We’ve completed our second full rotation of the twelve classes in the Player’s Handbook, not to mention taken a deep dive into the first 5 levels of D&D’s thirteenth class, the inventive and arcane Artificer! This wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
Check out the other guides in the Class 101 series, like the broad overview of the warlock class in Warlock 101: A Beginner’s Guide to Eldritch Might, Warlock 101: The Fiend, and Warlock 101: The Archfey. If you’re interested in playing other classes, check out the entire Class 101 series.
Story of the Great Old One
“I beg thee speak, O heart of the great, spiraling oblivion.”
A figure dressed enshrouded in robes knelt before an altar in the shape of an inverted, two-stepped ziggurat. His royal purple garment pooled around his feet, and in the darkness of his secluded shrine, it seemed almost as though he was wearing shadow itself.
“Speak to thy humble servant, O inevitable end,” he continued, slowly raising his hands in supplication. “I have received visions of dying stars, of distant lights winking out. I look for their vanishing in the night sky, yet my dreams remain but dreams. I beg of thee, O oblivion in chains, tell me in plain speech, how I may exact your will.”
The warlock knelt in silence, awaiting an answer. Seconds passed, and stretched out into minutes alone in the dark. His cracked lips parted, to beseech his master once more—but a chill swept through the room, as if all of the heat of the world had drained away, and he closed his mouth. He would have thought to smile, but he could not help but grimace in fear as his master’s presence filled the room. Cold and darkness. The death of heat. The end of life. The elder being that the warlock served was not truly a presence so much as the absence of it. The inevitable end of all.
Bleed.
The word echoed in the warlock’s mind, and he staggered, as if in a daze, to his feet. A thin knife flashed in his hand, and it quickly drew across the back of his left arm. He did not cry out.
The altar.
He walked, haltingly, arm dripping red, to the altar. Upon it stood an idol that had not been there before. A silver icon in the shape of a jagged spiral, held in place by a simple silver stand. The warlock spilled his blood upon the icon, and its crimson droplets spiraled inward to the spiral’s center. There was a change the instant the warlock’s blood spiraled away. His skin burned. He gasped as his vision was stretched across thousands of miles of space and time, seeing everything in between, yet so overwhelming was the cacophony of sensation that he could hardly perceive anything at all—except for the halting, infinitely deep voice of his chained god. So deep was the sound that he could barely hear it as sound; it was more like the subsonic rumbling of a church organ’s largest pipes.
Our connection… strengthened. Show them… their futility.
“How may I, great one?” the warlock stammered, his face awash with icy sweat.
Deliver to this altar… their beacon of hope. Kill it. Kill the light of hope.
The warlock could still barely understand what his master wished of him, but it was enough. He could find this beacon of hope. Whatever it was. He opened his mouth and screwed shut his eyes. “I will do it, my master. Grant me the power to do it.”
And he was back. His sweat and blood mingled in the earthen floor beneath him, and warmth slowly returned to the room. The warlock felt new power welling within him, and nodded. There was no turning back now.
Great Old One Features
Warlocks who make a pact with a Great Old One are masters of deception and corruption. Their patron grants them access to additional spells, as well as a number of innate magical abilities that awaken their minds to supernatural power. Warlocks gain four subclass features at 1st, 6th, 10th, and 14th level. You can read all of the Great Old One features in the Player’s Handbook. In summary, your subclass features allow you to:
- Gain access to an expanded list of warlock spells
- Telepathically communicate with nearby creatures
- Instantaneously debuff foes, and possibly gain a bonus to your next attack
- Steel your mind against telepathic intrusion
- Transform humanoids into your alien thralls
Benefits of the Great Old One
The Great Old One is an alien entity that grants its adherents strange and unsettling powers. Using spells like Tasha’s hideous laughter and dominate person, your additional warlock spells help you debuff and eventually even mentally take control of your foes. Though your spells and spells and unique Eldritch Invocations are the cornerstones of your magical strength, you gain a number of subclass features that supplement the eerie power of your patron.
Most of your subclass features aren’t replicable by any other class or spell, making them interesting additions to your arsenal that your fellow party members can’t hope to duplicate. You are all but guaranteed always have a protected niche within your party—both in terms of power and flavor.
