The Antipaladin Although their origins, beliefs, and motives differ, there are those who embody the ideals of the Blackguard. The antithesis to the puppet paladins, the Antipaladins are the quintessential black knights who live to spite the gods that command the blind and ignorant. Members of the Blackguard are feared and hated for their foul acts and unrelenting power. Dedicating their fierce martial abilities towards their chosen end, Antipaladins seek to break the tyranny of morality in the world, and the deities that relish on their ill begotten thrones. However, Antipaladins are not above their self-determined or fiendish codes. Upon devoting themselves to their own code or the code of their unholy patron, Antipaladins are granted the profane power that dwells within them. Once their power is unleashed these unholy champions are profaned with boons to aid them in their quests; the powers to smite good, curse the hated, and inspire the subservient. Although their convictions might lead them into conflict with the very souls they would free from the worlds shackles, Antipaladins weather these endless challenges, risking their lives to live as they desire, and break the cycle that binds all mortals. Betrayers of Life The Order of the Broken Cycle is a prominent and dangerous cult, an order Consisting of Necromancers, Kings, Merchants, Ex-priests and monsters, their teachings are blasphemous and damning, teaching that the world and the negative energy plane are prisons to bind and wring the power out of mortals to feed the gods. Only by breaking the cycle of life and death, can all mortals take hold of their divine powers and replace the gods who keep them imprisoned so. Creating an Antipaladin The most important aspect of an antipaladin character is the catalyst that sparked their Profane power. Although the class features related to your Resolve don’t appear until you reach 3rd level, plan ahead for that choice by reading the Resolve descriptions at the end of the class. Are you an fallen servant of good, was your loyalty to the gods of justice and honor tested, leaving you wanting, a vengful knight in black armor venturing forth to perform evil to vent your frustrations and fill that hole left behind by your discarded faith? Are you an imposing champion of selfishness and greed, holding all you desire close to your chest, and hunting for more, A Blackguard whose resolve Burns from their intense desire and personal strength? Or are you an assassin trained not as a rogue, but as a deadly juggernaught of Profane energy, detirmination and deadly grit, set out to hunt down the enemies of your order without a single thought for the means to reach that end? Antipaladins may still worship dieties like an antipaladin, but because of their nature it is more likely that an Antipaladin will be found damning the gods for the path that lead an antipaladin to where they are. How did you experience your call to live as an Antipaladin? Did you hear a whisper from an unseen fiend or entity while you were at rest? Did another Antipaladin sense the potential within you and decide to train you as their slave or squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a profane circle of cultists and monsters in the guise of men, and found a home amoung their twisted morality. Or you might have known from your earliest memories that the Antipaladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. As pillars of freedom, selfishness and wickedness, Antipaladins are rarely of any Good alignment. Most of them walk the paths of Tyranny and indulgence. Consider how your alignment colors the way you pursue your Unholy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained. Quick Build You can make a Antipaladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Outlander background.

The Antipaladin Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Profane Sense, Touch of corruption - - - - - 2nd +2 Fighting Style, Spellcasting, Profane Smite 2 - - - - 3rd +2 Plague bringer, Dark Resolve 3 - - - - 4th +2 Ability Score Improvement 3 - - - - 5th +3 Extra Attack 4 2 - - - 6th +3 Aura of Defilment 4 2 - - - 7th +3 Dark Resolve feature 4 3 - - - 8th +3 Ability Score Improvement 4 3 - - - 9th +4 4 3 2 - - 10th +4 Aura of Cowardice 4 3 2 - - 11th +4 Improved Profane Smite 4 3 3 - - 12th +4 Ability Score Improvement 4 3 3 - - 13th +5 4 3 3 1 - 14th +5 Devour Blessing 4 3 3 1 - 15th +5 Dark Resolve 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 Dark Resolve feature 4 3 3 3 2 Class Features As a Antipaladin, you gain the following class features: Hit Points Hit Dice: 1d10 per Antipaladin level

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

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

All armor, shields. Weapons: Simple weapons, martial weapons.

