Devilforged who prioritize infusing their weapons for ranged attacking and casting. This grants you enhanced ranged attacks, ranged weapon proficiency, and spell power.
Expanded Power (Spell) List
The Firearm Smithing subclass lets you choose from an expanded list of spells when you learn a devilforged spell. The following spells are added to the devilforged spell list for you.
Firearm Smithing Expanded Powers (Spells)
Devil Power (Spell) Level Devil Power (Spell)
1st Magic Missile, Fog Cloud
2nd Scorching Ray, Shatter
3rd Fireball, Wind Wall
4th Ice Storm, Wall of Fire
5th Flame Strike, Wall of Force
Hellfire Artillery
At 1st level, you gain proficiency in martial ranged weapons.
Additionally, you learn how to transform your infused item to fight for you. As a bonus action, you can use your infused item to create an artillery cannon that emerges from it. This cannon lasts for 1 minute or until you dismiss it as a bonus action.
While your cannon is active, you can make a ranged spell attack against one creature within 60 feet of you as a bonus action. On a hit, the target takes 1d8 + your Charisma modifier in fire, cold, or lightning damage (your choice). When you reach the 10th level in this class, the damage increases to 2d8 + your Charisma modifier.
You can summon this cannon using this feature a number of times equal to your porficiency bonus, and you regain all expended uses when you finish a long rest.
Nether Scope
At 6th level, your devil fruit item or weapon grants you enhanced sight and durability against flames. You gain the following benefits:
You gain darkvision up to 60 feet.
You gain proficiency in the Perception or Insight skill (your choice).
You gain resistance to fire damage.
Blinding Flare
At 6th level, the cannon you create with Hellfire Artillery can defend you and your allies. When you or a creature you can see within 60 feet of you is targeted by an attack, you can use your reaction to impose disadvantage against that attack. After doing so, your cannon crumbles and disappears.
Exploding Shrapnel Shot
Beginning at 10th level, your Hellfire Artillery cannon can produce burning sharpnel and embers when fired. While your Hellfire Artillery cannon is active, you may use this feature to cause one of the attacks you make with your cannon to explode by spending an action on the same turn as a part of firing the cannon. Whether the cannon hits the target or not, the shot detonates as a 5th-level fireball spell (using your spell save DC) centered on the target of your attack. Any creature that fails their save against this fireball also has their movement reduced by 10 feet until the end of their turns. Additionally, you may choose to make half of the damage any creature takes from this fireball piercing or slashing instead of fire. Whenever you use this feature, you can't use it again until you finish a long rest.
Hellstorm Artillery
When you reach 14th level, your Hellfire Artillery cannon grows even stronger. You gain the following benefits:
You can now create two cannons on your infused item with Hellfire Artillery as a bonus action, instead of just one, by expending an additional use of Hellfire Artillery.
While you have two active cannons, when you spend a bonus action to attack with your cannon, both cannons can attack on your turn.
Your range with Hellfire Artillery increases to 120 feet.