Paladin
Base Class: Paladin

Unholy Paladins are the fanatical zealots serving evil deities as crusaders, commanders, and champions. They are the profane standard-bearers, the battle-line breakers, and the unforgiving masters of undead armies. Unholy Paladins serve their deity by spreading their dogma and mercilessly slaying those who refuse to convert. The evil of an unholy paladin is an unequivocal force that shakes even the mightiest warriors of goodness.

However, lower level unholy paladins may become just the opposite. They may put on a polite and mild-mannered facade, but their intents remain the same. Much like your average paladin can range from a beacon of hope to a tool of holy wrath, your average unholy paladin may lie through his teeth, and paint himself a noble hero, or they may simply be the darkest most twisted husks of knights one could imagine.

There is the possibility of a holy paladin becoming an unholy paladin. Through dark rituals, black magic, and deep seeded curses that twist the mind of the paladin. In these circumstances, internal conflict is very prevalent. The inner ordered nature of holiness is constantly at battle with the inner chaotic nature of damnation.

Channel Evil

When you take this oath at 3rd level, you gain the following two Channel Evil options.

Secular Weapon. As an action, you can imbue one weapon that you are holding with negative energy, using your Channel Evil For 1 minute, you add your Wisdom modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also devours bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Holy. As an action, you present your unholy symbol and speak a curse uncensuring celestials and the living, using your Channel Evil. Each celestial or living being that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Darkness Spells

PALADIN LEVEL

SPELLS

3rd

inflict wounds, command, hellish rebuke 

5th

darkness, branding smite

9th

animate dead

13th

blight, dimension door

17th

dominate person, immolation

Aura of Damnation

Starting at 7th level, hostile creatures within 10 feet of you must make a Charisma saving throw for become frightened.

At 18th level, the range of this aura increases to 30 feet.

Corruption of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Unholy Nimbus

At 20th level, as an action, you can emanate an aura of darkness. For 1 minute, negative light bursts from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the perpetual darkness, the creature takes 10 necrotic damage.

In addition, for the duration, you have advantage on saving throws against spells cast by celestials or the living.

Once you use this feature, you can’t use it again until you finish a long rest.

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