Base Class: Paladin
Not all paladins swear loyalty to goodness, honor, and morality. Some serve evil deities or their own ambitions. These "antipaladins" bend others to the will of their depravity, sin, and their master (if they acknowledge one).
Tenets of the Antipaladin
They Must Bow: you are the master of darkness, and you will be remembered
Do What You Must: seek out chaos and see it quelled; follow through by any means necessary
Forget Everything: who you were before was merely the beginning; you have found a new purpose, a new you
Embrace the Darkness: the darkness thrives where light is banished; embrace the darkness and learn to use it against those who would hide within
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dreadful Aspect: As an action, you present your holy symbol and channel your darkest thoughts and emotions, using your Channel Divinity. Each creature of your choice within 30 feet of you must make a Charisma saving throw, unless it is immune to being frightened.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw to end the effect.
On a successful save there is no effect on the target.
Invoke Agony: As an action, you present your holy symbol and channel your evil master's power to inflict misery, using your Channel Divinity. Choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw.
On a failure, the creature is prone for 1 minute due to the pain inflicted upon them. While prone because of this effect, the creature can't take reactions or bonus actions. At the beginning of each of its turn, the creature may repeat the saving throw.
On a failure, the creature must remain prone. On a success, the creature can stand back up again, having been freed from this effect.
Baleful Touch
Upon choosing this Oath at level 3, you can no longer use Lay on Hands on another creature. You can still use it on yourself, however. As an action you may attempt to touch a target and draw on the negative forces and cast Bestow curse. Using this action consumes 10 points from your pool.
Also, damage dealt by your Divine Smite class feature is dealt as necrotic, not radiant.
Aura of Malice
Starting at 7th level, you and any friendly creatures within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one antipaladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Dark Resistance
Starting at 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Dread Lord
At 20th level, as an action you can surround yourself with an aura of gloom in a 30-foot radius that lasts for 1 minute causing the following effects within the space:
- All bright light is reduced to dim light.
- Any creature frightened of you starting its turn in the aura takes 4d10 psychic damage.
- You and any creatures you choose within the aura are draped in deep shadows. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in these shadows.
- As a bonus action, you cause the shadows within the aura to attack one creature. You make a melee spell attack against the target dealing 3d10 + CHA necrotic damage on a hit.
Once you use this feature, you can’t use it again until you finish a long rest.







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Posted Jun 26, 2023just manually add it, you can add it to your spell list on your own.
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Posted Aug 8, 2022This isn’t an anti paladin. A paladin is not by definition good. A paladin is still a paladin regardless. Still pretty interesting though.
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Posted Jul 18, 2022As much as I love this idea for a subclass, I added it to my collection and discovered you can't add Bane to the spell list. Wither it was a design oversight or you simply couldn't do it due to the toolkit's mechanics - I don't know.
Just thought you might want to know that. Love this concept though, especially for Tieflings.