The Great Old One Revised

by Tatarius

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Patron: The Great Old One


  • Your patron is a mysterious entity whose nature is utterly
  • foreign to the fabric of reality. It might come from the Far
  • Realm, the space beyond reality, or it could be one of the
  • elder gods known only in legends. Its motives are
  • incomprehensible to mortals, and its knowledge so
  • immense and ancient that even the greatest libraries pale
  • in comparison to the vast secrets it holds. The Great Old
  • One might be unaware of your existence or entirely
  • indifferent to you, but the secrets you have learned allow
  • you to draw your magic from it.

  • Entities of this type include Ghaunadar, called That Which
  • Lurks; Tharizdun, the Chained God; Dendar, the Night
  • Serpent; Zargon, the Returner; Great Cthulhu; and other
  • unfathomable beings.

  • Original Source: Player's Handbook

Patron Spell List


  • Each Patron has a list of spells—its patron spells—that
  • you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th
  • These spells are known so long as you are within
  • good standing with your patron. If you have a patron spell
  • that doesn’t appear on the warlock spell list, the spell
  • is nonetheless a warlock spell for you.
The Great Old One Patron Spells
Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Tasha's Mind Whip
3rd Clairvoyance, Sending
4th Summon Aberration, Evard's Black Tentacles
5th Dominate Person, Bigby's Hand

Awakened Mind


  • 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 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. You must be aware of a creature to make
  • contact, but you can scour the area with your mind to
  • sense them once you know they are there.

  • Creatures you have made contact with has disadvantage
  • on Stealth checks to hide from you as long as they are
  • within your Awakened Mind range

Thoughts Touch


  • At 1st level, your Eldritch Blasts is augmented in the
  • following ways.
  • You may choose to have the damage type become psychic instead of force
  • Targets hit by Eldritch Blasts have disadvantage on Intelligence, Wisdom and Charisma Saving Throws and Ability Checks versus spells and affects you create until the end of your next turn.
  • If you hit a creature with your Eldritch Blast, until the end of your next turn, you may perform a Melee spell attack from a spell or an ability on that creature. You must still roll to hit them.
  • You may cast Eldritch Blast without Verbal or Somatic components if all targets are within Awakened Mind features Range. If cast in this way, you must declare all targets for all beams before you cast Eldritch Blast.

Entropic Ward


  • At 6th level, you learn to magically ward yourself against
  • attack and to turn an enemy's failed strike into good luck
  • for yourself. When a creature makes an attack roll against
  • you, you can use your reaction to impose disadvantage on
  • that roll. If the attack misses you, your next attack roll
  • against the creature has advantage if you make it before
  • the end of your next turn.

  • Furthermore, if they miss you with an attack the turn you
  • use this feature, they also have vulnerability to psychic
  • damage from you, or the end of your next turn, whichever
  • comes 1st. Creatures who have Psychic damage immunity
  • ignore the vulnerability to psychic damage.

  • You may use this feature proficiency bonus number of
  • times per long rest.

  • Additionally, your Awakened Mind features range extend
  • further out 60 feet.

Thought Shield


  • Starting at 10th level, your thoughts can't be read by
  • telepathy or other means unless you allow it. You also
  • have Immunity to psychic damage, and whenever a
  • creature other than you tries to deals psychic damage to
  • you, that creature takes that amount of damage instead.
  • This damage ignores resistance and immunity to psychic
  • damage.

  • Once per long rest, you may as a reaction extend this
  • Immunity to psychic damage to an ally within your
  • Awakened Mind feature. You must be aware of their
  • presence to target the ally.

  • Your Awakened Mind features range extend further out to
  • 90 feet.

Create Thrall


  • At 14th level, you gain the ability to infect certain
  • creature's minds with the alien magic of your patron. You
  • can use your action to make a Melee Spell Attack against
  • an Incapacitated, Restrained, or Grappled creature that is
  • an aberration, beast, fey, humanoid, or monstrosity that is
  • also Large or smaller. That creature is then charmed by
  • you until a Remove Curse spell is cast on it, the charmed
  • condition is removed from it, or you use this feature
  • again.

  • You can communicate telepathically with the charmed
  • creature as long as the two of you are on the same plane
  • of existence. You simultaneously benefits from the
  • tether’s senses as well as your own at the same time (no
  • action).


  • Furthermore, you may use your Thrall as a tether, you can
  • originate any spell or feature you have from the thrall’s
  • location.

  • Your Awakened Mind Feature range extend further out to
  • 120 feet.
 

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