Jsk Gunwarden

Additional Proficiencies
At 1st level, you are proficient with and all of the Gunwarden Machinist Weapons in the table below. These weapons are loaded with resilient heavy shells that heat up as they're used. You can create these weapons yourself using your Tinker's Tools while in a small or larger town, or a location where you have access to a smithy. You are also proficient with heavy armour and shields. You can don heavy armour even if you do not meet the Strength requirement to do so, but the AC of the armour is reduced by 1 as a result.
 * The Heat column indicates how many times you can use a weapon to fire a shell before it overheats.
 * The Overheat column indicates the additional fire damage a weapon deals when it is overheated.

Detonate Shell
At 1st level, you can detonate the shell inside a Machinist Weapon you are wielding. Detonating a shell causes an effect of your choice from the list below, but does not destroy the shell. With each detonation, the shell heats up. Once a Machinist Weapon has been used the number of times indicated in the Heat column of the Gunwarden Weapons table to detonate its shell, the weapon becomes overheated. While your weapon is overheated, you cannot detonate a shell, but your weapon Attacks deal additional fire damage. This damage can be seen in the Overheat column of the Gunwarden Weapons table. Your weapon remains overheated for 30 seconds, or until you hit a target with three weapon Attacks. You can also vent the heat manually by using your Action.

Detonate Shell Save DC = 8 + your proficiency bonus + your Attack modifier

Unknown
As an Action,.

Elemental Shell
As an Action, you choose a target within your weapons reach and detonate an elemental shell. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 damage. You can choose the type of damage this ability deals from the following list: cold, fire, poison, lightning, thunder.

Heavy Shell
When you hit a creature with an opportunity attack, you can detonate a heavy shell (no action required). The creature must succeed on a Strength saving throw or be knocked prone.

Stone Shell
When a creature you can see within 30 feet of you is hit by an Attack, you can use your Reaction to point your weapon at the attacker and detonate a stone shell. The attacker must repeat the attack roll and take the lowest result.

Unknown
As an Action,.

Warden's Crest
At 3rd level, your maximum hit points are increased by 6, and further increased by 2 each time you gain a level in this class. Additionally, when you are bloodied you are resistant to bludgeoning, piercing, and slashing damage.

Extra Attack
At 6th level, you can Attack twice, instead of once, when you take the Attack action on your turn.

Unknown
At 9th level,.

Unknown
At 13th level,.

Unknown
At 17th level,.