Wizard
Base Class: Wizard

No proper school was ever founded in the subject of the "occult", but somehow knowledge keeps been passed down from generation to generation, like a plague that insists it must be written on every book, one may stumble upon this knowledge on a children book, written in messy texts and ciphers only a madman would create, or simply by listening too well to the incongruent sounds of the fragile veil of reality.

A student of the occult sees delight in the faulty logic of other schools of magic, in the misguided arcane equations, in the small-minded explanations to creation and seeks to show how things truly are, an unending cycle of creation and destruction, of existence and absence and how unstable gumption is. 

For logical reasons, this study is seen as taboo, and often for a good reason, it's rare to find one that has dabbled in such mysteries and left unscathed, but one's mind is a small price to pay for the greater knowledge.

Mortimancy Savant

Starting at 2nd level, your spellbook can be enciphered in such a way it may look only like a madmen's scribbles. The process takes 1 hour and your spellbook can only be deciphered by magical means or by someone of your choice.

Spreed the Unknown 

Starting at 2nd level, whenever you use the feature Arcane Recovery, you may temporarily open someone's eyes to the gaping madness that's your mind.

Speaking with a willing creature that has at least 4 of intelligence and understands you for one minute during the short rest that you used the Arcane Recovery allows you to extend one use of a spell you know to that creature, the spell must be of a level you can cast and not greater than six. Until that creature next long rest, it may repeat the words you spoke and cast that spell using the time required, and your spell attack or save DC.

Mockery of Existence

Beginning at 6th level, you peer deeper into the madness of reality. You may ravage time itself to change any roll to a success or a failure at the cost of your own mind. Doing so, you automatically fail a death saving throw. Additionally, should the use of this feature bring you to death you may choose to cast a final spell before your body is pulled by time and space to another dimension leaving only your spellbook where you stood.

Fretful Mind

Starting at 10th level, your mind is not allowed to sleep, you are immune to effects that would put you at sleep, and you require only 4 hours for a long rest.

Occult and Fathomable

At 14th level, your mind is no longer your own, fragmented in ways one could not describe, once per long rest o may break further time and space, you gain a free use of the feature Mockery of Existence without losing a death saving throw, additionally you can cast any spell up to level 3 as a bonus action and still have time to use your action in another spell but doing so damages you for half your level + your intelligence modifier in psychic damage, and this damage cannot be negated or reduced by no means.

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