I've made a modification of the Paladin class, the Antipaladin. It's inspired by Pathfinder's Antipaladin, in that it's essentially a normal Paladin with their features inverted. I know that the Oathbreaker Paladin already exists, but I wanted to make a character archetype who has actively chosen to take a stand against the gods.
Antipaladin
Level | Proficiency Bonus | Features | -Spell Slots per Spell Level- 1st 2nd 3rd 4th 5th
As an antipaladin, you gain the following class features
-Hit Points
Hit Dice: 1d10 per antipaladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per antipaladin level after 1st
-Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, and Religion
-Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
-Foul Sense
The presence of strong goodness registers on your senses like a noxious odor, and powerful evil rings like melodic music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fey, or good-aligned dragon within 60 feet of you that is not behind total cover. You know the type (celestial, fey, or dragon) of any being whose presence you sense, but not its identity (the dragon Bahamut, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
-Touch of Corruption
Your cursed touch can cause wounds. You have a pool of harmful power that replenishes when you take a long rest. With that pool, you can deal a total amount of necrotic damage equal to your antipaladin level × 5.
As an action, you can make an unarmed strike against a creature and draw power from the pool to deal necrotic damage to that creature, up to the maximum amount remaining in your pool, instead of the bludgeoning damage normal for an unarmed strike.
Alternatively, you can expend 5 points from your pool of harming to poison the target until the end of its next turn, or to afflict it with one of the sample diseases presented in the Dungeon Master's Guide. The saving throw DC for diseases afflicted in this way equals 8 + your proficiency bonus + your Charisma modifier.
This feature has no effect on undead and constructs.
-Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
-Spellcasting
By 2nd level, you have learned to draw on foul magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Antipaladin table shows how many spell slots you have to cast your antipaladin spells. To cast one of your antipaladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of antipaladin spells that are available for you to cast, choosing from the antipaladin spell list. When you do so, choose a number of antipaladin spells equal to your Charisma modifier + half your antipaladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level antipaladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of antipaladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your antipaladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a antipaladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your antipaladin spells.
-Cruel Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a fey, to a maximum of 6d8.
-Plague Bringer
By 3rd level, the powers of darkness make you immune to disease. You can still contract diseases and spread them to others, but you are otherwise unaffected by them.
-Profane Oath
When you reach 3rd level, you swear the oath that binds you as an antipaladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Wickedness feature.
Alternatively, you may choose to instead take one of the following paladin oaths of your choice: Oathbreaker, or Oath of Conquest. If you choose either of these oaths, any feature that refers to your Channel Divinity feature instead applies to your Channel Wickedness.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the antipaladin spell list, the spell is nonetheless an antipaladin spell for you.
Channel Wickedness
Your oath allows you to channel foul energy to fuel magical effects. Each Channel Wickedness option provided by your oath explains how to use it.
When you use your Channel Wickedness, you choose which option to use. You must then finish a short or long rest to use your Channel Wickedness again.
Some Channel Wickedness effects require saving throws. When you use such an effect from this class, the DC equals your antipaladin spell save DC.
-Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
-Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
-Aura of Harm
Starting at 6th level, whenever a hostile creature within 10 feet of you must make a saving throw, the creature has a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to impose this penalty.
At 18th level, the range of this aura increases to 30 feet.
-Aura of Cowardice
Starting at 10th level, hostile creatures within 10 feet of you have disadvantage on saving throws against being frightened. Additionally, hostile creatures that normally have immunity to being frightened lose that immunity while within 10 feet of you. You can only use this feature if you aren't unconsious.
At 18th level, the range of this aura increases to 30 feet.
-Befouling Touch
Beginning at 14th level, you can use your action to impose disadvantage on the next saving throw a creature that you touch makes against a spell.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
-Antipaladin Spell List
-1st level
Arms of Hadar
Cause Fear
Command
Compelled Duel
Detect Evil and Good
Detect Magic
Divine Favour*
Hellish Rebuke
Hex
Protection from Evil and Good
Searing Smite
Thunderous Smite
Wrathful Smite
-2nd level
Branding Smite*
Crown of Madness
Find Steed
Enthrall
Hold Person
Jim's Necrotic Cage (homebrew spell)
Locate Object
Magic Weapon
Ray of Enfeeblement
Zone of Truth
-3rd level
Blinding Smite*
Crusader's Mantle*
Dispel Magic
Elemental Weapon
Fear
Incite Greed
Spirit Shroud*
-4th level
Banishment
Blight
Charm Monster
Find Greater Steed
Locate Creature
Staggering Smite
-5th level
Banishing Smite
Danse Macabre
Destructive Wave*
Geas
Hold Monster
Negative Energy Flood
*These spells deal necrotic damage instead of radiant damage, and have the following changes:
-Branding Smite: The target does not shed dim light in a 5 foot radius.
-Spirit Shroud: The damage dealt can be either necrotic or cold, not radiant.
---------------------
As of now I am yet to create any Antipaladin subclasses that I'm happy with.
I've made a modification of the Paladin class, the Antipaladin. It's inspired by Pathfinder's Antipaladin, in that it's essentially a normal Paladin with their features inverted. I know that the Oathbreaker Paladin already exists, but I wanted to make a character archetype who has actively chosen to take a stand against the gods.
