Warlock - Great Old One (Revised)

by Frootbat

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Otherworldy Patron: The Great Old One (Revised)

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.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells
Spell level Spells
1st bane, dissonant whispers
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th phantasmal killer, evard's black tentacles
5th modify memory, telekenesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. As a bonus action, choose one creature you can see within 120 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within 1 mile of each other. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature can only reply if it is able to understand at least one language

It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Abhorrent Knowledge

Also at 1st level, your patron whispers terrible secrets in your ear. You gain proficiency in Arcana or another warlock skill of your choice. Whenever you make an intelligence check, you gain a bonus equal to your Charisma modifier.

Mortal Reminder

Starting at 6th level, your patron allows you and your foes to see just how insignificant they really are. Once per turn when you hit a creature with an attack, you can choose to deal an addititional 1d10 psychic damage, and force the creature to make a wisdom saving throw against your spell save DC. On a failure, they are affected by the confusion spell until the end of your next turn. When you reach 11th level, the damage increases to 2d10.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Alternatively, you can use this feature without expending a use and instead choose to roll on the long term madness table, the effects of which last until you finish your next short or long rest. You can do this once, and must finish a short or long rest before you can do this again.

Thought Shield

Starting at 10th level, your thoughts can't be read and any creature who attempts to read your thoughts must roll on the long term madness table.

Additionally, those who strike at you are attacked by their own pysche. Whenever a creature damages you with an attack or spell, that creature takes psychic damage equal to your Charisma modifier (minimum of 1).

Create Thralls

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated or charmed humanoid. That creature is then charmed by you until a remove curse spell is cast on it, or the charmed condition is removed from it. When the effect ends, the target has no recollection of the time it spent as a thrall. You can have 3 thralls created in this way. If you try to go over this limit, one of your thralls of your choice is freed.

You can communicate telepathically with your thralls as long as both of you are on the same plane of existence.

 

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