Antipaladin

Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. It’s said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons.   Antipaladins become the antithesis of their former selves. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. Champions of evil, they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. Not surprisingly, paladins stop at nothing to put an end to such nefarious antiheroes.   Antipaladins are villains at their most dangerous. They care nothing for the lives of others and actively seek to bring death and destruction to ordered society. They rarely travel with those that they do not subjugate, unless as part of a ruse to bring ruin from within.  
Note:
The antipaladin is an alternate class for the Paladin core class. Making use of and altering numerous facets of the Paladin core class, this villainous warrior can’t truly be considered a new character class by its own right. By the changes made here, though, the details and tones of the Paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes.
 

Alignment

Chaotic Evil.

Hit Dice

1d10

Proficiencies

 

antipaladin class table.png

Class Features

All of the following are features of the antipaladin class.  

Aura of Evil (Ex)

The power of an antipaladin’s aura of evil (see the Detect Evil spell) is equal to their antipaladin level. A Paladin who uses smite evil on an antipaladin deals 2 points of damage per Paladin level on their first successful attack.  

Detect Good ()

At will, an antipaladin can use Detect Good, as the spell. An antipaladin can, as a Move Action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not Detect Good in any other object or individual within range.  

Smite Good (Su)

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a Swift Action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds their Charisma bonus (if any) on their attack rolls and adds their antipaladin level on all damage rolls made against the target of their smite. If the target of smite good is an outsider with the Good Subtype, a good-aligned dragon, or a good creature with levels of Cleric or Paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.   In addition, while smite good is in effect, the antipaladin gains a Deflection Bonus equal to their Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.   The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.  

Unholy Resilience (Su)

At 2nd level, an antipaladin gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.  

Touch of Corruption (Ex)

Beginning at 2nd level, an antipaladin surrounds their hand with a fiendish flame, causing terrible wounds to open on those they touch. Each day they can use this ability a number of times equal to 1/2 their antipaladin level + their Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels they possess. Using this ability is a Standard Action that does not provoke an Attack of Opportunity.   Alternatively, an antipaladin can use this power to heal Undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands Paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.  

Aura of Cowardice (Su)

At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on Saving Throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability.   This ability functions while the antipaladin is conscious, but not if they are Unconscious or Dead.  

Plague Bringer ()

At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. They can still contract diseases and spread them to others, but they are otherwise immune to their effects.  

Cruelty (Su)

At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses lay on hands to deal damage to one target, the target also receives the additional effects from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude Save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.   At 3rd level, the antipaladin can select from the following initial cruelties.  
  • Fatigued: The target is Fatigued.
  • Shaken: The target is Shaken for 1 round per level of the antipaladin.
  • Sickened: The target is Sickened for 1 round per level of the antipaladin.
  At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.  
  • Dazed: The target is dazed for 1 round.
  • Diseased: The target contracts a disease, as if the antipaladin had cast Contagion, using their antipaladin level as their Caster Level.
  • Staggered: The target is Staggered for 1 round per two levels of the antipaladin.
  At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.  
  • Cursed: The target is cursed, as if the antipaladin had cast Bestow Curse, using his antipaladin level as his Caster Level.
  • Exhausted: The target is Exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.
  • Frightened: The target is Frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.
  • Nauseated: The target is Nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.
  • Poisoned: The target is poisoned, as if the antipaladin had cast Poison, using the antipaladin’s level as the Caster Level.
  At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.  
  • Blinded: The target is Blinded for 1 round per level of the antipaladin.
  • Deafened: The target is Deafened for 1 round per level of the antipaladin.
  • Paralyzed: The target is Paralyzed for 1 round.
  • Stunned: The target is Stunned for 1 round per four levels of the antipaladin.
  These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.  

Channel Energy (Su)

When an antipaladin reaches 4th level, they gain the supernatural ability to Channel Energy. Using this ability consumes two uses of their touch of corruption ability. An antipaladin uses their level as their effective Cleric level when channeling negative energy. This is a Charisma-based ability.  

Spells (Su)

Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells, which are drawn from the Antipaladin Spell List. An antipaladin must choose and prepare their spells in advance.   To cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the Spell Level. The Difficulty Class for a saving throw against an antipaladin’s spell is 10 + the Spell Level + the antipaladin’s Charisma modifier.   Like other spellcasters, an antipaladin can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: Antipaladin. In addition, they receive bonus spells per day if they have a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given Spell Level, they gain only the bonus spells they would be entitled to based on their Charisma score for that Spell Level. The antipaladin does not have access to any domain spells or granted powers, as a Cleric does.   Through 3rd level, an antipaladin has no Caster Level. At 4th level and higher, their Caster Level is one-half their antipaladin level.  

