Great Old Ones Patron: Pact of the Chain
Hit Points
Hit Dice: d8 per Great Old Ones Patron: Pact of the Chain level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiences
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from:
Deception, Intimidation, Performance, Persuasion
Acrobatics, Sleight of Hand, Stealth
Arcana, History, Investigation, Nature, Religion
Athletics
Animal Handling, Insight, Medicine, Perception, Survival
Overview & Creation
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.
Class Features
Expanded Spell List
Such a Strange and Intoxicating Innocence
You get the Vicious Mockery cantrip as a Warlock cantrip. It does not count against your cantrips known. This functions differently for you because instead of you stringing together insults, instead they hear your Eldritch Patron’s voice in their heads and are trying to resist. You receive bonuses to this cantrip at certain Warlock levels provided that you do not have the eldritch blast cantrip in your cantrips known. At level 5, you may add your charisma modifier to the damage roll. At 11th level, your vicious mockery range extends to the range of your awakened mind. At level 17, the damage dice rolled are now d6.
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. If the creature does speak a language that you speak, they may respond to you.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
If you choose this combo, you may choose to change out the IMP option for an Oblex. This creature keeps it's amorphous feature, it's aversion to fire, and it's sulfurous impersonation, but it does not have innate spellcasting like some versions do. For it's attacks on it's turn, it may use its normal multiattack.
Pact of the Chain
Level 3
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
ASI or Feat
Levels 4, 8, 12, 16, and 19
You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.
The Gift I Give To You
At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.
Eldritch Blast
On your turn as a bonus action, you may use the former cantrip Eldritch Blast. This does multiple beams instead of increasing damage dice as the cantrip goes up in levels. The damage per beam is 1d10 of force damage. You may cast it normally as if it were the cantrip therefore adding any effecting invocations. You have proficiency modifier uses and you get back all uses on a Long rest, short rest, or gift channel.
The invocations for this are on a separate counter from your normal invocations so as not to take away from it. You may not use your normal invocations for Eldritch Blast invocations nor the other way around. You get invocation slots for your Eldritch Blast at levels 5, 8, 11, 14, 17, and 20.
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 may do this proficiency modifier times per long rest. you get all uses back on a long or short rest.
Also your awakened mind telepathy can now reach out to 60 feet.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature targets you with a spell or attack that deals primarily psychic damage, they instead have Evard’s Black Tentacles spawned in centering around them and has disadvantage on their next attack roll for their head is filled with nothing but the ringing laughter of your otherworldly patron. This does not take your concentration, but you also cannot end the spell for it is from your patron’s power rather than you.
Also your awakened mind telepathy can now reach out to 100 feet.
Mystic Arcanum (6th)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (7th)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Create Servant
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 a humanoid. That creature is then under your control until a remove curse spell is cast on it, you are killed or incapacitated, or you use this feature again. If the creature is conscious, they must make a charisma saving throw vs your DC on a success, they are not affected by you, but do not know what you were trying to do. If the target is incapacitated, they automatically fail the save.
You can communicate telepathically with this creature as long as the two of you are on the same plane of existence.
The creature can help you in any way necessary. It takes its turn in combat immediately after you in combat, but will do as you direct. It will take the dodge action on its turn if not instructed to do anything.
Also your awakened mind telepathy can reach anyone who you can sense and the range extends to sight.
No Refunds on Gifts
At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.
Mystic Arcanum (8th)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (9th)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.
Cant Turn Back Now
At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
Spellcasting
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.