This week’s Obscure Arcana is obscure indeed, because it’s all about the antipaladin. Sure, he has a kooky name, and yes, he’s got that Saturday-morning-cartoon-villain vibe going that prevents anyone from taking him seriously, but that’s no reason why he can’t get some nifty spells all to himself. So, here they are, the spells of the antipaladin.
Extreme Cruelty
You channel incredible malice and hatred, allowing you to make your touch of corruption even crueler. For the spell’s duration, whenever you use your touch of corruption ability, you may apply the effects of two cruelties you know, instead of just one. The target makes only a single Fortitude save: if he is successful, he resists both cruelties, and if he fails, he is subject to both. If your caster level is 12th or higher, you may apply three cruelties, rather than two.
Hateful Smite
You channel all your evil will, allowing you to unleash your dark powers to crush any foe, regardless of his alignment. Until the end of your turn, if you use your smite good class feature, then as long as the smite good remains in effect, you add your Charisma bonus to all attack rolls and antipaladin level on all damage rolls made against the target of the smite, even if the target isn’t good-aligned.
If the target is good-aligned, then the bonus to damage on the first successful attack increases to 2 points of damage per antipaladin level you possess. If the target is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, then the bonus to damage on the first successful attack each round is increased to 2 points of damage per antipaladin level you possess, instead of just the first successful attack. The smite good ability otherwise functions as normal.
Overwhelming Aura of Evil
You call upon dark powers to heighten the intensity of your evil aura, creating a miasma of evil around yourself. For the spell’s duration, whenever anyone attempts to discern your alignment (such as with detect good, know alignment, or similar spells or abilities), that creature must succeed on a Will save (DC 10 + 1/2 your antipaladin level + your Charisma modifier) or reel at the dark atrocities they see written on your soul. The exact effect depends on the difference between your antipaladin level and the target’s Hit Dice, as indicated on the table below.
Terrifying Aura
You wreathe yourself in malevolent energy, which enhances your already fearsome aura, making it truly terrifying. For the spell’s duration, if a creature that is affected by your aura of fear class feature would become shaken, that creature becomes frightened instead. Similarly, a creature affected by the aura that would normally become frightened instead becomes panicked. Creatures that would normally become panicked are unaffected.
Weapon of Unholy Wounds
You surround the touched weapon in an aura of corruptive energy, which causes it to leave festering and unholy wounds. For the spell’s duration, whenever you successfully hit a living creature with the weapon, that creature must succeed on a Fortitude save (DC equal to weapon of unholy wounds’ DC), or take an amount of bleed damage equal to your Charisma modifier. This bleed damage stacks with itself, so multiple hits will increase the bleed damage accordingly. Even if the target succeeds on the saving throw, he still takes an amount of regular damage equal to your Charisma modifier.