Artificer Upgrades

## Gun Attachments

**Launcher Apparatus:**A tube-like system that fires various objects such as acid vials and alchemist fire.

*Cost:*100gp
 *Downtime Required:*One week

*Description:*The launcher is placed onto the top, sides, or under barrel of the gun. As an action, the user may fire a loaded alchemists fire or acid vial. The launcher requires a bonus action to be loaded once more. Projectiles may be launched up to 40 ft.

**Bayonet Lock:**Grants a dagger to be held in place with a lock and clasp for close encounters.

*Cost:*50gp

*Downtime required:*One week

*Description:*A small metal clasp locked together with screws and pins holds a dagger of any kind for close quarters combat.

**Scope Mount:**
*Cost:* 100gp

*Downtime Required:*One week

*Description:*Changes the accurate distance from 150/500 to 250/600

**Dual Barrels**: Grants a second shot before needing to reload with a bonus action.

*Cost:* 100gp

*Downtime Required:* One week

*Description*: Your gun is given a second barrel, similar to that of a shotgun, allowing you to load two bullets at a time instead of the singular one as a bonus action.

**Grappling Hook Shot:** A rope is secured to a grappling hook placed in a tube-like apparatus designed specifically for launching pin-point hooks over longer range.

*Cost:* 100gp

*Downtime required:* One Week.

*Description:* While this attachment is on, you are able to shoot a grappling hook up to 20 feet without a DC. Anything after 20 feet, up to 50 feet, will require a grappling check.
The base DC is 10 + 4 for every additional 10 feet, maxing at DC 18 at 50 feet. Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again.
Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight or the hook simply falls loose. This check is made secretly by the DM, so that you don’t know whether the rope will hold your weight.

**Magic Infusion (Requires level 4 in Artificer):** Your understanding of magic is used to infuse the weave directly into the ammunition of your gun's magazine.

*Cost:* 300gp

*Downtime Required:* One week

*Description*: The bullets from the gun are now treated as +1 ammunition permanently.

**Elemental Infusion:**Chambers are linked to elemental runes that channel various elemental affinity which lead into the chambered round.

*Cost:* 200gp

*Downtime Required:* One week

*Description*: Instead of dealing thunder damage on use of ability, the user may use an bonus action to switch elemental damage to Fire, Acid, Poison, or Cold.

**Extra Large Mag:**A larger magazine is forged in order to store far more rounds.

*Cost:* 100gp

*Downtime Required:* One Week

*Description:* During long periods of adventure, short resting and long resting may not be an option. Attaching a larger magazine gives the ability for the user to fire double the amount of rounds. Your magazine is increased by 40, totaling at 80 rounds.

**Snipers Barrel:**An elongated barrel is attached to the end of the gun, perfect for hitting vital points.

*Cost:* 100gp

*Downtime Required:* One Week

*Description:* The Sniper Barrel is designed for hitting vital points on a target at a distance. While this attachment is on the gun, you crit on natural 19 rolls as well as 20s.

**Shotgun Under barrel (Requires level 4 in Artificer):**A cone like attachment that holds a large magical charge inside of the chamber.

*Cost:* 100gp

*Downtime Required:* One Week

*Description:* The shotgun under barrel holds a single charge full of small rounds. Once per short rest, the user may fire the under barrels charge shot, projecting a 15 ft cone of bullets dealing 4d6 piercing damage at all targets inside the cone.

The damage increases at 13th level (5d6) and 17th level (6d6)