LichPlease
2018-12-24, 08:56 PM
This is what I have made for an Antipaladin class that is essentially an exact parallel to the Paladin, very similar to how the Antipaladin in Pathfinder was created. Mainly just wondering if this is balanced and if not, what changes could be made to make it balanced. Proper wording will come later when finalized. Ideas for Oaths are welcome as well.
Armor no change
Weapons no change
Tools no change
Saving Throws
Constitution, Charisma.
I would say an Antipaladin is typically lacking wisdom by swearing loyalty to whatever evil being and considering they also practically frolic in disease and decay, Constitution saves are better suited for this class.
Skills
Pick 2 from Athletics, Deception, Intimidation, Persuasion, Religion and Survival.
Again, an Antipaladin is likely lacking in good insight and probably wouldnt care to study medicine. However, Im sure an Antipaladin is very practiced in deception and probably needs to be self-sufficient (survival) as most of society has probably shunned them and any other society that would accept the Antipaladin probably already expects its citizens to fend for themselves.
Profane Sense (1st Level)
No changes from Divine Sense.
Touch of Corruption (1st Level)
Instead of healing/removing afflictions, spend X points and make a melee spell attack to deal X necrotic damage (no damage to fiends, undead and constructs). Alternatively heal X HP to undead or fiend.
Fighting Style (2nd Level)
Same except replace Protection with Two-Weapon Fighting
Spellcasting (2nd Level)
Same, but spell list is dramatically changed to typical Antipaladin spells.
Unholy Smite (2nd Level)
Identical but now deals necrotic damage and increased damage against celestials instead of undead/fiends (plus maybe another type of creature).
Plague Bringer (3rd Level)
You can still be a carrier of disease, you just suffer none of a diseases effects. Additionally, you can expend 5 Touch of Corruption points to transfer a disease from yourself to another creature with a successful melee spell attack. On a successful melee spell attack, you are no longer a carrier of the disease. Creature makes Constitution saves against your spell save DC as if it had Contagion cast upon it but the end effect is only the particular disease you transferred. Cannot transfer diseases to fiends, undead or constructs.
Diabolical Oath (3rd Level)
Listed below.
Ability Score Increase
No changes.
Extra Attack (5th Level)
No changes.
Aura of Despair (6th Level)
Hostile creatures within the 10 ft. aura have their saving throws reduced by 2.
Aura of Cowardice (10th Level)
Hostile creatures within 10 ft. aura make Wisdom save versus your spell save DC to avoid being frightened. Creature is allowed to make another save at end of each of its turns to end effect. Creature is immune to effect for 24 hours after a successful save.
Improved Unholy Smite Damage (11th Level)
Again, identical to original but changed to necrotic damage.
Vindictive Touch (14th Level)
End one spell affecting you, make melee spell attack against a creature and creature makes any saves necessary for the spell versus your spell save DC. Can use ability number of times equal to Charisma modifier.
Aura Improvements (18th Level)
No changes.
Oath Spells (Always Prepared):
3rd false life, ray of sickness
5th blindness/deafness, ray of enfeeblement
9th animate dead, vampiric touch
13th blight, death ward
17th danse macabre, negative energy flood
Channel Divinity (3rd Level):
-Control Undead identical to Oathbreakers.
-Consume Corpse Spend 10 minutes ravenously consuming the flesh of a corpse of a small, medium or large creature to restore hit points. The amount healed is equal to a number of d6s equal to half your Antipaladin level. The dead body must have flesh to consume and once consumed, the corpse is destroyed.
Aura of Unlife (7th Level) Option to turn any small/medium humanoid corpse in radius to rise as zombie with 1 HP. Can only attack. Zombie dies when it ends its turn outside of the aura. These zombies take turn immediately after yours.
Undead Anatomy (15th Level) You no longer need to eat, drink, sleep and you are immune to poison damage and the poisoned condition.
Ghoulish Transformation (20th Level) For 1 minute, when reduced to 0 HP make Con save versus half damage taken and be reduced to 1 HP instead if successful. Heal HP equal half of any necrotic damage you deal. Gain the ghouls claw attack using your attack and damage modifiers.
