Hallowed Stranger

At 3rd level you have become a conduit for divine power, you can cast cleric spells. Your Cleric level is equal to 1/3 your Gunslinger level (rounded up). See chapter 10 for the general rules of spellcasting and chapter 11 for the Cleric Spell List.

At 3rd level, you know three cantrips of your choice from the Cleric Spell List. You learn an additional cleric cantrip at 11th level.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher, your Cleric level is = 1/3 your Gunslinger level. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the Cleric Spell List. When you do so, choose a number of cleric spells equal to your Wisdom modifier + 1/3 your Gunslinger level (rounded up, minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 9th-level Gunslinger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells.
The power of your spells comes from your devotion to
the Divine Forces. You use your Wisdom whenever a cleric spell
refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw
DC for a cleric spell you cast and when making an
attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

Divine Knowledge:
At 3rd level you gain proficentcy with WIS saving throws and the Religion skill.

Radiant Weaponry:
At 7th level you may invoke a prayer once per round to grant one of your weapon attacks a bonus of +1d6 Radiant Damage on a hit. At 15th level the damage increases to +2d6 radiant damage and doesnt expend a shot from your clip.

Sun Domain:
At 11th level you gain the spells of 1st and 3rd level from your choice of the Nature, Light, Life, or Fire domain. At 15th level you gain the 5th level spells and at 20th level you gain the 7th level spells. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Radiant Stranger:
At 15th level you gain a pair of angelic wings which grant you a flight speed equal to your land speed. They may be magically hidden or shown as an action. You may also at dawn change which domain spells you have between the Light, Life, Fire or Nature domain. At 20th level your wings grant you hover.

Hallowed Stranger

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