Fiendish Boon ()

Upon reaching 5th level, an antipaladin receives a boon from their dark patrons. This boon can take one of the following forms. Once the form is chosen, it cannot be changed.  
  • Fiendish Spirit: The antipaladin may enhance their weapon as a Standard Action action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 Enhancement Bonus. For every three levels beyond 5th, the weapon gains another +1 Enhancement Bonus, to a maximum of +6 at 20th level.   These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties (Adding these properties consumes an amount of bonus equal to the property’s cost):  
    • +1: flaming, keen, vicious
    • +2: anarchic, flaming burst, unholy, wounding
    • +3: speed
    • +5: vorpal
      These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.   If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 1 week, or until they gain a level, whichever comes first. During this period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.  
  • Fiendish Servant: The antipaladin gains the service of a fiendish servant. This functions as Summon Monster III, except the duration is permanent, the antipaladin can only gain the service of a single creature, and that creature must either have the chaotic and evil Subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of Summon Monster IX at 17th level. Once per day, as a Full-Round Action, an antipaladin may magically call their servant to their side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.   At 11th level, the servant gains the advanced template. At 15th level, an antipaladin’s servant gains Spell Resistance equal to the antipaladin’s level + 11.   Should the antipaladin’s fiendish servant die or be banished, the antipaladin may not summon another servant for 1 week or until they gain an antipaladin level, whichever comes first. During this period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.  
  • Daemon Bond: As a Standard Action, the antipaladin can call forth a daemon spirit that bonds to them for 1 minute per antipaladin level, causing them to manifest traits evocative of one kind of daemon. This bond allows the antipaladin to add their Charisma bonus to the amount of hit point damage that they deal with their negative energy spells, their corrupting touch ability, and their Channel Energy ability. For every 3 levels beyond 5th, they deal 1 additional hit point with those abilities, up to a maximum of 5 + their Charisma modifier at 20th level. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.  
  • Demodand Bond: As a Standard Action, the antipaladin can call forth a demodand spirit that bonds to them, spreading a foul miasma of blasphemous power. This bond allows the antipaladin to shed gloom as per Twilight Haze for 1 minute per antipaladin level. Additionally, while the miasma spreads, all allies within 20 feet gain a +3 Profane Bonus on Saving Throws against divine magic and resistance 3 against sacred damage, such as that dealt by smite evil or by Flame Strike. For every 3 levels beyond 5th, the saving throw bonus and resistance provided by this effect increases by 1, to a maximum of +8 at 20th level. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.  
  • Demon Bond: As a Standard Action, the antipaladin can call forth a demon spirit that bonds to them, causing them to manifest a baleful aura. This bond allows the antipaladin to shine light as per Continual Flame for 1 minute per antipaladin level. Additionally, while the aura remains, all allies within 20 feet gain a +2 bonus on Sunder combat maneuver checks, Strength checks to break an Object, and damage rolls against objects or against creatures with Hardness. For every 3 levels they have beyond 5th, the bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.  
  • Devil Bond: As a Standard Action, the antipaladin can call forth a devil spirit that infuses their mind, granting them the See in Darkness ability. They can use this ability for a number of minutes per day equal to their class level. This duration need not be consecutive but must be used in 1-minute increments.
 

Aura of Despair (Su)

At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all Saving Throws. This penalty does not stack with the penalty from aura of cowardice.   This ability functions only while the antipaladin is conscious, not if they are Unconscious or Dead.  

Aura of Vengeance (Su)

At 11th level, an antipaladin can expend two uses of their smite good ability to grant the ability to smite good to all allies within 10 feet, using their bonuses. Allies must use this smite evil ability by the start of the antipaladin’s next turn, and the bonuses last for 1 minute. Using this ability is a Free Action. Good creatures gain no benefit from this ability.  

Aura of Sin (Su)

At 14th level, an antipaladin’s weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of them is treated as evil-aligned for the purposes of overcoming Damage Reduction.   This ability functions only while the antipaladin is conscious, not if they are Unconscious or Dead.  

Aura of Depravity (Su)

At 17th level, a paladin gains Damage Reduction 5/good. Each enemy within 10 feet of them gains a -4 penalty on Saving Throws against Compulsion effects.   This ability functions only while the antipaladin is conscious, not if they are Unconscious or Dead.  

Unoly Champion (Su)

At 20th level, an antipaladin becomes a conduit for the might of the dark powers. Their Damage Reduction increases to 10/good. Whenever they use smite good and successfully strike a good outsider, the outsider is also subject to a Banishment, using their antipaladin level as the Caster Level (their weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever they channel negative energy or use touch of corruption to damage a creature, they deal the maximum possible amount.  

Fall from Grace

Not all paladins that fall become antipaladins. In fact, the transformation is quite rare. Most paladins spend months or even years regaining their paladinhood, but they never stray so far from the path as to become irredeemable. Rarely, a Paladin turns from the light and seeks instead to make a pact with the dark powers. Often this is through temptation or some sort of ruse, but once the deal is struck, the Paladin finds themself on the path to damnation.   When such a fall occurs, the transformation can be swift. The Paladin trades in all of their Paladin levels for antipaladin levels on a 1-for-1 basis. This is usually a traumatic experience, involving a complex ritual that involves a living sacrifice and dark oaths made to foul powers (who sometimes send minions to bear witness). Once complete, the antipaladin emerges, ready to bring ruin to the world.   It should be noted that not all antipaladins are fallen heroes. Some warriors are trained from a young age to assume the mantle of antipaladin, forged through pain and trauma into exemplars of evil. These cruel warriors know nothing of compassion or loyalty, but they can teach a great deal about pain and suffering.  

Code of Conduct

An antipaladin must be of chaotic evil Alignment and loses all class features except proficiencies if they willingly and altruistically commit good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of their own dark ends. An antipaladin’s code requires that they place their own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with their goals.   While they may adventure with evil or neutral allies, an antipaladin avoids working with good characters or with anyone who consistently attempts to do good deeds. Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks. An antipaladin does not need an Atonement spell during such an unusual alliance as long as their nefarious goals are met in the end—evil cares only about results. An antipaladin may accept only henchmen, followers, or cohorts who are chaotic evil.  

Antialadin Variants

Many variations exist that alter or replace aspects of the antialadin class. These options can be found Here.

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