Base Class: Cleric
Some clerics don't belong to any order, or worship any god. They do not consider themselves clerics , but they can be classified as such, as their divine powers come from faith and zeal in their experience and skills. But due to their belief in them selves and not a higher entity their spell casting ability comes at a cost but gain a new skill.
Lack luster spells
You lose the ability to cast 6,7,8 and 9th level spells, but your gun acts as a arcane focus.
Firearm proficency
You gain the ability to use Firearms and maintain and build them with tinker tools and blacksmith tools.
Magic Bullets
You are also able to infuse attack cantrips into your bullets (Wisdom+Pro. bonus for how many you can craft per long or short rest) to give them a little more power. (If a flintlock does 1d8 damage and sacred light does 1d8. Your damage output would be 2d8, your the range of your attack is also increased by what ever has the longest range. This would also be considered an area of attack spell) (For what ever reason you had infused fire bolt and your bullets it would do 1d10 Fire Dam and 1d8 Piercing and would be an attack roll.)
Words of Wisdom
Your gun and skill are the only things you can rely on. You have advantage when attacking with your firearms, Your firearm also gains an extra die of damage.
Spell Storing Bullets
You have learned how to infuse your normal attack spells into your bullets (Your bullets will hold your attack spells)
This works exactly like your Magic Bullet Class Feature but instead of cantrips, you can use 1st through 5th level attack spells. (If your DM allows it you can pay for those who cast magic spells (wizard, warlocks, ext) to store spells in your bullets like shield golems. If your DM allows it your bullets can hold any spell level)
Aimed Shot
Your aim is perfect and you can target specific location when you make a ranged attack. You do not take any disadvantages when using this ability. You can use this ability equal to your Pro. Bonus and your Wis. Modifier.
- Head – On a hit, the target takes double damage, and has disadvantage on everything for 1 round.
- Torso – On a hit, the target takes normal damage and is pushed back 10 ft.
- Arms – On a hit, the target takes normal damage and the foe drops 1 item of the Clerics choice.
- Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw.(DC = 10 + Damage Dealt) or is knocked prone.
- Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 10 + Damage dealt) or plummet 20 ft.
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Posted Mar 24, 2020Good Idea!but it doen't quite work as a cleric domain.Try making it a ranger instead.