The Great Old One Warlock, Revised

by CassBrews

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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 Spell List
Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Tasha's Mind Whip
3rd Clairvoyance, Sending
4th Evard's Black Tentacles, Phantasmal Killer
5th Dominate Person, Modify Memory

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 you can see within 60 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.

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.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Altered Mind

Also at 6th level, your patron's influence has further changed your being. You have resistance to psychic damage and advantage on Intelligence saving throws.

At 14th level, you gain immunity to psychic damage.

Otherworldly Psyche

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. A creature that attempts to do so against your will must make an Intelligence saving throw or take psychic damage equal to your Warlock level plus your Charisma modifier (minimum of 1). Additionally, whenever a creature deals psychic damage to you, that creature takes the amount of damage you would've taken, without resistance or immunity.

Shatter the Veil

At 14th level, you gain the ability to shatter the veil between the realms, and usher in the influence of your patron. As an action, each creature of your choice within 30 feet of you must make an Intelligence saving throw. On a failure, a creature takes 10d6 psychic damage, and is incapacitated, as their mind is suddenly filled with your patron's horrific presence. A creature that succeeds on its saving throw takes half as much damage, and is not incapacitated. An incapacitated creature may make an Intelligence saving throw at the end of each of its turns or whenever it takes damage, ending the effect on a success.

Once you've used this feature, you cannot do so again until you finish a long rest.

 

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