Oath Spells (Always Prepared):
3rd disguise self, silent image
5th pass without trace, shadow blade
9th major image, nondetection
13th greater invisibility, phantasmal killer
17th mislead, seeming
Channel Divinity (3rd Level):
-Eyes of the Void can see in magical darkness (120 ft.) until you use channel divinity again.
-Mantle of the Night advantage on stealth checks until you use channel divinity again.
Aura of Darkness (7th Level) all light in 10 ft. radius around you is reduced by 1 level. If you are already in complete darkness, the aura produces magical darkness that you can see through. You still cannot normally see through other forms of magical darkness with this ability. You no longer have disadvantage on stealth checks due to armor.
Death in the Darkness (15th Level) any hit you make on a surprised enemy is a critical hit.
Shade Form (20th Level) For 1 hour, can cast invisibility at-will. Can pass through solid objects and ignore difficult terrain. Damage when ending turn in solid object. Resistant to all damage but vulnerable to radiant damage.
Oath Spells (Always Prepared):
3rd hex, sleep
5th enthrall, hold person
9th bestow curse, hypnotic pattern
13th charm monster, polymorph
17th dominate person, hold monster
Channel Divinity (3rd Level):
-Misfortune as bonus action, impose disadvantage on any one d20 roll target creature makes before the start of your next turn.
-Evil Eye target is frightened of you as long as you can see it
Aura of Hate (7th Level) Enemies are filled with a blinding disgust toward you. Hostile creatures in aura that are not under an enchantment spell effect must succeed on a Wisdom saving throw versus your spell save DC at the beginning of their turn to resist attacking you. If they fail they must attack you with disadvantage.
Hex Master (15th Level) - whenever you cast Bestow Curse, it is always treated as being cast at 5th level.
Witch Sovereign (20th Level) You count as a hag for the purposes of forming a coven and can summon 3 green hag allies which remain in your service for 1 minute. You cannot use this ability again until you finish a long rest.
Oath Spells (Always Prepared):
3rd burning hands, ray of sickness
5th blindness/deafness, scorching ray
9th fireball, stinking cloud
13th vitriolic sphere, wall of fire
17th immolation, insect plague
Channel Divinity (3rd Level):
-Hellfire - Target creature loses immunity/resistance to fire damage dealt from your spells. If target is not immune/resistant to fire damage, it gains vulnerability to fire damage from your spells. Lasts until beginning of your next turn. Costs no action.
-Abyssal Plague - As an action, a target makes a constitution saving throw versus any one of Contagion options. The disease is contracted on first failed saving throw. Due to fleeting extraplanar nature of disease, target is allowed another constitution saving throw at end of each of its turns to end effect. You cannot target yourself with this ability for the purpose of use with the Plague Bringer ability.
Aura of Pestilence (7th Level) Each creature that enters or starts its turn within your 10 ft. aura must make constitution saving throw or be poisoned for 1 turn.
Fiendish Adaptation (15th Level) resistant to fire and necrotic damage. Immune to poison.
Fiendish Overlord (20th Level) Choose infernal or demonic. For 1 minute, you gain fiendish bat wings with flying speed equal to your movement speed. Your weapons attacks deal additional 2d6 fire (infernal) or necrotic damage (demonic). Can cast Fireball (infernal) or Stinking Cloud (demonic) at lowest level at-will.
Bane
Cause Fear
Command
Compelled Duel
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Inflict Wounds
Protection from Evil and Good
Ray of Sickness
Searing Smite
Tasha's Hideous Laughter
Thunderous Smite
Wrathful Smite
Blindness/Deafness
Branding Smite
Crown of Madness
Darkness
Darkvision
Find Steed
Locate Object
Magic Weapon
Protection from Poison
Ray of Enfeeblement
Animate Dead
Bestow Curse
Blinding Smite
Dispel Magic
Elemental Weapon
Fear
Magic Circle
Slow
Stinking Cloud
Summon Lesser Demons
Vampiric Touch
Banishment
Blight
Confusion
Death Ward
Elemental Bane
Evard's Black Tentacles
Find Greater Steed
Locate Creature
Sickening Radiance
Staggering Smite
Summon Greater Demon
Banishing Smite
Cloudkill
Contagion
Destructive Wave
Dispel Evil and Good
Dominate Person
Geas
Infernal Calling
Armor no change
Weapons no change
Tools no change
Saving Throws
Constitution, Charisma.
