Arcane Tradition - Delver of Secrets

Many wizards believe themselves masters of knowledge - lorekeepers without peer. None go as far as those who delve into the beyond however. The Far Realm is a treasure trove of knowledge though it is forbidden to many, for good reason. Delvers of Secrets eschew these concerns however, eagerly touching at the frayed edges of reality to glimpse what they can. They are often viewed as mad, and sometimes they are, but the results often speak for themselves (when you can get a word in edge ways between the babbling).

Words of the Far Realm

When you dedicate yourself to this tradition at 2nd level you gain proficiency in the Deep Speech language and the Arcana skill. If you already had either of these proficiencies, you can learn a different language/wizard skill proficiency in their place.

Forbidden Arcanum

From 2nd level you learn one spell from the warlock spell list which always counts as prepared for you, without counting against your normal allocation. Whenever you gain a new level in this class you can exchange the spell for another from the warlock spell list of a level you can cast. You may cast this warlock spell once per day without expending a spell slot, treating the cast as if it were cast from your highest level spell slot.

Chaotic Burst

The shifting realities of the far realm are at your beck and call once you reach 6th level. When you take damage from a melee weapon attack you can expend a spell slot of first level or higher as a reaction. When you do so, the creature that struck you takes 1d6 psychic damage for each spell slot level, and you are teleported 30' in a random direction. The hostile creature can make an intelligence save to halve the damage.

In addition, your knowledge of the beyond lets you apply your intelligence modifier to your Concentration checks.

Touch the Beyond

At 10th level you gain the ability to more directly contact the beings from the Far Realms. Once you carry out this ten minute ritual you must complete a long rest before being able to do so again. When you complete the ritual, roll on the table below to discover what knowledge you have been imparted.

Diceroll Boon
1 Your ritual goes unheard and ignored.
2-10 You receive visions in response to your desires. These may be cryptic, metaphorical or unclear, but they always show the truth. From a certain point of view.
Diceroll Boon
11-13 Your glimpses of the beyond increase your durability, and maybe even touch you with a bit of luck. Until the end of your next long rest your maximum hit points are increased by 2d10, and you are healed for that much.
14-16 Your mental strength is enhanced. Until the end of your next long rest you gain immunity to the Frightened and Charmed conditions, and have advantage on any saving throws against being Stunned.
17-19 You are more alert than ever as a result of the whispers you hear. You have advantage on Initiative, Perception and Insight rolls, and Dexterity Saving Throws, until the end of your next long rest.
20 You gain one additional spell slot for spell levels 1st through 5th until the end of your next long rest.

In addition, your prolonged contact with the eldritch beings gives you permanent resistance to psychic damage.

Breach Reality

Perhaps despite better judgement when you reach 14th level you have learned to summon a creature from the beyond. You learn the Summon Aberration spell, if you do not already have this. Once per long rest you can cast this spell without expending a spell slot, requiring the material component, or having it prepared. When cast in this way it is treated as having been cast from your highest level spell slot.