A master of gunpowder engineering, you are able to forge and operate firearms powered by a combination of science and magic. After countless hours tinkering with gunpowder-propelled devices, you finally understand the intricacies of fabricating and operating long-range weaponry, advanced arcane attachments, as well as magically encapsulated explosives, creating exotic ammunition with new magical effects.
By the time you adopt this specialization, you're deeply familiar with employing its tools. You gain the following benefits:
Crafting. The gold and time required to take the Crafting activity to create firearms is halved.
Equipment. You gain a pistol, a musket, 10 bullets, the smithing kit, and the woodcarving kit.
Infusions. You can use a number of Infusion options on the same firearm equal to your Intelligence modifier, instead of only one.
Research. You can take the Crafting activity to create firearms and firearm attachments as part of a rest.
Training. You gain proficiency with the smithing kit, woodcarving kit, and firearms.
You inherit the spells at each indicated artificer level in the Gunsmith Spells table as artificer spells.
You can take the Magic (Attune) action and touch one firearm to attune to it, regardless if the firearm requires attunement or not. While attuned to a firearm through this feature, you can't be disarmed of the firearm, provided you are not unconscious, and you can use the firearm as a focus for your artificer spells.
When you take the Attack action with a firearm you are attuned to, you can replace the damage type of the firearm with force damage. Moreover, you deal an additional die of damage with your firearms.
When a creature takes the Attack action with a firearm or the Magic (Spellcast Attack) action with a spell that deals force damage against you, you can take the Magic action as a reaction to become three-quarters covered until the end of the turn.
When you take the Attack action with a firearm you are attuned to, you can take the Magic (Spellcast) action with an artificer spell that has a casting time of one action as part of the same action.
When you take the Magic (Spellcast) that targets one creature, you can take the Attack action with a firearm you are attuned to against the target as part of the same action. On a hit, the attack roll is considered a critical hit.