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The Antipaladin

Antipaladin

A
dragonborn in blood-splattered golden plate
looks down at the lifeless body of her mentor
and pulls her sword from his back, her reptilian
eyes cold and pitiless.
A pale, gaunt-faced human in black armor
leans back in his skull-laden throne and raises a
hand, summoning forth his skeletal servants to
ravage lands he once protected.
A half-elf sits solemnly atop his burning steed and wonders
grimly how it all went so wrong.
A paladin who fails to uphold the tenets of their oath out of
moral weakness will lose the divine powers granted to them,
and perhaps be cast out of their order, but a few paladins do
not simply fail: they fall. Whether they are stricken with a
crisis of faith or tempted by dark powers, these paladins
dramatically turn from champions of justice to bringers of
destruction and oppression. They become anathema to
everything they had once held dear. They become
antipaladins.
Fallen Champions
Though some of those who wield the powers of the
antipaladin have always been corrupt to their core,
antipaladins in their truest sense must be former heroes of
righteousness or holy avengers. Those with the deepest
conviction in their oath are said to fall the hardest, as the loss
of such a fundamental aspect of their identity leads to deep
psychic trauma that reshapes who they are.
Warriors of Evil
Paladins are known for their martial prowess and
unshakable determination, and antipaladins retain these
traits, twisted though they are. These warriors crave purpose,
and with their former cause tainted and closed off to them in
their eyes, they cling just as strongly to more craven causes.
Some find themselves drawn to the embrace of dark powers,
such as fiends or evil gods; others continue to believe
themselves to be in the right, and pursue their own forms of
twisted justice.
Creating an Antipaladin
The first step to creating an antipaladin is creating the
paladin they once were. Consider the nature of your holy
quest, what led you to take it up, and what calamity led      
you to break with it so completely. Were you a faithful
 devotee of a righteous order who saw corruption           
behind the ideals you believed in, and fell to corruption
yourself as you tried to stamp it out? Did you go to such
extremes in pursuit of the eradication of evil that             
when the dust settled and the blood haze cleared,              
your prayers no longer went answered? Did dark            
forces plant a kernel of doubt in your mind that            
festered and grew, driving you inexorably into                    
their damning embrace?
What is the nature of the darkness you                           
wield? Have you taken up the service of

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The Antipaladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Unholy Sense, Touch of Corruption — — — — —
2nd +2 Fighting Style, Spellcasting, Unholy Smite 2 — — — —
3rd +2 Unholy Resilience, Profane Corruption, Harness Unholy Power (Optional) 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility (Optional) 4 2 — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Despair 4 2 — — —
7th +3 Profane Corruption feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 ─ 4 3 2 — —
10th +4 Aura of Terror 4 3 2 — —
11th +4 Improved Unholy Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 ─ 4 3 3 1 —
14th +5 Purging Touch 4 3 3 1 —
15th +5 Profane Corruption 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 Corruption feature 4 3 3 3 2

dark gods or archfiends, by choice or through domination and


coercion? Do you draw on foul necromancy to keep yourself Class Features
strong, consorting with cursed spirits and raising undead
hordes of your own? Or is your power innate and As an antipaladin, you gain the following class features.
inexplicable, the result of a corruption that has always lurked Hit Points
inside you, or perhaps the result of the violent magical
trauma of breaking your sacred oath? Hit Dice: 1d10 per antipaladin level
Consider also your alignment: are you an imperious lawful Hit Points at 1st Level: 10 + your Constitution modifier
evil, a destructive chaotic evil, or a self-centered neutral evil? Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Have you even truly embraced evil, or are you more neutral, a modifier per paladin level after 1st
wanderer seeking after meaning to fill the gaping hole left by Proficiencies
your former conviction? Does a spark of good still exist within Armor: All armor, shields
you, perhaps longing for a chance for redemption, even if you Weapons: Simple weapons, martial weapons
fear it is far too late? Perhaps you are already on that path, Tools: None
but circumstances force you to call upon the dark power that
damns your soul in order to protect others. Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, Insight,
Quick Build Intimidation, Persuasion, and Religion
You can make an antipaladin quickly by following these Equipment
suggestions. First, make Strength or Dexterity your highest You start with the following equipment, in addition to the
ability score, depending on whether you want to focus on equipment granted by your background:
heavy weapons or finesse weapons. Charisma should be your
second-highest score. Second, choose the noble, criminal or (a) a martial weapon and a shield or (b) two martial
haunted one background. weapons

