Oath of Sanity
Paladins of the Oath of Sanity have survived exposure to the horrors that lie beyond the veil of this world, or perhaps someone who has prepared for such horrors through intense mental training. These warriors have knowledge of psionics and the mental powers their sworn foes may employ.
As most who glimpse the far realms suffer instant and irrevocable madness, these paladins seek to protect those who would otherwise be faced with such things and keep them from such a fate. Paladins of this oath are often seen as somewhat unyielding or stiff, not indulging in joyous entertainment, but it is often the case that they simply fear their minds slipping away.
Though their specific oath and cause may vary, all paladins who swear an Oath of Sanity uphold the tenets below:
You learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
You learn two psionic powers from the battlemind power list. These count as paladin spells for you, but as manifested in the same way as other psionic powers. Use the strain table as though you were a battlemind of a level equal to your paladin level.
As an action, you present your holy symbol and speak a prayer censuring Aberrations and Fiends, using your Channel Divinity. Each aberration or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
You can use your Channel Divinity to release a wave of mind wracking energy. As an action, you force each creature of your choice within 30 feet of you to make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to 2d8 + your paladin level and is stunned until the end of your next turn. A creature with 2 or less Intelligence is immune to this effect.
The power of you awoken mind and your faith in your deity wards you and your allies from hostile psionic effects. Whenever a creature under the effects of your Aura of Protection takes damage from a psionic power, that creature can use its reaction to gain resistance to the damage of that spell. When you reach 13th level, creatures under the effects of your Aura of Protection always have resistance to the damage from psionic powers and a creature affected by your Aura can use its reaction to grant itself advantage on an Intelligence, Wisdom, or Charisma saving throw against a psionic power.
Whenever a creature you can see within your Aura of Protection fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to force that creature to take psychic damage equal to 2d8 + your spellcasting modifier.
You become able to manifest the madness that creeps in your mind, holding it under your control and taking from it the powers it holds while retaining your sanity. As a bonus action, you gain the following benefits for 1 minute:
Deities Granting this Oath
Tenets of Sanity
1st-Level Paladin (Oath of Sanity) FeatureThough their specific oath and cause may vary, all paladins who swear an Oath of Sanity uphold the tenets below:
Preserve Peace and Order. | Never act on random or chaotic impulses, as these will lead to madness seeping through. |
Develop the Mind. | If you do not strengthen the psionic force of your own mind, you will fall prey to those who do. |
Remain Solemn. | Your work is terrible. never take pleasure in it, for that will lead to the comforts of madness. |
Sanity Spells
1st-Level Paladin (Oath of Sanity) FeatureYou learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
Paladin Level | Spells |
---|---|
1st | protection from evil (if not evil-aligned), protection from good (if evil-aligned), sanctuary |
5th | detect thoughts, see invisibility |
9th | barrier reacer, beacon of hope |
13th | banishment, dimension door |
17th | banishing smite, dispel evil (if not evil-aligned), dispel good (if evil-aligned) |
Awoken Mind
2nd-Level Paladin (Oath of Sanity) FeatureYou learn two psionic powers from the battlemind power list. These count as paladin spells for you, but as manifested in the same way as other psionic powers. Use the strain table as though you were a battlemind of a level equal to your paladin level.
Channel Divinity: Turn the Aberrant
3rd-Level Paladin (Oath of Sanity) FeatureAs an action, you present your holy symbol and speak a prayer censuring Aberrations and Fiends, using your Channel Divinity. Each aberration or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Channel Divinity: Psychic Pulse
3rd-Level Paladin (Oath of Sanity) FeatureYou can use your Channel Divinity to release a wave of mind wracking energy. As an action, you force each creature of your choice within 30 feet of you to make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to 2d8 + your paladin level and is stunned until the end of your next turn. A creature with 2 or less Intelligence is immune to this effect.
Aura of Repulsion
7th-Level Paladin (Oath of Sanity) FeatureThe power of you awoken mind and your faith in your deity wards you and your allies from hostile psionic effects. Whenever a creature under the effects of your Aura of Protection takes damage from a psionic power, that creature can use its reaction to gain resistance to the damage of that spell. When you reach 13th level, creatures under the effects of your Aura of Protection always have resistance to the damage from psionic powers and a creature affected by your Aura can use its reaction to grant itself advantage on an Intelligence, Wisdom, or Charisma saving throw against a psionic power.
Crack the Mind
15th-Level Paladin (Oath of Sanity) FeatureWhenever a creature you can see within your Aura of Protection fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to force that creature to take psychic damage equal to 2d8 + your spellcasting modifier.
Psychic Templar
20th-Level Paladin (Oath of Sanity) FeatureYou become able to manifest the madness that creeps in your mind, holding it under your control and taking from it the powers it holds while retaining your sanity. As a bonus action, you gain the following benefits for 1 minute:
- Your paladin spells do not require somatic or verbal components.
- Once per turn, when you hit a creature with a melee weapon attack, you may use your Divine Smite without expending a spell slot as though you had used a 1st-level spell slot. This Divine Smite deals psychic damage instead of its normal damage.
- Whenever you cast a paladin spell that has a casting time (or manifesting time) of 1 action, you may choose to cast it using a bonus action instead.
- Your creature type changes to aberration.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
This is a stub
This article will be expanded upon in the future
Comments