Awful
2020-05-07, 09:16 AM
https://i.imgur.com/1jX4W4P.png
As the world has changed, so have the gods. Gunpowder gods tend to be minor deities, subservient to greater war gods – but as gunpowder enables the peasant to slay the knight, perhaps one day these petty gods will rise to greater heights. Gunpowder gods teach worshippers to use care and patience with their actions to avoid explosive mishaps – until the time comes, when one should explode (metaphorically, and sometimes literally) into action to win the day.
Gunpowder clerics are a strange lot, with a fanatic devotion to their firearms, and always eager to adopt new and more advanced weapons. While their guns can’t match the range or speed of a crossbow or bow, the power of a musket is unmatched, and their spells similarly reflect their focus on slaying foes of their god from afar.
1st level spells: Hunter’s Mark, Hail of Thorns
2nd level spells: Magic Weapon, Pyrotechnics
3rd level spells: Conjure Barrage, Melf’s Minute Meteors
4th level spells: Ice Storm, Guardian of Faith
5th level spells: Conjure Volley, Swift Quiver
Bonus Proficiency
At 1st level, you gain proficiency with all gunpowder weapons. In addition, gunpowder weapons count as a clerical focus for you.
It is recommended a DM allows a player to begin with a gunpowder weapon (Renaissance items, DMG268) should they choose this Domain.
Guided Fire:
At 1st level, being within five feet of a hostile creature doesn’t impose disadvantage on your attack rolls, and you ignore half cover.
Channel Divinity: Artillery Strike
Starting at 2nd level, you can use your Channel Divinity to fire a spell from long range.
As an action, you enchant a shot with a spell that costs spell slots and fire it from your weapon. Choose a creature or non-occupied square within the maximum range of that weapon.
You can use that square as the origin point for a spell you cast, as if you were standing on that square. If aimed at a creature, roll a ranged weapon attack against them as normal. On a hit, they take the damage of your shot and the spell triggers from that square. On a miss, they do not take damage from the attack, but the spell triggers anyway. Any rolls the spell requires are separate from the ranged attack roll.
Volley Fire
Starting at 6th level, when you cast a spell that uses spell slots, you may make a single ranged attack as a bonus action.
Divine Strike
Starting at 8th level, you gain the ability to infuse your shots with divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 piercing damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ricocheting Shot
Starting at 17th level, your shots ricochet between foes. Upon hitting a foe with your Divine Strike, the shot can ricochet to a creature of your choice within 30ft. The same rolls are used for the second creature, but you do not get the additional damage of Divine Strike.
If this is used with Artillery Strike, you may choose whether the spell is cast from the original target or the second creature.
As the world has changed, so have the gods. Gunpowder gods tend to be minor deities, subservient to greater war gods – but as gunpowder enables the peasant to slay the knight, perhaps one day these petty gods will rise to greater heights. Gunpowder gods teach worshippers to use care and patience with their actions to avoid explosive mishaps – until the time comes, when one should explode (metaphorically, and sometimes literally) into action to win the day.
Gunpowder clerics are a strange lot, with a fanatic devotion to their firearms, and always eager to adopt new and more advanced weapons. While their guns can’t match the range or speed of a crossbow or bow, the power of a musket is unmatched, and their spells similarly reflect their focus on slaying foes of their god from afar.
1st level spells: Hunter’s Mark, Hail of Thorns
2nd level spells: Magic Weapon, Pyrotechnics
3rd level spells: Conjure Barrage, Melf’s Minute Meteors
4th level spells: Ice Storm, Guardian of Faith
5th level spells: Conjure Volley, Swift Quiver
Bonus Proficiency
At 1st level, you gain proficiency with all gunpowder weapons. In addition, gunpowder weapons count as a clerical focus for you.
It is recommended a DM allows a player to begin with a gunpowder weapon (Renaissance items, DMG268) should they choose this Domain.
Guided Fire:
At 1st level, being within five feet of a hostile creature doesn’t impose disadvantage on your attack rolls, and you ignore half cover.
Channel Divinity: Artillery Strike
Starting at 2nd level, you can use your Channel Divinity to fire a spell from long range.
As an action, you enchant a shot with a spell that costs spell slots and fire it from your weapon. Choose a creature or non-occupied square within the maximum range of that weapon.
You can use that square as the origin point for a spell you cast, as if you were standing on that square. If aimed at a creature, roll a ranged weapon attack against them as normal. On a hit, they take the damage of your shot and the spell triggers from that square. On a miss, they do not take damage from the attack, but the spell triggers anyway. Any rolls the spell requires are separate from the ranged attack roll.
Volley Fire
Starting at 6th level, when you cast a spell that uses spell slots, you may make a single ranged attack as a bonus action.
Divine Strike
Starting at 8th level, you gain the ability to infuse your shots with divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 piercing damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ricocheting Shot
Starting at 17th level, your shots ricochet between foes. Upon hitting a foe with your Divine Strike, the shot can ricochet to a creature of your choice within 30ft. The same rolls are used for the second creature, but you do not get the additional damage of Divine Strike.
If this is used with Artillery Strike, you may choose whether the spell is cast from the original target or the second creature.