dauntless/content/Classes/Cleric/Black Powder Domain.md
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source: Tome of Heroes
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![[assets/3bd5e80c041cb638cb173a5169d2f207_MD5.jpg|Roger Gerzner]]
The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, revealing just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.
||**Black Powder Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Black Powder Domain Spells, _Bonus Proficiencies, Gunpowder Blessing, Channel Divinity: Imbue/Remove Explosivity_|
|7th|Explosive Infusion|
|11th|Living bomb|
|15th|Greater Explosive Infusion|
# Black Powder Domain Spells 
_3rd-Level Black Powder Feature_ 
You gain domain spells at the cleric levels listed in the Black Powder Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Black Powder Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|fog cloud, thunderwave, heat metal, shatter|
|5th|fireball, stinking cloud|
|7th|confusion, wall of fire|
|9th|cloudkill, deadly salvo*|
|*indicates a spell found in this Document||
# Bonus Proficiencies 
_3rd-Level Black Powder Feature_ 
You gain proficiency with alchemists supplies or gunsmiths tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear), and when throwing an item with the gunpowder weapon property, such as a bomb, you dont treat the item as an improvised weapon.
# Gunpowder Blessing
_3rd-Level Black Powder Feature_ 
You can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again.
# Channel Divinity: Imbue/Remove Explosivity
_3rd-Level Black Powder Feature_ 
You can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke your gods blessing, lessening the effects of enemy firearms. 
As an action, you present your holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice within 30 feet of you for 1 minute.
Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function.
# Explosive Infusion 
_7th-Level Black Powder Feature_ 
You can imbue an object you are holding or carrying with explosive power. The object must be non-magical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-circle spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save **DC**, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected. 
If you expend a spell slot of 2nd circle or higher, the damage increases by 1d6 for each spell circle above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you dont throw the object before the duration ends, the magic fades, and the item becomes a normal object once again.
# Living bomb
_11th-Level Black Powder Feature_ 
The Imbue/Remove Explosivity effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use Imbue/Remove Explosivity, one creature of your choice within range makes a **CON** save. On a Failure, they take 4d8 fire damage and on a success, they take half that damage. If the damage reduces the creature to 0 HP the creature is reduced to ash and each creature within 10 feet takes 1d8 fire damage
# Greater Explosive Infusion 
_15th-Level Black Powder Feature_ 
You can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isnt being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube, and must be non-magical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively,you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures move within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you dont need to be within 100 feet of the object for it to detonate.
When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when you first imbue the object, each creature in the area when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object.