Antipaladin Wearing night-black armour, hooked and barbed, blood drips from the human’s gauntlet-clad fist. He surveys the crowd that has assembled before him, intent on chasing him out of town with torch and pitchfork. He smiles, bows his head, raises his hands in supplication, and turns to leave. As he marches out of town, he spits in one of the wells; a foetid, grimy drop of muck. He smiles as he leaves the town far behind. They’ll all be dead of plague within a week. A Tiefling stands before the gates of the castle she intends to take for her own. She raises her maul, which hums and shakes with barely contained power. As it smashes into the gate, blasting it to splinters; she has just enough time to savour the faces of shock and terror on the guards arranged in the shield wall before her. She drinks in their fear, just as the undead pour around her and flood into the wall of guards. The Elf’s skin is grey, and ashy, which is what prompts the Druid to approach him, he certainly looks like he needs help. But as the Druid reaches out to the Elf, asking what is wrong, the Elf moves with shocking speed, grasping him by the throat. With a sickening, guttering gasp, the colour and life drains from the Druid’s face before he goes limp. The Elf smiles, and walks into the grove, his footsteps perhaps invigorated a little. The plants and trees wither and grow brittle as he approaches. By the time he is finished, only ash will remain. Whatever their origin and their mission, Antipaladins are united in their depravity, capriciousness, and complete disregard for life that is not their own. The Antipaladin utterly rejects the ideals and cause of the Paladin, and actively seeks to destroy everything it is that the Paladin swears to protect. For whatever reason, the Antipaladin seeks to project their inner ugliness onto the whole world, flooding it in filth and darkness. Twisted Reflections Antipaladins, as their names suggest, are the utter opposite of Paladins, seeking to spread darkness, disease, filth, death. Just as Paladins are the ultimate warriors of light, Antipaladins are among the foremost agents of darkness. No act of subterfuge, no unexpected betrayl, no mass slaughter is below the Antipaladin. Of all the acts an Antipaladin takes their perverse pleasure from though, the one they enjoy the most is in corrupting that which is good into the same black grotesqueness that afflicts themselves. Desecrating temples of Good aligned deities, corrupting holy artefacts, dragging good and pure Paladins down to their level; Antipaladins are the worst of people, and they revel in it. The Antipaladin Level Proficiency Bonus Sneak Attack Features 1st 2nd 3rd 4th 5th 1st +2 — Consumate Cowards, Corrupted Presence, Corrupted Sight, Minions 2 — — — — 2nd +2 1d6 Fighting Style, Sneak Attack, Spellcasting 3 — — — — 3rd +2 1d6 Filthy Blood, Dark Path 3 — — — — 4th +2 1d6 Ability Score Improvement 4 — — — — 5th +3 2d6 Extra Attack 4 2 — — — 6th +3 2d6 Ability Score Improvement 4 2 — — — 7th +3 2d6 Aura of Doom 4 3 — — — 8th +3 2d6 Ability Score Improvement 4 3 — — — 9th +4 3d6 Minions Improvement 4 3 2 — — 10th +4 3d6 Aura of Fear 4 3 2 — — 11th +4 3d6 Improved Sneak Attack 4 3 3 — — 12th +4 3d6 Ability Score Improvement 4 3 3 — — 13th +5 4d6 Black Speech 4 3 3 1 — 14th +5 4d6 Corrupting Touch 4 3 3 1 — 15th +5 4d6 Dark Path Feature 4 3 3 2 — 16th +5 4d6 Ability Score Improvement 4 3 3 2 — 17th +6 5d6 Minions Improvement 4 3 3 3 1 18th +6 5d6 Aura Improvements 4 3 3 3 1 19th +6 5d6 Ability Score Improvement 4 3 3 3 2 20th +6 5d6 Dark Path Feature 4 3 3 3 2

Creating an Antipaladin Firstly, Antipaladins are not intended to be player characters. Their utter disregard for lives other than their own and excessively vain personalities do little to help them fit into a group. Instead, Antipaladins work best as antagonists to a group of PCs, and especially groups that include actual Paladins. Perhaps the most important aspect of the Antipaladin for running one in the game is how they plan to achieve power, and the methods to which they will stoop to see it through. Although the class features that can really cement the type of Antipaladin that they are don't appear until 3rd level, they will plan ahead for that choice. Are they the type to act as the antithesis to Paladins, spreading darkness and