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Warlock
Base Class: Warlock

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.

(note: I tweaked this since I felt this subclass felt like it fell short of the expectations this type of subclass would have, some features may be unbalanced I'm new to this so I really don't know what would be broken and what wouldn't be)

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 Clairvoyance, Sending
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Telekinesis

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 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.

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 feature a number of times equal to your charisma modifier.

Once you have exhausted all uses of this feature, you can't use it again until you finish a short or long rest.

Thought shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. 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.

You also gain proficiency in intelligence saving throws

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, you can maintain the charming effect in this way on a number of creatures equal to your Charisma modifier if you use this feature again after your maximum number of effected humanoids is reached the first humanoid has this effect lifted from them.

While charmed by you in this way the target won't question the telepathic connection and will be unaware of the fact that they are charmed by you, while you do not control the target's actions they are forced to take your words and actions is the best possible way for you they can (Within reason).

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence and if this effect ends on an effected creature they are aware that they were charmed.

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