Divine domain
At 1st level, a cleric gains the Divine Domain feature. The following domain option is available to a cleric.
Black Powder Domain
The gods of black powder are patrons to tinkerers, hunters, protectors, and conquerors. Black powder levels the playing field it can move mountains and empower the weak. Clerics of the black powder domain seek to spread the tenets of their gods through wondrous and explosive displays of force. Gods such as Gond, Hephaestus, Moradin, or Murlynd hold a special domain for firearms.
Domain Spells
You gain domain spells at the cleric levels listed in the Black Powder Domain Spells table. See the Divine Domain class feature for how domain spells work.
Black Powder Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | burning hands, hunter's mark |
| 3rd | branding smite, pyrotechnics |
| 5th | fireball, protection from energy |
| 7th | fabricate, wall of fire |
| 9th | creation, conjure volley |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and firearms.
Gunsmith
Upon choosing this domain at 1st level, you gain proficiency with tinker's tools and alchemist's supplies. If you were already proficient with either tool proficiency, then you can add double your proficiency bonus to checks using tinker's tools instead of your normal proficiency bonus. You may use the tools and supplies to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Holy Gunfighter
Starting at 1st level, your connection with your deity makes your firearms strike as quick as lightning. You ignore the loading times and the reload property for firearms. When you take the attack action on your turn with a firearm, you can make an additional firearm attack roll as a bonus action.
You can use the bonus attack feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses when you finish a long rest.
Channel Divinity: Divine Arsenal
At 2nd level, you can use your Channel Divinity to infuse your gun with divine energy. Until one of your firearm attacks hit, you may add your Wisdom modifier to your firearm attack rolls. On a hit, you deal additional radiant damage equal to your proficiency bonus. Additionally, any creature of your choice within 5 feet of the target takes radiant damage equal to half the damage dealt to the original target.
Known Trajectory
Starting at 6th level, your mastery of shrapnel, trajectory, and bond to the divine grant you additional benefits. Ranged attacks made against you have disadvantage. Additionaly, you may use your reaction to gain advantage on dexterity saving throws.
Divine Powder
At 8th level, you gain the ability to infuse your black powder with your deity's essence. Once on each of your turns when you hit a creature with an attack made from a firearm, you can deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Rain Fire
At 17th level, you can call upon your deity to rain divine retribution onto your foes. Creatures in a 30ft radius centered on a point within 200 feet of you must make a Dexterity saving throw. A target takes 5d10 piercing damage and 5d10 radiant damage on a failed save and is knocked prone, or half as much damage and is not knocked prone on a successful save.
You regain this feature each day at dawn.


Firearms
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses unique ammunition and is generally sold or crafted in batches listed below next to the price.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate or bounces away harmlessly before doing so.
Masterwork. The weapon provides an additional +1 bonus to attack rolls. Additionally, when the firearm misfires, the user may use their reaction to roll a 1d6, on a 1 or 2 the misfire occurs as usual, on a roll of 3-6 the user is able to prevent the misfire.
Masterpiece. The weapon can be considered a work of art by other gunsmiths. The weapon provides an additional +1 bonus to attack and damage rolls made with the weapon. The misfire rating is reduced by 1 point. Additionally, when the firearm misfires, the user may use their reaction to roll a 1d6, on a 1 the misfire occurs as usual, on a roll of 2-6 the user is able to prevent the misfire.
Misfire. Whenever you roll an attack roll with a firearm and the result on the die is equal to or lower than a firearm’s Misfire score, the weapon misfires. The attack misses, and the firearm is in danger of breaking completely. You may spend an attack, or bonus action to clear the misfire (no check required), but if you do not, a second misfire will cause an explosion and break the weapon. This explosion deals the weapon’s listed damage to you and any creatures or objects within five feet.
Repairing a broken firearm, requires a short rest and an Intelligence (Tinker’s Tools) check (DC 10 + the firearm’s misfire score). On a success, the weapon is repaired and functional again; failure simply means you must spend another hour to attempt the repairs again.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Alternatively, you may use your free action to stow your weapon in your other hand before reloading.
Scatter. When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first target. The second attack uses the same attack and damage rolls for both targets.
Crafting Munitions
Alchemical Cartridge. Fusing alchemy with black powder is a delicate process and can be created in one hour, as well as during a long or short rest. An Intelligence (Alchemist's Supplies) check must be made, you may produce a number of Alchemical Cartridges equal to the results of the check divided by 5 (minimum of 1).
Each alchemical cartridge requires 20gp worth of alchemical reagents.
Ammunition. Firearms that use the same type of ammunition are considered interchangeable between different firearms. Mundane ammunition is crafted by making a Dexterity (Tinker's or Smith's Tools) check. This can be done as light activity during a long rest, or during a short rest at disadvantage. The result of the check is the amount of ammunition the character is able to craft in that period of time.
Each individual ammunition consumes one dose of black powder when used and costs 2 silver pieces to craft.
Black Powder. The act of creating black powder is a tedious and process that involves the careful blending and combining of ingredients (usually in water, to reduce the risk of explosion), and then allowing the resulting cakes of powder to fully dry before seeing use. This process requires the use of Alchemist's Supplies and four hours of work, at the end of four hours the crafter must make an Intelligence (Alchemist's Supplies) check, with the resulting roll being the amount of doses the crafter is able to make. This method uses materials costing 1 silver piece per dose.
Bombs. Crafting bombs is a time consuming and delicate process that includes shaping an iron or glass shell, filling it with adequate powder and shrapnel, waxing a fuse, and then sealing it within the neck. A bomb may be created in one hour, as well as during a long or short rest with a successful DC 15 Dexterity (Tinker's Tools) check. On a result of 9-14 you fail to create a bomb and lose half the materials in the process. On a result less than 8, the bomb explodes as you are working on it.
Medic Rounds. During times of great necessity, specialist marksmen can be used to tactically deploy medical attention at range with minimal risk to themselves. Each round takes 8 hours and 25 gp of materials to craft. At the end of the 8 hours, the crafter must be make an Intelligence (Alchemy supplies or Herbalism Kit) check DC 14 and a Dexterity (Tinker's tools) check DC 14 to produce one round.


