To know the Far Plane, to any serious degree is to go mad. This is the Eldritch Truth that we've forgotten. The fact that we're surrounded by things that we can't hope to understand. Our sheer insignificance on the true scale of reality has crushed the minds of many would be scholars.

Far Touched

Your magic comes from the utterly alien place known as the Far Realm. Your body has learned the Eldritch Truth even if you're mind has been spared, the freakish energies of the Far Realm granting you untold power, but opening the door to the things that lie beyond. The mundane, ordinary and simple are insignificant to the Far Plane, but you've opened the door. Try as you might to shut it and look away, you never know what's peering through the cracks.

Far-Touched Origin Spells Sorcerer Level Spell 1st Tasha's hideous laughter 3rd detect thoughts 5th hypnotic pattern 7th confusion 9th telekinesis 11th mental prison

Awakened Mind The magic of the Far Plane has irrevocably changed you. Your waking mind may have forgotten, but your subconscious mind remembers. Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Strange Mind Also at 1st level, you can also speak, read, and write Deep Speech, and gain Darkvision out to 60 feet. If you already have Darkvision from your race, it's range is increased by 30 feet.

Befuddle You've learned to touch the minds of others with your magic. Beginning at 6th level whenever you affect a creature with a spell of 1st level or higher, and that creature has an intelligence of 3 or more you can spend 3 sorcery points to force that creature to make a wisdom saving throw. On a failed save, the creature rolls on the derangement table, and suffers the listed effect. If an effect has a duration of 1 minute or longer, the target can make another Wisdom saving throw at the end of each of its turns, ending the effect on a success. If a creature dies or falls unconscious while still under an effect from the Derangement Table, you regain 3 sorcery points.