Base Class: Cleric
Clerics of the Freedom Domain serve gods of liberty, individuality, righteous defiance, and protection against oppression. Among the faithful of Trithereon, they are liberators, guardians of the oppressed, enemies of slavers and tyrants, and relentless pursuers of those who rule through fear, coercion, or captivity.
Freedom is not merely the ability to walk away. It is the sacred right to remain oneself.
Domain Spells
You gain domain spells at the cleric levels listed in the Freedom Domain Spells table. See the Divine Domain class feature for how domain spells work.
You are given the ability to even stop the tyranny of death. You learn the spare the dying cantrip.
Freedom Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | heroism, longstrider |
| 3rd | lesser restoration, misty step |
| 5th | dispel magic, haste |
| 7th | dimension door, freedom of movement |
| 9th | greater restoration, passwall |
Blessing of Liberty
Starting at 1st level, you gain proficiency with martial weapons and heavy armor.
In addition, Trithereon answers swiftly when a tyrant attempts to seize another’s will.
When a hostile creature you can see within 30 feet of you causes you or a creature friendly to you to become grappled, restrained, charmed, or frightened, you can use your reaction to move up to half your speed toward the hostile creature. This movement does not provoke opportunity attacks. If you end this movement within reach of that creature, you can make one melee weapon attack against it as part of the same reaction.
You can use this feature a number of times equal to your Wisdom modifier, with a minimum of once. You regain all expended uses when you finish a long rest.
Channel Divinity: Break the Chains
Starting at 2nd level, you can use your Channel Divinity to shatter the bonds imposed upon others.
As an action, you present your holy symbol and choose yourself and a number of willing creatures you can see within 30 feet of you, up to your Wisdom modifier, with a minimum of one creature.
Each chosen creature can immediately end one effect causing it to be grappled or restrained.
Alternatively, if a chosen creature is charmed or frightened, it can immediately repeat the saving throw against the effect with advantage, ending the effect on a success. If the effect did not originally allow a saving throw, the creature can instead make a Wisdom saving throw against your cleric spell save DC, ending the effect on a success.
A creature that ends an effect through this Channel Divinity can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
Unfettered Soul
Starting at 6th level, Trithereon makes you difficult to bind, cow, or contain.
Difficult terrain does not cost you extra movement.
In addition, magic cannot reduce your speed unless you are grappled, restrained, or incapacitated.
You also have advantage on saving throws against effects that would cause you to be charmed, frightened, paralyzed, or restrained, as well as on ability checks you make to escape a grapple or nonmagical restraints.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the righteous wrath of Trithereon.
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 radiant damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
Aura of Liberation
At 17th level, you can invoke the full power of Trithereon’s sacred rune, turning the battlefield into a place where no chain can hold.
As a bonus action, you manifest an aura of liberation that extends 30 feet from you for 1 minute. The aura moves with you and ends early if you are incapacitated.
When the aura appears, choose yourself and any number of willing creatures you can see within it. Each chosen creature can immediately end one effect causing it to be charmed or frightened.
While a chosen creature is within the aura, it gains the following benefits. Once you use this feature, you cannot use it again until you finish a long rest.
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It cannot be charmed or frightened.
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Magical effects cannot reduce its speed.
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Difficult terrain does not cost it extra movement.
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At the start of each of its turns, it can end one effect causing it to be grappled, restrained, or paralyzed.
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Its movement does not provoke opportunity attacks from hostile creatures.
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Once on each of its turns, when it hits a hostile creature that has caused it or another chosen creature to become grappled, restrained, charmed, frightened, or paralyzed since the aura appeared, the attack deals an extra 1d8 radiant damage.
Previous Versions
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8/6/2026 7:48:33 PM
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Coming Soon
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