Simple weapons, martial weapons. Tools: Poisoner's kit

Poisoner's kit Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two: Athletics, Insight, Deception, Intimidation, stealth, Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Two martial weapons. or (b) A martial weapon and a shield

(a) Five handaxes or (b) a Poisoner's kit

(a) Leather armor, (b) Chain shirt or (c) chain mail

(a) dungeoneer's pack or (b) an explorer's pack

A torturers' pack and an unholy symbol

Profane Vision The presence of strong good registers on your senses like a noxious odor, and powerful evil drums like fiendish 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 location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. 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 You have a pool of necrotic power that replenishes when you take a long rest. With that pool, you can wither the lifeforce of a foe you touch, this pool of points is equal to your Antipaladin level × 5. You can use the Attack action to make a special melee attack, a touch. If you're able to make multiple attacks with the Attack action, this attack replaces all of them. The target of your touch must be within your reach. Using at least one free hand, you try to touch the target by making a grapple check, a Strength (Athletics) or Dexterity (Acrobatics) check (you chose the ability to use) contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you can draw power from the pool and cause the target to suffer a number of points necrotic damage up to the maximum amount remaining in your pool, to a maximum of your antipaladin level + your Charisma modifier, Alternatively, you can expend 5 points from your pool of necrotic energy to afflict a target with effects of the Hex spell for 1 hour, or 20 points to afflict one effect of the Bestow Curse spell 1 minute, using your spellcasting modifier for any subsequent saves necessery for the chosen effect. You can cause a foe to suffer multiple curse or hex effects with a single use of Touch of Corruption, expending points from the pool separately for each one however a creature can only be damaged by one of these effects per round, A Remove Curse spell removes all of these effect's on a single individule. Creatures under the effects of the Protection from Good and Evil spell cannot be targeted by your Touch of Corruption. Fighting Styles At 2nd level, choose one of the following options. You can't choose the same style twice, even i f you later get to choose again. Archery: You gain a +2 bonus to Attack rolls you make with Ranged Weapons. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and Resolve to cast spells as a Paladin does. Preparing and Casting Spells The Antialadin table shows how many spell slots you have to cast your spells. To cast one of your antipaladin spells of 1st 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 long rest. You prepare the list of antipaladin spells that are available for you to cast, choosing from the antipaladin spell list. When you do so, choose a number of antipaladin spells equal to your Constitution modifier + half your antipaladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level antipaladin, you have four 1st-level and two 2nd-level spell slots. With a Constiutiton of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you 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. You can change your list of prepared spells when you finish a long rest. Preparing a new list of antipaladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Constitution is your casting ability for Antipaladin spells. Your magic comes from the depths of your indomitable fortitude and will. When a spell refers to your spellcasting ability, you use Constitution. In addition, you use your Constitution to determine the save DC of any Antipaladin spell which requires one, and when making an attack roll with one. Spell save DC= 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier= your proficiency bonus + your Charisma modifier. Spellcasting Focus You may use an unholy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol (Or unholy Symbol), and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.

Profane Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one antipaladin spell slot to deal Necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a good fey. Plague Bringer By 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. He can still contract diseases and spread them to others, but he is otherwise immune to their negative effects. Dark Resolve When you reach 3rd level, you swear the oath that binds you as an Antipaladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Resolve of Conceit, the Resolve of the Cycle Breaker, or the Resolve of Murder, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level Those features include Resolve spells and the Channel Blasphemy feature. Resolve Spells Each resolve has a list of associated spells. You gain access to these spells at the levels specified in the resolve description. Once you gain access to an resolve spell, you always have it prepared. Resolve spells don't count against the number of spells you can prepare each day. If you gain a resolve spell that doesn't appear on the antipaladin spell list, the spell is nonetheless a antipaladin spell for you. Channel Blasphemy Your resolve allows you to channel blasphemous energy to fuel magical effects. Each Channel Blasphemy option provided by your resolve explains how to use it. When you use your Channel Blasphemy, you choose which option to use. You must then finish a short or long rest to use your Channel Blasphemy again. Some Channel Blasphemy effects require saving throws. When you use such an effect from this class, the DC equals your antipaladin spell save DC. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Defilement Starting at 6th level, whenever a creature designate within 10 feet of you must make a saving throw, the creature suffers a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to afflict this penalty. Creatures under the effects of the Protection from Good and Evil spell can choose be immune to this aura. At 18th level, the range of this aura increases to 30 feet. Aura of Cowardice Starting at 10th level, hostile creatures, or creatures you designate within 10 feet who are not immune to fear make their saving throws against against effects that would frighten them at disadvantage, creatures who are immune to fear instead lose their immunity to the frightened condition. Creatures under the effects of the Protection from Good and Evil spell can choose be immune to this aura. At 18th level, the range of this aura increases to 30 feet. Improved Profane Smite By 11th level, you are so suffused with Profane might that all your melee weapon strikes carry Profane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 Necrotic damage. If you also use your Profane Smite with an attack, you add this damage to the extra damage of your Profane Smite. Iconoclastic Touch Beginning at 14th level, you can use your action to end one spell on a hostile creature that you touch. 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. Channel Divinity and Channel Blasphemy In the rare circumstances an antipaladin begins worship of a god (Or the rarer circumstance of a god accepting an antipaladins worship), and takes clerical levels, they may treat their Channel Divinity uses and Channel Blasphemy uses as one and the same.