corruption wherever they go? Will they seek the ruin of the beautiful things in this world so that nature reflects their inner ugliness? Do they seek to dominate and control? Another important aspect of the Antipaladin to think about is how they became what they are. Almost all Antipaladins would and probably should be classified as insane to a degree, but that doesn't necessarily mean that they are mindless cretins. Perhaps they were driven to use the most extreme measures on some quest, but lost themselves along the way, left with the dark power they needed, but now their motivations are completely different. Perhaps they have been tricked by some feindish being, and over time have grown to accept the evil they have been forced into in a twisted kind of Stockholm Syndrome. Or perhaps they are merely just the most selfish and misanthropic kind of evil. As the epitome of all that is hateful in the sentient races, Antipaladins are almost as a rule, universally Evil. Quick Build An Antipaladin can be made quickly by following these suggestions. First, strength should be their highest ability score, followed by Charisma. Second, choose the criminal background. Class Features Antipaladins gain the following class features: Hit Points Hit Dice: 1d10 per Antipaladin level

1d10 per Antipaladin level Hit Points at 1st Level: 10 + your Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Antipaladin level after 1st Proficiencies Armor: Shields, All armor

Shields, All armor Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Athletics, Deception, Intimidation, Sleight of Hand, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a burgalar's pack or (b) a dungeoneer's pack

Chain Mail and a Blasphemous Symbol Corrupted Sight Just as a Paladin can sense the presence of strong evil and good, so too is the Antipaladin attuned to the war between light and dark. As an action, the Antipaladin may open their awareness to detect such forces.Until the end of its next turn, they know the location of any Celestial, Fiend, Undead, or any Cleric or Paladin of a good alignment within 60 feet of them, seeing Celestials, Clerics and Paladins as blazing stars of burning light. Indeed, such is the radiant righteousness of a Lawful Good Paladin, that if such a being moves within 60 feet of the Antipaladin, the Antipaladin is automatically aware of their presence like a dull ache in their head, though they are not aware of the Paladin's exact location. The Antipaladin knows the type of being whose presence they sense, but not its identity. Within the same radius, they may also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Additionally, the Antipaladin gains darkvision up to 60 feet, or, the Antipaladin's darkvision is improved by 30 feet if they already had it. The Antipaladin may use this ability a number of times equal to 1 + their charisma modifier. When they finish a long rest, they regain all expended uses. Corrupted Presence So strong is the evil of the Antipaladin, that any good aligned Cleric or Paladin within 60 feet of the Antipaladin is automatically aware that an Antipaladin is nearby, though they don't know the Antipaladin's exact location. Furthermore, if a Paladin uses their Divine Sense within 60 feet of the Antipaladin, then they can detect no other beings that they woud usually be able to detect, and they are only aware of the presence of the Antipaladin, who blots out all other beings with the sheer evil they exude. Consumate Cowards As Paladins embody the virtues of honesty, bravery and valour, it is only fitting that each and every Antipaladin is a coniving backstabber, who only fights when the tides of battle are in their favour. When in combat, if the Antipaladin and their allies outnumber the number of foes that they are in conflict with, then the Antipaladin can't be charmed, or frightened. However, if the odds are against the Antipaladin, and they and their allies are outnumbered, the Antipaladin has disadvantage on all saves against being frightened, regardless of the power of the enemies the Antipaladin is facing, such is their absolute unwillingness to put themselves in any form of risk. If the Antipaladin's worst nightmare comes to pass, and they face their foes alone, they must pass a wisdom save against their own spell save DC, or flee by any means they have.

