Patron: Brain Trust

The great projects of science, philosophy, and magical study take place over the course of lifetimes. To participate is to accept that one benefits from answers that eluded those before them and asks questions whose answers, in turn, will elude the seekers of today. But the study of magic is grounded in a stubborn refusal to accept one’s own ignorance and worldly limitations. To not know is unacceptable.

Accordingly, many masters of the arcane have delved into necromancy and transmutation magic so they may continue their work after their body fails. They often gather into collectives to facilitate their studies and for mutual protection. The colloquial term for such a disembodied wizard cooperative is a “brain trust.” They can be found governing magical academies, operating powerful business conglomerates controlling the spread and sale of magic, or as patient conspirators waiting for civil society to collapse, paving the way for a new order. The commonality among them all is that brain trusts never stop learning. Some brain trusts take the form of a massive vault of phylacteries kept in high-security lockdown, while others are great collections of brains kept in jars, usually developed from creatures with hardy physiologies and then possessed by a magic jar spell. It is even said that a daring and foolhardy wizard once sought to make a brain trust of an Ilithid Elder Brain!

Brain Trust expanded spells

Spell level Spells 1st shield, disguise self 2nd detect thoughts, Nystul's magic aura 3rd blink, lightning bolt, 4th confusion, greater invisibility 5th modify memory, Bigby's hand

Genius On Demand

Starting at level 1, you may call upon your patrons with a problem that eludes your understanding. You may substitute your Charisma modifier for your Intelligence modifier on a skill check. You may use this ability a number of times equal to your charisma modifier (minimum of one). You regain all expended uses upon finishing a long rest.

Quick Study

Starting at level 6, when a creature causes damage to you, you may use your reaction to learn either its remaining hit points, its armor class, its lowest saving throw (chosen at random in case of a tie), or any damage resistances and vulnerabilities it might have. You may not use this ability again until you complete a short or long rest.

Impenetrable Mind

Starting at level 10, your patrons harden your mind against outside intrusions. When you make a wisdom or intelligence saving throw, you may do so with advantage. If the save succeeds, you may do 1d8 psychic damage to the creature that forced the save. If the effect that caused the save is a spell, this damage increases by 1d8 for each level of the spell beyond the first. You may not use this ability again until you complete a short or long rest.

Crippling Omniscience

Starting at level 14, you can expose the minds of your enemies to the blinding collective brilliance of the Brain Trust. When you cast hex or use a bonus action to move your Hex to a new target, you may take an additional action on top of your regular action. This action may only be spent to cast dissonant whispers or Tasha’s hideous laughter. This casting does not require a spell slot or material components. This ability lasts one minute from when it is first used and thereafter may not be used again until you complete a long rest.