Resolve of Conceit The Resolve of the Conciet will endure beyond any other resolve, because so long as the notions of individuality, Desire and personal Power remain in the world, someone will covet such notions to this extreme. Sometimes called Dark Knights, Blackguard, or unholy warriors, these antipaladins meet the ideal of the knight in black armor, performing dishonourable acts in pursuit of desire and power. They hold themselves to the lowest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many take on this resolve are devoted to themselves or dark masters, and use the following tenents to justify their indulgent and power hungry actions. They hold feinds—the final form of evil men—as their ideals, and incorporate images of leering fiends into their helmets or coats of arms. Tenets of Conceit: Though the exact words and strictures of the Resolve of Conceit vary and are almost certainly never written down, Antipaladins of this Resolve share similar tenets. Dishonesty. Lies are a tool to get what you desire, let your words be an enigma to your enemies and allies alike.

Lies are a tool to get what you desire, let your words be an enigma to your enemies and allies alike. Brutality. Never fear to strike, though caution is wise, power and the willingness to use it proves your strength.

Never fear to strike, though caution is wise, power and the willingness to use it proves your strength. Passion. The world is yours to indulge in, if it pleases you, it is to be pursued, denying the self, is denying the truth of the world, those that bar your indulgence are the enemy and must be overcome in some manner.

The world is yours to indulge in, if it pleases you, it is to be pursued, denying the self, is denying the truth of the world, those that bar your indulgence are the enemy and must be overcome in some manner. Infamy. Let your deeds speak for you, your actions in this world must be worthy of note, letting your name fall into obscurity too long is a snub at your patron.

Let your deeds speak for you, your actions in this world must be worthy of note, letting your name fall into obscurity too long is a snub at your patron. Power. You must at all times, be aware of your power, and the power of others, there is no obstacle that cannot be overcome in time, but falling to an early doom is too pathetic for words. Resolve Spells Class Level Spell Level Spells 3rd 1st Armor of Agathys, Hex 5th 2nd Darkness, Enhance Ability 9th 3rd Fear, Dispel Magic 13th 4th Freedom of Movement, Blight 17th 5th Commune, Destructive Wave “I am the Dark Truth of the world, the strings of morality do not bind me, My future holds only pleasure and Freedom, what does yours?” Anrin The Cannibal, shortly before her imprisonment and swift escape. Channel Blasphemy: You gain the following two Channel Blasphemy options at 3rd level. Blackrage You can imbue yourself with fiendish ferocity. On Your Turn, you can enter a rage as a bonus Action. While raging, you gain the following benefits: You have advantage on Strength Checks and Strength Saving Throws. When you make a melee weapon Attack using Strength, you gain a bonus to the damage roll equal to your Charisma modifier. At the start of your turn, you recieve a number of temporary hitpoints equal to your Antipaladin levels. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. Turn Holy As an action, you present your unholy symbol and speak a command censuring celestials and good fey, using your Channel Blasphemy. Each celestials and good fey 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. Selfish Willpower: Starting at 7th level, you cannot be charmed, frightened, and magic can’t put you to sleep. Purity of Spite: Beginning at 15th level, you are always under the effects of a protection from evil and good spell. Umbral Nimbus: At 20th level, as an action, you can emanate an aura of unnatural Darkness. For 1 minute, magical darkness changing bright light in a 20-foot radius to darkness and dim light 20 feet beyond that. Whenever an enemy creature starts its turn in the darkness, the creature takes 10 Necrotic damage. In addition, for the duration, you have advantage on saving throws against spells cast by celestials and good fey.

