Base Class: Cleric
A Feather Shot Domain cleric specializes in using magic to weapons on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
Feather Shot Domain clerics like to spend their time at firing ranges practicing their firearm firing, and medical clinics to practice their ability to heal for when to time comes to go to war.
Divine Domain
They're your usual domain spells
When you reach level 1: Shield, Thunderwave, (You also get Feather Fall when you choose this domain, although you must use 1 raven to use it for free. You must take a long rest to use this for free again)
when you reach level 3: Scorching Ray, Shatter
When you reach level 5: Fireball, Wind Wall
When you reach level 7: Ice Storm, Wall of Fire
When you reach level 9: Cone of Cold, Wall of Force
Faithful Bird Friends
At 3rd level, your patron gifts you one raven per half your cleric level rounded down. Used for various features.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Magical Firearm
At 2nd level, you've learned how to summon a magical firearm. Using up to 2 of your ravens you can summon one gun per raven. Once you create two you cant do so again until you finish a long rest, you can have only two firearms at a time. The firearm is a magical object. You can use your eldritch firearm as a spellcasting focus for your cleric spells. Your firearms still need ammunition, though bullets can be crafted through tinkering tools and bought at stores with gold.
Every time you take a short rest, your firearms are automatically reloaded. Every time you take a long rest, roll a d8. The number you roll on that d8 is the number of bullets you get back. These bullets are invisible and they get used if you try to fire with no bullets in the chamber. this ability is great with races like the Shadar-Kai, who don't need to sleep and can finish a long rest in 4 hours if they spend those hours in a trace like meditation. Due to abilities like this, the max amount of bullets you can get by making long rests
is 30.
You can also use this to get 3 needle shots that heal just as much as a potion of healing instead of bullets
Note: Your DM could decide to nerf this by making types of firearms only available through side quests, leveling up, or reaching certain story points.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Potent Magic
Potent Magic lets clerics add their Wisdom modifier to cantrip damage.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.
Previous Versions
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8/21/2022 6:19:40 AM
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19
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0
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5E
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Coming Soon
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