Base Class: Warlock
Your patron is Karsus, the dead Archwizard of Netheril. His soul lives on beyond and his mortals are beyond the comprehension of mortals, and his knowledge is so immense and ancient that even the greatest libraries pale in comparison to the vast secrets he holds. Karsus might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from him.
Arcane Speech
Starting at 1st level, your knowledge of psionics gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Netheric Advantage
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. once you use this feature, you take 1d8 damage as blood starts leaking from your orifices.
This feature can be used three times per long rest.
Omnividence
Starting at 10th level, you gain True sight within a range of 10 feet of you.
Sanguine Connection
Starting at 14th level, you can form blood connections with those who have caused you to bleed. After a creature deals slashing, peircing, or at least 15 points of bludgeoning damage to you, you can use your reaction to deal 10d10 necrotic damage to them as they bleed from all orifices. This feature can be used once per long rest and doesn't effect undead or creatures without blood. This damage crits against small or tiny creatures.