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` (a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and an unholy symbol
Unholy Sense
The presence of powerful good registers on your senses like
an offensive odor, and strong evil registers like a familiar yet
untrustworthy presence. 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 fiend, celestial, or undead
within 60 feet of you that is not behind total cover. You know
the type (fiend, celestial, or undead) of any being whose
presence you sense, but not its identity (the tome archon
Barachiel, 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 inflict wounds. You have a pool of dark
power that replenishes when you take a long rest. This pool
is an number of d4s equal to your antipaladin level.
As an action, you can touch a creature and make a melee
spell attack with which you are proficient, using Charisma as
your spellcasting ability modifier. On a hit, you expend d4s
from the pool to deal necrotic damage equal to the number
rolled, and you regain a number of hit points equal to the
damage dealt.
Alternatively, you can touch a creature and expend one d4
from your pool; instead of taking damage, the target must
succeed at a Constitution saving throw (DC = 8 + your
proficency bonus + your Charisma modifier) or be poisoned.
At the end of each of the target’s turns, it can make a
Constitution saving throw against the effect. On a success,
the effect ends.
This feature has no effect on constructs. You can instead
expend d4s to heal one undead creature you are touching: the
target has a number of hit points restored equal to twice the
amount rolled, and you do not regain hit points. When used
on fiends, you can choose whether to heal or harm.
   Fighting Style
         At 2nd level, you adopt a particular 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.
    Cursed Warrior. You learn two cantrips of your choice
     from the warlock spell list. They count as antipaladin
      spells for you, and Charisma is your spellcasting ability
         for them. Whenever you gain a level in this class, you
      can replace one of these cantrips with another cantrip
     from the warlock spell list.
         Blind Fighting. You have blindsight with a range of
          10 feet. Within that range, you can effectively see
        anything that isn't behind total cover, even if you're
    blinded or in darkness. Moreover, you can see an invisible
                        creature within that range, unless the creature
      
      
      
    
successfully hides from you.
                            
Defense. While you are wearing armor,
                          you gain a +1 bonus to AC.

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     Dueling. When you are wielding a melee weapon in one Spellcasting Focus
hand and no other weapons, you gain a +2 bonus to damage You can use an unholy symbol or arcane focus as a
rolls with that weapon. spellcasting focus for your antipaladin spells.
Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an attack you make with a melee weapon that Unholy Smite
you are wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1 or a 2. The Starting at 2nd level, when you hit a creature with a melee
weapon must have the two-handed or versatile property for weapon attack, you can expend one spell slot to deal necrotic
you to gain this benefit. damage to the target, in addition to the weapon's damage.
Thrown Weapon Fighting. You can draw a weapon that The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
has the thrown property as part of the attack you make with each spell level higher than 1st, to a maximum of 5d8. The
the weapon. damage increases by 1d8 if the target is a celestial or a fey, to
In addition, when you hit with a ranged attack using a a maximum of 6d8.
thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon Unholy Resilience
fighting, you can add your ability modifier to the damage of By 3rd level, the dark power flowing through you makes you
the second attack. You can draw a weapon that has the light immune to diseases, though you can still carry and spread
property as part of the attack you make with the weapon. them.
Spellcasting Profane Corruption
By 2nd level, you have empowered yourself through unholy When you reach 3rd level, you become cursed by a corrupting
rituals and evil pacts, gaining access to dark and forbidden power that binds you as an antipaladin. Up to this time you
spells. have been in a preparatory stage, beginning down your path
Preparing and Casting Spells
but not yet consumed by it. Your choice grants you features at
3rd level and again at 7th, 15th, and 20th level. Those
The antipaladin table shows how many spell slots you have to features include corruption spells and the Channel
cast your spells. To cast one of your antipaladin spells of 1st Wickedness feature.
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 Corruption Spells
long rest. Each corruption has a list of associated spells. You gain
You prepare the list of antipaladin spells that are available access to these spells at the levels specified in the corruption
for you to cast, choosing from the antipaladin spell list. When description. Once you gain access to an corruption spell, you
you do so, choose a number of antipaladin spells equal to always have it prepared. Corruption spells don't count against
your Charisma modifier + half your antipaladin level, rounded the number of spells you can prepare each day.
down (minimum of one spell). The spells must be of a level If you gain a corruption spell that doesn't appear on the
for which you have spell slots. antipaladin spell list, the spell is nonetheless an antipaladin
For example, if you are a 5th-level antipaladin, you have spell for you.
four 1st-level and two 2nd-level spell slots. With a Charisma
of 14, your list of prepared spells can include four spells of Channel Wickedness
1st or 2nd level, in any combination. If you prepare the 1st- Your corruption allows you to channel unholy energy to fuel
level spell inflict wounds, you can cast it using a 1st-level or a magical effects. Each Channel Wickedness option provided
2nd-level slot. Casting the spell doesn't remove it from your by your corruption explains how to use it.
list of prepared spells. When you use your Channel Wickedness, you choose
You can change your list of prepared spells when you finish which option to use. You must then finish a short or long rest
a long rest. Preparing a new list of antipaladin spells requires to use your Channel Wickedness again.
time spent communing with a patron or drawing cursed Some Channel Wickedness effects require saving throws.
runes: at least 1 minute per spell level for each spell on your When you use such an effect from this class, the DC equals
list. your antipaladin spell save DC.
Spellcasting Ability Harness Unholy Power
Charisma is your spellcasting ability for your antipaladin
spells. You use your Charisma whenever a spell refers to your Optional 3rd-level antipaladin feature
spellcasting ability. In addition, you use your Charisma Also at 3rd level, you can expend a use of your Channel
modifier when setting the saving throw DC for an antipaladin Wickedness to fuel your spells. As a bonus action, you touch
spell you cast and when making an attack roll with one. your unholy symbol or arcane focus, utter a profane word,
Spell save DC = 8 + your proficiency bonus + your Charisma and regain one expended spell slot, the level of which can be
modifier no higher than half your proficiency bonus (rounded up). The
number of times you can use this feature is based on the level
Spell attack modifier = your proficiency bonus + your you've reached in this class: 3rd level, once; 7th level, twice;
Charisma modifier and 15th level, thrice. You regain all expended uses when you
finish a long rest.