Firearms
| Name | Cost | Damage | Weight | Range | Properties | Ammuniton |
|---|---|---|---|---|---|---|
| Simple Melee Weapons | ||||||
| Bayonet | 4gp | 1d6 piercing | 1 lb | - | Must be fixed to a firearm | - |
| Martial Firearms | ||||||
| Arquebus | 150gp | 1d10 piercing | 12 lb. | (30/90) | Misfire 3, loading, two-handed | Musketball |
| Blunderbuss | 250gp | 2d8 piercing | 10 lb. | (15/60) | Misfire 2, loading, scatter, two-handed | Shot |
| Flintlock Pistol | 200gp | 1d10 piercing | 2 lb. | (30/120) | Misfire 2, light, loading | Musketball |
| Musket | 500gp | 1d12 piercing | 10 lb. | (80/120) | Misfire 2, loading, two-handed | Musketball |
| Palm Pistol | 100gp | 1d8 piercing | 1 lb. | (20/60) | Misfire 1, light, loading | Musketball |
| Advanced Firearms | ||||||
| Double Hunting Rifle | 750gp | 2d6 piercing | 10 lb | (120/400) | Reload 2, misfire 2, two-handed | Cartridge |
| Pistol | 300gp | 1d10 piercing | 3 lb. | (60/240) | Reload 1, misfire 1, light | Cartridge |
| Pepperbox | 500gp | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2, light | Cartridge |
| Harmonica Rifle | 900gp | 2d8 piercing | 20 lb. | (200/800) | Reload 7, misfire 2, two-handed | Cartridge |
| Hand Mortar | 750gp | 2d8 fire | 10 lb. | (40/80) | Reload 1, misfire 3, explosive | Shot |
| Scattergun | 600gp | 1d10 piercing | 12 lb. | (30/60) | Reload 2, misfire 2, scatter, two-handed | Shot |
Munitions
| Name | Cost | Weight | Properties |
|---|---|---|---|
| Alchemical Cartridge | 30gp | 0.1 lb. | Increases Misfire by 2; increases damage by 2d6 damage of crafter's choice |
| Black powder Horn | 40gp | 2 lb. | 100 doses of powder |
| Black powder Keg | 350gp | 20 lb. | 1000 doses of powder |
| Bomb | 150gp | 1 lb. | 40 ft range, 5ft radius, 2d6 fire damage + 2d6 piercing damage (Dexterity) |
| Cartridge (10) | 6gp | 1 lb. | - |
| Medic Rounds | 25gp | 0.1 lb. | Increases Misfire by 2; 1d4 piercing damage + 2d4 + Wis modifier healing |
| Musketball (10) | 2gp | 1 lb. | Uses 1 dose of black powder to fire from a firearm |
| Shot (10) | 4gp | 1 lb. | Uses 1 dose of black powder to fire from a firearm |


Crafting Firearms
Through the Gunsmith feature, players are able to create firearms from scratch. Crafting a firearm is an involved process that requires the usage of three basic steps: planning, prototyping, and production.
Planning. This stage is dedicated to theory and drawing up schematics and concentrating on numerous aspects of theoretical design. This stage takes at least five days in which at least two hours each day are spent focusing on the task of designing the weapon. This counts as light activity for the purposes of a long rest. At the end of the five days an Intelligence (Tinker's Tools) check must be made. The DC starts at 12, but is modified by the following table:
| Feature | DC modifier |
|---|---|
| The weapon has the loading property. | -1 |
| The weapon is one-handed. | +1 |
| The weapon has a long-range greater than 300ft | +1 |
| Adding exotic or unique components | +1 |
| The weapon is two-handed. | +2 |
| The weapon has more than 1 damage dice | +2 |
| The weapon fires cartridges. | +2 |
| Adding additional features or properties | +3 |
Prototyping. This stage represents the difficult task of crafting, assembling, testing, and refining components to form a functional firearm. This stage typically lasts for at least one tenday and typically consumes a quarter of the firearm's cost.
At the end of the tenday, an attack roll and a damage roll must be made with the firearm. If the prototype misfires, or a 1 is rolled on any of the damage dice, then an additional half of the prototype's cost must be made to repair it before trying again.
Production. This stage is represents the culmination of the gunsmith's hardwork and effort. During production the gunsmith must dedicate 8 hours of uninterrupted time to finely tune and smith the final components and finishing touches for their firearm. At the end of the 8 hours a quarter of the firearm's cost is expended and a final Dexterity (Tinker's or Smith's Tools) check must be made according to the DC outlined in the table below.
| Feature | DC |
|---|---|
| Finely Crafted Martial Firearm. | 12 |
| Masterwork Martial Firearm. | 18 |
| Masterpiece Martial Firearm. | 22 |
| Finely Crafted Advanced Firearm. | 14 |
| Masterwork Advanced Firearm. | 21 |
| Masterpiece Advanced Firearm. | 25 |
Credits
Art: Robert Sammelin, Ivan Ilko, Monika Palosz, Iardacil, Stains
Inspiration: Matthew Mercer, u/FeyRune_Labs, u/TimeCraked, u/ZowlJr, u/Lv99Pangolin