Resolve of the Cycle Breaker The Resolve of the Cycle Breaker is as old as when the dead first felt jealousy over the living and the first liches began plaguing the world. Sometimes called death knights, grave knights, or bone knights, antipaladins who take this Resolve cast their lot with the side of the dead in the cosmic struggle against life because they feel indignation against the cycle of life and death, not necessarily because they wish to die, but because they see the cycle itself as insufferable. They adorn their armour and clothing with images of dead things—bones, skulls, or anguished faces—to reflect their commitment to sowing terror and destroying the cycle. Tenets of the Cycle Breaker: The tenets of the Resolve of the Cycle Breaker have been preserved for uncounted centuries. This Resolve emphasizes the principles of rebellion against the cycle above any concerns of evil or good. Its five central principles are simple. Rally the Spirit. Through your acts of violence, destruction, and disrespect, you kindle the fire and fury of the dead, catching their attention and returning their will to exist.

Through your acts of violence, destruction, and disrespect, you kindle the fire and fury of the dead, catching their attention and returning their will to exist. Give Form to the Dead. The incited and angry dead must be subjugated and commanded to your will, if it is in your power, you must fill all viable corpses with the spirits of the dead, or desecrate them suitably for a spirit to do so for you.

The incited and angry dead must be subjugated and commanded to your will, if it is in your power, you must fill all viable corpses with the spirits of the dead, or desecrate them suitably for a spirit to do so for you. Where Life Flourishes, make it wither and die. through direct intervention, or subtle machinations, salt the earth, rot the wells, depress the masses.

through direct intervention, or subtle machinations, salt the earth, rot the wells, depress the masses. Preserve Your Own Self. The cycle will never break while you are subjugated to it, do not die unless it would grant you more power, breaking free from the cycle is a high priority for you.

The cycle will never break while you are subjugated to it, do not die unless it would grant you more power, breaking free from the cycle is a high priority for you. Embrace the Hate. the dead must be taught to hate the living, be their teacher so that their wrath can better be used against the cycle. Resolve Spells Class Level Spell Level Spells 3rd 1st Desecrate Dead, Lesser Animate Dead 5th 2nd Gentle Repose, Pass Without Trace 9th 3rd Revivify, Speak with The Dead 13th 4th Death Ward, Lesser Create Undead 17th 5th Awaken+, Raise Dead + can target undead of any intelligence less than 10. Channel Blasphemy: You gain the following two Channel Blasphemy options at 3rd level. Deaths Gaze As an action, you can undergoe a startling transformation, your body withers, and your spirit becomes physical and tangible, visble as a blue etheral fire that frames you, For 1 minutes, At the start of your turn, One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw, if the target fails The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, or you target a different creature, this effect ends on it. For the duration. On each of your turns until the effect ends, you can target another creature but can’t target a creature again if it has succeeded on a saving throw against this effect. Consume Spirit As an action, you can touch an undead Creature that is Totally under your control, and Destroy it instantly, You Heal for a Number of Hitpoints Equal to its Maximum hitpoints, any Excess hitpoints are not wasted, and are granted to you as Temporary hitpoints which remain until they are lost or until you complete a short rest.

Aura of the Deathlord: Beginning at 7th level, you are surrounded by the cloak of necrotic protection, causing undead creatures to make their attacks against you at Disadvantage. Additionally, Undead creatures of CR 1 and lower Cannot target you with attacks, spells or abilities, Unless you have attacked them or targeted them with hostile effects. Deaths Visage: Starting at 15th level, Undead creatures of CR 5 and lower Cannot target you with attacks, spells or abilities, unless you have targeted them with attacks, or hostile spells or abilities. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. Deathless Champion: At 20th level, you can assume the form of an ancient force of unlife, taking on an appearance you choose. For example, your skin might turn white or take on a skeletal like nature, Hair might become raw black fire ect... Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: At the start of each of your turns, you regain 10 hit points.

You have resistance to damage from spells.