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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.
Martial Versatility
Optional 4th-level antipaladin feature
Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a fighting
style you know with another fighting style available to
antipaladins. This replacement represents a shift of focus in
your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Aura of Despair
Starting at 6th level, whenever a creature of your choice
within 10 feet of you must make a saving throw, the creature
takes a penalty to the saving throw equal to your Charisma
modifier (with a minimum penalty of -1). You must be
conscious to inflict this penalty.
At 18th level, the range of this aura increases to 30 feet.
Aura of Terror
Starting at 10th level, creatures of your choice that start their
turn within 10 feet of you must succeed on a Charisma
saving throw or be frightened of you until the end of their
turn.
At 18th level, the range of this aura increases to 30 feet.
Improved Unholy Smite
By 11th level, you are so deeply corrupted that all your melee
weapon strikes carry unholy power with them. Whenever you
hit a creature with a melee weapon, the creature takes an
extra 1d8 necrotic damage.
Purging Touch
Beginning at 14th level, you can use your action to end one
spell on yourself or on one creature that you touch; if the
creature is hostile, you must first hit it with a melee spell
attack.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain Optional Rule: Multiclassing
expended uses when you finish a long rest.     Ability Score Minimum. You must have Strength
or Dexterity (your choice) and Charisma scores of
Profane Corruptions at least 13 to take a level in this class, or to take a
level in another class if you are already an
Antipaladins are no longer bound by oaths, but their antipaladin.
corruption can take many forms. Some antipaladins retain Proficiencies Gained. If antipaladin isn't your
similar abilities to those they wielded as a paladin, though initial class, you gain proficiency in light armor,
turned toward darkness; others become unrecognizable medium armor, shields, simple weapons, and
abominations. What ties all antipaladins together is the martial weapons.
inherent unholiness of their new power, whether it comes Restriction. You cannot take any levels in paladin,
from external evils or from within the antipaladin themself. and paladins may not take levels in antipaladin.

