Blast Domain (5e Subclass)

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Blast Domain[edit]

Cleric Subclass

You will soon become a divine force of firepower, thanks to your deity. Through your access to the Holy Arsenal, and divinely enhanced abilities, you will surely make your god or goddess proud.

Blast Domain Spells[edit]

Cleric Level Spells
1st Compelled Duel, Gift of Alacrity
3rd Fortune's Favor, Magic Weapon
5th Conjure Barrage, Lightning Arrow
7th Death Ward, Divination
9th Conjure Volley, Swift Quiver


Bonus Proficiency[edit]

At 1st level, you gain proficiency in firearms.

Quick Trigger[edit]

Starting at 1st level, you can use your reaction when a creature hits you to make an opportunity attack against them using a firearm.

Channel Divinity: Holy Arsenal[edit]

Starting at 2nd level, you can use your Channel Divinity to temporarily summon the Holy Arsenal to your side when called upon. As an action, you can present your holy symbol and a number of spectral firearms equal to your proficiency bonus (PB) materialize and hover within 5 feet of you; each with a range of 300 feet.

As a bonus action, you can choose to have any number of them fire at once against any number of targets. Roll to hit separately for each target (using your Spell Attack Modifier), on a hit the target suffers 2d10 + your Cleric level radiant damage. Each weapon lasts for 1 minute, or until they are fired.

Additionally, these attacks ignore all cover, and you have advantage on all Charisma (intimidation) checks for the duration.

Focused Fire[edit]

At 6th level, you now can use your bonus action to gain advantage on attack rolls using firearms if you haven’t moved on your turn.

Additionally, when you take the Attack action with a firearm, you can now attack twice instead of once.

Divine Shot[edit]

At 8th level, you gain the ability to infuse your firearms with divine energy. Once on each of your turns when you hit a creature with a weapon attack using a firearm, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Herald of Lead[edit]

At 17th level, you gain the following benefits:

  • You can shoot though full cover at disadvantage, so long as the cover is no more than 3 feet thick.
  • You can't be surprised.
  • You gain blindsight out to 30 feet.
  • All ranged attack rolls made against you are at disadvantage.
  • When you take the Attack action with a firearm, you can now attack three times instead of twice


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