Minions At 1st level, an Antipaladin begins to gather a following of scabby wretches who are just as corrupted as they are. When the Antipaladin first recieves this feature, the Minions may be chosen from the NPCs listed at the end of the Monster Manual with a CR of 1/8th or less. Minions bear a dark, writhing brand somewhere upon their skin, marking them as a minion of the Antipaladin. The Antipaladin may only have a number of Minions equal to or less than their Charisma modifier, and only one Minion may be capable of casting spells at any time. The Minions follow the Antipaladin's orders immediately and without question for fear of the Antipaladin's wrath. In combat, the Antipaladin may issue an order to his minions as a bonus action, which the Minions will follow to the best of their ability. Minions all act on the same turn, with an initiative modifier equal to the Antipaladin's Charisma modifier. If an Antipaladin's Minion dies, the Antipaladin may, as a ten minute ritual, brand a new being as one of their minions. Additionally, when the Antipaladin adopts a Dark Path, the unholy energies that suffuse the Antipaladin leak into their minions too. Depending on the path the Antipaladin takes, the Minions adopt a new creature type. Antipaladins following the Path of the Corrupter have Fiendish Minions, those who follow the Path of the Desecrater have Aberration Minions, and Antipaladins who follow the Path of the Overlord have Undead Minions. This creature type replaces humanoid. As the Antipaladin grows in power, the quality of their minions grows at certain levels. At 9th level, Minions may be NPCs of CR 1/2, and the maximum number of Minions increases to double the Antipaladin's Charisma modifier, and the Antipaladin may have a maximum of 2 Minions that can cast spells. At 16th level, Minions may be NPCs of CR 1, the maximum number of Minions increases to 3 times the Antipaladins Charisma modifier, and the Antipaladin may have a maximum of 3 Minions who can cast spells. At all levels, the Antipaladin may have a minimum of 1 Minion. Sneak attack Much like rogues, Antipaladins are long time practioners of the ancient art of the backstab. At first level, the Antipaladin knows how to strike subtely, and exploit a foe's weakness. Once per turn, they can deal an extra 1d6 damage to one creature they hit with an attack if they have advantage on the attack roll. They don't need advantage if another enemy of the target is withing 5 feet of it, that enemy isn't incapacitated, and the Antipaladin doesn't have disadvantage on the attack roll. The amount of extra damage increases as the Antipaladin gains levels in their class, as shown in the Sneak Attack Column of the Antipaladin table. Fighting Style At 2nd level, the Antipaladin adopts a style of fighting as their speciality. 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. Defense While the Antipaladin is wearing armour, they get a +1 to their AC. Dirty Tactics For each friendly creature within five feet of the Antipaladin, they add +1 to their attack rolls. Self Protection When a creature you can see attacks the Antipaladin, and they have a friendly creature with 5 feet of them, as a reaaction the Antipaladin may change the target of the attack to that friendly creature, and the attack gains advantage. Two Weapon Fighting When the Antipaladin engages in two weapon fighting, they may add their ability modifier to the damage of the off-hand attack. Filthy Blood At third level, the Antipaladin's body is so replete with negative energy, that no matter what kind of toxins and maladies that they come into contact with, it is always the Antipaladin that is filthier. The Antipaladin becomes immune to disease and the poisoned condition. However, while they suffer no ill effects from such maladies, they also become carriers, and when they are within 5 feet of a creature, as an action the Antipaladin may attempt to infect them. The target must make a constitution save agaisnt the Antipaladin's Spell Save DC. On a success, there is no effect. If the creature fails, they are poisoned, and at the DM's discretion, become infected with a disease of the DM's choice. This feature has no effect on undead or constructs, and may be used a number of times equal to 1 + the Antipaladin's Constitution modifier (a minimum bonus of plus 1). Additionally, once per week, the Antipaladin may attempt to infect something that has a larger effect on a community or landscape, such as a water supply, or food storage. This will have an effect determined by the DM, but usually along the lines of spreading a particularly virrulent disease throughout the population that makes use of what the Antipaladin infects. Spell Casting By 2nd level, the Antipaladin has learned to draw on disturbing and unwholesome energies to fuel spells, in a twisted mockery of Paladin magics. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The Antipaladin's spell list is at the end of the class description. Preparing And Casting Spells The Antipaladin table shows how many spell slots the Antipaladin has to cast their spells. To cast one of their Antipaladin spells of 1st level or higher, they must expend a slot of the spell’s level or higher. They regain all expended spell slots when they finish a long rest.

