5e Bard College: Ballistics

The Bard College: Ballistics is available to the Bard class.

Bards of the College of of Ballistics are experts on every aspect of projectiles.

''For flavor, ask your GM if you can treat crossbows as steampunk firearms. Treat the firearm as a hand crossbow, light crossbow, or heavy crossbow for weapon properties, range, damage, feats, and class abilities. The firearm has rifling to fire easy-to-craft stone bullets. Steam can be used to wind a powerful spring to allow for easy handling. The spring only need release a small portion of its potential energy to fire a bullet. You can easily craft cheap bullets out of common gravel and small rocks.''

Bonus Proficiencies
When you join the College of Ballistics at 3rd level, you gain proficiency with all martial ranged weapons, Smith's tools, and Tinker's tools.

Ballistics Tinkering
At 3rd level, choose one of the following:
 * Ammo Crafting. You no longer need to keep track of ammo. You craft enough for your own use, and you critical hit on a natural 19 or 20 for all ranged attack rolls with the ammo.
 * Ammo Magazine. Your education included how to craft ammo magazines. You can attach an ammo magazine to your crossbow or firearm so that you can fire 6 times before needing to reload. Reloading takes an action and uses both hands. At higher levels, your Magazine capacity increases to 12 at 6th-level and 18 at 14th-level.
 * Fine Tuning. You can fine tune your ranged weapons giving you a +2 bonus on all ranged attack rolls.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action with a ranged weapon on your turn. The second ranged attack can ignore any cover less than full cover if both attacks target the same creature.

Charged Shot
Starting at 14th level, you can channel your magic into an arcane beam attack from your ranged weapon. One time before a short or long rest, you may charge your ranged weapon and ammo with magic by sacrificing an unused spell slot for that day and a use of Bardic Inspiration, with no action required. The next attack from that ranged weapon deals force damage equal to your base ranged weapon damage +1d10 per spell level sacrificed, in a line 5 feet wide with a length equal to its maximum range. Use the same attack roll against every creature in the area of effect, with advantage on the attack roll if at least one of your allies is in the line. Roll your sacrificed Bardic Inspiration die, and you may exclude that number of allies in the area of effect from the damage, as well as granting them advantage on their next attack roll.