Liberation Domain (5A)

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This is a Cleric domain for 5A.

Liberation is many things. It is the slaves' hope for freedom and the destitutes' hope for a better life. But it is also the outlaw's freedom to prey on others and adventurers' doing whatever it takes to fulfill their ambitions.

Subclass Features

Domain Spells

Liberation Domain Spells
Cleric Level Spells
1 Expeditious Retreat, Grease
3 Enhance Ability, Knock
5 Dispel Magic, Nondetection
7 Death Ward, Freedom of Movement
9 Dispel Evil and Good, Greater Restoration

Bonus Cantrip

When you choose this domain at 1st level, you gain the Message and Prestidigitation cantrips if you don't already know them. For each of these you know, you can choose another cleric cantrip instead. These cantrips are cleric spells for you, but do not count against your number of known cantrips.

Move Free

Also at 1st level, you can use a bonus action to perform the Dash or Withdraw actions.

Channel Divinity: Call of Freedom

Starting at 2nd level, you can use your Channel Divinity to break creatures out of restraints and mind control.

As an action, you present your holy symbol, and each creature within 30 ft. (including you) who suffers the charmed, frightened, grappled, paralyzed, or restrained conditions has that condition ended. This can negate magical effects, but also mundane effects such as spider webs, ropes, or manacles. If targets are in an area that continually gives one of these conditions, like a giant spider's web or stuck in stone or deep mud, the target can teleport 5 ft. to a safe location. This is an instantaneous effect and does not prevent creatures from suffering these effects again.

Act Free

Starting at 6th level, you become immune to the charmed, grappled, paralyzed, and restrained conditions.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Call to Revolution

Starting at 17th level, your Call to Freedom ability affects all creatures within 100 ft. In addition, all doors within the area large enough for a Small creature to move through open, whether locked or not. You do not need to see a creature or door to affect it this way.