Wizard
Base Class: Wizard

Those who hear the whispers of an great old one and except the offers. Know secrets and some times get advise from them, that normally no one should know. 

Alien information

the Old One gave you the of under standing the language that originated from the far realm.

Starting at level 2, you read, write, and speak Deep Speech 

Fractured Mind

starting at level 6, Your mind has been broken down to an point that you no longer affected by Psychic damage 

You gain Immunity to Psychic damage

Psychic Wave of horrors

starting at level 10, you can produce an wave of Psychic energy spreads away from you in an 40ft sphere. Going around those who are nonhostile to you. Of those people, the ones who have not fortified their mind in time. See horrors from the far realm, those who had not tightened their mind's defenses are stunned until there next action. 

Everyone who is preserved as an hostile to this character needs to roll an wisdom saving throw with an dc of 18.  on an failed roll They take 6D10 psychic damage.

On an successful roll take half damage on an successful roll. 

On an failed save take full damage and roll another wisdom saving throw with an dc of 14. If they roll below, they are know Stunned until their next action.

Control Aberrations

starting at Level 14,  As an action, you can choose one aberration that you can see within 60 feet of you. That creature must make a intelligent saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent aberrations are harder to control in this way. If the target has an Intelligence of 9 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every 30 minutes until it succeeds and breaks free.

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