Antipaladin
Level | Proficiency Bonus | Features | -Spell Slots per Spell Level- 1st 2nd 3rd 4th 5th
1st +2 Foul Sense, Touch of Corruption - - - - -
2nd +2 Fighting Style, Spellcasting, Cruel Smite 2 - - - -
3rd +2 Plague Bringer, Profane Oath 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Aura of Harm 4 2 - - -
7th +3 Profane Oath feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Cowardice 4 3 2 - -
11th +4 Improved Cruel Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Befouling Touch 4 3 3 1 -
15th +5 Profane Oath feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Profane Oath feature 4 3 3 3 2
-Class Features
As an antipaladin, you gain the following class features
-Hit Points
Hit Dice: 1d10 per antipaladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per antipaladin level after 1st
-Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, and Religion
-Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
-Foul Sense
The presence of strong goodness registers on your senses like a noxious odor, and powerful evil rings like melodic music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fey, or good-aligned dragon within 60 feet of you that is not behind total cover. You know the type (celestial, fey, or dragon) of any being whose presence you sense, but not its identity (the dragon Bahamut, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
-Touch of Corruption
Your cursed touch can cause wounds. You have a pool of harmful power that replenishes when you take a long rest. With that pool, you can deal a total amount of necrotic damage equal to your antipaladin level × 5.
As an action, you can make an unarmed strike against a creature and draw power from the pool to deal necrotic damage to that creature, up to the maximum amount remaining in your pool, instead of the bludgeoning damage normal for an unarmed strike.
Alternatively, you can expend 5 points from your pool of harming to poison the target until the end of its next turn, or to afflict it with one of the sample diseases presented in the Dungeon Master's Guide. The saving throw DC for diseases afflicted in this way equals 8 + your proficiency bonus + your Charisma modifier.
This feature has no effect on undead and constructs.
-Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
-Spellcasting
By 2nd level, you have learned to draw on foul magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Antipaladin table shows how many spell slots you have to cast your antipaladin spells. To cast one of your antipaladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of antipaladin spells that are available for you to cast, choosing from the antipaladin spell list. When you do so, choose a number of antipaladin spells equal to your Charisma modifier + half your antipaladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level antipaladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of antipaladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your antipaladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a antipaladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your antipaladin spells.
-Cruel Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a fey, to a maximum of 6d8.
-Plague Bringer
By 3rd level, the powers of darkness make you immune to disease. You can still contract diseases and spread them to others, but you are otherwise unaffected by them.
-Profane Oath
When you reach 3rd level, you swear the oath that binds you as an antipaladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Wickedness feature.
Alternatively, you may choose to instead take one of the following paladin oaths of your choice: Oathbreaker, or Oath of Conquest. If you choose either of these oaths, any feature that refers to your Channel Divinity feature instead applies to your Channel Wickedness.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the antipaladin spell list, the spell is nonetheless an antipaladin spell for you.
Channel Wickedness
Your oath allows you to channel foul energy to fuel magical effects. Each Channel Wickedness option provided by your oath explains how to use it.
When you use your Channel Wickedness, you choose which option to use. You must then finish a short or long rest to use your Channel Wickedness again.
Some Channel Wickedness effects require saving throws. When you use such an effect from this class, the DC equals your antipaladin spell save DC.
-Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
-Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
-Aura of Harm
Starting at 6th level, whenever a hostile creature within 10 feet of you must make a saving throw, the creature has a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to impose this penalty.
At 18th level, the range of this aura increases to 30 feet.
-Aura of Cowardice
Starting at 10th level, hostile creatures within 10 feet of you have disadvantage on saving throws against being frightened. Additionally, hostile creatures that normally have immunity to being frightened lose that immunity while within 10 feet of you. You can only use this feature if you aren't unconsious.
At 18th level, the range of this aura increases to 30 feet.
-Befouling Touch
Beginning at 14th level, you can use your action to impose disadvantage on the next saving throw a creature that you touch makes against a spell.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
-Antipaladin Spell List
-1st level
Arms of Hadar
Cause Fear
Command
Compelled Duel
Detect Evil and Good
Detect Magic
Divine Favour*
Hellish Rebuke
Hex
Protection from Evil and Good
Searing Smite
Thunderous Smite
Wrathful Smite
-2nd level
Branding Smite*
Crown of Madness
Find Steed
Enthrall
Hold Person
Jim's Necrotic Cage (homebrew spell)
Locate Object
Magic Weapon
Ray of Enfeeblement
Zone of Truth
-3rd level
Blinding Smite*
Crusader's Mantle*
Dispel Magic
Elemental Weapon
Fear
Incite Greed
Spirit Shroud*
-4th level
Banishment
Blight
Charm Monster
Find Greater Steed
Locate Creature
Staggering Smite
-5th level
Banishing Smite
Danse Macabre
Destructive Wave*
Geas
Hold Monster
Negative Energy Flood
*These spells deal necrotic damage instead of radiant damage, and have the following changes:
-Branding Smite: The target does not shed dim light in a 5 foot radius.
-Spirit Shroud: The damage dealt can be either necrotic or cold, not radiant.
---------------------
As of now I am yet to create any Antipaladin subclasses that I'm happy with.
[REDACTED]