Base Class: Cleric
Gods of Freedom see the injustice of forcing others to do their bidding, instead they strive to undo the shackles that bind mortals. A god who upholds the value of freedom wants everyone to live up to their individual potential and despises institutions that bind others into service. Gods of Freedom reward clerics who free the enslaved, right injustice, and work against those who seek to control others. A cleric who serves freedom seeks to support others on the battlefield, freeing them of conditions that would otherwise halt them in their tracks.
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.
Freedom Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Expeditious Retreat, Heroism |
| 3rd | Find Steed, Lesser Restoration |
| 5th | Counterspell, Beacon of Hope |
| 7th | Dimension Door, Freedom of Movement |
| 9th | Dispel Evil and Good, Greater Restoration |
Unburdened Soul
When you choose this domain at 1st level, as long as you are unencumbered your strength of soul becomes physical. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier and you have an extra 5 feet of movement . You can use a Shield and still gain this benefit.
Unbreakable Spirit
Also at first level, Your soul is destined for freedom. If a spell would give another creature control/influence over you (such as charm person or cause fear), you have advantage on saving throws to resist the spell, if the spell requires an attack roll against you that roll has disadvantage. As a reaction you can give this ability to another creature until your next turn, if you do so you cannot benefit from unbreakable spirit till your next turn.
Channel Divinity: Invoke Action
Starting at 2nd level, you can use your Channel Divinity to bring out latent power in an ally.
As an action, you present your holy symbol and touch an ally, allowing them additional actions for a time. Choose any willing creature within 5 feet of you, that creature can choose to do one of the following as a bonus action.
- Make a weapon attack.
- Cast a spell with a casting time of 1 action.
- Make a movement up to their speed.
Invoke Action lasts for a number of rounds equal to your proficiency bonus.
Divine Tailwind
Starting at 6th level, when you move you leave behind traces of your holy power. Any friendly creature who is in a space that you have moved through since your last turn has +1 AC and advantage on wisdom saving throws.
Escape Persecution
At 8th level, you gain the ability to help you or an ally escape from danger. If an attack would miss a willing creature you can use your reaction to to summon a gust of wind to cause that creature to move up to 10 feet in any horizontal direction into an unoccupied space. This movement does not provoke opportunity attacks.
Sublime Quickness
Starting at 17th level, you and allies that begin their turn within 5 feet of you have their movement doubled and their movement does not invoke opportunity attacks.
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