This subclass is no longer accurate to the Artificer class, this is only to be used as a reference for a subclass similar to this go to: Artillerist or Battle Smith
Master Smith
At 1st level, you gain proficiency with smith's tools, and you learn the Mending cantrip.
Thunder Cannon
At 1st level, you forge a Thunder Cannon. It is a ferocious weapon that fires leaden bullets.
You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Arcane Magazine
At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
Thunder Monger
At 3rd level, as an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
Blast Wave
Starting at 9th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.
This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
Piercing Round
Starting at 14th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
Explosive Round
Starting at 17th level, as an action, you can make a special attack with your Thunder Cannon. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.