Liberation Domain

Yours is a beacon of freedom for all those who are oppressed or imprisoned, a radiant beacon of hope. Although your deity likely represents freedom from oppression specifically, you recognize that oppression comes in many shades, from overt tyranny to subtler means of manipulation. You are likely a revolutionary, adopting your message to rebellion and activism alike based upon the form of oppression you find yourself faced with.

Channel Divinity: When you channel divinity to heal, only allies are affected. Instead of healing hit point damage, affected creatures that are entangled, paralyzed, or having their movement impaired by a magical effect can immediately attempt a new saving throw against the effect’s DC to end the effect as if they had succeeded on their initial save. Affected creatures that are grappled can immediately attempt a grapple check or an Acrobatics check to escape the grapple. Affected creatures gain a divine bonus on these rolls equal to half your channel divinity dice (minimum +1). When you channel divinity to harm, all creatures that aren’t allies are affected. Instead of dealing hit point damage, affected creatures are encumbered for a number of rounds equal to half your channel divinity dice if they fail their save (minimum 1), or 1 round if they succeed on their save.

Domain Powers: Clerics with the liberation domain gain the following domain powers at the indicated levels.

Liberated (Su): At 5th level, you can spend 1 Resolve Point as a swift action to move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect lasts a number of rounds equal to your Wisdom modifier.

Slip the Surly Bonds (Su): At 9th level, you can move with ease in low-gravity environments. Whenever you are in a low-gravity environment, you can jump four times as high (instead of three times as high) and your projectiles have their range quadrupled (instead of tripled). In addition, you move at twice your normal speed. In a no-gravity environment or an environment with subjective gravity, you gain a fly speed of 30 feet with perfect maneuverability.

Freedom’s Call (Su): Starting at 13th level, whenever you channel divinity to heal, you can increase the channel’s Resolve Point cost by 3 to suppress all of the following conditions that are active on any affected creatures: confused, grappled, frightened, panicked, paralyzed, pinned, or shaken. These conditions are suppressed for a number of rounds equal to your Wisdom modifier, and any suppressed conditions return once the effect ends, if applicable.

Freedom’s Ring (Su): At 17th level, whenever you channel divinity to heal and use the freedom’s call domain power, you remove all listed conditions instead of suppress them, and you add the following conditions to the list that can be removed: dazed, entangled, staggered, or stunned.

Domain Spell List

1st—lesser remove condition
2nd—remove condition
3rdsurmount affliction
4th—remove affliction
5th—remove radioactivity
6thburst of speed
7thfreedom of movement
8thgetaway
9thmind blank


The Starfarer's Companion from Rogue Genius Games
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