Base Class: Cleric
NOTE: I have made this from the perspective of a player, so please let me know if any of it seems over- or underpowered. Also, if anyone can tell me how to disable spellcasting and preparation for a subclass, that would be much appreciated. The Flame Spitter is meant to function as a Eldritch Blast style cantrip, that can be enhanced for short times using the the Channel Flame ability, which does replace Channel Divinity (so you don't get the Turn Undead ability).
A god with close ties to the forge has gifted you with an intricate understanding of machinery, or you are skilled with tinkering or smithing. Either way, you have learned how to make a dangerous weapon, capable of firing from long ranges and dealing significant damage from any range. You can even infuse the weapon with magical flame, firing pellets of flame, thanks to either divine magic or arcane control, power, or understanding of fire or earth. in order to focus all your power into your weapon, you have sacrificed the spellcasting normally available to Clerics to further the power that can be funneled into your weapon.
Flame Spitter
Level 1
You have been shown by Moradin how to craft a weapon capable of firing armor piercing projectiles. You have the Flame Spitter, a ranged weapon. If your Flame Spitter is destroyed or lost, you can spend 75 gold and 2 days of work (8 hours per day) to make a new one.
The Flame Spitter has a range of 60 feet, and a long range of 240 feet. It deals 1d10+Dexterity modifier piercing damage on a hit, and can be fired twice before it needs to be reloaded. It takes an action to reload the Flame Spitter. You are proficient with the Flame Spitter, and you can choose to add your Wisdom modifier instead of your Dexterity modifier to its attack and damage rolls. The Flame Spitter uses special ammunition, obtainable through the Divine Smith feature after every long rest. You can also make the same amount of ammunition with Smith's Tools or Tinker's Tools at will, although it will take 1 hour of work and 4 gold pieces for every 20 pieces of ammunition made.
At 5th level, the Flame Spitter deals an extra 2d4 fire damage, increasing by 2d4 again at 11th level and 17th level. The character level is counted for the damage increase, not the character's Cleric level.
Divine Smith
Level 1
You gain proficiency with Smith's Tools or Tinkerer's Tools, you're choice. If you're proficient in the tool, you can instead gain expertise.
You also gain the ability to make 40 pieces of ammunition for your Flame Spitter after every long rest, using 8 gold pieces as material.
You can also spend 4 gold pieces and 1 hour of time to make 20 pieces of ammunition for your Flame Spitter using Smith's Tools or Tinker's Tools.
Tool Expertise (Smith's)
You gain expertise in Smith's Tools if you are already proficient.
Tool Expertise (Tinker's)
You gain expertise in Tinker's Tools if you are already proficient.
Tool Proficiency (Smith's)
Gain proficiency with either Smith's Tools.
Tool Proficiency (Tinker's)
Gain proficiency with Tinker's Tools.
Channel Flame
2nd Level
At 2nd level, you gain the ability to channel fiery directly into your Flame Spitter, adding another way to use the Flame Spitter. You start with two effects: Flaming Barrage and Burning Blasts.
When you use your Channel Flame, you choose which effect to create. You must then finish a short or long rest to use your Channel Flame again.
Some Channel Flame effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Flame twice between rests, and beginning at 18th level, you can use it 4 times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Flame: Flaming Barrage
2nd Level
You empower your Flame Spitter to spew a barrage of fiery pellets. For 1 minute, your Flame Spitter deals 1d4+1 fire damage on a hit, can be fired three times per turn, doesn't need to be reloaded, and consumes no ammunition. All attack rolls while Flaming Barrage is active ignore half and three-quarters cover and full cover is treated as three-quarters cover, imbued with magic to seek out the targets.
Starting at 8th level, the damage from Flaming Barrage increases, dealing an additional 1d4+1 fire damage on a hit, and your damage rolls ignore fire resistance, and immunity to fire damage only function as resistance instead.
Channel Flame: Burning Blasts
Level 2
You empower your Flame Spitter to send out waves of fire for 1 minute. As an action, you can blast the enemies in front of you with flame. All enemies in a 15-foot cone in front of you must make a Dexterity saving throw. Those who fail take 2d6 fire damage. Those who succeed take half damage.
Starting at 8th level, your Burning Blasts deal increased damage. You deal an extra 3d6 fire damage to those who fail their saves (total of 5d6 fire damage). Those who succeed still take half damage. Any targets with the Evasion ability do not benefit from it when affected by a Burning Blast, as the intensity of the flames singes even the nimblest combatants.
