Liberator Conclave (5e Subclass)

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Liberator Conclave[edit]

Ranger Subclass

I fight for the oppressed, the downtrodden, and the enslaved. I am every tyrant's nightmare.
—Melina Willowfoot, wood elf liberator

Every society has its flaws, and those it treats as "lesser". Even in times of peace there are tyrants, slavers, warlords, bullies--whatever you call them, they exist. Some choose to combat their injustice with laws, bureaucracy, or protests; others choose a more direct approach. Liberators are those who are willing to take up arms for the causes of freedom and equality, and are truly a force to be feared.

The first liberator, Melina Willowfoot, was an urban ranger and order of the bow initiate with a long history fighting for equality in her homeland. While working in the Legion of Heroes and traveling the planes, she trained under the famed assassin Nightblade (Namú) to hone her skills of stealth and perception. She also worked to cultivate greater self-knowledge, and understand what she truly wished to accomplish with her life. Eventually she came to know and embrace her potential as a beacon of hope for the enslaved, and a friend to all those who seek freedom. The "liberator" class is the result of her realization and subsequent efforts: a true fusion of her skills and ideals.

When, at the end of The Reckoning, she ascended to godhood with other heroes of the Legion, she taught the skills and beliefs of the liberator class to her followers. As such, those who pursue this class almost always do so under the guidance of the Church of Melina. If not directly affiliated with the Church, they at least earn the goddess's favor with their work.

Although nearly all liberators are affiliated with or taught by the Church of Melina, most function independently in their missions. It is not uncommon for them to temporarily ally themselves with larger organizations in the pursuit of others' freedom.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd heroism
5th pass without trace
9th dispel magic
13th freedom of movement
17th passwall
Tyrant's Ruin

Beginning at 3rd level, you are the bane of tyrants around the world. As a bonus action on your turn, you can make a Wisdom (Insight) check, resisted by its Charisma (Deception). A success reveal the alignment of the creature. If the creature is Lawful Evil, you can declare her to be a tyrant.

You have a bonus equal to 1d6 to your damage rolls against tyrants, that is applied only once per turn. You also have advantage on Wisdom (Insight) and Charisma (Intimidation) checks when interacting with tyrants, and you gain the benefits of your Favored Enemy against declared Tyrants.

Your DM may determine other creatures to be tyrants, regardless of their alignment.

Aura of Resolve

Beginning at 7th level, you don't buckle to the oppression of dictators, and inspire others to rise up against oppression. You are immune to the charmed and frightened condition. Each ally within 10 feet of you have advantage on saving throws against the charmed and frightened conditions.

When you move your aura towards a creature that is currently charmed or frightened, that creature can make another saving throw at advantage to end the effect.

Smite the Guilty

At 11th level, when you are fighting a creature declared to be a tyrant, you add your Wisdom modifier to your damage rolls against that creature.

Mettle

At 15th level, whenever you succeed on a Constitution saving throw made to half the damage taken by a spell or effect, you take no damage on a success, or only half the damage on a failed save.

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