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.

Expanded Spell List

The Greater, Older 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.

Greater, Older One Expanded Spells
Spell Level Spells

1st

command, hideous laughter

2nd

detect thoughts, levitate

3rd

clairvoyance, sending

4th

dominate beast, phantasmal killer

5th

dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures and resist any probes into your own mind.

You can telepathically speak to any creature you can see within 120 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.

You also have resistance to psychic damage, and you have advantage on saves against having your mind read. Whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Psychic Ward

At 6th level, you learn to magically ward yourself against attack from a particular enemy, and to turn that enemy’s strike into a painful experience for them.

As a bonus action, choose one creature you can see within 30 feet of you. You become warded against the target's attacks for 1 minute. The ward ends early if the target dies, you die, or you are incapacitated. Until the ward ends, any time the you're targeted with an attack or a harmful spell by the target, they must first make a Wisdom saving throw:

  • On a failed save, the creature must choose a new target or lose the attack or spell.
  • On a successful save, the attack or spell works normally, but the target then takes 1d4 psychic damage.

This feature doesn't protect you from area effects, such as the explosion of a fireball.

Once you use 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 now have immunity to psychic damage, and whenever a creature deals psychic damage to you it is entirely reflected back at the creature, causing it to take the damage instead.

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.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2020 5:59:00 PM
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