Fighter
Base Class: Fighter

Liberators fight to free the wrongfully imprisoned, be they slaves, political prisoners, or princesses locked in towers. They rely on physical strength and quick wits to overcome oppressors. Liberators tend toward chaotic alignments, and are often mistrusted by authorities. 

This subclass is inspired by the "Liberator" prestige class from the Pathfinder RPG, originally published in the Player's Guide to the Second Darkness Adventure Path. 

Heroic Inspiration

A Liberator is an inspiring force on the battlefield, who can stir his allies to greater acts of heroism. 

Starting at 3rd level, you may a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Heroic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Heroic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Heroic Inspiration die is rolled, it is lost. A creature can have only one Heroic Inspiration die at a time. A creature may not have both a Heroic Inspiration and a Bardic Inspiration die at the same time. 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Heroic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 10th level, and a d10 at 15th level.

Bonus Proficiencies

A liberator is familiar with the tools needed to free prisoners.

At 3rd level, you gain proficiency with Thieves' Tools. You also gain proficiency in your choice of Acrobatics, Investigation, or Stealth. 

If you are already proficient with Thief's tools, you may gain proficiency in two of the listed skills instead. 

Steely Resolve

 Liberators fear magic that can rob them of their free will, and train to resist it. At 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you may instead gain proficiency in your choice of Charisma or Intelligence saving throws. 

Poison Resistance

Poison is a common tool of slavers and oppressors. You have deliberately exposed yourself to a variety of toxins to strengthen your body and resist their foul effects. 

At 7th level, you gain resistance to poison damage. You have advantage on saving throws made to avoid becoming [[poisoned]].

Endless Optimism

Starting at 10th level, when you roll initiative and have no remaining uses of Heroic Inspiration, you regain one use of Heroic Inspiration. 

Darkvision

At 15th level, you have become so accustomed to skulking around in dark tunnels that you have adapted to low light conditions. You gain darkvision to a range of 60 ft. If you already have darkvision, the range of your darkvision extends by 60 ft. 

Third Wind

You dig deep to find even greater depths of strength to spit in the face of oppression. At 15th level, you gain an additional use of your Second Wind class feature. 

In addition, when you use Second Wind, you may also use Heroic Inspiration as part of the same action. 

Freedom of movement

At 18th level, your focus against slavery and restriction to mobility develops into a potent resistance to restraint. You are treated as if under the effects of a [[Freedom of Movement]] spell at all times. This ability cannot be dispelled.

You may cast Freedom of Movement. Your spellcasting ability for this spell is Charisma. Once you cast the spell, you may not cast it again until you complete a long rest. 

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