Cleric
Base Class: Cleric

“I do not aim with my hand; he who aims with his hand has forgotten the face of his father.
I aim with my eye.

I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father.
I shoot with my mind.

I do not kill with my gun; he who kills with his gun has forgotten the face of his father.
I kill with my heart.”

― Stephen King, The Gunslinger

The domain of black powder 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 but are most famously known for being bounty hunters or sheriffs. The only feature that all clerics of this holy domain have in common is their uncanny gift with firearms. 

Deities of the domain of black powder range from gods of craft and fire to gods that keep law, and even those who wish to destroy all.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with firearms and tinker's tools.

Shoot First, Talk Later

At 1st level, you are able to sacrifice defense for speed and mobility. While not over encumbered, wearing medium or heavy armor, or wielding a shield, you have advantage on your initiative rolls and dexterity saving throws, and your movement speed is increased by 10 feet.

You are proficient with Intimidation and Persuasion ability checks. At 6th level, you may add double your proficiency bonus instead.

Gunslinger

Also at 1st level, with a combination of martial prowess and divine help, you are able to wield your firearms in such a way as to make others look like absolute novices. You are able to do the following when making an attack with a firearm:

  • You ignore the loading and misfire properties of firearms. 
  • When you use the Attack action and attack with a firearm, you can use a bonus action to attack with a firearm with the light property you are holding.
  • You gain the effects of the Archery fighting style (you gain a +2 bonus to attack rolls you make with ranged weapons).

Channel Divinity: Divine Rapid Fire

Starting at 2nd level, you can use your Channel Divinity to enhance your firing speed.

As an action, you make a number of attacks with your firearm equal to your proficiency bonus.

Extra Attack

At 6th level, you can make two attacks instead of one when you take the Attack action on your turn.

Cool Hands

Also at 6th level, you have gained enough experience from firefights to maintain your calm under difficult situations. You do not have disadvantage on ranged weapon attacks for having a hostile creature within 5 feet of you.

If you haven't moved during your turn, you can use a bonus action to set your movement speed to 0. Until the end of your turn, you have advantage on ranged attack rolls.

Divine Firearms

At 8th level, your bullets are touched by divine magic. Your bullets now count as magical for the purpose of overcoming resistance or immunity to non-magical piercing damage.

Once per turn when you hit a creature with a weapon attack from one of your firearms, you can cause the attack to deal an additional 1d8 radiant or necrotic damage (based on your alignment). This damage increases to 2d8 at 14th level.

Gunslinger's Conviction

Starting at 17th level, you score a critical hit on a roll of 19 or 20. Whenever you cast a spell of 1st level or higher as an action, you can attack once with your firearm as part of that action.

 

 

Gunsmith (Optional Feature)

When you choose this archetype at 1st level, you gain the ability to craft and repair firearms, as well as create ammunition to be used with them. If cleric is your starting class, you may choose to start with either the Pistol, Palm Pistol or Musket. If cleric is not your first class, or if you wish to acquire different firearms, they will need to be crafted, found, or purchased.

You may use Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. 

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 action or bonus action to reload. You must have one free hand to reload a firearm.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Gun Drafting

Before you can craft a firearm, you must first create a draft of it. During a short rest, you can choose a firearm and then make a Tinkering (Wisdom) check. If you meet or succeed the DC of the firearm, you successfully create a draft for the firearm and can now start to craft that firearm.

You cannot attempt to draft a firearm if you are currently in the process of crafting another item. How often you can attempt to draft a firearm is up to the DM’s discretion. For firearms outside of this list, the DC is left to the DM's discretion.

Crafting:

When crafting a firearm, you follow the same rules as stated for crafting non-magic items in the player handbook, but the normal crafting time is halved. I.e. a Pepperbox (Market Value 250GP) would only cost 125GP and 25 days to make. 

A day’s crafting can be done as part of a long rest. If you have a non-adventuring day and spend the majority of the time crafting your weapon, you can advance your progress by two days. The time needed to craft the gun can also be reduced by one day with a successful tinkering (Wisdom) check made during a long rest.

Firearms
NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Palm Pistol
DC 10
50g 2g (20) 1d8 piercing 1 lb. (40/160)
Pistol
DC 12
150g 4g (20) 1d10 piercing 3 lb. (60/240)
Musket
DC 10
300g 5g (20) 1d12 piercing 10 lb. (120/480)
Pepperbox
DC 14
250g 4g (20) 1d10 piercing 5 lb. (80/320)
Blunderbuss
DC 17
300g 5g (5) 2d8 piercing 10 lb. (15/60)
Bad News
DC 20
Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Hand Mortar
DC 20
Crafted 10g (1) 2d8 fire 10 lb. (30/60)

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