You recieve the Ethereal Sight and Incorporeal Movement traits of the ghost and can take the ghosts Etherealness action at the start of your turn as a free action. Once you use this feature, you can’t use it again until you finish a long rest. “You live in ignorance to your divinity, this world, the cycle that binds it, a prison it is, holding you back, you die to be reborn again, your powers suppressed by the elder things that fear you. Join me, Break the cycle and we shall all be free!” Leo The Betrayer, ironically just before his death at the battle of Twomarshes, His visage has been seen plaguing the nearby cities, recruiting and passing on his deranged beliefs.

Resolve of Murder The Resolve of Murder is a solemn commitment to punish those who have made a great insult, or performed some act that has set back the antipaladin's masters grand plan. When a force devastates the antipaladins allies and servants, when an entire people turns against the will of the antipaladins master, when an organisation of good grows to bold and hopeful, when a power sees fit to interfere at times like these, the antipaladins arise and take on a Resolve of Murder to prove his loyalty and gather infamy. To these antipaladins sometimes called Black Avengers, Assassin Knights or Murder Drinkers, their own Indulgences are not as important as delivering Vengeance. Tenets of Murder: The tenets of the Resolve of Murder vary by antipaladin, but all the tenets revolve around punishing those that wrong them and their masters by any means necessary. Antipaladins who uphold these tenets always sacrifice rights of others to mete out justice upon those who do them and their masters wrong, so the Antipaladins are often Evil or lawful Evil in alignment. The core principles of the tenets are brutally simple. Deception at the cost of pride. The self is less important than the kill, if you must lie and belittle yourself to gain the trust of your target or their allies, then you must make sacrifices.

The self is less important than the kill, if you must lie and belittle yourself to gain the trust of your target or their allies, then you must make sacrifices. All can be of use. Allies in your dark purpose are to be treasured, for you'll have few of them, when their usefulness wares out, they do not deserve your eye or support however.

Allies in your dark purpose are to be treasured, for you'll have few of them, when their usefulness wares out, they do not deserve your eye or support however. By Any Means Necessary. My qualms can’t get in the way of exterminating my foes. Resolve Spells Class Level Spell Level Spells 3rd 1st Poison Weapon, Hunter's Mark 5th 2nd Locate Object, Hold Person 9th 3rd haste, create Food and Water 13th 4th Wall of Fire, Divination 17th 5th Scrying, Wall of Stone Channel Blasphemy: You gain the following two Channel Blasphemy options. Abjure savior. As an action, you present your unholy symbol and speak a curse of denunciation, using your Channel Blasphemy. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw. Celestials and creatures of good alignment have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage, creatures immune to frightened condition are not immune to this effect. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed or take reactions. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage and cant take reactions. Death Vow. As a bonus action, you can utter a vow of destruction against a creature you can see within 10 feet of you, using your Channel Blasphemy. Your next succesful attack against the creature counts as a natural 20 on the attack dice until the end of your next turn. Insatiable Bloodlust: 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 the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Soul of Murder: Starting at 15th level, the authority with which you speak your Death Vow gives you greater power over your foe. When a creature comes under the effect of your Death vow, the next attack you succesfully hit with ignores the resistances and immunities of the creature. Fiendish Avenger: At 20th level, you can assume the form of an Fiendish Avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: Wings sprout from your back and grant you a flying speed of 60 feet.

You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can’t use it again until you finish a long rest. “I have a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you. I will look for you, I will find you, and I will kill you, but not before you discover what it means to feel fear.” A written letter from Bearyan Jostlin to a high lord charged with hunting down Bearyan's order.

Resolve of Tyranny The Resolve of Tyranny calls to antipaladins who seek order in control and the subjugation of their enemies. It isn’t enough for these antipaladins to win battles. They must totally establish their dominance. Sometimes called knight tyrants or iron mongers, those who swear this Resolve gather forces of subjigated warriors and prisoners turned slaves that serve the antipaladin, the philosophies of war and unmitigated might. Some of these antipaladins go so far as to consort with the powers of fiends, valuing the power that these creatures offer. The demon lord Graz'zt, The Dark Prince, counts many of these antipaladins called abyssal knights as his most ardent supporters. Abyssal knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by paladins of the Oath of Conquest, who believe that the abyssal knights are their Antithesis. Tenets of Tyranny A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.

