Paladin
Base Class: Paladin

Consumption - Take power by all means as necessary.

Knowledge - The ability to learn and adapt lends itself to greatness.

Superiority - And that innate greatness makes you better than the rest.

Magic - For you can achieve more than others ever will. Especially since magic loves you more.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Detect Sentience. You can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Devour Intellect. You target one creature you can see within 10 feet of it that has a brain. The target must succeed on a DC (8 + Prof + Cha Mod) Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Brain Eater Spells
Paladin Level Spells

3rd

dissonant whispers, id insinuation

5th

detect thoughts, levitate

9th

intellect fortress, psionic blast

13th

confusion, ego whip

17th

scrying, telekinesis

Aura of Paranoia

Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to AC and Initiative equal to your intelligence modifier while you are conscious.

As well as proficiency in Intelligence saves. If you would be unconscious then this proficiency only applies to you.

At 18th level, the range of this aura increases to 30 feet.

Arcane Defense

Beginning at 15th level, you may choose 2 out of the 3 options.

  1. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
  2. You have advantage on saving throws against spells and other magical effects.
  3. You have resistance to damage from spells.

Dominate Creatures

At 20th level, as an action, you can cast dominate monster as a 9th-level spell on a number of creatures whose total CR is equal to 2 x Your level.

In addition, for the duration, you have advantage on saving throws to maintain your concentration on spells.

Once you use this feature, you can’t use it again until you finish a long rest.

You are immune to psychic damage, and the frightened and charmed conditions.

Previous Versions

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