Drawbacks of the Great Old One
One of the greatest drawbacks of the Great Old One warlock patron is that it’s so straightforwardly evil. It can be hard to play a character with the Great Old One as their patron in parties with an upright, moral bent. It’s not impossible—not all alien intelligences have to be evil—but playing even a morally ambiguous Great Old One warlock is a challenge. Rather than using one of the classic Elder Evils of D&D—such as Dendar the Night Serpent, Tharizdun the Chained God, or Kyuss the Worm That Walks—consider creating your own alien power.
This power could be a deer with candles in its antlers who walks in the midnight forest, a voice that seems to speak in water dripping from stalagmites into a lightless Underdark lake, or the black light of a solar eclipse.
Beyond this roleplaying concern, it’s worth remembering that the Great Old One patron doesn’t grant its warlocks much raw offensive power. Your skills are focused in deception, domination, and fear. If you want to be a more straightforwardly destructive warlock, The Fiend patron may be more your speed.
Suggested Build
If you’re playing a warlock of the Great Old One from 1st level, you should choose a race that gives you a bonus to your Charisma score. Half-elves and dark elves both gain an innate bonus to Charisma, as do lightfoot halflings. Humans are an undeniably popular choice for warlocks, since stories of humanity being corrupted by the unknown are so pervasive throughout western fantasy and science fiction. Playing a dragonborn could also be an interesting racial choice for a warlock thanks to their innate bonus to Strength, especially if you decide to choose the Pact of the Blade later on (see “Pact Boon,” below).
Once you’ve placed Charisma as your highest ability score, consider what else is important to you. If you want to forge a Pact of the Blade at 3rd level and fight with martial weapon, Strength might be the second most important ability for you. On the other hand, prioritizing Dexterity would make you harder to strike in general—and a terror with a rapier, if you follow the Pact of the Blade. Constitution will also help you take more blows in combat, and hang onto your precious concentration spells more easily (more on them later). Wisdom and Intelligence aren’t useless for you, but they’re far from a secondary or even a tertiary ability.
As usual, your character’s background is up to you. Anyone can become a warlock, though forging a pact with an otherworldly entity typically requires some sort of sacrifice. Consider what you could have sacrificed in your backstory in exchange for power; typically, elder alien powers have a vast, often unknowable goal that they want you to advance for them. You may be but a cog in a vast, otherworldly master plan.
Selecting EQUIPMENT when creating your warlock is a good idea; a simple weapon of your choice, like a dagger or a quarterstaff, is useful. Your choice of arcane focus or spell component pouch is a wholly aesthetic consideration, and though a dungeoneer’s pack may be more useful than a scholar’s pack, many warlocks of the Great Old One are scholars who delved too greedily into texts of eldritch lore. A few more daggers, some leather armor, and another simple weapon of your choice helps round out your arsenal. You can wear light armor, so hunting for a set of studded leather later in your adventuring career might be useful.
Spells
Warlocks don’t have the Spellcasting trait like most other spellcasters. Instead, they have Pact Magic. You start at 1st level knowing two cantrips, two 1st-level spells, and only a single spell slot. But that spell slot is recovered whenever you take a short rest; you could hypothetically cast spells all day long, as long as you have a little catnap in-between castings. Also of note is that your spell slots are all of the highest level you can cast (see the “Slot Level” column on your class features table). This isn’t useful now, but having your spells automatically scale to their highest possible power level can be incredibly powerful.
Since you only have one spell slot for now, you need to make it count. You get a second slot at 2nd level, which is nice, but you don’t get your third spell slot until 11th level! Fortunately, you get the most powerful damaging cantrip in the game, eldritch blast, so you’re never useless, even when you’re out of spell slots.
You can learn any two 1st-level spells from the warlock spell list—which includes the 1st-level spells on your “Great Old One Expanded Spells” list. You’ll want to choose these spells carefully; since the number of spells you know is severely limited, you want to have a versatile spell list. As you go on adventures and learn what dangers your character tends to face, you can personalize your spell loadout. Try to choose one labeled DEFENSE and one spell labeled either SOCIAL or OFFENSE. Note that this list only includes some spells from the Player's Handbook, so if you want to choose more unusual spells, or have other sources like Xanathar's Guide to Everything, you'll have to do a little self-directed research. This list is just here to get you started if this is your first time playing an Great Old One patron warlock.
