Cleric
Base Class: Cleric

The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, reveling just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.

Black Powder Domain Spells

Cleric Level

1st

3rd

5th

7th

9th

Spells

fog cloud, thunderwave

heat metal, shatter

fireball, stinking cloud

confusion, wall of fire

cloudkill, deadly salvo*

*indicates a spell from Kobold Press' Tome of Heroes

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with alchemist supplies or gunsmith's tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear chapter in Kobold Press' Tome of Heroes), and when throwing an item with gunpowder weapon property, such as a bomb, you don't treat the item as an improvised weapon.

Gunpowder Blessing

Also at 1st level, you cane use an action to touch a weapon help by a willing creature. The weapon gains the gunpowder weapon property. The blessing lasts for 1 minute or until you use this feature again.

Channel Divinity: Imbue/Remove Explosivity

Starting at 2nd level, you can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke you god's blessing, lessening the effects of enemy firearms.

As an action, you present you holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice withing 30 feet of you for 1 minute.

Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores the function.

Explosive Infusion

Beginning at 6th level, you can imbue an object you are holding or carrying with an explosive power. The object must be nonmagical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-level spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but the effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.

If you expend a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet  of the point of impact must  make the saving throw. If you don't throw the object before the duration ends, the magic fades, and the item becomes a normal object once again.

Divine Strike

A 8th level, you gain the ability to infuse your weapon strikes with divine energy. One on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Greater Explosive Infusion

Starting at 17th level, you can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isn't being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube and must be nonmagical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively, you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures more within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you don't need to be within 100 feet of the object for it to detonate.

When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object.

Previous Versions

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