Base Class: Cleric
Gods of freedom call for the free will of creatures to be protected. No person should spend their lives in chains or captivity. Followers of these gods call for equality and may incite revolutions to achieve their goal. Clerics of the freedom domain tend to be fanatical, often choosing to die rather than become captive or allow others to be so. The three most common deities of this domain are Lliira, Corellon Larethian, and Tyr, but there are many others.
This subclass is a Quixotic-Dragon production.
In order to help us improve it, please take a moment to rate it and comment your answers to the following questions:
- Is this subclass unique enough to be justified as its own thing?
- Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
- If so, what?
- Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
- Are there any changes you would make in order to make the subclass more fun or easier to play?
- Are there any other notes or improvements you would make to this class that were not mentioned in these questions?
Thank you for taking part in our creative process! We hope to have a refined version available soon!
Freedom Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Longstrider, Zephyr Strike |
| 3rd | Knock, Spider Climb |
| 5th | Catnap, Gaseous Form |
| 7th | Find Greater Steed, Freedom of Movement |
| 9th | Far Step, Passwall |
Bonus Proficiencies
You have proficiency with Land Vehicles, Sea Vehicles, and Climbing Gear.
Flexibility
Starting at 1st level, you have advantage on checks and saving throws made to escape grapples, and while you are not wearing armor or bearing a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Channel Divinity: Escape Artist
Starting at 2nd level, you can use your Channel Divinity to give yourself or an ally the ability to make Dash, disengage, or Hide actions as a bonus action for one minute.
Channel Divinity: Conjure Divine Key
Starting at 6th level, you can use your Channel Divinity to conjure a key for you to unlock a lock of your choice that is either magical or mundane. Some magical locks require passing a DC, in which case you must still make the roll. When you roll with this key, you do so with advantage and add your spell attack bonus.
Free of Mind
Starting at 8th level, you can use your action to end one effect on yourself that is causing you to be charmed, frightened, or paralyzed.
Avatar of Freedom
Starting at 17th level, you become an avatar of freedom. You gain the following features for one minute:
- You gain a fly speed equal to your walking speed.
- You can pass through walls and other obstacles so long as there is an unoccupied space within your movement speed on the other side.
- You have the benefits of the Sanctuary spell for the duration, as long as you fulfill the in-spell prerequisites.
Comments