Oath of the Anti-Paladin

Anti-paladins are extraordinary individuals who embrace evil, hate, and corruption to a degree few mortals can match. They are the product of darkness and chaos and embrace hatred and cruelty as a mother embraces her children. They are living examples of pure evil, and disavow compassion and loyalty, and spread their gospel through pain and suffering. The Anti-paladin will always consider his own needs before anyone else's, take advantage of others whenever possible, punish the right and the just, and the impose tyranny on the helpless. He will never ally with good creatures, unless it is to undermine them from within their ranks.

Tenets of Ruin

They Must Bow: You are the master of darkness, and they will remember you.

Do What You will: Seek out chaos and the darkness and embrace them. Use them against your enemies and grind their bones into powder.

Leave no slight unanswered: Others are deluded by their illusions of justice and mercy. They call you evil, because you are a evil and a force of power so grand it staggers their pitiful little minds. It is your place in the universe to be the Destroyer. Never doubt yourself or your purpose. Find delight in sorrow and purpose in chaos. Embrace your hate.

My sword will taste blood each day:Death and Destruction are the only forms of entertainment worth persuing. A murder a day keeps the boredom away.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
5th Bane, Vicious Mockery
8th Darkness, Silence
11th Fear, Vampiric Touch
14th Blight, Greater Invisibility
17th Banishing Smite, Contagion

Channel Divinity

When you take this oath at 5th level, you gain the following two Channel Divinity options.

Dreadful Aspect: As an action, you channel the darkest emotions and focuses them into a burst of magical menace. Each creature of your choice within 30 feet of you must make an ME saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another saving throw to end the effect on it.

Invoke Agony: As an action, you present your holy symbol, invoking your dark master's power to inflict misery. Choose a creature you can see within 60 feet. The creature makes an ME saving throw. On a failure, they take 1d10 + your paladin level + your ME modifier necrotic damage (half as much damage if they succeed). If they fail, the pain knocks them unconcious for 1 minute. At the start of each of their turns, the creature may repeat the saving throw. On a failure, the creature takes an additional 1d10 + ME modifier necrotic damage, and remains unconcious. On a success, the creature takes no damage and can stand up, having been freed from this effect. The Antipaladin must focus on the target to keep the effect on the target. Necrotic Damage can only be healed naturally or by a life weaver.

Spell Like Abilities

Baleful Touch: Upon choosing this Oath, you can no longer use Lay on Hands on another creature. You can still use it on yourself, however. As an action you may attempt to touch a target and draw on the negative forces and cast bestow curse. Also, damage dealt by your Divine Smite class feature is dealt as necrotic.

Aura of Malice: Starting at 7th level, you and any creatures allied to you within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your PP modifier (minimum of +1). A creature can benefit from this feature from only one antipaladin at a time. At 18th level, the range of this aura increases to 30 feet.

Dark Resistance: At 15th level, you only take half damage from nonmagical weapons.

Dread Lord: At 20th-level, once a day you can, as an action, surround yourself with an aura of gloom that lasts for 1 hour. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight are -5 on attack rolls against creatures draped in this shadow. While the aura lasts, you can cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10.