Antipaladin: Antipaladin Antipaladin Antipaladin Antipaladin
Antipaladin: Antipaladin Antipaladin Antipaladin Antipaladin
Antipaladin: Antipaladin Antipaladin Antipaladin Antipaladin
A
male Human stading staring down a angry
mob of peasants who dare defy him, quickly Smite Good
striking his sword through the lot of them. Replaces Divine Smite
As a creature stands over for a female Starting at 2nd level, when you hit a creature with a
drow clad in dark armor, swings his sword in melee weapon attack, you can expend one spell slot to
the name of the light. The drow just laughs deal radiant damage or necrotic damage to the target,
and parry the attack then striking down with based on the tabel below, plus 1d8 for each spell level
necrotic energy forcing the creature down into higher than 1st, to a maximum of 6d8 for good aligned
submission. creature, 5d8 for neutral aligned creatures and 4d8 for evil
Despite their origin as a paladin, these antipaladins defy aligned creatures. Should creature be unaligned, it instead
the sacred light and good, and strive only to grow their takes no damage and you're spell(s) slot is/are refunded
own power base, by aligning with dark gods.
d8 alignment
Class Feature Replacements 3 Lawful Good
3 Neutral Good
You gain class features in the Player's Handbook when you
reach certain levels in your class. This section replaces 3 Chaotic Good
features that you can gain as a paladin. 2 Lawful Neutral
2 True Neutral
Divine Sense 2 Chaotic Neutral
Replaces Divine sense 1 Lawful Evil
The presence of strong good registers on your senses 1 Neutral Evil
like a noxious odor, and powerful evil rings like heavenly
1 Chaotic Evil
music in your ears.
As an action, you can open your awareness to detect
such forces. Until the end of your next turn, you know the Aura of Menace
location of any Good aligned creature, celestial creature,
Replaces Aura of Protection
or humanoid within 60 feet of you that is not behind total
Starting at 6th level, whenever a creature you deem
cover.
unworthy of you enters withing 10 feet of you, you gain
You know the type (Good aligned creature, celestial, or
advatage on intimitation and Insight checks towards that
humannoid) of any being whose presence you sense, but
creature.
not its identity (the vampire Count Strahd von Zarovich, for
Should that creature be of an evil alignment, this feature
instance).
does not work on it. At 18th level, the range of this aura
Within the same radius, you also detect the presence of
increases to 30 feet.
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 +
Aura of Dread
your Charisma modifier. When you finish a long rest, you Replaces Aura of Courage
regain all expended uses. Starting at 10th level, whenever a Hostile creature enters
within 10 feet of you, the creature must make a charisma
Selfish Healing saving throw equal to you're spell save DC, on a failed save
the creature can not make oppertunity attacks against
Replaces Lay on Hands
you, and it has a -2 to it's hit rolls against you and
Your blessed touch can heal wounds. You have a pool of
creatures you choses.
healing power that replenishes when you take a long rest.
You must be conscious to grant this bonus. At 18th level,
With that pool, you can restore a total number of hit points
the range of this aura increases to 30 feet.
equal to your antipaladin level x 5.
As an action, you can draw power from the pool to
restore a number of hit points, up to the maximum
Touch of Might
amount remaining in your pool. Replaces Cleansing Touch
Alternatively, you can expend 5 hit points from your pool Beginning at 14th level, you can use your action to give a
of healing to transfer one disease or one poison affecting creature an addionally weapon dice on one of it's next
you, to another creature. attacks , should the damage not use dice, it instead adds
you're charisma modifier, this effect last until used or 5
minutes have passed
You can use this feature a number of times equal to
your Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
2
Sacred Oaths
A big part of a paladins, identity is there sacred
oaths but they are very good aligned and therefore
is not really good for evil character unless you pick
oath of conquest. The big problem is their tenents
which is really important for roleplay pourpose. So
here is my recomondations. Just change the
tenenets that is a problem to something more
aligned to you're deity example
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