Base Class: Cleric
Gunslinger is not a term that many hear around these parts. Mostly might and magic are what constitute battle prowess in these lands; but not for a gunslinger.
But there is a rumbling coming in from the East, of a few lone souls who have crafted some type of hand canon they call a gun, that can fire pellets so fast it'd make a Solar blush. These wielders of this power were said to have been granted it not from gods, but from devils. Devils that are just looking to watch the chaos of these foreign contraptions rip apart our world. But there are some wielders who use the magics of our day to do some good with these killing contraptions. They embed the pellets with their spells to get you some healing faster than a spellslinger can recite an incantation.
These folk are the dawn of a new age, of destruction and redemption. They may be bringing a storm, but after the storm will be blue skies for miles.
Bonus Proficiencies
At 1st level, you gain proficiency with firearms and ranged attacks.
Quickdraw Magic
Also Starting at 1st level, your ranged attacks and ranged spell attacks are blessed with a divine guidance. You can add your DEX modifier to your spell attack modifier whenever you cast a ranged spell attack, and you can add your WIS modifier to your attack roll for a ranged weapon attack.
Because of the nature of the blessing granted to your from your deity, you do not require a somatic component when spellcasting.
Channel Divinity: Benefactor's Flask
Starting at 2nd level, you can use your Channel Divinity to create a translucent flask filled with a magical concoction, in front of you and up to 3 of your allies you can see within 60 ft. This concoction is a shot of blessed whiskey, that is consumed once each ally willingly accepts the drink. Once this shot is consumed, each creature is immune to fear for 1 minute, and gains temporary hit points equal to your WIS modifier + your Cleric level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Crack Shot
At 8th level, you have the quickest draw this side of the Mississippi, wherever that is. If you have the highest spot in initiative order before the start of combat, you get 1 free action to begin combat, before you take your turn.
You can use this action to either cast a spell, attack, dash, disengage, or hide.
Deadeye Defender
At 17th level, you can use your reaction to deflect any ranged attack, or impose disadvantage to any melee attack targeting any of your allies within 60 ft. of you, by firing a perfectly placed shot from your gun.
If you use this reaction to deflect a spell, you must expend a spell slot equal to the level of spell cast.
Previous Versions
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