Especially at lower levels, a warlock will want to have spells that last for a long time. Since you have so few spell slots, maintaining concentration on spells with lasting effects is much more efficient than simply firing off a single explosive spell. If you want to deal damage, hex is one of the mightiest warlock spells in the game. However, if you want to lean into your SUPPORT or SOCIAL-focused role, spells like charm person can be incredibly powerful, especially since it can affect multiple people as it scales in power.
- Armor of Agathys (OFFENSE/DEFENSE)
- Cause fear (SOCIAL/DEFENSE)
- Charm person (SOCIAL)
- Hex (OFFENSE)
Pact Boon
At 3rd level, you get to request a boon from your patron. This further defines the nature of your pact: do you wish to invoke the bloodstained Pact of the Blade? The shadowy and arcane Pact of the Tome? Or the manipulative Pact of the Chain? These pacts grant you a small bit of additional power immediately, and access to certain Eldritch Invocations later on.
Most who follow the Great Old One prefer the magical Pact of the Tome, which allows them to delve deeper into the arcane mysterious of cosmos. However, the Pact of the Chain’s powers of domination are far from useless to a warlock such as you, and even the bloody-minded followers of the Pact of the Blade, can use it to advance the Great Old One’s subtle ends.
Eldritch Invocations
Once you reach 2nd level, you gain the ability to select two Eldritch Invocations. You can trade out an old invocation for a new one whenever you gain a level in this class, and you gain brand-new invocations every two or three levels (again, see the warlock class features table). Some invocations have prerequisites that you must meet in order to select them, so learning how to trade out old invocations for this fresh and exciting ones is an important skill to master. Here are some invocations that will probably be useful to you as a warlock of the Great Old One:
Ascendant Step. Just as much a flavor consideration as a combat one, sometimes it’s useful to get out of reach of melee foes. Even though you can only hover in place, being able to float at will is an eerie and occasionally useful power. (You can only take this invocation once you’re 9th level or higher.)
Beguiling Influence. If your campaign has a lot of intrigue—or even if just the current arc of your campaign is roleplay-heavy—then this invocation will turn your unsettling words into creeping poison within the minds of those who hear them.
Bewitching Whispers. The ability to all but puppeteer a creature for a minute (with no subsequent saves at the end of each of its turns) is exactly the sort of alien domination that the Great Old One wields. (You can only take this invocation once you’re 7th level or higher.)
Book of Ancient Secrets. What esoteric magic has your patron given you? If you’re a Pact of the Tome warlock, this invocation is essentially a free Ritual Caster feat—but better! You can gain any two 1st-level ritual spells from any spell list right at the beginning, and keep adding from there. Good options include comprehend languages, detect magic, identify, and speak with animals.
Devil’s Sight. If your campaign involves a great deal of stealth, or you or your allies like to use spells that create magical darkness, being able to see through magically conjured darkness is quite useful!
Fiendish Vigor. If you plan on getting into the thick of combat often, being able to gain 1d4 + 4 temporary hit points at will can be very useful at low levels.
Feats
Once you’ve improved your Charisma score to 18 or 20, you can increase your power with a few useful feats. The following feats are good picks for Great Old One warlocks, and will improve your reliability in your own desired area of expertise:
Actor. In your adventures, it may be useful to pretend to be someone you’re not. Since you already highly value Charisma, this feat synergizes well with the rest of your build.
Inspiring Leader. Your already-high Charisma makes you an excellent candidate to be the social face of your party—albeit an unsettling. Perhaps you are more of a cult leader than a heroic leader.
Linguist. This oddball feat has some useful flavor, especially if you want to conceal the secrets of an eldritch cult from prying eyes.
Ritual Caster. Unlike many other spellcasters, warlocks can’t cast spells as rituals. If you didn’t choose the Pact of the Tome at 3rd level (and thus the Book of Ancient Secrets invocation is off-limits to you), this feat is a good backup plan.
