Cleric
Base Class: Cleric

Heal Snipers specializes at Medium to long range healing while giving support with their special firearm ammo. The Heal Sniper uses special rounds created by the Giff with knowledge given to them by their gods whos loves of firearms have made them exceptional at using and creating the firearms. Heal Snipers spend most of their down time preparing their rounds for use in the coming days. 

Create Ammo

When you take Heal Sniper as your Divine Domain starting at level 1, You gain access to the feature Create Ammo.

With Create Ammo you may take specialized ammo created by your god. The ammo allows you to cast your benefitable spells into, Such as Cure Wounds, Bless, Etc. Each spell will have full potency for 2 days/per spell level. (I.E. 1st level spell 2 days, 2nd level spell 4 days, Etc) after the initial 2 days the spell will dissipate from the round and must re-cast into the round. After the spell is cast into the round, You may load the round and fire it at a ally, If the target is willing or not surrounded by enemies the round hits and activates as if you cast it normally via touch.

If the ally isnt willing or has enemies around (at least 3 enemies) them you must make a spell attack against your ally with at a DC 16, If you miss the DC by 5 or more you will hit an enemy activating the spell inside the round. 

 

Heal Sniper Spells

These are the spells granted to the Heal Sniper thru this Divine Domain

 

Cure Wounds 1 Cleric            
Bless 1              
Aid 3 Cleric            
Lesser Restoration 3              
Beacon of Hope 5 Cleric            
Revivify 5 Cleric            
Guardian of Faith 7 Cleric            
Death Ward 7 Cleric            
Mass Cure Wounds 9 Cleric            
Greater Restoration 9 Cleric

Bonus proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor

Channel Divinity: Divine Explosive

Starting at 2nd level you can use an action to create a small globe of holy energy in your hand, Which you can than throw to a spot up to 60 feet away or slam at your feet, Upon impact with a object, creature or ground the globe explodes healing all creatures within 20 feet centered on the explosion. Each creature inside the blast is healed for 2d8 + wisdom modifier. Undead caught in the blast take the same amount of damage. The healing increases by 1D8 at 5th, 8th, and 12th level. 

Extra Shot

Beginning at 6th level you are able to make a 2nd shot with a holy round of ammo (healing only) during the same attack action. The 2nd shot is empowered giving an extra 1D6 of healing to the creature hit. 

Ammo Swap

Starting at 8th level you can imbue your holy ammo with your Inflict Wounds spells following the same criteria and limitation as the Create Ammo Feature. When you reach 14th level you can imbue your holy ammo with any of your debuff spells such as Curse etc. 

Multi Shot

Starting at 17th level you may fire a round that hits up to 5 targets with a single round of Holy Ammo, The targets beyond the first gain half the healing from the original shot, (I.E. 6D8 initial healing on the first target and 3D8 healing to the other 4 targets) once Starting at level 20 the healing is no longer reduced for targets beyond the 1st.

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