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Dark Devotee Corruption Spells
Those fallen paladins who had once dedicated their souls to a You gain corruption spells at the antipaladin levels listed.
holy faith often find themselves directionless and desperate Dark Devotee Spells
for purpose. These antipaladins find themselves turning to Antipaladin
dark gods who do not reject them for their sins, but embrace Level Spells
them. A dark devotee is not bound by oaths, but their very
soul is sworn to their evil deity, a god such as Shar, Lolth, 3rd
protection from evil and good, cause
Bhaal or Umberlee. fear
5th blindness/deafness, crown of madness
9th enemies abound, vampiric touch
13th phantasmal killer, shadow of moil
17th commune, immolation

Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Profane Weapon. As an action, you can imbue one
weapon that you are holding with negative energy, using your
Channel Wickedness. For 1 minute, you add your Charisma
modifier to attack rolls made with that weapon (with a
minimum bonus of +1). Bright light within 40 feet of the
weapon becomes dim light. 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 prayer repelling celestials, using your
Channel Wickedness. Each celestial 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.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet
of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a
protection from evil and good spell.
Unholy Shroud
At 20th level, as an action, you can emanate an aura of
darkness. For 1 minute, the area within a 30-foot radius of
you becomes concealed by magical darkness, which you can
see through perfectly, and bright light becomes dim light for
an additional 30 feet beyond that.
Whenever an enemy creature starts its turn in the magical
darkness, the creature takes 10 necrotic damage.
In addition, for the duration, you have advantage on saving
throws against spells cast by celestials.
Once you use this feature, you can't use it again until you
finish a long rest.

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Oathbreaker Dread Lord
Many fallen paladins seek out evil powers to replace their lost At 20th level, you can, as an action, surround yourself with an
divine magic, but there are those who fall so violently, so aura of gloom that lasts for 1 minute. The aura reduces any
completely, that the divinity within them is corrupted into a bright light in a 30-foot radius around you to dim light.
dark power in itself. This may be caused by a traumatic loss Whenever an enemy that is frightened by you starts its turn in
of faith, or the choice to give oneself fully to dark ambition. the aura, it takes 4d10 psychic damage. Additionally, you and
Oathbreakers reject their oath so completely that they any creatures of your choosing in the aura are draped in
become the opposite and sworn adversary of those they once deeper shadow. Creatures that rely on sight have
stood alongside, and many oathbreakers mark their point of disadvantage on attack rolls against creatures draped in this
no return by slaughtering their comrades in arms. An shadow.
Oathbreaker is the most basic form of antipaladin, and in While the aura lasts, you can use a bonus action on your
some ways the most horrifying: a paladin whose divine light turn to cause the shadows in the aura to attack one creature.
has collapsed in on itself, like a dying star. Make a melee spell attack against the target. If the attack hits,
the target takes necrotic damage equal to 3d10 + your
Corruption Spells Charisma modifier.
You gain corruption spells at the antipaladin levels listed. After activating the aura, you can't do so again until you
finish a long rest.
Oathbreaker Spells
Antipaladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Control Undead. As an action, you target one undead
creature you can see within 30 feet of you. The target must
make a Wisdom saving throw. On a failed save, the target
must obey your commands for the next 24 hours, or until you
use this Channel Wickedness option again. An undead whose
challenge rating is equal to or greater than your paladin level
is immune to this effect.
Dreadful Aspect. As an action, you channel the darkest
emotions and focus them into a burst of magical menace.
Each creature of your choice within 30 feet of you must make
a Wisdom saving throw if it can see you. On a failed save, the
target is frightened of you for 1 minute. If a creature
frightened by this effect ends its turn more than 30 feet away
from you, it can attempt another Wisdom saving throw to end
the effect on it.
Aura of Hate
Starting at 7th level you, as well any fiends and undead of
your choice within 10 feet of you, gain a bonus to melee
weapon damage rolls equal to your Charisma modifier
(minimum of +1), as long as you are not incapacitated. 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.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing,
and slashing damage from nonmagical weapons.

