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View Full Version : D&D 5e/Next Gunpowder Cleric Domain



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.

EdwardThereseJr
2020-05-09, 06:22 PM
I like the idea of this build a lot, but a few notes.

Can casting a spell with Artillery Strike trigger Volley Fire? Because three attacks, if you use an attack spell, is a lot from a cleric. Once you get Ricocheting Shot, that's damage as if from a fourth attack. Admittedly, though, the Artillery Strike is a Channel Divinity, so that cuts down on this nitpick significantly.

Not getting disadvantage on your ranged attack rolls on melee targets not only feels a little powerful compared to Warding Flame (costs your reaction to impose disadvantage on one attack, conditionally) and Disciple of Life (a smattering of extra healing), but it doesn't feel like it follows from the premise of the class. It's about guns, so it doesn't hurt to encourage the ranged fighter to fight at range. Ignoring half cover is already pretty potent in of itself, anyway.

That said, this is a great way to mix the spellcasting-reliant class (and edition) with the fun of adding firearms to D&D. Uses both ideas effectively.

Awful
2020-05-10, 07:28 AM
Thank you for your input!

I wouldn't say that Artillery Strike can trigger Volley Fire, as you're channelling divinity and in doing so expending a spell slot, rather than casting a spell, per se.

I gave them no disadvantage on melee range attacks because I didn't want Crossbow Expert to be considered a feat tax for them,as they don't have many methods of escaping close range, and it's quite difficult to prevent a large portion of the MM from closing the distance. I'll think about it, whether it should be one or the other of the two aspects granted there.