It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent.

Once you have conquered, tolerate no dissent. Your Word is Law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. Oath of Tyranny Spells Class Level Spell Level Spells 3rd 1st bane, command 5th 2nd hold person, spiritual weapon 9th 3rd bestow curse, fear 13th 4th dominate beast, stoneskin 17th 5th cloudkill, dominate person Channel Blasphemy: When you take this oath at 3rd level, you gain the following two Channel Blasphemy options. Summon Bound Servant You can use your Channel Blasphemy to cast the Find Familiar Spell, in its place, your familiar can be one of the following: a beast, Fiend who's Challange Rating can be no higher than your Antipaladin level Divided by 3 or a humanoid (any race), Champion Fighter who's level can be no higher than your antipaladin level divided by 3. any creature summoned this way counts as a Fiend and may take all it's usual actions with no restrictions. This bound Servant vanishes at the End of a Short or Long rest as if dismissed. Variant Servants At your DM's permision when summoning a humanoid servant this way, you can change the Class and/or Archetype of the Summoned Servant. Tyrant Command You can use your Channel Blasphemy to Dominate the mind of a creature of your choice, you may target a single creature within 60 ft, It must succeed on a Wisdom saving throw or be Charmed by you for 1 minute, While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, or is forced to act against its nature, it makes a new Wisdom saving throw against the Effect. If the saving throw succeeds, the effect ends. Aura of Tyranny Starting at 7th level, you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet. Blasphemy of the Master Starting at 15th level, you are a true master of Tyranny, and have perfected the gifts granted to you by your Resolve, When you expend a use of your Channel Blasphemy to use the Summon Bound Servant, or Tyrants Call abilities you enhance their effects as follows: Summon Bound Servant is now capable of Summoning a creature of a Challange rating equal to half your Antipaladin level, or a Humanoid who's level equals Half your Antipaladin levels.

Tyrants Call now targets 5 creatures within its usual range, each creature must be within 10 ft of one another.

Tyrants Guard At 20th level, you gain the ability to summon a Small host of Fiendish Guards to your side. You can use an action to call fourth your guard. In response, 2d4 + 4 warrior fiends from the abyss or hell appear within 60 feet of you. They use the Statistics of a Knight except that they are fiends and cannot use their Leadership action. They return to their barracks after 1 minute or when they drop to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Spell list 1st Level Bane

Command

Compelled Duel

Desecrate Dead

Inflict Wounds

Detect Evil and Good

Detect Magic

Lesser Animate Dead

Searing Smite

Thunderous Smite

Wrathful Smite

Detect Poison and Disease

Create/Destroy Water

Guiding Bolt

Protection from Evil and Good 2nd Level Blindness/Deafness

Branding Smite

Find Steed

Lesser Restoration

Locate Object

Magic Weapon

Protection from Poison

Gentle Repose

Murderous Command 3rd Level Animate Dead

Aura of Stolen Vitality

Murderer's Mantle

Blinding Smite

Create Food and Water

Bestow Curse

Dispel Magic

Magic Circle

Speak with Dead

Revivify 4th Level Aura of Death

Aura of Corruption

Banishment

Death Ward

Deathly Fury

Locate Creature

Staggering Smite 5th Level Dispel Evil and Good

Circle of Power

Destructive Smite

Banishing Smite

Geas

Contagion

Insect Plague

Raise Dead Torturers Pack Contents: • 20ft of spiked chains • 2 Strong handcuffs and locks • 2 keys • Coal and portable brazier • Thread and Needle • An iron branding rod • Hammer and chisels Cost and Weight: 39 gp 6 sp and 40.5 lbs.

