Panzer Guard

Defender. Aggressor. Healer. Breaker. For over 10,000 years, the Panzer Guard have been the

guardians of the material plane, as first

decreed by the god of machines.

Specializing in using magic to forge

weapons and armor, the Panzer

Guard are always prepared for battle with

firearms and mechanic armaments.

By the time you adopt this specialty at 3rd level, you’re

deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith's tools, assuming you don’t already have them. You also gain smith's tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. You forge two magical items that define you as Panzer Guard - A Microrunic Engine and a Panzerbrachen.

Microrunic Engine

You craft a Microrunic Engine, a hand-sized devise that represents the perfect unity between magic and technology. The device typically resembles a toy top with a gear on top that is perpetually turning and infinitesimally small runes along the edges. This device can power any number of your inventions and channels magic into your machines.

Panzerbrachen

You forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy.

This firearm is called a Panzerbrachen. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Panzerbrachen. The firearm is a one-handed ranged weapon that deals 1d10 piercing damage. Its normal range is 100 feet, and its maximum range if 200 feet. Once fired 4 time, it must be reloaded as a bonus action. If you roll a 1 or 2 on an attack roll, the firearm jams and you must use one of your attacks to fix it. If you lose your Panzerbrachen, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

At the end of a long rest, you can attach your Microrunic Engine to your Panzerbrachen and set it to 1 of the following effects.

Energize Shot Choose 1 type of damage: thunder, fire, lightning, cold, or force. When you hit a target with the Panzerbrachen, the target takes an additional damage equal to your proficiency modifier of the same damage type chosen. You can change the damage type when you gain a level in this class.

Choose 1 type of damage: thunder, fire, lightning, cold, or force. When you hit a target with the Panzerbrachen, the target takes an additional damage equal to your proficiency modifier of the same damage type chosen. You can change the damage type when you gain a level in this class. Tempered Bullet Your ammunition is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your ammunition is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Cannonball The moment that the ammunition leaves the barrel of the Panzerbrachen, it is enlarged to the size of a cannonball. The ammunition damage becomes 2d12 piercing damage with a normal range of 10 feet, and its maximum range is 25 feet.

Art Credit to art--tool

Explosive Round Upon a hit, everything within 10 ft of the target must make a Dexterity saving throw or suffer 1d10 slashing damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Upon a hit, everything within 10 ft of the target must make a Dexterity saving throw or suffer 1d10 slashing damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. Arcane Shot Choose one 1st level spell from the wizard spell list that targets a creature and makes an attack roll. Using the spell consumes the piece of ammunation and casts it at a creature. You can change the spell when you gain a level in this class.

To apply an effect to a piece of ammunition is a bonus action. The amount of ammunition that you can apply these effects to changes with your artificer level, starting at 1 piece, then two at 5th level, three at 9th level, and four at 13th level, and five at 17th level.

Mecha Armor

Starting at 3rd level, you gain proficiency with heavy armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. You create the armor over the course of 7 days of work (4 hours each day) by expending 200 gp worth of metal and other raw materials.