Wizard
Base Class: Wizard

Wizards of the School of Eldritch Secrets study and research the mysteries and secrets of realms beyond their own; strange and ancient places ruled by unfathomable beings with equally incomprehensible goals and powers. They willfully expose themselves to unspeakable horrors and maddening visions on a daily basis, believing that the knowledge and power gained justifies their own suffering.

Otherworldly Torment

Beginning when you choose this tradition at 2nd level, your studies into eldritch lore allows you to wield strange and otherworldly magic. Whenever you cast a spell or cantrip, you can choose to temporarily replace the damage type with psychic instead of the damage for that spell. You can use this a number of time equal to your proficiency bonus, this resets on a short or long rest.

 Additionally, you learn how to speak, read and write Deep Speech.

 

Eldritch Fear

Also at 2nd level, your magic has been infused with eldritch power. Whenever you cast a wizard spell of 1st level or higher that targets a single creature, you can choose to fill the creature's mind with strange visions of incomprehensible horror for up to 1 minute. The target must immediately make a Wisdom saving throw against your spell save DC. If the target is an aberration or is immune to being [condition]frightened[/condition], they automatically succeed on the saving throw. On a failed save, the creature is frightened for up to one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Eldritch Fear ability for the next 24 hours.

To sustain the fear for up to a minute you must hold concentration on this ability. If you decide not to hold concentration this abilities only triggers on the creatures next turn (assuming they failed the saving throw) after which they will no longer be frightened. 

You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Forbidden Ritual

At 6th level, you’ve learnt a number of strange and occult rituals. You can undertake a 1 hour ritual to channel eldritch magic that grants you otherworldly boons, it cannot be performed by a complete short rest and if interrupted the process has to start all over. When the ritual has completed, you gain the effects of one of the boons listed. You retain the effects of the chosen boon until you choose to exchange them for a different one as part of another ritual. All of these abilities can be hidden beneath robes and clothing but it does not detract from being used at a moment's notice.

Grasp of the Unknown (Climbing)

You grow tentacle-like appendages as you see fit, granting you a greater reach and movement. You can cast any spell with a range of touch as if it had a range of 10 feet. Additionally, you can use your tentacle-like appendage to attack. As an action, you can lash out with your tentacle against a creature within 10 feet of you. On a successful hit, the target takes 1d8 psychic damage. You use your Intelligence modifier for this attack’s attack and damage rolls.

When you use the ritual to choose this boon you can specify between having tentacles that give you swim speed or climbing speed equal to your walking speed. Switching between the two requires 10 minutes of uninterrupted concentration.

Grasp of the Unknown (Swimming)

You grow tentacle-like appendages as you see fit, granting you a greater reach and movement. You can cast any spell with a range of touch as if it had a range of 10 feet. Additionally, you can use your tentacle-like appendage to attack. As an action, you can lash out with your tentacle against a creature within 10 feet of you. On a successful hit, the target takes 1d8 psychic damage. You use your Intelligence modifier for this attack’s attack and damage rolls.

When you use the ritual to choose this boon you can specify between having tentacles that give you swim speed or climbing speed equal to your walking speed. Switching between the two requires 10 minutes of uninterrupted concentration.

Otherworldly Sight

Strange and alien eyes appear across your body, enhancing your sight. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks. In addition you can see through a focus you choose.

Void Mind

Your eyes fade to pools of inky black as you tap into the tranquil and incomprehensible nature of the void to guard your mind. You are immune to having your mind read, and you can add your Intelligence modifier to any Constitution saving throws.

Eldritch Harrow

At 10th level, your fearsome presence grows in strength. Not only can you choose to inflict the frightened effect on a creature but you can choose to switch it out for a random short term madness effect for up to 1 minute. If you are under the effects of the forbidden ritual you can choose to reveal those abnormalities to inflict the visions of horror instead visions in their mind.

In addition, you are immune to being frightened and have advantage against any effect, spell or ability by an aberration.

Unfathomable Distress

At 14th level, the magic you wield is as horrifying as the beings described in forbidden tomes. While your Eldritch Fear feature is active on a creature, the creature’s speed is reduced to 0 and it takes 2d6 psychic damage at the beginning of each of its turns.

When you cast a spell that targets multiple creatures, you can expend a single use of Eldritch Fears to select any number of creatures that were affected by this spell.

In addition, you also gain resistance to psychic damage.

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