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Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Conjure Duplicate. As an action, you create a visual
illusion of yourself that lasts for 1 minute, or until you lose
your concentration (as if you were concentrating on a spell).
The illusion appears in an unoccupied space of your choice
that you can see within 30 feet of you. The illusion looks
exactly like you; it is silent; it is your size, is insubstantial, and
doesn’t occupy its space; and it is unaffected by attacks and
damage. As a bonus action on your turn, you can move the
illusion up to 30 feet to a space you can see, but the illusion
must remain within 120 feet of you.
For the duration, you can cast spells as though you were in
the illusion’s space, but you must use your own senses.
Additionally, when both you and your illusion are within 5
feet of a creature that can see the illusion, you have
advantage on attack rolls against that creature, given how
uncanny the illusion is.
Shadow Strike. As a bonus action, you can use your
Channel Wickedness to fade into darkness. You become
heavily obscured to all creatures for 1 minute, except for
creatures with truesight. The next time you hit a creature
with an attack, and you have advantage on the attack roll, you
deal additional damage equal to 2d10 + your antipaladin
level. After making this attack, you are no longer obscured.
Treacherous Strike
Your trickery can turn friends against each other. Starting at
7th level, if a creature within 5 feet of you misses you with a
melee attack, you can use your reaction to force the attacker
to reroll that attack against a creature of your choice that is
also within 5 feet of the attacker. The ability fails if the
attacker is immune to being charmed.
Blackguard's Escape
Blackguard At 15th level, you have the ability to slip away from your foes.
Immediately after you are hit by an attack, you can use your
Some antipaladins retain a sense of pride and honor, reaction to turn invisible and teleport up to 60 feet to a spot
however twisted it may be; but those known as blackguards you can see. You remain invisible until the end of your next
forsake all this. Having once betrayed all those who trusted turn or until you attack, deal damage, or force a creature to
and believed in them, they embrace treachery and deceit as a make a saving throw. Once you use this feature, you must
way of life. Blackguards ingratiate themselves into a group finish a short or long rest before you can use it again.
with honeyed words and charming enchantments, then take
what they want and flee under cover of darkness and illusion. Icon of Deceit
Blackguards are often a desperate lot, just trying to stay one At 20th level, you gain the ability to emanate feelings of
step ahead of their ever-growing list of enemies, and easily treachery. As an action, you can magically become an avatar
fall into the debt of demon lords and other dark powers. of deceit, gaining the following benefits for 1 minute:
Corruption Spells You are invisible.
You gain corruption spells at the antipaladin levels listed. If a creature damages you on its turn, it must succeed on a
Wisdom saving throw (DC equal to your spell save DC) or
Blackguard Spells you control its next action, provided that you aren’t
Antipaladin Level Spells incapacitated when it takes the action. A creature
automatically succeeds on the save if the creature is
3rd charm person, expeditious retreat immune to being charmed.
5th invisibility, mirror image If you have advantage on an attack roll, you gain a bonus
to its damage roll equal to your antipaladin level.
9th blink, gaseous form
Once you use this feature, you can’t use it again until you
13th confusion, greater invisibility finish a long rest.
17th dominate person, passwall

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Tyrant      Guided Strike. You can use your Channel Wickedness to
All those who follow the Oath of Conquest walk a fine line strike with supernatural accuracy. When you make an attack
between paladin and antipaladin, and a number of these roll, you can use your Channel Wickedness to gain a +10
embrace tyranny so completely that any trace of divinity bonus to the roll. You make this choice after you see the roll,
leaves them forever. While a Tyrant antipaladin still basically but before the DM says whether the attack hits or misses.
follows the tenets of their original oath, they have abandoned
all ideals and loyalties, and pursue power not even for the Aura of Conquest
sake of power itself, but only for their own corrupt self- Starting at 7th level, you constantly emanate a menacing aura
interest. while you’re not incapacitated. The aura extends 10 feet from
you in every direction, but not through total cover.
Corruption Spells If a creature is frightened of you, its speed is reduced to 0
You gain corruption spells at the antipaladin levels listed. while in the aura, and that creature takes psychic damage
equal to half your paladin level if it starts its turn there.
Tyrant Spells At 18th level, the range of this aura increases to 30 feet.
Antipaladin Level Spells
Scornful Rebuke
3rd armor of agathys, command
Starting at 15th level, those who dare to strike you are
5th hold person, spiritual weapon psychically punished for their audacity. Whenever a creature
9th bestow curse, fear
hits you with an attack, that creature takes psychic damage
equal to your Charisma modifier (minimum of 1) if you’re not
13th dominate beast, stoneskin incapacitated.
17th cloudkill, dominate person
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary
Channel Wickedness martial prowess. As an action, you can magically become an
When you embrace this corruption at 3rd level, you gain the avatar of conquest, gaining the following benefits for 1
following two Channel Wickedness options. minute:
Conquering Presence. You can use your Channel
Wickedness to exude a terrifying presence. As an action, you You have resistance to all damage.
force each creature of your choice that you can see within 30 When you take the Attack action on your turn, you can
feet of you to make a Wisdom saving throw. On a failed save, make one additional attack as part of that action.
a creature becomes frightened of you for 1 minute. The Your melee weapon attacks score a critical hit on a roll of
frightened creature can repeat this saving throw at the end of 19 or 20 on the d20.
each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you
finish a long rest.