If you want more advice for building a warlock, check out Warlock 101. Have you ever played a warlock of the Great Old One? What advice would you give to players that want to play this subclass? Join us next week as we finish our third rotation through the Player's Handbook in Wizard 101: School of Conjuration!
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Also, will you be doing artificer subclasses since the class itself in the series and it's coming in Tasha's Cauldron of Everything?
First girl. Also remember ops ones aren’t necessarily evil, they’re beyond the scope of human understanding. Basically the relationship of humans to ants. Lovecraft of course is good inspo for Great Old Ones.
this is very helpful! one way to avoid the inherent evilness of this subclass is to adapt things that could be considered great old ones from other forms of media, though this doesn't always work. one of the first characters I made was a GOO warlock whose patron was the Moon Lord from Terraria.
or at least, it started that way, but players never treat lore the way you expect them to.
Of all the warlock subclasses, this one is most well-suited to the player who wishes to have the "I don't know how I got these powers, I don't know what my patron wants, I don't know what any of this means" kind of relationship with their patron.
Great Old Ones are inscrutable, unknowable. It's wholly possible to play one without any patron/player interaction.
It also lends itself best to the kind of relationship where the patron asks or requires that the character carry out seemingly random tasks or perform strange rituals and behaviors.
6th. The "first" thing is dumb, why do we do it? This isn't YouTube as far as I can tell. Ah well. 🤷🏽‍♂️
Warlocks are one of the classes that, in my view, require *meticulous* planning to be effective. While a sorcerer and wizard and cleric can rely on spell selection to be effective, getting the most out of a warlock needs careful mixing of your spells, warlock features, and eldritch invocations. Done well, warlocks are ferocious -- especially if the DM follows the "adventuring day" guidelines that involve several short rests per day. Done poorly, warlocks can be pretty disappointing.
Thanks a lot for this article - helps with the planning!
The text describes the use of a shield and rapier, but that isn't possible for this subclass. That is the Hex Warrior boon from Hexblade. Without the "Moderately Armored" feat or a multiclass, this class is stuck with Light Armor and no shields.
Taking a Crossbow at level 1 (if you have 16 DEX) is a good idea as d8+3 damage is better than a raw d10.
Hex can be very powerful for social situations. Affect CHA or WIS and move it onto someone. The flavor of sacrificing a small animal or something beforehand to allow you to move it without verbal/somatic/material components and casually Hex someone's Insight or Deception/Persuasion is pretty cool, and can work wonders with the telepathy inherent in the class.
Telepathy is the most significant class feature, and it's barely mentioned here! Finding ways to use this creatively is the most fun thing you can do in this subclass.
man this subclass Is very good
I thought the eberon rising from the last war give u the artificer class
Or from the Pact of the Blade; I've clarified the intent of that passage.
One way to deal with the “evil patron” issue is that these beings barely even notice us. Rather than being an active bargain, like Fiend pact, a GoO-lock is more of a thief: using mysteries of the arcane to steal power from these beings. You’re forging a connection with them, but the warlock is like a tick feeding off an elephant. Except in this case, the elephant is an unfathomable being whose very connection to your warlock is slowly altering their mind...
You can also play it as an accident. “I picked up this weird statue and I don’t remember how I got home. Now I can cast magic and have these weird nightmares...”
Or my favorite: “Some cultists snatched me off the street and were going to sacrifice me to their dark god! But the ritual went wrong, they got sucked into a portal screaming, and when I woke up I had powers! (Also something keeps whispering in my ear.)”
True, for 1st lv. However, taking agonizing blast boosts your damage with eldritch blast to 1d10+3 or 4, assuming you put your highest score in CHA. Also great article. Never played a warlock before though. This one would make a great spy because you can just form a telepathic link with another party member and report all the info before(yes, before, all plans go wrong) you get caught or separated.
Good analogy. I like these origins, too. My GOO warlock was training to be a wizard and just couldn't hack it. They found this book that detailed a ritual and promised great power. They performed the ritual and linked with the elder one, finally able to cast spells. So mine basically took a shortcut and all the wizards at the academy just think he finally got it. The book is his "Book of Shadows," because given his history as a wizard student it made the most sense for him to go Tome-lock. That and it's a solid option for Great Old One locks.
