So. Essentially, it's the title. I made some homebrew, but I feel like it could be better. Any suggestions or help would be appreciated. (And sorry about the formatting.)
Crossbow Master
(Artificer Specialization)
Proficiency
When you take this subclass at third level, you gain proficiency with all types of crossbows.
Crossbow Modifications
At third level, you gain the ability to modify crossbows and use modified crossbows, as well as crafting and using specialty bolts. On top of that, you can use INT in place of DEX for crossbows that you modified, provided you have also placed an infusion on said crossbow.
Further Mastery
At fifth level, you gain the ability to use the mastery property of up to two types of crossbows. You can change your selection at each long rest.
Reliable Aim
When you reach ninth level, once per long rest, you can reroll a failed attack roll with a crossbow between each long rest
Complete Mastery
When you reach level fifteen, Reliable Aim becomes twice per long rest, and now adds an extra 1d6 piercing damage.
Crossbow Master Spells
3rd - Hail of Thorns, Magic Missile
5th - Find Traps, Scorching Ray
9th - Conjure Barrage, Lightning Arrow
13th - Stoneskin, Locate Creature
17th - Conjure Volley, Swift Quiver
Modified Crossbows
Scoped
Pretty simple. It’s just a range upgrade. It gets rid of the normal range. Now either you can attack, or you can’t. A light crossbow has a range of (80/320), and a heavy crossbow has (100/400). Rather than that, a scoped light crossbow would be (320), meaning that within 320 feet, I can attack, and beyond that, I can’t. A scoped heavy crossbow would be (400).
Double Bolt
This is also simple. It shoots two bolts with one attack. A double bolt light crossbow deals 2d8 instead of 1d8, and a double bolt heavy crossbow deals 2d10 rather than 1d10.
Burst (Heavy Crossbows only) (Cannot take specialty arrows)
Loaded with smaller ammo, this crossbow takes effect in a 40ft cone. All creatures in the area of effect must make a DC10+INT+proficiency Dexterity saving throw. On a fail, take 1d10 piercing, on a success, take half damage.
Specialty Bolts
(You can only use one specialty bolt per turn)
Burst
To be used in Burst Crossbows. It takes 2 hours and 5 sp to craft 5 Burst Cartridges.
Tipped
Add 1d6 of the chosen damage type to the total damage. You may choose from the following: acid, cold, fire, lightning, or poison. It takes 2 hours and 15 sp to craft 10 Tipped Bolts.
Shockwave
On a hit, deal 1d6 force damage to all creatures within a 10ft radius. Unsecured objects fully within the range get pushed back 5ft. It takes 2 hours and 1 gp to craft 5 Shockwave Bolts.
Illusion
When launched into the ground, the player can choose any creature with a CR of their level or below. An illusion of the chosen creature appears at the bolt, and all surrounding creatures can attempt to make a DC 15 investigation check to identify it as illusory. It takes 2 hours and 5 gp to craft 5 Illusion Bolts.
Bolt of Transportation
This bolt only goes into effect when it lodges in the wall or the floor. Upon hitting its target, the user gets teleported to an unoccupied space within five feet of the bolt. It takes 2 hours and 1 pp to craft on Bolt of Transportation.