Wizard
Base Class: Wizard

You've learned the ins and outs of people's minds and have applied it to your magic 

One of many minds

Beginning when you select this school at 2nd level you can create a telepathic link to telepathically speak to any creature you have touched the link is broken if the creature dies

Dreamland

At 14th level you've gained the ability to put creatures into the world of your mind you use a spell slot of 7th level or higher and can target up to 8 creatures to make a WIS saving throw against your spell save DC this spell negates any charm immunity's it is considered a concentration spell that last for 10 minutes 

If a creature passed their roll they take 3d10 physic damage as they feel there mind being tampered with by you 

If a creature falls they are pulled into a Dreamworld of your creation while in this dream world the creatures suffer the following abilities

Blindness, deafness, can't willingly sleep, disadvantage on all saving throws, no dex bonus to AC, no blind sense dark vision truesight, disadvantage on spell concentration, taking 2d4 physic damage at the start of their turn.

Once a creature is in the DreamWorld the only way they can exit is to fall unconscious.

thought delver

you may learn to perceive the thoughts of the people around you may cast the detect thoughts spell without using a spell slot equal to your PB per short rest 

he's always watching

Starting at 6th level, when you cast an illusion spell you can change their view on other people for at minimum a split second can make it perceive their allies or themselves as their worst enemy.  when you successfully charm or freighted you can use a bonus action on your turn to make them roll an attack action against themselves or an ally they can make a wisdom saving throw to break out of main charm or freight after the attack action. if the creature hit on their attack action  they have advantage on this save 

all sides of my mind

Beginning at 10th level, you can create an illusory duplicate of yourself, using a spell slot of 3rd or higher you may create an illusionary double of yourself the double looks and sounds like you. you may also change it's appearance and perceive through it's eyes and ears if wanted, the illusion shares your saving throws and is immune to the charm and freighted conditions the illusion as a set 10 hp and 14 AC  and shares your movement speed the only actions the illusion can take are. 

 ventriloquist: the illusion can throw it's voice to another location 50ft away potentially causing a distraction 

  help: give a non-hostile creature advantage on a skill check or attack roll 

  teleport: the illusion can teleport up to 30ft of anywhere it can see.

every spell slot used above 3rd level creates one more illusion. all illusions take there turn immediately after yours starting next round 

Master of the minds

By 14th level, you have learned to make your illusion so good only the eyes of the magical can even think 

When you cast a spell under the school of illusion every creature without true sight automatically fails any perception/investigation/saving throw to perceive the illusion as false 

Creatures that have the true sight ability are allowed to roll to perceive it as false but don't automatically know it's false