Base Class: Wizard
Through the study of the ramblings and ravings of those touched by beings from the far realm, wizards of this tradition have been able to reverse engineer and draw on magics from that alien place. While the majority of journals and notebooks contain but fragments of rituals and other rites, the general theme is somewhere between summoning and transformative magics. It is almost as if the people writing in these notebooks were trying to change themselves enough to be able to withstand being in the presence of some greater influence. You study such magics to prepare yourself in combating such forces, or to become such a force yourself.
Wizards of this tradition are not often sought after, for this path lends itself to either insanity or the transformation into something 'other'. Those who do need the help of these Eldritch Sages often only do so out of desperation. When a commoner or ignorant fool discovers one for an Eldritch Sage, they are often unfriendly or hostile out of fear.
Opened Mind
Beginning at 2nd level when you gain this subclass, you gain the ability to telepathically communicate with others out to a range of 30ft. As you would normally speak, you may project any combination of sounds, images, smells, tactile sensations, tastes, and feelings to a single individual you are aware of.
Far Touched
Beginning at 2nd level, your magics are enhanced or warped by the energies you deal with. When you cast a spell, you can have it originate from any square within your Telepathic range. In addition, you can change any damage to Psychic, and replace any conditions with the Charmed or Frightened condition. The condition lasts as long as it normally would, and any saves are instead Intelligence based. You can use this ability a number of times per day equal to your Proficiency Bonus.
Shifting Flesh
Starting at 6th level, your body begins to change, adapting to the non-euclidean energies you work with. You constantly benefit from the effects of Alter Self, and can change between Change Appearance, Aquatic Adaptation, and Natural Weapons as an action. When you use this ability, you may reassign your Strength, Dexterity, and Constitution ability score values between those three in addition to the normal effects. These effects can not be dispelled. You gain the shapechanger creature type, and can not be forced to take forms against your will.
Labyrinthine Mind
Beginning at 10th level, you gain immunity to Psychic Damage, and can not be charmed or frightened.
As an action you can have one creature within your Telepathic Range make an Intelligence save against your Spell DC. On a failure, they become Charmed or Frightened(your choice). On a success, they take 3d10 Psychic Damage. This damage increases to 5d10 at 17th level. Charmed and Frightened creatures can save against the condition at the end of their turns against the original DC, though they may choose not to. Creatures that attempt to read your mind are effected as though you used this ability on them.
Eldritch Apotheosis
Starting at 14th level, you have become something more. Anytime you are under the effect of transmutation effect that changes your abilities and statistics(like polymorph, shapechange, etc.), you retain access to all your wizard class features, your Intelligence score, and your ability to speak. You may use your other class features to alter your new body as you would normally.
The range of your Telepathy increases to 120ft. As an action, you can share your Opened Mind and Shifting Flesh class features with any creatures Frightened or Charmed by you. They lose the benefits if they save against the source of the Charmed or Frightened condition.
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