Gun Domain (5e Subclass)
Gun Domain
Cleric Subclass
The Cult of the Gundead is the prominent occupant of the Gungeon. Many bizarre and powerful creatures make up their ranks, but some of the strongest are clerics of Kaliber. Most of her clerics have names based on specific roles they fill, like Gunsinger and Jammomancer, but some of her clerics have gained access to a much larger variety of supernatural abilities.
Other gods with the Gun domain may exist, but are so obscure that the powers specifically given by Kaliber are generally regarded as those that are given by the Gun domain.
Cleric Level | Spells |
---|---|
1st | hunter's mark, gorgath’s rock-volver |
3rd | misty step, enhance ability |
5th | conjure barrage, leonardo’s projected force |
7th | ice storm, dimension door |
9th | conjure volley, swift quiver |
- Bonus Proficiency
At 1st level, you gain proficiency in firearms. As well as this, choose one cantrip that requires a ranged spell attack roll. You learn the cantrip, it counts as a Cleric spell for you, and you can use a firearm as a spellcasting focus for that cantrip.
Channel Divinity: Invoke Jamnation
Starting at 2nd lever, you can use your Channel Divinity to enhance a creature with the power of the Jammed.
As an action, you can present your holy symbol and choose one willing target within 30 feet. They gain the following.
- +10 feet to all movement speeds.
- Temporary hitpoints equal to your Cleric level.
- +2 to AC.
- When the target creature attacks with a weapon with the Loading property, they can ignore it, and weapons without the Short Burst (3) property gain it for the duration. A weapon that cannot expend ammunition can use the Short Burst (3) property as if they could.
This lasts for 1 minute, but you must use your action every turn to maintain the effect, and it ends early if you do not. Starting at 10th level, you can instead use your bonus action to maintain the effect.
- Covering Fire
At 6th level, your devotion to the gun has shown you a new technique. When you make an attack with a firearm without the loading property, you can instead attack a 10 foot square within its short area. You only make one attack roll, and if the roll beats the AC of any creature within, they take damage equal to half of the weapons damage. This expends four times the ammunition of a normal attack.
- Divine Strike
At 8th level, you gain the ability to infuse your strikes with necrotic energy. Once on each of your turns when you hit with a ranged weapon attack, you can cause the attack to deal an extra 1d8 Necrotic damage. When you reach 14th level, the damage increases to 2d8.
- Kaliber K’pow Uboom K’Bhang
At 17th level, you can target yourself when using Invoke Jamnation. When doing so, it gains the following additional effects.
- +2 to all saving throws.
- You do not need to spend an action or bonus action to maintain the effect.
- After making a ranged weapon attack, you can make another attack with the same weapon as a bonus action.
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