I would say an Antipaladin is typically lacking wisdom by swearing loyalty to whatever evil being and considering they also practically frolic in disease and decay, Constitution saves are better suited for this class.
Skills
Pick 2 from Athletics, Deception, Intimidation, Persuasion, Religion and Survival.
Again, an Antipaladin is likely lacking in good insight and probably wouldnt care to study medicine. However, Im sure an Antipaladin is very practiced in deception and probably needs to be self-sufficient (survival) as most of society has probably shunned them and any other society that would accept the Antipaladin probably already expects its citizens to fend for themselves.
Profane Sense (1st Level)
No changes from Divine Sense.
Touch of Corruption (1st Level)
Instead of healing/removing afflictions, spend X points and make a melee spell attack to deal X necrotic damage (no damage to fiends, undead and constructs). Alternatively heal X HP to undead or fiend.
Fighting Style (2nd Level)
Same except replace Protection with Two-Weapon Fighting
Spellcasting (2nd Level)
Same, but spell list is dramatically changed to typical Antipaladin spells.
Unholy Smite (2nd Level)
Identical but now deals necrotic damage and increased damage against celestials instead of undead/fiends (plus maybe another type of creature).
Plague Bringer (3rd Level)
You can still be a carrier of disease, you just suffer none of a diseases effects. Additionally, you can expend 5 Touch of Corruption points to transfer a disease from yourself to another creature with a successful melee spell attack. On a successful melee spell attack, you are no longer a carrier of the disease. Creature makes Constitution saves against your spell save DC as if it had Contagion cast upon it but the end effect is only the particular disease you transferred. Cannot transfer diseases to fiends, undead or constructs.
Diabolical Oath (3rd Level)
Listed below.
Ability Score Increase
No changes.
Extra Attack (5th Level)
No changes.
Aura of Despair (6th Level)
Hostile creatures within the 10 ft. aura have their saving throws reduced by 2.
Aura of Cowardice (10th Level)
Hostile creatures within 10 ft. aura make Wisdom save versus your spell save DC to avoid being frightened. Creature is allowed to make another save at end of each of its turns to end effect. Creature is immune to effect for 24 hours after a successful save.
Improved Unholy Smite Damage (11th Level)
Again, identical to original but changed to necrotic damage.
Vindictive Touch (14th Level)
End one spell affecting you, make melee spell attack against a creature and creature makes any saves necessary for the spell versus your spell save DC. Can use ability number of times equal to Charisma modifier.
Aura Improvements (18th Level)
No changes.
Oath Spells (Always Prepared):
3rd false life, ray of sickness
5th blindness/deafness, ray of enfeeblement
9th animate dead, vampiric touch
13th blight, death ward
17th danse macabre, negative energy flood
Channel Divinity (3rd Level):
-Control Undead identical to Oathbreakers.
-Consume Corpse Spend 10 minutes ravenously consuming the flesh of a corpse of a small, medium or large creature to restore hit points. The amount healed is equal to a number of d6s equal to half your Antipaladin level. The dead body must have flesh to consume and once consumed, the corpse is destroyed.
Aura of Unlife (7th Level) Option to turn any small/medium humanoid corpse in radius to rise as zombie with 1 HP. Can only attack. Zombie dies when it ends its turn outside of the aura. These zombies take turn immediately after yours.
Undead Anatomy (15th Level) You no longer need to eat, drink, sleep and you are immune to poison damage and the poisoned condition.
Ghoulish Transformation (20th Level) For 1 minute, when reduced to 0 HP make Con save versus half damage taken and be reduced to 1 HP instead if successful. Heal HP equal half of any necrotic damage you deal. Gain the ghouls claw attack using your attack and damage modifiers.
Oath Spells (Always Prepared):
3rd disguise self, silent image
5th pass without trace, shadow blade
9th major image, nondetection
13th greater invisibility, phantasmal killer
17th mislead, seeming
Channel Divinity (3rd Level):
-Eyes of the Void can see in magical darkness (120 ft.) until you use channel divinity again.
