number less than or equal to your Intelligence modifier + half your Artificer level. A jammed up weapon can’t be used again until you take a Short Rest or spend a Spell Slot of 1st level or higher to fix it.   At the end of a Long Rest, you can create a new Signature Firearm if you have your Smith’s Tools with you. If you already have a Signature Firearm from this feature, the first one immediately falls apart and is destroyed. It also falls apart if you die.  

Firearm Model

3rd-level Gunsmith feature   Your Signature Firearm’s default model is considered to be: Rifle. Whenever you create your Signature Firearm, you can choose to modify it, choosing one of the following alternative models for it: Akimbo or Sniper. If you do, the alternative model has some adjusted properties.   Akimbo. You have a secondary firearm, which both collectively are still referred to as your Signature Firearm. They both deal 1d6 Piercing Damage, weigh 5 lbs, and have the following properties: Ammunition (Range 25/100), Light, and Loading. They do not share Artificer Infusions, and are considered separate weapons for all intents and purposes outside of features that refer to your Signature Firearm.   Sniper. Your firearm is bulkier and less effective at shorter ranges, but quite deadlier. It now weighs 30 lbs, and has the following properties: Ammunition (Range 150/600), Heavy, Loading, and Two-Handed. To make an Attack Roll with this firearm, it costs 10 feet of movement.  

Extra Attack

5th-level Gunsmith feature   You can attack twice, rather than once, whenever you take the Attack action on your turn.  

Magic Munitions

9th-level Gunsmith feature   Your advancements in crafting a superior piece of weaponry has come to fruition. Your Signature Firearm’s Damage Dice increase from D6s to D8s (e.g. 2d6 is now 2d8).   Furthermore, you have developed a method of producing special ammunition that you can use. This ammunitions functions the same as regular Cartridge Bullets, but can only be used with your Signature Firearm. You can produce 30 of this ammunition whenever you finish a Long Rest, or 10 ammunition after you finish a Short Rest. Whenever you produce this ammunition, choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder; half of the ammunition you produce is of the chosen Damage Type and when used, replaces the Piercing Damage your firearm would normally produce with the chosen Damage Type.   Any unused ammunition created this way disappears at the end of your next Long Rest, or if you die.    

Perfected Firearm

15th-level Gunsmith feature   Your skill and talent has lead you to now wield your ideal weapon, the perfected version of your Signature Firearm:
  • Your Signature Firearm’s Damage Dice increase from D8s to D10s (e.g. 2d8 is now 2d10).
  • Your Signature Firearm can have two Artificer Infusions on it at a time.
Additionally, if you are ever without your Signature Firearm you can, as a Bonus Action, expend a Spell Slot of 3rd level or higher to immediately create a new one. You must have Smith’s Tools with you to use this ability, and you must have a free hand. When you create a firearm this way, your old one immediately falls apart and is destroyed.