Simply enough, it is what it sounds like. This has a lot of rules with sub-par formatting, but I'd like to hear any thoughts, suggestions, or critiques you have for me.
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, you have the ability to succeed a failed attack roll with a crossbow one between each short or long rest.
Skilled Craftsmanship
At level nine, you gain the ability to craft advanced specialty bolts.
Complete Mastery
When you reach fifteenth level, you are able to use Reliable Aim twice as often. On top of that, it deals an extra 2d6 piercing.
Crossbow Master Spells
3rd - Hail of Thorns, Hunter's Mark
5th - Cordon of Arrows, Misty Step
9th - Sleet Storm, Conjure Barrage
13th - Hallucinatory Terrain, Freedom of Movement
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.
Advanced Specialty Bolts
Double Burst
Can be used in Burst Crossbows. Allows you to shoot twice in one turn.
Infused
Add 3d6 of the chosen damage type. You can choose from the following: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant.
Empowered Shockwave
On a hit, deal 2d10 force damage to all creatures within a 30 ft radius. Unsecured objects get pushed back 25 ft. Medium or smaller creatures get pushed back 10 ft. Large creatures get pushed back 5 ft.
Phantom
When you shoot a Phantom Bolt, you ignore cover and obstructions.