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 dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd glyphs of warding , clairvoyance
4th Evard's black tentacles, phantasmal killer
5th dominate person, telekenesis

Magic of the Far Realm

At 1st level, you learned Vicious Mockery cantrip, which doesn't count against your total cantrips known. When you reach 3rd level in this class, you can cast Chaos Bolt as a 2nd-level spell once per long rest without using a pact slot. When you reach 5th-level in this class, you can cast Tasha's Mind Whip as a 3rd-level spell once per long rest without using a pact slot.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 50 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. The creature can answer you back telepathically.


Psych Connection

Starting at 1st level, you can use your psychic power to connect the minds toegether. Every long rest, you can spend a one-hour ritual to tap into the minds of a willing creature up to your proficiency modifier. The creature doesn't have to understand your language, but it has to know at least one language. For the next 24 hours, you and other creatures can communicate telepathically as long as both of you are within 100 feet and within line of sight. you can also drop your psychic link with any of the creature (no action required). You lose the connection if either one of you become incapacitated.

Entropic Ward

At 6th level, you learn to magically ward yourself and others against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you or your ally within 30 feet radius, you can use your reaction to impose disadvantage on that roll. If the attack missed, the creature that got attack will has its next attack roll against the creature with advantage if they make it before the end of its next turn.

This ability can be use up to half your warlock's level (round down). You gain all expended use after long rest.

Enhanced Mind

At 6th level, your otherworldly knowledge have enhanced your mind and strengthen your psychic connection with others.

Your range of Awakened Mind are now up to 100 feet Also, Psych Connection now doesn't required range or line of sight.

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WARLOCK | THE GREAT OLD ONE

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. And any divination magic of 5th level or lower cannot detect you. If a divination magic fails to detect you, you will be alerted of the attempt. You know the area of the spell used, but you don't know who casted it, and what spell it is.

You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

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 humanoid. 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. Any divination magic that attempts to reveal the charmed condition is automatically failed. The creature must make an Intelligence (Investigation) check to your spell save DC to determend if the creature is under the effect of Create Thrall.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. The creature will follows your command to the best of its ability if it fails any charisma checks against you, if the target succeeds, the command is ignore and the target doesn't remember that a command happened. But if the command is harmful to it, the creature automatically succeeds. When the Create Thrall effect is removed, the creature will have no memory of what happens during the effect.


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WARLOCK | THE GREAT OLD ONE