I stumbled across the kthanid...essentially a relative of Cthullu, but with "golden eyes" which exhume compassion & empathy.
The trick with the kthanid, is that it will not use violence like it's horrifying cousins... but being an otherwordly presence, it is not beneath manipulating thoughts / memories / emotions to prevent violence from occurring.
In a similar manner (and perhaps a good example of a GOO Warlock from population media), is Cole from "Dragon Age: Inquisition".
A spirit of compassion & mercy, Cole doesn't quite understand people, but he does understand pain & feelings...and so he goes around, invisible, doing random things that actually end up helping people out....dealing with grief, finding lost things...and admittedly, sometimes mercy killing.
His approach, and perspective, I feel is a good representation of what a GOO Patron of "good" or "neutral" alignment would be...alien, unusual...but well-intentioned.
I think that you are going a bit overboard with all these class 101s. I wish that you would put all of the subclasses in one collection, instead of spreading them out over time. I feel like the articles have slowly degraded over time and become more marketing and product based. An example is articles like the Nightmare Candy Wand compared to the Monsters of Icewind Dale. The former is a genuine and creative article and the second is just an ad. A good ad, but nonetheless an ad. I miss the old Encounters of the Week, like the myconid and the other original ones.
I really wish the Great Old One meshed better with the Kalashtar race. There's a lot of overlap between the two, and some of the Kalashtar's features are better than the actual subclass features.
Level 1: GOO grants 30ft one-way telepathy, Kal grants two-way telepathy at 10ft x character level.
(It would have been nice if GOO checked if the character already has telepathy, and just added a flat 30ft to its range.)
Level 10: GOO grants psychic damage resistance, damage reflection, and shields your mind. Kalashtar has psychic resistance at Level 1, advantage on Wisdom saves, and immune to spells/magical effects that affect dreams.
(It would have been nice if GOO allowed that psychic resistance to become Immunity if you had double resistance, and reflected all psychic damage back.)
Depending on how much they nerf the Aberrant Mind Sorcerer, if not much is changed in the TaCoE version, an AMS + Kalashtar might make for a better follower of a Great Old One than the actual Warlock subclass for it.
GOOlocks don't have to be evil! One of my favorite characters was a GOOlock whose family patron had chosen him to 'procure' artifacts of extreme power and drop them off at a predetermined site. I told my DM to pick my patron and for about half the game I didn't know who or what I was serving. My character was ultimately good (but fairly morally gray) and he was compelled to serve: while he did well, his family was blessed with extreme luck; if he failed, they'd all all die.
I realize that D&D Beyond wouldn't be able to support it, but one option I've seen done is an Intelligence based Warlock. More or less, you base everything on Intelligence instead of Charisma, and gain proficiency with that save instead of Charisma. It would make sense for some patrons, especially the Great Old One (Lovecraft's characters were often seen as unsettling by "normal" people who interacted with them, and for good reason).
DnD Beyond absolutely supports this concept. Just make a homebrew subclass, using an existing warlock subclass as the base. Change the spellcasting skill to intelligence. Boom! You're done.
Yeah I would have thought the Fiend would be the hardest to be not evil. Great Old Ones? They're supposed to be alien and unknowable, it's entirely possible you have no idea what your patron even wants of you because their ways are too beyond comprehension. Sure you could play it as something that wants the destruction of all this "life" business it finds so annoying but just as equally it might just want a warlock to better watch our ephemeral mortal world go by same as we like watching shooting stars. Hell maybe it approves of you saving people because their happiness makes a cosmic vibration that tastes delightfully like seven. They're incomprehensible, thats the point, I feel that gives you a ton of leeway in how they behave
Wat. Sorry, but you clearly do not have an understanding of what cosmic horror is. Cosmic horror is about the futility of human ambitions on a cosmic scale, because cosmic entities exist that are so far above of human perceptions that their ambitions are incomprehensible to us. Calling them "evil" is like call a wolf "evil" because it kills sheep