Explosive Tinkerings
At 3rd Level, You've dedicated your trade to making cannons, turrets, and other heavy artillery. You may choose to add a special version of the Shrapnel property to your ranged weapons for 3DT and 5,000 berri. This Shrapnel property does not decrease the damage die size, changes the weapon's base damage type to fire damage, and does not count against the number of upgrades you can put on your weapon. Additionally, you gain access to the following Jury Rigs:
Land Cannon: This structure takes up a 10ft square and is 10ft tall. A creature may mount or unmount the cannon by using half their movement speed. While mounting the cannon, they are considered as having half-cover. The mounting creature may use their action to fire the cannon using your Special Modifier for the attack roll. The cannon has a range of 60/120 and deals fire damage equal to your craftsman level number of d6 fire damage. Once fired, a creature must use a Bonus Action to reload the cannon. If this cannon is destroyed while a creature is still on it, they must make a Dexterity Saving Throw versus your Special Technique Save DC or take 6d6 fire damage. At 11th level, the cannon’s range becomes 80/140 and replaces all d6s rolled with d8s.
Automated Turret: This turret takes up a 5ft square and is 5ft tall. When you create the automatic turret, you designate all creatures that are deemed hostile to it, meaning it can only shoot them no matter what. As a Bonus Action on your turn, you may command the Turret to fire, making it make a ranged attack roll using your intelligence modifier in place of dexterity for the attack bonus with a range of 60/100. On a successful hit the target takes piercing damage equal to your Craftsman level + your intelligence modifier. At 11th level, you make 2 attacks with the automated turret that can target different hostile creatures and the range increases to 80/130.
Overheated Weaponry
You've learned to push your weaponry to its limits … and sometimes past them. Starting at level 10, you may try to overheat a weapon or a Jury Rig a number of times equal to half your proficiency bonus(rounded up) per long rest. You may only overheat a weapon or Jury Rig if it deals fire damage or has the Shrapnel property. When you make an attack you may call it overheated which means it ignores fire resistance, deals two additional damage dice, has a +3 to hit, and pierces an amount of DR equal to your Craftsman level+ your Intelligence Mod. Upon making the attack, roll a D10. On a roll of 10, the weapon overheats and you must roll 1d6 and take the appropriate actions on the overheated table. Each Overheated attack with the same weapon increases this penalty range by 1 each time (10, 9-10, 8-10).
Overheated Drawback
Roll Effect
1 The weapon or Jury Rig misfires and you take half the damage intended for the target.
2 The weapon or Jury Rig becomes too hot to handle, touching it deals 2d8 fire damage for 1d6 turns. You may still use the weapon or Jury Rig.
3 The weapon or Jury Rig becomes jammed. You must spend an attack on your turn to roll a Weaponsmith’s check, DC 26, to be allowed to use it again.
4 The weapon breaks until you can fix it during a long rest. If it is a Jury Rig, it becomes unusable.
5 The weapon or Jury Rig becomes unstable. Whenever you use the affected item, roll 1d10. On a 1, you lose the action or attack as the weapon malfunctions.
6 The weapon or Jury Rig explodes. All creatures within a 15 ft radius must make a Dexterity Save or take 7d6 fire damage. The weapon is destroyed but if it is your masterwork weapon, you may spend 10DT and 75k Berri to repair it.
Boom Boom
At level 14 you've learned to make your creations burn with an artillerist’s flame which causes problems for everyone on the battlefield.When you create Jury Rigs, they are now immune to fire damage and deal half of their damage as fire if they weren’t already. Whenever you would make an attack roll from a ranged weapon or Jury Rig that would deal fire damage, all creatures adjacent to the original target must make a Dexterity Saving throw versus your Special Technique Save DC or take half of the damage dealt to the original target. Additionally, Ranged Weapons and Jury Rigs that deal fire damage can reroll 1s and 2s on their damage die. As well at 18th level, your fire damage now bypasses immunities, turning them into resistances with exception to devil fruits unless the damage is Haki infused.
Leveled Landscape
Instead of damaging targets, you’ve begun to damage terrain understanding the less terrain they have the harder it is to run. Starting at level 18, when you make an attack from a Ranged weapon with the Shrapnel property or Jury Rig that deals fire damage, you can instead choose to target the ground within the weapons range. All spaces within a 15ft radius of the targeted area become difficult terrain and are engulfed in flames for 1d6 turns that can’t be put out by any means. Any creature that would start its turn in the area, or move through this space on its turn must make a Constitution Saving Throw against your Special DC or take the attack's original damage and gain 2 ranks of burned, taking half as much and no status condition on a successful save