Forbidden Knowledge(wizard of a bit of GOO Warlock spice)
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
Some seek to understand...
Many believe that knowledge is the ultimate goal in life. They spend part their lives in libraries and schools learning everything they can. But some delve to deep and seal themselves up in ancient ruins and endanger themselves searching for forgotten knowledge. Those who follow Forbidden Knowledge often consider themselves protectors and sharers of such knowledge, but not all are so keen to share what they have strived for years to discover.
Boons of Knowledge
When you choose this subclass at second level you gain an Invocation from the Warlocks Invocation list, you gain an additional Invocation every time you gain a new feature with this subclass (6th, 10th, 14th). You may take invocations that require The Great Old One prerequisite as well as any invocation that requires the Pact of the Tome. You may switch any amount of invocations each time you gain a feature in this class (6th, 10th, 14th). In addition, you may use your wizard level for the purpose of meeting prerequisites.
Cognition from the Shadows
Your study and exploration lead to the discovery of lost knowledge. Starting at second level you add 3 cantrips form any spell list to your spellbook and add additional spells from any one spell list equal to your intelligence modifier to your spellbook.
Guardians Of Knowledge
Starting at 6th level you can summon a number of tentacles equal to your level divide by 4 rounded down. These tentacles appear within 20ft. of you. The health of these tentacles equal to your level*three. Tentacles share their round with there creator.
You can use this feature once per short or long rest.
Medium aberration, unaligned
Armor Class 12 (natural armor)
Speed 15 ft.
STR 18(+4) DEX 8(-1) CON 17(+3) INT 7(-2) WIS 16(+3) CHA 6(-2)
Senses Shares senses with creator.
Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws.
Reel. The tentacle pulls each creature grappled by it up to 5 ft. straight toward it.
Bringer of Madness
Starting at level 10 when casting a spell you can instead spend the spell slot to fill your opponents mind with overwhelming knowledge. Force a target within 30ft. to make an Intelligence saving throw. On failure your target takes damage equal to the expanded spell slot level worth of 1d10s of psychic damage and is frightened for 1 min per spell slot level. On success target takes 1d6s of damage rather than 1d10s of psychic damage and is frightened for half of the duration.
You can use this feature an amount equal to your half intelligence modifier (minimum of once). Regain uses on a short or long rest.
Trip to the Far Realm
Starting at level 14 you gain the ability to send targets to the Far Realm as an action. When you hit a creature with an attack or spell you can use this feature to instantly transport the target through the Far Realm. The target gets removed for 1 minute, after it returns it takes 5d10 psychic damage and it is frightened for 1 minute.
You regain the use of this feature after a long rest.