The Antipaladin prepares a list of Antipaladin spells that are available for them to cast, choosing from the Antipaladin spell list. When they do so, they choose a number of Antipaladin spells equal to their Charisma modifier + half their Antipaladin level, rounded down (minimum of one spell). The spells must be of a level for which they have spell slots. For example, if they were a 5th-level Antipaladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, their list of prepared spells can include four spells of 1st or 2nd level, in any combination. If they prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells. The Antipaladin can change their list of prepared spells when they finish a long rest. Preparing a new list of Antipaladin spells requires time spent in meditating on their plans and disturbing desires: at least 1 minute per spell level for each spell on their list. Spellcasting Ability Charisma is the spellcasting ability for Antipaladin spells, since their power derives from the strength of your will to dominate and destroy. An Antipaladin uses their Charisma whenever a spell refers to their spellcasting ability. In addition, they use their Charisma modifier when setting the saving throw DC for an Antipaladin spell they cast and when making an attack roll with one. Spell Save DC = 8 + The Antipaladin's Charisma modifier + Their Proficiency bonus Spell Attack Modifier = The Antipaladin's Charisma modifer + Their Proficiency bonus Spell Casting Focus An Antipaladin can use a Basphemous Symbol (using the stats for a holy symbol) as a spellcasting focus for their Antipaladin spell. Dark Path When the Antipaladin reachs 3rd level, they begin to walk down the path that will lead to near-certain damnation, but also potentially vast power. Now they choose to either walk the path of the Corrupter, the Desecrater, or the Overlord, all detailed at the end of the class description. Their choice grants them features at 3rd level and again at 7th, 15th, and 20th level. Those features include Path Spells and the Channel Wretchedness feature. Path Spells Each Path has a list of associated spells. The Antipaladin gains access to these spells at the levels specified in the Path description. Once they gain access to a Path Spell, they always have it prepared. Path spells don't count against the number of spells the Antipaladin can prepare each day. If they gain a Path spell that doesn't appear on the Antipaladin spell list, it is nonetheless an Antipaladin spell for them. Channel Wretchedness. The Path of the Antipaladin twists and corrupts their soul, and this wretchedness allows them to channel magical effects. Each Channel Wretchedness option provided by the Antipaladin's Dark Path explains how to use it. When the Antipaladin uses their Channel Wretchedness, they can choose which option they use. They must then finish a long rest to use their Channel Wretchedness again. Some Channel Wretchedness effects require saving throws. When the Antipaladin uses such an effect from this class, the DC equals their Antipaladin Spell Save DC. Ability Score Improvement When the Antipaladin reaches 4th level, and again at 8th, 12th, 16th, and 19th level, they can increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, the Antipaladin can attack twice, instead of once, whenever they take the attack action. Aura of Doom Starting at 6th level, whenever an enemy creature within 10 feet of the Antipaladin must take a saving throw, the creature takes a penalty to the saving throw equal to the Antipaladin's Charisma modifier (with a minimum penalty of -1). The Antipaladin must be concious to grant this penalty. At 18th level, the range of this aura increases to 30 feet. Aura of Fear Starting at 10th level, when an enemy creature within 10 feet of the Antipaladin takes damage, they are overcome with a sense of dread, and their next attack roll is taken at disadvantage. At 18th level, the range of this aura increases to 30 feet. Improved Sneak Attack Starting at 11th level, the Antipaladin doesn't need advantage on their attack roll to use their Sneak Attack if no other creatures other than your target are within 5 feet of the target. All the other rules for Sneak Attack still apply as per the Antipaladin class feature. Black Speech At 13th level, the Antipaladin learns two of the following languages: Abyssal, Deep Speech, Infernal, Undercommon. Furthermore, when using a Charisma based skill against a creature that primarily speaks one of the languages the Antipaladin learned with this feature, the Antipaladin rolls with advantage. Corrupting Touch Beginning at 14th level, if a creature that you have targetted with a spell needs to take a saving throw because of that spell and is within 5 feet of you, you can use your reaction to force the creature to make the saving throw at disadvantage. The Antipaladin may use this feature a number of times equal to their Charisma modifier (a minimum of once). They regain expended uses when they finish a long rest.