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Nemesis
Those who devote themselves single-mindedly to the
destruction of monsters may become the very monsters they
swore to eliminate. When an avenger's pursuit of justice is
corrupted by hatred, and they no longer care when innocents
are caught in the crossfire of their vengeance, the divine
power of their oath leaves them. Some paladins may see this
as a wake-up call and return to the path of righteousness;
those who become antipaladins, on the other hand, will turn
to any dark power that will help them complete their all-
consuming mission.
Corruption Spells
You gain corruption spells at the antipaladin levels listed.
Nemesis Spells
Antipaladin Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Abjure Enemy. As an action, you present your unholy
symbol and speak a curse of denunciation. Choose one
creature within 60 feet of you that you can see. That creature
must make a Wisdom saving throw, unless it is immune to
being frightened. Celestials and fey have disadvantage on this
saving throw.
On a failed save, the creature is frightened for 1 minute or
until it takes any damage. While frightened, the creature's
speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1
minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of
enmity against a creature you can see within 10 feet of you,
using your Channel Wickedness. You gain advantage on
attack rolls against the creature for 1 minute or until it drops
to 0 hit points or falls unconscious.
Relentless Nemesis
By 7th level, your supernatural focus helps you close off a
foe's retreat. When you hit a creature with an opportunity
attack, you can move up to half your speed immediately after Spirit of Retribution
the attack and as part of the same reaction. This movement At 20th level, you can your action to undergo a transformation
doesn't provoke opportunity attacks. into the physical manifestation of the hideous monster you
Soul of Hatred
have become. For 1 hour, you gain the following benefits:
Starting at 15th level, the authority with which you speak Dark wings sprout from your back and grant you a flying
your Vow of Enmity gives you greater power over your foe. speed of 60 feet.
When a creature under the effect of your Vow of Enmity You have advantage on attack rolls against all frightened
makes an attack, you can use your reaction to make a melee creatures within your Aura of Terror.
weapon attack against that creature if it is within range.
Once you use this feature, you can't use it again until you
finish a long rest.

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Hell Knight Aura of Flame
Some paladins are guided to their fall by the trickery of Starting at 7th level, you project a burning aura of power. Fire
devils. Entangled in twisted deals and hellish politics, they damage dealt to creatures of your choice within 10 feet of you
are turned against those they once sought to protect, and ignores resistance to fire damage, and treats immunity to fire
soon find that they no longer have any place to call home but damage as resistance.
the waiting arms of the Nine Hells. The strongest of these All creatures of your choice must succeed at a Constitution
become fiends themselves, serving at the head of diabolic saving throw or take fire damage equal to half your
legions atop burning steeds as the fearsome narzugons. antipaladin level (rounded down) when they start their turn
within 10 feet of you, as long as you are not incapacitated.
Corruption Spells At 18th level, the range of this aura increases to 30 feet.
You gain corruption spells at the antipaladin levels listed.
Terrifying Command
Hell Knight Spells As an action, you speak words that bring even the strongest
Antipaladin Level Spells to their knees in terror. Any creature of your choice within 60
3rd burning hands, command feet of you that can hear you must succeed on a Charisma
saving throw or become frightened of you for 1 minute.
5th find steed, scorching ray A creature can repeat the saving throw at the end of each
9th fireball, fear of its turns, ending the effect on itself on a success. A
creature that makes a successful saving throw is immune to
13th find greater steed, wall of fire your Terrifying Command for 24 hours.
17th immolation, infernal calling You can use this action a number of times equal to your
proficiency bonus, and regain all uses upon completing a long
Channel Wickedness rest.
When you embrace this corruption at 3rd level, you gain the Diabolic Rebirth
following two Channel Wickedness options. At 20th level, you fully embrace your fiendish corruption. As
Hellfire Weapon. As an action, you can imbue one weapon an action, you can magically become a fully realized
that you are holding with hellish flame. For 1 minute, you add narzugon, gaining the following benefits for 1 minute:
1d10 fire damage to damage rolls made with that weapon.
The weapon also emits bright light in a 20-foot radius and Your creature type becomes fiend (devil).
dim light 20 feet beyond that. If the weapon is not already Your melee weapon attacks deal an additional 2d10 fire
magical, it becomes magical for the duration. damage on a hit.
You can end this effect on your turn as part of any other You have resistance to acid and cold damage, and
action. If you are no longer holding or carrying this weapon, immunity to fire and poison damage. You cannot be
or if you fall unconscious, this effect ends. charmed, frightened or poisoned.
Infernal Command. As an action, you can speak imperious You have advantage on saving throws against spells and
words to your allies, making sure they keep in line. Every other magical effects cast by demons or celestials.
creature that can hear you of your choice within 30 feet has
advantage on saving throws against being charmed or Once you use this feature, you can’t use it again until you
frightened for 1 minute. finish a long rest.

