Gun Domain (5e Subclass)
Gun Domain[edit]
Cleric Subclass
Praise the Lord and pass the ammunition!-LTJG Howell M. Forgy
While many gods will have preferred weapons for both themselves and their worshippers, few actually include groupings more specific than archery as a domain. Fewer still include firearms, novel as they are to most realms. You are one of the limited number of clerics that worships a deity that has decided to claim such instruments of war as their own via the avenue of ballistic ranged weaponry, perhaps anticipating their eventual takeover of the battlefield once the technology improves and, more importantly, their costs fall. While your deity can do little to help you on the financial side of stocking your arsenal, they can make sure every blessed bullet you spit in their name lands in blood. Notable deities with firearms as specific parts of their portfolios include Flandal Steelskin, Gond, Laduguer, Murlynd, Reorx, Surtr, and Zardoz.
- Gun Domain Spells
Cleric Level | Spells |
---|---|
1st | faerie fire, gift of alacrity, true strike |
3rd | magic weapon, wristpocket |
5th | conjure barrage, lightning arrow |
7th | death ward, dimension door |
9th | antilife shell, conjure volley |
- Firearm Proficiency
Starting at 1st level, you have proficiency with firearms and can ignore the loading property of firearms.
If selecting this divine domain during character creation, you can choose to receive a pistol and 20 bullets instead of a light crossbow and 20 bolts as part of your cleric starting equipment.
- Angelic Aim
Starting at 1st level, your firearms all come with a magical sights to let you line up perfect shots. You can cast true strike as a bonus action and the cantrip’s range increases to 120 feet, but when cast this way true strike only affects a ranged weapon attack roll.
- Holy Holer
Starting at 1st level, when you attack with a firearm, you can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls. You can also use any firearm as a holy symbol. When you miss an attack with a firearm, you can expend a spell slot and add its level to the attack roll, potentially turning a failure into a success (no reaction needed). If the attack is successful, it deals extra force damage and you gain temporary hit points equal to triple the spell slot’s level. If the attack misses, you still gain the temporary hit points.
- Channel Divinity- Stigmata
Starting at 3rd level, you can use your Channel Divinity to highlight a target for death.
As a bonus action, target a creature or object you can see within 120 feet of you. For 1 minute, the creature or object’s silhouette and weak points glow in heavenly light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage and scores a critical hit on a roll of 19-20 if the attacker can see it. The affected creature or object also can’t benefit from being invisible. At the end of its turns, a creature can make a Charisma saving throw against your spell save DC to end this effect on itself on a success. When you score a critical hit with a firearm against a creature, it gains disadvantage on its next saving throw against this feature within 1 minute.
- High Caliber
Starting at 6th level, you can focus your shots to pack the power of three bullets into only one, conserving the precious resource. When you deal damage with a firearm, triple the number of weapon damage dice you roll. You can also change the attack’s damage type to force while ignoring resistance to force damage.
- Divine Strike
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Bulletproof
Starting at 17th level, your god protects you from enemy snipers so you, in turn, can protect others. Ranged attacks against you have disadvantage and attacks made using a firearm automatically miss you. You have resistance to damage from ranged attacks and if a ranged attack causes you to make a saving throw, you have advantage on it.
Whenever you are targeted by a ranged attack, you can use your reaction to gain a bonus to your AC equal to your Wisdom modifier until the end of the turn. After the attack hits or misses, you can make a weapon attack against the attacker as part of the same reaction if they are within your weapon’s range and you can see them. If the original attack was successful, you have advantage on your attack roll. You can also draw a firearm on your person and gain temporary hit points equal to your Wisdom modifier as part of this reaction.
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