Paladin
Base Class: Paladin

The Anathemist had been wronged or forsaken in someway by a deity that they or someone close to them once held in high regard. Anathemists aim to get retribution against otherworldy beings that meddle in the business of the material plane. They draw on their own power to combat those who draw support from otherworldy beings, and further their agendas.

Anathemists have the following tenets:

  • Never pledge loyalty to, or accept the power of an otherworldy or godly being
  • Help those who have been wronged by otherworldy beings.
  • Desecrate the holy grounds of so called gods whenever they can.

Level 3: Anathemist Spells

Your own innate power grows and ensures you always have certain spells ready; when you reach a Paladin level specified in the Anathemist Spells table, you thereafter always have the listed spells prepared.

 Anathemist Spells
Paladin Level Spells
3 Protection from evil and good,bane
5 Counterspy, Seal Spellcasting
9 Emmeline's Essence Infusion, Dispel Magic
13 Banishment,Aura of Impurity
17 Dispel Evil and Good,  Antilife Shell

Level 3: Heretical Mark

You learn to channel the power you have taken for yourself through your weapons and into the world itself. After hitting an attack that deals damage to a creature or an object, you may expend a use of your Channel Divinity to cause your heretical power to flow into that target. If it is an object, the immediate area within 30ft of it becomes desecrated ground - while within, creatures cannot contact gods or otherworldly entities, and creatures have resistance to radiant or necrotic damage you choose when you use this feature. When driven into a creature, the flow of their life energy and mana are interrupted. They cannot regain spell slots or heal until cured by a lesser restoration spell. Your weapon attacks deal an additional 2d8 force damage to creatures and objects weakened this way.

Level 7: Death mark

Your Aura of Protection is changed. Instead of granting a bonus equal to your charisma modifier to yourself and your allies, you can designate a hostile creature within 60 ft. of yourself to be marked for death as a bonus action. Its saving throws are reduced by your charisma modifier (minimum of 1).
If you, or an ally is within 10 ft. of the marked creature, that allies', or your saving throws are increased by an amount equal to your charisma modifier (minimum of 1)****y one creature can be marked for death at a time.

If you are within another paladin's aura of protection, your saving throws are instead reduced by an amount equal to their charisma modifier (minimum of 1).
A creature cannot benefit from aura of protection while within the area of the death mark.

Level 15: Soul of the Profane

A number of your features change as your own power grows and corrupts the power once given to you by a being you now deem unworthy.

Leeching Touch: Your Lay on Hands can no longer be used to restore hit-points. As a bonus action, you may instead use your lay on hands pool to remove hit points from a creature equal the the amount of Lay on Hands used. A creature is able to reduce the damage done by spending any number of hit die plus adding their constitution modifier. Lastly you gain healing equal to the amount the creature reduces.

Aura of Desecration: Hostile creatures within 10ft of you have disadvantage on saving throws to resist the frightened effect. Whenever you hit a creature within this aura with a weapon attack, you may expend a paladin spell slot to force that creature to make a save against your paladin spell save DC, on a failure they are frightened for a minute. If the creature leaves the aura, then they repeat this save at the start of each of their turns ending the effect on a success. At 18th level in this subclass, the range of this aura and the aura of your deathmark increase to 30 feet.

Bulwark of the Godless: When you are attacked while wielding a shield you may use your reaction to expend a paladin spell slot to reduce the damage by 2d8. If you use a spell slot of second level or higher, increase this by 1d8 per spell slot used. If this reduces the damage of that attack to zero , you may then make a melee weapon attack against that creature that damage is increased as if you had cast divine smite at the same level. 

Level 20: Fear and Dead Men

As a bonus action, you begin to surge with the power you have taken for yourself. For 10 minutes or until you choose to end this effect (no action required), you gain the following benefits.

Fimbulwinter: the area within your deathmark is considered to be desecrated, as if your heretical mark had been used. In addition to the other effects spells and abilities derived from, or requiring aid from otherworldly creatures fail automatically. Ongoing spells and effects cast by a Deity or Otherworldly creature are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration

Rejection of the Otherworldly: Your Heretical Mark is enhanced, the damage resistance you choose is upgraded to immunity within that area. Your desecrated ground is considered to be difficult terrain by Fey, Fiends, Celestials, Elementals, and Dragons. If a Fey, Fiend, Celestial, Elemental, or Dragon is banished while within your desecrated ground it cannot return to the plane it was banished from for 2d10 days if the banishment lasts for 1 minute.

Abandonment of the Holy: when you deal radiant damage, you may deal force damage instead.
 

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