Dark Paths Becoming an Antipaladin involves blazing a cindered trail of ruin wherever they go, an active path of sordid acts and treachery. The first steps, taken when the Antipaladin reaches 3rd level, is but the start of the Antipaladin's descent into utter damnation. For some Antipaladins, it is choosing their Path that makes them realise their true calling as an Antipaladin. For others, it is what they have been working towards all along. Path of the Corrupter The Path of the Corrupter is in truth, the total embracing of the complete opposite of the classical Paladin ideals. Where the Paladin is brave, the Antipaladin is craven. Where the Paladin is honest, the Antipaladin lies and actively deceives. Where the Paladin protects the week, the Antipaladin crushed them beneath an armoured boot to push himself up even an inch towards their goals. Sometimes called Blackguards, Black Knights, or Heartless B*stards, Antipaladins who walk the Path of the Corrupter are reviled wherever they go. Corrupter Antipaladins sometimes seek to twist society to their own dark ideals of civilisation, making what is good, evil. What is beautiful, they seek to mar into ugliness. Wherever ligh shines, Antipaladins on the Path of the Corrupter will extinguish it without a second thought. Path Spells The Antipaladin gains Path Spells at the Antipaladin levels listed. Path of the Corrupter Spells Antipaladin Level Spells 3rd inflict wounds, expeditious retreat 5th crown of madness, suggestion 9th animate dead, bestow curse 13th banishment, confusion 17th contagion, destructive smite Channel Wretchedness When the Antipaladin chooses this Path at 3rd level, they gain the following two Channel Wretchedness options. Tainted Weapon: As an action, the Antipaladin may infuse their weapon with the filth that coats their hearts, using their Channel Wretchedness. For 1 minute, the Antipaladin adds their Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration. The Antipaladin can end this effect on their turnas part of any other action. If they are no longer holding or carrying the weapon, or if they fall unconcious, the effect ends. Turn the Holy: As an action, the Antipaladin may present their Blasphemous symbol and spew a torrent of the most vile insults and curses against all that is good in the world, using their Channel Wretchedness. Each good aligned creature that can see or hear the Antipaladin within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute, or until it takes damage. Lawful good Clerics and Paladins take this save with disadvantage. A turned creature must spend its turn trying to move as far away from the Antipaladin as it can, and it can't willingly move to a space within 30 feet of them. It also can't take reactions. For its action, it can only use 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 Whispers Starting at 7th level, as a bonus action you can force a creature that you have charmed and that is within 10 feet of you to attack any creature within 5 feet of it, even if that creature was an ally of it. At 18th level, the range of this aura increases to 30 feet. Unclean Spirit Beginning at 15th level, you are always under the events of a protection from evil and good spell. Dread Aspect At 20th level, the Antipaladin can, as an action, surround themself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30 feet radius around the Antipaladin to dim light. Whenever an enemy that is frightened of the Antipaladin starts its turn in the aura, it takes 4d10 psychic damage. Additonally, the Antipaladin and creatures it chooses that are in the aura are draped in deeper shadow. Creature's that rely on sight have disadvantage on attack rolls against creature's draped in this shadow. While this aura lasts, the Antipaladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The Antipaladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the Antipaladin's Charisma modifier. After activating the aura, the Antipaladin can't do so again until they finish a long rest. Path of the Desecrater There are many beautiful things in the world, and the Desecrater wishes to destroy all of them. An Antipaladin of the Path of the Desecrater wishes the outside world to reflect their own inner ugliness. As they walk, living things wither and dies, built things crumble and tarnish, and the sky is marred with perpetual storms. Sometimes called Rotten Knights and Champions of Filth, these Antipaladins will not rest until all the world is a grey and lifeless waste. Path Spells The Antipaladin gains Path spells at the Antipaladin levels listed. Path of the Desecrater Spells Antipaladin Level Spells 3rd bane, fog cloud 5th silence, spike growth 9th hunger of hadar, stinking cloud 13th blight, grasping vine 17th antilife shell, insect plague