Chapter 4: Spells Placeholder Lesser animate Dead 1st-level necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V S M (a drop of blood, a piece of flesh, and a pinch of bone dust)

V S M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a Bonus Action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 1 minute, after which it stops obeying any com⁠mand you’ve given it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you animate two additional Undead creatures for each slot level above 1st. Each of the creatures must come from a different corpse or pile of bones. Aura of Death 4th-level necromancy Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V

V Duration: Concentration, up to 10 minutes Life-Ending energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature you designate within the aura gains a vulnerability to necrotic damage, or loses their resistance to it unless they are immune. In addition, each living creature you designate within the aura loses 1d6 hit point when it starts its turn in the aura. Creatures under the effects of the Protection from Good and Evil spell can choose be immune to this aura. Aura Of Corruption 4th-level necromancy Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V

V Duration: Concentration, up to 10 minutes Corrupting energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature you designate within the aura can become Poisoned or diseased, even if they are normally immune, gains vulnerability to poison damage or loses their resistance to it unless they are immune, and has disadvantage on saving throws against being afflicted with a disease or effects that cause any of the following conditions: blinded, charmed, deafened, exhausted, frightened, paralyzed, and stunned. Creatures under the effects of the Protection from Good and Evil spell can choose be immune to this aura. Desecrate Dead 1st-level necromancy (ritual) Casting Time: 10 minute

10 minute Range: Self (30-foot radius)

Self (30-foot radius) Components: V S F M (1gp worth of Onyx per corpse or bone pile)

V S F M (1gp worth of Onyx per corpse or bone pile) Duration: Instantaneous Desecrate Dead makes corpses more susceptible to necromantic spells and effects, granting Undead created from them the following traits: Turn Resistance. The Undead creature has advantage on saving throws against any effect that turns undead.

Toughness. The Undead gains an additional 2HD which increase its maxium hitpoints accordingly.

Viciousness. When the undead scores a critical hit with a melee weapon Attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. A Desecrated corpse is also susceptable to being animated by a wandering ghost or spirit, in the following days, becoming a Zombie or other Undead without a Master to roam that can speak and remember their past lives, this happens roughly 1d4 days after the spell is cast.

Aura of Stolen Vitality 3rd-level necromancy Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V

V Duration: Concentration, up to 1 minute Draining energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature you designate within the aura to suffer 2d6 necrotic damage, a creature can make a charisma saving through against this effect to half the damage, and you can designate another creature within the aura (Including yourself) to regain 2d6 hitpoints. Creatures under the effects of the Protection from Good and Evil spell can choose be immune to this aura. Murderer's Mantle 3rd-level necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute Profane power radiates from you in an aura with a 30-foot radius, awakening viciousness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. Each creature you designate within the aura (including yourself) deals an extra 1d4 Necrotic damage when it hits with a weapon attack. Soulless Fury 4th-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V S

V S Duration: Concentration, 1 minute Three willing Undead or Construct creatures you can see within range rage like a barbarian. The creature has advantage on Strength checks and Strength saving throws, gains a +2 bonus to damage dealt with Strength-based melee weapons, and makes those melee weapon attacks with advantage, and have resistance to bludgeoning, piercing, and slashing damage. The creatures are unable to cast spells or concentrate on spells when raging, and attacks made against them are made at advantage. The spell ends if the creature ends its turn without either attacking a hostile creature or being attacked since its previous turn. At Higher Levels: For each spell slot used higher than 3rd level, you can affect two additional creature. Murderous Command 2nd-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Concentration, 1 minute You speak a short command phrase to a creature you can see within range, this command must always be to harm, kill or hinder another chosen target. The initial target of this spell must succeed on a Wisdom saving throw or follow the command on its next turns to the best of its ability with advantage to their attacks or strength based checks used against this target. The spell has no effect if the target doesn’t understand your language. A creature who fails their wisdom saving throw and regards their target as an ally, friend or innocent may make a new Wisdom save at the end of each of their turns to remove the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them, and all affected initial targets follow the same command, and target the same target. Restore Corpse 1st-level necromancy Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V S F (Silvered Mirror and Bone Dust)

V S F (Silvered Mirror and Bone Dust) Duration: Instantaneous Restore Corpse returns remains to a desired level of restoration, turning bleached and shattered bone to crisp white ivory, rotten infested lumps of flesh back into whole almost serene looking corpses, this spell restores two corpses not 10ft apart to a level of restoration decided by the caster. Additionally, this spell can be used to restore a number of hit points equal to 1d8 + your spellcasting ability modifier to an Undead creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, Either you can affect one additional corpse for each slot level above 1st. The corpse must be within 10 feet of each other when you target the first, OR the healing increases by 1d8 for each slot level above 1st.