Warlock: The Great Old One

Original Source: Player's Handbook

Patron Spells

1st-level Great Old One patron feature
You learn additional spells when you reach certain levels in this class, as shown on the Great Old One Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Table: Great Old One Patron Spells
Spell LevelSpells
1stdissonant whispers, hideous laughter
2nddetect thoughts, phantasmal force
3rdclairvoyance, sending
4thdominate beast, gravity sinkhole
5thdominate person, telepathic bond

Awakened Mind

1st-level Great Old One patron feature
You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Additionally, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creatuer you can see within 30 feet of yourself and create a telepathic bond. You can the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your spellcasting ability modifier. To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you are Incapacitated or die, or if you use this feature to form a connection with a different creature.

Malleable Form

1st-level Great Old One patron feature
You gain the ability to spontaneously mutate your flesh to protect yourself, revealing armor-like patches of barnacles, chitinous plates, glowing crystals, rubbery flesh, or scales. When you take damage, except for psychic damage, you can use your reaction to reduce the amount taken by your spellcasting ability modifier + half your warlock level.

Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.

Entropic Clairvoyance

6th-level Great Old One patron feature
You learn to read the attacks of minds you touch. When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, you begin reading the creature's surface thoughts for the duration of the bond. While reading their thoughts in this way, the creature has disadvantage on attack rolls against you, and you have advantage on attack rolls against that creature. The creature knows its thoughts are being read in this way.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 2 mana from your Pact Magic feature to do so again.

Psionic Awakening

6th-level Great Old One patron feature
Your psychic abilities awaken further. You gain the following benefits:

Mind Shield

10th-level Great Old One patron feature
Your thoughts can't be read by telepathy or other means unless you allow it, and you are immune to any divination spells that you refuse. Insight checks made to ascertain your intentions or sincerity have disadvantage. Additionally, you 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

14th-level Great Old One patron feature
Your patron grants you the ability to manifest a part of itself. You know the Summon Aberration spell, which doesn't count against the number of warlock spells you know. When you cast the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for the casting and.

Regardless of how you cast it, it has a number of temporary hit points equal to your Warlock level plus your spellcasting ability modifier, and it adds your spellcasting ability modifier to its damage.

In addition, you gain the ability to infect a creature's mind with the alien magic of your patron. You can use your action to touch an incapacitated or willing creature with an Intelligence of 6 or higher. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or if you use this feature while you already have a number of thralls equal to your spellcasting ability modifier.

While charmed in this way, your thralls treat you as trusted friends to be protected. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence as if they were connected with Awakened Mind.