Base Class: Cleric
To follow the path of freedom is to find faith's rewards without first finding faith. Many, including clerics of other, more devout orders, believe this to be true of those who follow the Freedom Domain as their calling. And it is true that many who swear to the ideals of this domain do not worship one god above all others, and some heretics have even been found among their ranks, but that does not make them any less faithful to their divine oaths and to their mission.
Instead, the clerics of the Freedom Domain believe in freedom of action and thought above all other things. Even the gods themselves, they believe, have no right to interfere in mortal affairs. As well as fighting injustice and tyranny across their own realms, some powerful clerics of this order also serve as intermediates between the divine and the mortal, ensuring a safer and more free world for all. Deities of any belief may have worshippers who follow this cleric path.
Voice of the Many
When you chose this domain at 1st level, you gain proficiency in three languages of your choice.
Aura of Liberty
Starting at 1st level, your presence and support defend your allies against entrapment and manipulation. When one of your allies within 30 feet of you makes a roll to resist being grappled, restrained or charmed, you can use your reaction to give them advantage on their roll. You may make the choice to use this ability before or after they roll, but it must be made before the DM says whether the roll succeeds or fails.
Channel Divinity: Celestial Diplomat
From 2nd level, you can use your Channel Divinity to sway Celestial beings to your will.
As an action, you present a holy symbol, and one celestial or humanoid of your choice that is within 30 feet of you must make a Wisdom saving throw against your spell save DC, provided that the creature can see and hear you. If the creature fails, it is charmed by you for one minute.
If a creature is charmed by you in this way, it believes you wish it no harm but does not view you as a friend. It will listen to and trust your suggestions, but will not obey your commands. As well as the existing benefits of the charmed condition, you gain a +5 bonus to Persuasion, Performance, Deception and Insight checks against it for the duration.
After you reach 5th level, creatures at or below a certain challenge rating are automatically affected by this spell if within 10 feet of you, as shown in the Divine Sway table.
Divine Sway
| Cleric Level | Effects creatures of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Channel Divinity: Chainbreaker
At the 6th level, you can use your Channel Divinity to free others from the chains that hold them down.
As an action, you present a holy symbol of your choice and touch one creature. You can then grant them up to three of the following benefits of their choice or yours:
- You end one effect on them causing them to be charmed
- You free them from the restraint condition
- You free them from a grapple without rolling
- You reveal the truth of all illusions within their line of sight
- You end one enchantment spell cast on them, provided its level is lower than that of your highest level cleric spell
Divine Strike
Starting at 8th level, you gain the ability to infuse your weapons with raw primal magic, untainted by the influence of even the gods themselves. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8.
Bridge Between Realms
From the 17th level, you act as a bridge between the realms of the divine and of mortals, and speak on behalf of your world in matters of celestial importance.
When you cast spells that allow you to contact, visit, see or otherwise interact with other planes of existence or the creatures that reside within them (such as augury, banishment or commune) you infer several benefits as a result of your role as an otherworldly ambassador:
- You can always communicate with any creature you contact or summon, even if you share no languages
- Spells with limited durations last for up to twice their normal duration, though you may dismiss them sooner
- Spells with a cumulative chance of failure when reused have a 20% chance instead of a 25% chance for you
- If the name of a creature is used for a certain spell, you may instead use any title or name it is known by to you
In addition to these benefits, you gain the spell commune and it is always prepared for you. You may use it to contact any deity with which you are familiar, and they may give you answers up to one sentence in length if your DM deems it within their interests to aid you in this way.
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