Channel Wretchedness When the Antipaladin chooses this path at 3rd level, they gain the following two Channel Wretchedness options. Rotten Wrath The Antipaladin can summon up the disgust for beauty that they harbour within themselves as a noxious gas that gushes from their mouth, using their Channel Wretchedness. As an action, the Antipaladin can choose a creature within 10 feet of them that they can see. The creature must succeed on a constitution saving throw or be poisoned for 1 minute. While poisoned by this feature, at the end of its turn, the creature can repeat the saving throw. On a success, the poison is removed. Withering Wind As an action, the Antipaladin may brandish their Blasphemous Symbol, and letting out a howling cry that turns into a dust wracked wind, using their channel divinity. The wind blows around the Antipaladin with a radius of 30 feet for 1 minute, and while it blows, non-magical plants within range of the wind wither and die, magical plants in range of the wind have disadvantage on all saves, and no creature can receive healing of any sort while they are within range of the wind. Desolate Aura Beginning at 7th level, everything near you begins to start to crack and age, becoming brittle and feeble. Enemies within 10 feet of you that have resistance to any type of damage, lose that resistance while they remain within range of you, and any creature that has immunity to any type of damage count as only having resistance to that damage while they remain within this range. At 18th level, the range of this aura increases to 30 feet. Shadow of Death Starting at 15th level, when the Antipaladin reduces a creature to 0 hit points, as a bonus action they may move 30 feet, which does not trigger attacks of opportunity. The Antipaladin may use this feature a number of times equal to their Charisma modifier, regaining all spent uses after they finish a long rest. Champion of Ruin At 20th level, as an action the Antipaladin releases the pent up filth that builds up within them, which flows around them like a pestilent ocean, withering and putrifying living things it touches. The filth flows around the Paladin with a 30 feet radius, non-magical within the radius wither and die instantly, unconscious creatures within the filth die instantly, and all conscious creatures within range of the filth take all Strength, Dexterity, and Constitution saves at disadvantage. This effect lasts for 1 minute. Path of the Overlord Path Spells The Antipaladin gains Path spells at the Antipaladin levels listed. Path of the Overlord Spells Antipaladin level Spells 3rd command, hex 5th hold person, suggestion 9th animate dead, glyph of warding 13th banishment, dominate beast 17th create undead, dominate person Channel Wretchedness When the Antipaladin chooses this Path at 3rd level, they gain the following Channel Wretchedness options. Bolster Undead As an action, the Antipaladin may produce their Blasphemous Symbol, which radiates negative energy to strengthen nearby undead, using their Channel Divinity. When the Antipaladin uses this feature, undead within 30 feet of them are bolstered for 1 minute, and are immune to turning, and add the Antipaladin's Charisma modifier to any attack rolls they make. This feature may be used as a reaction to an enemy cleric or paladin attempting to turn undead under your control. In addition, undead affected by this feature have your control over them reasserted for 24 hours, as if you had cast animate dead. Burst of Unlife As a ten minute ritual, the Antipaladin may use their Channel Wretchedness to cast animate dead as a 3rd level spell, requiring no material components, and with the ritual replacing the regular casting time. This feature may not be used to raise more undead than you can reassert control over with a single use of this feature. Dark Impetus At 7th level, the Antipaladin's will and connection to their minions is so strong, that they may no longer need to spend their bonus action to issue orders and commands to any Minions, Undead, or other controlled creatures. Negative Energy Master Starting at 15th level, when the Antipaladin uses their Burst of Unlife Channel Wretchedness option, the ritual casts create undead as a 5th level spell rather than animate dead. All other restrictions remain the same however. Immortal Will As an action, the Antipaladin's devotion to their own power, and their will to dominate manifest itself as a pall of negative energy that suffuses the creatures under the Antipaladin's control. For 1 minute, any creature that the Antipaladin can issue commands to without the use of a spell, and that is within 30 feet of the Antipaladin, is only reduced to 1 hit point whenever they would normally be reduced to 0 hit points. Once this feature has been used, the Antipaladin must complete a long rest before it can be used again.