3rd Level — Elemental Gunpowder
You’ve experimented with infusing elemental energies into your ranged weaponry. Starting at 3rd level, choose a damage type from the following list: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain an elemental affinity with the chosen type, allowing you to change the damage type of your ranged weapon attacks to that element.
You may also use Intelligence instead of Dexterity as your modifier for ranged attack and damage rolls, as well as for Brawl Technique attack, damage, and Save DC calculations if the technique uses a ranged weapon.
Additionally, you gain the "Gunpowder Surprise" Focus Move, which does not count against your Focus Moves known.
Gunpowder Surprise
You can spend 1 Focus to change the damage type of a ranged attack or Brawl Technique using a ranged weapon to the damage type you have an elemental affinity with.
6th Level — Debilitating Ammo
Your ammo tinkering has yielded some devastating effects. Starting at 6th level, whenever you deal damage with a ranged weapon attack that is not Bludgeoning, Piercing, Slashing, or Force, the target must make a Constitution saving throw against your Brawl Technique Save DC. On a failure, they gain one rank of a corresponding status condition which will last a maximum of 1 minute, as shown in the Debilitating Ammo Chart below:
Acid- Corroded
Cold- Chilled
Fire- Burned
Lightning- Shocked
Necrotic- Decayed
Poison- Poisoned
Psychic- Stupefied
Radiant- Dazzled
Thunder- Concussed
Each elemental condition weakens the target in various ways, giving you an edge in combat.
10th Level — Chain Reaction
You’ve learned to maximize the chaos caused by your elemental modifications. Starting at 10th level:
When a creature affected by one of your Debilitating Ammo conditions takes damage from another of your elemental attacks, they immediately suffer an additional effect for each rank of the condition:
Acid (Corroded): The target’s AC is reduced by 2 and takes an additional 1d4 acid damage if hit by a weapon attack before the end of their next turn.
Cold (Chilled): The target’s movement speed is reduced by 15 feet, and they must succeed on a Constitution saving throw (DC 13) or have their movement speed halved until the end of their next turn.
Fire (Burned): The target takes 1d8 fire damage at the start of their next turn and an additional 1d4 fire damage if they take any damage before the start of their next turn.
Lightning (Shocked): The target cannot take reactions and must succeed on a Dexterity saving throw (DC 13) or be stunned until the end of their next turn.
Necrotic (Decayed): The target’s healing received is reduced by half, and any healing effects on them deal 1d4 necrotic damage instead until the end of their next turn.
Poison (Toxic): The target takes 1d8 poison damage at the end of their next turn and has disadvantage on attack rolls and ability checks until then.
Psychic (Stupefied): The target’s next saving throw is made with disadvantage, and they cannot concentrate on spells until the end of their next turn.
Radiant (Blinded): The target is blinded until the start of their next turn, and any attack against them is made with advantage.
Thunder (Concussed): The target is knocked prone and must succeed on a Strength saving throw (DC 13) or be unable to stand up until the end of their next turn.
This ability allows you to cause chain reactions of debilitation, creating even more havoc among your enemies.
13th Level — Endless Possibilities
You’ve expanded your array of elemental modifications. Starting at 13th level:
Choose a second damage type from the list in Elemental Gunpowder that you do not already have an affinity with. You now gain elemental affinity with this second damage type as well.
When you use Gunpowder Surprise, you may spend 1 additional Focus to add the second element to the attack. The damage is split evenly between the chosen damage types. If it would require rounding, you may choose which type deals extra damage.
If the target fails their Constitution saving throw from Gunpowder Surprise, they gain the status conditions from all damage types used in the attack.
This ability lets you combine multiple elements to stack conditions on your foes, increasing their vulnerability.
17th Level — Explosive Mixture
You’ve perfected the art of combining elemental energy for maximum effect. Starting at 17th level:
Once per turn, a number of times equal your prof bonus per long rest, when you deal damage to a creature with two or more of your elemental damage types, you can force them to make a Constitution saving throw against your Brawl DC. On a failed save, the creature is stunned until the start of your next turn.
Additionally, when using Gunpowder Surprise with two damage types, you may spend 2 Focus to cause the attack to explode in a 10-foot radius, hitting all creatures in the area. Any creature hit by the explosion must make a Dexterity saving throw or suffer the effects of the attack.
This ability allows you to hit multiple enemies with devastating area attacks, leaving them debilitated and vulnerable.
20th Level — Elemental Torment
At 20th level, you have mastered the use of elemental energy in your attacks, tormenting your enemies with relentless debilitation:
Your Gunpowder Surprise now only costs 1 Focus, regardless of the number of elemental damage types you are infusing.
Additionally, whenever you hit a creature that has five or more stacks of a condition from Debilitating Ammo, you deal an extra damage die for each stack. For example, if a creature has 5 stacks of Burned, your attack deals 5 additional dice of damage.
This final ability turns you into a devastating force, dealing immense damage to enemies who are already weakened by your status conditions.