Great Old One v2.0.0 #
Patron Spells (1) #
- When your Pact Slots reach the Spell Level shown on the Great Old One Spells table you learn the corresponding Spells. Each of these Spells counts as a Warlock Spell for you, but it doesn’t count against your number of Spells Known.
- Additionally, when you cast a Warlock Spell that deals damage, you can change its Damage Type to Psychic. In addition, when you cast a Warlock Spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic Components.
Great Old One Spells #
Spell Level | Spells |
---|---|
1st | Dissonant Whispers, Hideous Laughter |
2nd | Detect Thoughts, Phantasmal Force |
3rd | Clairvoyance, Hunger of Darkness |
4th | Confusion, Summon Aberration |
5th | Modify Memory, Telekinesis |
Awakened Mind (1) #
- You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one Creature you can see within 30 feet of yourself and create a telepathic bond. You and 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 Charisma Modifier (minimum of 1 mile). 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 use this feature to connect with a different Creature.
Clairvoyant Combatant (6) #
- 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, the Creature has disadvantage on Attack Rolls against you, and you have advantage on Attack Rolls against that Creature for the duration of the bond.
- Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a Pact Slot (no Action required).
Eldritch Hex (10) #
- Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has disadvantage on Saving Throws of the chosen ability for the duration of the spell.
Thought Shield (10) #
- 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 take.
Create Thrall (14) #
- Your patron grants you the ability to manifest a part of itself. When you cast the Summon Aberration spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock Level plus your Charisma Modifier.
- In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic Damage to the target equal to the bonus damage of that spell.