Divine Domain
At 1st level, a cleric gains the Divine Domain feature. The Black Powder Domain is another option available to a cleric, in addition to those offered in the Player’s Handbook.
Black Powder Domain
Deities and pantheons of war sometimes accept the idolatrous worship of the armaments of battle as reverence for their domain. The clerics who draw power from the Black Powder domain escalate this concept to a wholly different level. Divinates that hear hymns in cannon blasts and sense purity in the flames of gunfire sometimes discover the renegade deities who claim for themselves this domain. In some worlds these are young proto-gods, barely nascent and eager for followers; in others, the gods of fire and powder are well-established while retaining the reckless flare of their domain's element. Murlynd is one of the rare examples of gods that claim this domain. With a smoking gun as a burnt offering and a bold quip as their prayer, clerics of Black Powder are sure to leave their mark no matter where they list to tread.
Black Powder Domain Spells
Cleric Level | Spells |
---|---|
1st | compelled duel, heroism |
3rd | branding smite, find steed |
5th | crusader's mantle, stinking cloud |
7th | death ward, *vitriolic sphere |
9th | conjure volley, *immolation |
Bonus Proficiencies
The sword is an elegant weapon for a more civilized age. When you choose this domain at 1st level, you gain proficiency with muskets and pistols.
Quick Draw
By 1st level, yours is the fastest draw in the land. On initiative count 20 in the first round of a combat, you can draw a weapon and make a single weapon attack as a reaction.
Channel Divinity: Silver Bullet
Beginning at 2nd level, you can use your Channel Divinity as an action to speak a one-word prayer and shoot a single silver bullet of pure light, striking all creatures in a line up to 120 feet long and 5 feet wide that passes through mundane obstacles. Each creature hit must make a Constitution saving throw. A creatures that fails takes an amount of radiant damage equal to 1d6 + your cleric level and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and suffers no other effect.
Gunslinger's Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with explosive power. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Heart of the Gunslinger
At 17th level, you learn how to shoot with your faith and from your soul. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.