Base Class: Cleric
The Black Powder Domain is worshipped by those with a keen eye and deadly aim. They vary in their standing with the law, and range from protectors, to killers, to vigilantes. Deities of this domain range from gods of craft and fire, to gods of law, and even those who wish to destroy everything.
Black Powder Domain Spells
You gain certain spells when you reach specific levels within this class.
| Cleric Level | Spells |
| 1st | Detect Poison and Disease, Hunter's Mark |
| 3rd | Find Steed, Mirror Image |
| 5th | Fear, Haste |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Seeming, Passwall |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Firearms and Tinker's Tools.
Holy Shooter
At 1st level, you have learned to empower your faith into your firearms.
When you attack with a firearm, you can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls.
Fire First
Also at 1st level, you have advantage on initiative rolls while not wearing heavy armor.
Channel Divinity: Divine Barrage
Starting at 2nd level, you can use your Channel Divinity to enhance your firing speed.
As an action, you can make a number of attacks with your firearm equal to your proficiency bonus, or the number of remaining shots in your firearm, whichever is the lowest.
No Rest For The Wicked
Beginning at 6th level, your faith has blessed you with extra firepower.
Whenever you hit a Fiend or Undead with an attack from your firearm, you deal an additional 2d6 Radiant damage. A Fiend that is not on on its home plane of existence that drops to 0 hit points as a result of an attack with your firearm must make a Charisma save against your Spell Save DC, or be permanently killed.
Divine Firearms
At 8th level, you have honed your skills with a firearm to a divine level.
You can attack twice, instead of once, when you take the Attack action on your turn.
In addition, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage, depending on your alignment: Radiant for Good alignments, and Necrotic for Evil alignments. This damage increases to 2d8 at 14th level.
Gunslinger's Conviction
At 17th level, you score a critical hit on a d20 roll of 19 or 20.
Whenever you cast a spell of 1st level or higher with a casting time of 1 Action, you can make an attack with your firearm as part of that action.
Comments