Burning Blast
You send a blast of flame from your Flame Spitter in a 15 foot cone. All targets caught in the cone must make a Dexterity saving throw. On a failure, they take 2d6 (5d6 at 8th level) fire damage. On a success, they take half damage.
Empowered Projectiles
6th Level
You can create 80 pieces of ammunition for your Flame Spitter with 10 gold after every short or long rest. You can also use a spell scroll to give a some bullets a magical effect based on the school of magic that the spell belongs to, or have a spellcaster (including yourself) cast a spell on the ammunition. You can only have 1 magical effect on a bullet at a time. The magic stays on the ammunition until it is fired if a spell scroll is used. If a spellcasting character adds the enchantment, then the enchantment lasts until that spellcaster regains a spell slot of the level used. The number of bullets that can be affected per spell scroll is equal to the spells base level (the lowest it could normal be cast at) multiplied by ten. If a 9th level spell is cast or a 9th level spell scroll used, the immense power of the spell doubles the amount of ammunition produced after a long rest.
Shielding Enchantment (Abjuration) - When a target is hit by ammunition enchanted by an abjuration spell, the attacker and all allies within 5 feet of the target have advantage on saving throws against effects produced by the target, and the target has disadvantage on attack rolls on all allies affected by the enchantment. This lasts for 1 minute.
Warping Enchantment (Conjuration) - When a target is hit by ammunition enchanted by conjuration magic, the target must make a Dexterity saving throw. On a success, they take half damage from the hit and nothing else happens. On a failure, they take full damage and get caught in small spatial warp, moving them twenty feet in a random direction (DM rolls 1d8, with 1 being forward and the direction changing clockwise from 2-8).
Revealing Enchantment (Divination) - When a target is hit by ammunition enchanted by divination magic, they must make a Wisdom saving throw. On a failure, any allies of the target that are hidden or invisible within 60 feet are revealed to the attacker and all allies within 30 feet, and invisibility is removed, along with the main target taking damage. A success has no effect other than the full damage.
Confusing Enchantment (Enchantment) - When a target is hit by ammunition enchanted by enchantment magic, the target must make a Charisma saving throw. On a success, the target suffers no effect other than the damage. On a failed saving throw, the target must attack an ally within 5 feet, confused by the enchantment and unable to discern between friend and foe.
Booming Enchantment (Evocation) - When a target is targeted by ammunition enchanted with evocation magic, the attacker designates any number of allies within 10 feet of the target to be unaffected. On a hit, the target takes the damage, and the target and everyone not designated within 10 feet of the target must make Constitution saving throws. On a failed saving throw, each target takes 3d8 thunder damage, and are pushed 10 feet from the original target (the original target is knocked 10 feet back unless it is blocked, in which case it is knocked 5 feet back and is prone). Those who succeed take half damage. Either way, a thunderous boom can be heard up to 300 feet away.
Mirroring Enchantment (Illusion) - When a target is attacked by ammunition enchanted by illusion magic, the attacker can designate up to ten creatures, both friendly and hostile. On a hit, all of the designated hostile targets see multiples of the designated allies. The affected enemies have disadvantage on attack rolls against the designated friends. This lasts for 1 round.
Leeching Enchantment (Necromancy) - When a target is hit by ammunition enchanted by necromantic magic, the target takes the normal damage. The target also takes 3d6 necrotic damage, and the attacker gains hit points equal to the necrotic damage done.
Fire Lord
8th Level
You have become one with the powers of the forge. You can now attune to up to 5 magic items, and all attacks with your Flaming Barrage active gain an extra 1d4+1 fire damage per hit. Burning Blasts instead gains an extra 1d6+CHA Modifier fire damage for each wave of flame. Your normal attacks with your Flame Spitter now deal extra fire damage equal to the modifier of the ability score used for the attack and damage rolls.
Fiery Ascendant
17th level
You can now become an embodiment of living fire. You can use a bonus action to become a Fire Revenant for 1 minute, gaining the following effects:
- Your Flame Spitter attack rolls gain double proficiency bonus
- Your Flame Spitter damage rolls gain your proficiency bonus
- You are immune to fire damage
- You are resistant to all nonmagical bludgeoning, piercing, and slashing damage
- You are treated as being an Elemental type creature
You can use this feature once per day, recharging at dawn. At 18th level, you get 2 extra uses of Channel Flame, giving you 4 total uses before having to take a short or long rest.
Comments