Gods and Goddesses of liberty --Libertas, Eleutheria, Haku, Lliira, and others-- value freedom, change, self realization, and revolution. Clerics of the liberation domain frequently act as agents of change in kingdoms and communities, bringing new ideas and promoting forward progress against the status quo.
You gain the following domain spells from the Liberation domain. At each indicated cleric level, you add the listed spells to your spells prepared.
Liberation Domain Spells
|3rd||calm emotions, misty step|
|5th||beacon of hope, remove curse|
|7th||aura of purity, freedom of movement|
|9th||dispell evil and good, greater restoration|
At 1st level, you gain proficiency with martial weapons. You also become proficient in two languages of your choice.
Also at 1st level, you can move with divine speed to assist your allies. When a friendly creature within thirty feet of you that you can see is hit with an attack, you can use your reaction to move up to ten feet in their direction. This movement does not provoke attacks of opportunity.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Indomitable Spirit
Starting at 2nd level, you can use your Channel Divinity to empower your allies to resist the will of your foes. As an action, you present your Holy Symbol, and any ally within 30 feet may repeat a failed saving throw with advantage to end an on-going spell, magical effect, or condition.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you become a symbol of resolve on the battlefield. As an action, you present your holy symbol and empower your allies. For one minute, whenever a friendly creature within 30 feet of you takes damage from a melee attack, they can use their reaction to shove their attacker five feet, and they gain advantage on the Strength (Athletics) check. If they succeed on their check, they break free of any grapples and can make a single melee weapon attack. Once you use this feature, you can't use it again until you finish a short or long rest.