-Mantle of the Night advantage on stealth checks until you use channel divinity again.
Aura of Darkness (7th Level) all light in 10 ft. radius around you is reduced by 1 level. If you are already in complete darkness, the aura produces magical darkness that you can see through. You still cannot normally see through other forms of magical darkness with this ability. You no longer have disadvantage on stealth checks due to armor.
Death in the Darkness (15th Level) any hit you make on a surprised enemy is a critical hit.
Shade Form (20th Level) For 1 hour, can cast invisibility at-will. Can pass through solid objects and ignore difficult terrain. Damage when ending turn in solid object. Resistant to all damage but vulnerable to radiant damage.
Oath Spells (Always Prepared):
3rd hex, sleep
5th enthrall, hold person
9th bestow curse, hypnotic pattern
13th charm monster, polymorph
17th dominate person, hold monster
Channel Divinity (3rd Level):
-Misfortune as bonus action, impose disadvantage on any one d20 roll target creature makes before the start of your next turn.
-Evil Eye target is frightened of you as long as you can see it
Aura of Hate (7th Level) Enemies are filled with a blinding disgust toward you. Hostile creatures in aura that are not under an enchantment spell effect must succeed on a Wisdom saving throw versus your spell save DC at the beginning of their turn to resist attacking you. If they fail they must attack you with disadvantage.
Hex Master (15th Level) - whenever you cast Bestow Curse, it is always treated as being cast at 5th level.
Witch Sovereign (20th Level) You count as a hag for the purposes of forming a coven and can summon 3 green hag allies which remain in your service for 1 minute. You cannot use this ability again until you finish a long rest.
Oath Spells (Always Prepared):
3rd burning hands, ray of sickness
5th blindness/deafness, scorching ray
9th fireball, stinking cloud
13th vitriolic sphere, wall of fire
17th immolation, insect plague
Channel Divinity (3rd Level):
-Hellfire - Target creature loses immunity/resistance to fire damage dealt from your spells. If target is not immune/resistant to fire damage, it gains vulnerability to fire damage from your spells. Lasts until beginning of your next turn. Costs no action.
-Abyssal Plague - As an action, a target makes a constitution saving throw versus any one of Contagion options. The disease is contracted on first failed saving throw. Due to fleeting extraplanar nature of disease, target is allowed another constitution saving throw at end of each of its turns to end effect. You cannot target yourself with this ability for the purpose of use with the Plague Bringer ability.
Aura of Pestilence (7th Level) Each creature that enters or starts its turn within your 10 ft. aura must make constitution saving throw or be poisoned for 1 turn.
Fiendish Adaptation (15th Level) resistant to fire and necrotic damage. Immune to poison.
Fiendish Overlord (20th Level) Choose infernal or demonic. For 1 minute, you gain fiendish bat wings with flying speed equal to your movement speed. Your weapons attacks deal additional 2d6 fire (infernal) or necrotic damage (demonic). Can cast Fireball (infernal) or Stinking Cloud (demonic) at lowest level at-will.
Bane
Cause Fear
Command
Compelled Duel
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Inflict Wounds
Protection from Evil and Good
Ray of Sickness
Searing Smite
Tasha's Hideous Laughter
Thunderous Smite
Wrathful Smite
Blindness/Deafness
Branding Smite
Crown of Madness
Darkness
Darkvision
Find Steed
Locate Object
Magic Weapon
Protection from Poison
Ray of Enfeeblement
Animate Dead
Bestow Curse
Blinding Smite
Dispel Magic
Elemental Weapon
Fear
Magic Circle
Slow
Stinking Cloud
Summon Lesser Demons
Vampiric Touch
Banishment
Blight
Confusion
Death Ward
Elemental Bane
Evard's Black Tentacles
Find Greater Steed
Locate Creature
Sickening Radiance
Staggering Smite
Summon Greater Demon
Banishing Smite
Cloudkill
Contagion
Destructive Wave
Dispel Evil and Good
Dominate Person
Geas
Infernal Calling