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Death Knight
When a paladin that falls from grace dies without seeking
atonement, dark powers can transform the once-mortal
knight into a hateful undead creature. These fallen paragons
can find no peace even in death, doomed to wander the world
as skeletal abominations, with only the hollow pursuit of
domination to distract them from the shadows of who they
once were.
Restriction: Reborn Only
To truly embrace death, an antipaladin must die unredeemed.
Only those of the Reborn lineage (as seen in Van Richten's
Guide to Ravenloft) can become death knights.
Your DM can lift this restriction to better suit the
campaign.
Corruption Spells
You gain corruption spells at the antipaladin levels listed.
Death Knight Spells
Antipaladin
Level Spells
3rd bane, ray of sickness
5th hold person, ray of enfeeblement
9th animate dead, fireball
13th banishment, staggering smite
destructive wave (necrotic), negative
17th
energy flood

Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Drain Vitality. As an action, you can call upon additional
necromantic energy to empower your Touch of Corruption.
For one minute, your Touch of Corruption pool becomes an
amount of d6s equal to your antipaladin level, instead of d4s.
Marshal Undead. As an action, you can grant all undead
creatures of your choice within 60 feet of you advantage on
saving throws against effects that turn undead.
Aura of Enervation
Starting at 7th level, you suck the life force from the living to
bolster you and your dark allies. Whenever you deal necrotic
damage to a creature, you and all undead of your choice
within 10 feet of you gain temporary hit points equal to half
your antipaladin level (rounded down).
At 18th level, the range of this aura increases to 30 feet.
Reaper of Souls
Starting at 15th level, whenever you kill a living creature (not
an undead or construct) with 50 or more maximum hit
points, you can regain an expended 1st or 2nd level spell slot. You gain immunity to necrotic and poison damage and the
Lord of Death charmed, frightened and poisoned conditions.
At 20th level, as an action, you can channel the dark power of All undead of your choice within 60 feet of you, including
death itself. For 1 minute, you gain the following benefits: yourself, gain 20 additional maximum hit points, and add
your proficiency bonus to their weapon damage rolls.
Your creature type becomes undead. Once you use this feature, you can’t use it again until you
finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Abyss Knight Corruption Spells
Of all antipaladins, the dread Abyss Knights have perhaps You gain corruption spells at the antipaladin levels listed.
fallen the farthest. These thralls of demon lords, perhaps Abyss Knight Spells
seeking to erase their pasts and forget their failures, lose Antipaladin Level Spells
themselves completely in the violence and madness of the
Abyss’s intoxicating power. 3rd cause fear, wrathful smite
5th alter self, crown of madness
9th fear, haste
13th summon greater demon, vitriolic sphere
17th banishing smite, contagion

