Cleric
Base Class: Cleric

Gunslinger Legion

The Gunslinger Legion is an organization dedicated to protecting the Planes from supernatural influences, particularly from powerful Undead, Fey, Fiends, Elementals, and Aberrations. They are always looking for members and will accept anyone willing to fight for those incapable of fighting for themselves. As a member of the Legion, your life is devoted to the cosmos and consecrated to the work of establishing justice and peace. You have been trained to fight against monstrosities and other threats to civilization.

“ He disturbs the natural balance... there will be no warning when vengeance comes, guns akimbo. ”
—Repeater Ocelot, Half-Elf Legion Gun Priest

Gun Priests of the Gunslinger's Legion are devout. Their faith in their god is so great that they have become avatars for their god's will. Woe is to anyone who incurs the wrath of the Gunslinger Legion, for they never give up and always find their mark one way or another. These gunslingers serve the cosmos as a whole to prevent any monstrosities from disrupting the order of the universe by getting too powerful and changing the dynamic.

Legion Gun Priests are supported as needed by their church, though most tend to rely on themselves and their god. Legion Gun Priests range from imposing their god's will on the world to detesting the slightest change in patterns. Because of their god's blessing, the greatest among them see things over a vaster period of time than most mortals, even elves, due to centuries of experience.

“ The Sun will Always Rise Tomorrow, it's our job to make sure it does no matter what. ”
--Trinity Sartana, Aasimar Legendary Gun Priest

Blast Domain Spells

You gain domain spells at the cleric levels listed in the Blast Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st Divine Favor, Hunter's Mark
3rd  Scorching Ray, Moonbeam
5th Fireball, Hypnotic Pattern
7th Fire Shield, Raulothim's Psychic Lance
9th Hold Monster, Swift Quiver

Holy Men-At-Arms

At first level, you gain proficiency with Light, Medium, and Heavy Armor, Firearms (Past, Modern, and Future), and Tinker's Tools. You may use these 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. If you already have proficiency in Tinker's Tools, you may choose another set of appropriate tools.

Quick Trigger

Starting at 1st level, you've learned to never waste an opportunity at retribution. When a creature hits you with an attack, you can use your reaction to make an opportunity attack with a firearm in your possession.

Channel Divinity: Holy Arsenal

The Pile Driver is a device used to purify or purge supernatural creatures, which is set up by your divine patron in an appropriate spot with enough space. The Generators have been blessed by "Gaea," the Motherland, and "Sol," the Sun's spirit, and can amplify solar energy.  To its detriment, the Pile Driver can't be activated without sunlight and is only as powerful as the amount of sunlight it can gather from its Solar Sensor. Because of its sheer size and there being so few in existence, the Legion has designed an alternate means of providing divine weaponry to their Gun Priests.

Starting at 2nd level, you can use your Channel Divinity to temporarily summon a Holy Arsenal to your sides when called upon. As an action, you can present your holy symbol, and a number of spectral firearms equal to your proficiency bonus (PB) materialize and hover within 5 feet of you, each with a range of 300 feet.

As a bonus action, you can choose to have any number of these spiritual firearms fire at once against any number of targets. Roll to hit separately for each target (using your Spell Attack Modifier); on a hit, the target suffers 2d10 + your Cleric level radiant damage. Each weapon lasts for 1 minute or until they are fired.

Additionally, these attacks ignore all cover, and you have advantage on all Charisma (Intimidation) checks for the duration.

Focused Fire

Experience on the battlefield has allowed you to discover that patience is a valuable virtue. At 6th level, you can now use your bonus action to gain advantage on Attack rolls using firearms if you haven’t moved on your turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Additionally, when you take the Attack action with a firearm, you can now attack twice instead of once as part of the same action.

Divine Shot

At 8th level, you gain the ability to infuse your firearms with divine energy. Once on each of your turns, when you hit a creature with a weapon attack using a firearm, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Herald of Bullets

17th level, you gain the following benefits:

  • You can shoot through full cover at disadvantage, so long as the cover is no more than 3 feet thick.
  • You can't be surprised.
  • You gain Blindsight out to 30 feet.
  • All ranged attack rolls made against you are at disadvantage.
  • When you take the Attack action with a firearm, you can now attack three times instead of twice.
Blast Domain Image

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