Base Class: Wizard
All wizards pursue knowledge to some degree, but some seek knowledge they know is not meant to be understood. The truths you have learned are greater than you could possibly understand. These unknowable truths grant you unparalleled power, but it is a fine line between unlimited power and losing your mind
Art "Cthulhu Wizard" by Paul Carrick AKA nightserpent
Dark Arts Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell on the warlock spell list into your spellbook is halved.
Sanity
Starting at 2nd level, you have sanity points equal to your proficiency bonus.
When you cast a spell you may consume a sanity point to enhance the spell in one of the following ways.
- Gain advantage on a spell attack roll
- Deal an extra d10 psychic of damage on a spell attack. Damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
- Give a creature disadvantage on a saving throw
If you have no more Sanity points you may still do any of those, but must make a DC 10+your level intelligence saving throw. On a failed save your intelligence decreases by 2 and you take psychic damage equal to your wizard level. If your intelligence ever is reduced five times from this ability], you die.
When you take a long rest you regain all lost intelligence and sanity points.
Glimpses of the Unthinkable
Starting at 6th level, when you consume a sanity point, creatures around you are forced to glimpse the truths you know. You may force an amount of other creatures equal to your intelligence modifier within 60 feet of you to make an intelligence saving throw with the DC equal to your spell save DC. On a failed throw the creature becomes frightened of you until your next turn, on a successful save they take psychic damage equal to your wizard level.
Insanity
Beginning at 10th level, if you have no sanity points left, you have advantage on int saving throws, resistance to psychic damage, and your spells attack rolls crit on both a 19 and 20. However, when you cast a spell when you have no sanity points you take psychic damage equal to your wizard level.
Method to the Madness
Starting at 14th level, when you consume your final sanity point you may choose to gain a sanity point at the start of your next turn. In addition, whenever you deal psychic damage to yourself, you can activate glimpses of the unthinkable.