Channel Wickedness
When you embrace this corruption at 3rd level, you gain the
following two Channel Wickedness options.
Maddening Gaze. An action, you can force each creature
of your choice that you can see within 30 feet of you to make
a Wisdom saving throw. On a failed save, the target must
make a melee attack against a random target within its reach
on its next turn. If it has no targets within its reach even after
moving, it loses its action on that turn.
Agonizing Weapon. As an action, you can imbue one
weapon that you are holding with the mind-rending agony of
the Abyss. For 1 minute, you add 1d10 psychic damage to
damage rolls made with that weapon.
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.
Aura of Blood
Prayers to holy powers fail in your presence. Starting at 7th
level, creatures of your choice within 10 feet of you cannot
regain hit points or gain temporary hit points.
At 18th level, the range of this aura increases to 30 feet.
Rage of Demons
Starting at 15th level, your body becomes fueled with the rage
of the Abyss. You have advantage on Strength checks and
Strength saving throws, and you gain a bonus to the damage
of your melee weapon attacks equal to your Charisma
modifier.
Abyssal Apotheosis
At 20th level, you fully embrace your fiendish corruption. As
an action, you can take on a horrific demonic form, gaining
the following benefits for 1 minute:
Your creature type becomes fiend (demon).
You gain the effects of Agonizing Weapon, and you can use
Maddening Gaze as a bonus action without expending a
Channel Wickedness use.
You have resistance to all damage except radiant, and
cannot be poisoned.
You have advantage on saving throws against spells and
other magical effects cast by devils or celestials.
Once you use this feature, you can’t use it again until you
finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Antipaladin Spell List
Hold Person Blinding Smite Contagion
1st Level Find Steed Despoiler's Mantle Destructive Wave
Armor of Agathys Locate Object Dispel Magic Dispel Evil and Good
Arms of Hadar Magic Weapon Elemental Weapon Dominate Person
Bane Ray of Enfeeblement Fear Enervation
Cause Fear Shadow Blade Hunger of Hadar Geas
Command Silence Incite Greed Infernal Calling
Compelled Duel Web Nondetection Negative Energy Flood
Detect Evil and Good Protection from Energy Unholy Weapon*
Detect Magic 3rd Level Summon Lesser Demons
Detect Poison and Disease Animate Dead Summon Shadowspawn
Expeditious Retreat Bestow Curse Summon Undead
Hellish Rebuke Vampiric Touch
Inflict Wounds
Profane Fervor* 4th Level
Protection from Evil and Banishment
Good Blight
Searing Smite Find Greater Steed
Thunderous Smite Locate Creature
Wrathful Smite Phantasmal Killer
Shadow of Moil
2nd Level Sickening Radiance
Blindness/Deafness Staggering Smite
Branding Smite Summon Aberration
Chilling Smite* Summon Greater Demon
Cloud of Daggers
Crown of Madness 5th Level
Darkness Banishing Smite
Darkvision Circle of Power

Spell Descriptions Dark power radiates from you in an aura with a 30-foot
radius, awakening viciousness in allied creatures. Until the
Chilling Smite spell ends, the aura moves with you, centered on you. While Pro
2nd-level evocation in the aura, each non-hostile creature in the aura (including 1st-le
you) deals an extra 1d4 necrotic damage when it hits with a
Casting Time: 1 bonus action weapon attack. Casti
Range: Touch Rang
Components: V, S Comp
Duration: Concentration, up to 1 hour Dura
The next time you hit a creature with a melee weapon attack, You c
your weapon fills the creature with a bone-deep chill, and the spell
attack deals an extra 2d6 cold damage. dama
At the start of each of its turns until the spell ends, the
target must make a Constitution saving throw. On a failed Unh
save, it takes 1d6 cold damage and its speed is halved. On a 5th-le
successful save, the spell ends. Casti
At Higher Levels. When you cast this spell using a spell Rang
slot of 2nd level or higher, the initial extra damage dealt by Comp
the attack increases by 1d6 for each slot. Dura
Despoiler's Mantle You im
3rd-level evocation spell
light.
Casting Time: 1 action 2d8 n
Range: Self magi
Components: V
Duration: Concentration, up to 1 minute

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`

Antipaladin Features as
Optional Paladin Features
This document sets out to create a comprehensive
antipaladin, a paladin that has given in thoroughly to
corruption and lost all features related to healing, positive
buffs and radiant damage. If you're playing a dark paladin of
some kind, you may be interested in some of these features,
such as Unholy Smite, while finding that features like Aura of
Protection still fit with your conception of your character.
Feel free to pick and choose, with your DM's permission!
In addition, any of the new or modified subclasses listed
under Profane Corruptions can be easily repurposed as
paladin subclasses.
Artist Credits
In order of use:
drawsouls
Conor Burke
Yong Hui Ng
Gavin Wynford
Eugene Lizin
Paizo Inc.
robjenx
zoppy
applibot
soft-h
Marc Sasso
nibelwolf
River flow shore

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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