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.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Brain Eater Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Brain Eater Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
dissonant whispers, id insinuation, sleep |
|
5th |
|
|
9th |
hypnotic pattern, intellect fortress, psionic blast |
|
13th |
arcane eye, confusion, ego whip |
|
17th |
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 1 mile of you 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 17 (3d10) psychic damage. Also on a failure, roll 4d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is unconscious until it regains at least one point of Intelligence.
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.
You can't be surprised while you are conscious and gain a +5 bonus to initiative, passive perception, and passive investigation checks. You also gain advantage on perception/ investigation checks.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
At 18th level, the range of this aura increases to 30 feet.
Arcane Defense
Beginning at 15th level, you gain all three options.
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.
You have advantage on saving throws against spells and other magical effects.
You have resistance to damage from spells.
Mythic Swashbuckler
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 5 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, stunned, and charmed conditions.
Previous Versions
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2/19/2023 4:41:38 PM
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Posted Sep 10, 2025level 20 ability is called Mental Domination