Base Class: Paladin
Union of Dyptvann is theocratic union builded in underwater, the creation of the union starts with the unity of dark elves, tritons, deep gnomes and duergars. Their Yvingrassif Pantheon is a very solid and cruel pantheon in the first look but their deities advices them to protecting their freedom with their own individual personalities. Cause of their deities Union of Dyptvann created a paladin order called Oath of Freedom who serves to Lolth Spider Queen the Goddess of Webs of Destiny. The core principles of the tenets are brutally simple.
(This subclass can be an option if you're playing in Void of Ages Campaign Setting)
Tenets of Freedom
Be Individual Be Free: I must be individual for protecting my freedom against my enemies.
Be Clever for Glory: I must be clever for gaining victories for my deity and if I lost a battle cause of my disdain I must punish my self.
Protect the Free Ones and Freedom: I must protect the freedom of non evil persons and my own freedom, i can give my life for protecting my freedom.
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of Freedom Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Disguise Self, Jump |
| 5th | Pass Without Trace, Spider Climb |
| 9th | Blink, Fly |
| 13th | Freedom of Movement, Dimension Door |
| 17th | Teleportation Circle, Dream |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Conjure Ancestor. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. You can roll a d6 for summoning creatures. This summoned creatures disapears after 1 hour, also if you try to concenctrate on a spell while this summonings with you, the summoned creatures dissapears.
D6 Result Summoning Creature 1-2 Swarm of Spiders number of Equal to your Proficiency Bonus 3-4 Giant Spider number of Half of Your Proficiency Bonus (Round Down) 5-6 Ice Spider number ofHalf of Your Proficiency Bonus (Round Down) - Freedom of Multi-Sense. As a bonus action, you can add 2d8 to all of your Wisdom (Perception) and Intelligence (Investigation) skill checks for 1 minute.
Hive Smite
By 7th level, if a creature attack a target who is hostile to you within range of your 25 feet, you can use your reaction for using divine smite on the attacking target's attack. Also when you use divine sense feature you can regain hit points equal to your Charisma modifier.
Soul of Ancestors
Starting at 15th level, the authority with which you speak your Conjure Ancestor gives you greater power over your foe. Now you have new roll table and now the conjured creatures can stand with you for 6 hours instead of 1 hour. You can roll d10 for determining the creatures you summon with your channel divinity
| D10 Result | Spells |
|---|---|
| 1-2 | Swarm of Spiders number of twice of your proficiency bonus |
| 3-4 | Giant Spider number of equal to your proficency bonus |
| 5-6 | Ice Spider number of equal to your proficiecny bonus |
| 7-8 | Ice Spider Queen number of half of your proficiency bonus |
| 9-10 | Phase Spider number of half of your proficiency bonus |
Ancestor of Freedom
At 20th level, you can assume the form of an ancestor of freedom looking of a blessed drider. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Spider Legs sprout from your back and grant you a walking, burrowing and climbing speed of 60 feet.
- You can duplicate the summoning creature numbers summoned by your Channel Divinity or you can dismiss the creatures summoned by this way for summoning one drider.
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
- You can protect your concentration with 2 affect or spell.
- You can add your charisma modifier to your Strength (Athletics) and Dexteriy (Acrobatic, Stealth and Sleight of Hand) skill checks.
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