Firearm Adept
When you reach 3rd level, you gain proficiency with Firearms, and when you attack with a magical Firearm, you can use your INT modifier instead of your DEX modifier for attack and damage rolls.
Tactical Tools
At 3rd level you become proficient with Tinker's Tools and be able to craft ammo, repair damaged firearms or make new ones
Gunsmith spells: These spells count as artificer spells but don't count against the number of prepared spells
Level, Spells
3rd: Magic Missile, Thunderwave
5th: Branding Smite, Invisibility
9th: Wall of Sand, Thunderstep
13th: Storm Sphere, Gravity Sinkhole
17th: Swift Quiver, Hold Monster
Firearm Design
At 6th level you learn 2 of the following designs: Elemental Commander, Sharpshooter, Annihilator or Dauntless. You can replace only on levels 9, 13, and 18. You can also change it onto another firearm with Tinker's Tools when you finish a rest
Elemental Commander:
You imbue your firearm with either acid, cold, fire, lighting, or thunder damage. When you hit a target, you deal an extra 2d4 elemental damage. If you are damage from a creature within 120ft, you can make them do a DEX save and if they failed the saving throw, deal 2d6 damage of your choice and half on a successful one. You can use this ability a # of times equal to your proficiency bonus.
Sharpshooter
You magically fine tune your firearm to be more precise. You learn 2 trick shots and gain a # of grit points equal to your proficiency bonus and regain it after a long rest.
-Deadeye Shot: Make an attack and expend one grit point to gain advantage on the attack roll
-Disarming Shot: Make an attack and expend a grit point to attempt to disarm the creature. On a hit, you deal normal damage and the creature must make a STR saving throw or have the object be pushed 10ft away from you
-Piercing Shot: Make an attack and expend a grit point to attempt to fire through multiple enemies. You make an attack with disadvantage against every creature in line
-Violent Shot: Make an attack and expend one or more grit points to increase the attack. If the attack hits, you can roll an additional damage die per grit point spent
-Winging Shot: Make an attack and expend a grit point to attempt to topple a moving target. On a hit the creature suffers normal damage and must make a STR saving throw or be knocked prone
Annihilator
You transmogrify your firearm to be able to wipe out hordes of enemies. You learn 2 annihilations and can use it equal to your proficiency bonus and regain it after a long rest
-Explosion: Upon hit, any creature within 5ft must make a DEX save against your spell save DC or suffer 1d8 fire damage
-Blast: Your gun shoots fire in a 30ft cone and every creature must make a DEX save against your spell save DC or suffer 2d8 fire damage
-Disperse: Your firearm shoots a bullet that emits a wave of force. Each creature within 10ft must make a STR save against your spell save DC or be pushed 10ft away
-Blind: You shoot a ray of light in a 40ft cone and every creature must make a CON save against your spell save DC or be blinded until your next turn
-Slip: You shoot a nonflammable oil that covers 10ft square centered and turns it into difficult terrain. Any creature standing or move in the oil must make a DEX save or fall prone
Dauntless
Your firearm strikes fear in your foes and empowers your allies. When you shoot a creature you can magically amplify the explosion can use it equal to your proficiency bonus and regain it after a long rest, you will also be given an option
-Force a creature to make a WIS saving throw against your spell save DC or become frightened until the end of your next turn
-Bolster your allies' resolve. Up to 10 allies of your choice within 60ft of the blast that can hear it adds a d4 to any saving throw they make until the end of your next turn
Extra Attack
At 7th level, you attack twice
Quickdraw
At 9th level, you can also change it onto another firearm with Tinker's Tools without a rest and transmogrify a firearm once per short rest
Improved Modifications
At 16th level your modified weapons gains additional benefits depending on its design
-Elemental Commander: Double the damage dice for elemental damage
-Sharpshooter/Annihilator: Learn one additional thing
-Dauntless: Fear lasts for a minute if they do multiple failed saving throws, and bolstering your allies now give advantage to all attack and saving rolls until the end of your next turn