Freedom Domain (5e Subclass)

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Freedom Domain[edit]

Cleric Subclass

No society goes far without defining freedom. The free will and liberty to make your choices, own what you own and move to one place to the next are present in any fair civilization's code of laws. However, those who believe freedom to be more of a force than an idea deposit their faith in it. They can feel it flowing through their hearts, pushing them foward to claim their manifest destiny, and choose a god that enables them with the power to do so.

Freedom Domain Spells[edit]
Cleric Level Spells
1st cause fear, hideous laughter
3rd phantasmal force, zone of truth
5th beacon of hope, fear
7th freedom of movement, phantasmal killer
9th dispel evil and good, skill empowerment
Initiate of Independence

Starting at 1st level, you learn the friends cantrip, and any one Charisma skill of your choice.

Eccentric Nature

At 1st level, you gain advantage on saving throws against being charmed, frightened or similar states such as being possessed.

Channel Divinity - Carefree Bond

Starting at 2nd level, you can use your Channel Divinity to lose yourself so far, that no-one may control you. As an action, you tap yourself and can choose one creature you can see within 30 feet and gain immunity to all mental affecting effects such as being charmed or frightened and you gain immunity to psychic damage.

You can use more charges of your channel divinity to target more than one other creature in this effect.

This effect lasts for one minute or until you are incapacitated.


Protective Ward

At 6th level, as a reaction you can choose a creature with hostile intent within 60 ft of you targeting you, cause them make a Wisdom saving throw against your spell save DC, If this creature is immune to the charmed condition this effect automatically fails, as well as if they have an Intelligence score of 3 or less. If the creature fails the save they will not target yourself, and instead must choose a different target at random from among the creatures it can see within range of whichever harmful effect was targeted upon you. It must not include the original target within the area or effect, which has to be completed. If there are multiple targets within range, roll at random and the effect will centre this upon a randomly chosen creature.

Under these effects, the hostile creature is neutral towards all other creatures that are within range of the attack for the purposes of distinguishing friend from foe.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain uses back at the end of a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Valiance in Unity

At 17th level, the creatures under the effect of your Carefree Bond gain 2d8 + your Wisdom modifier temporary hit points (minimum of 1), an extra 2d8 damage to each attack and resistance to one damage type of your choice when activated (except bludgeoning, piercing or slashing), these benefits remain for the duration of the Carefree Bond.

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