Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It came from the Far Realm, the space beyond reality. 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.
There are no terms and punishments, just a curse that afflicts you.
Cthulhu, Priest of the Old Ones
Cythulhu is a massive being of incomprehensible power. He has a vast array of mysterious powers that are beyond mortal understanding. Even his form is said to drive those who look upon it to madness. The only comprehensive description that is consistently drawn is, “A mountain that walks”.
Curse: You are shown visions in the night that slowly drive you to madness. The madder you become the stronger you are. The visions bring you closer to unleashing Cthulhu on the plane. For each level of Madness you have your spell save DC or your spell attack bonus is increased by that amount (Maximum of +3 to each one). You cannot change the bonus type later.
Nyarlathotep, The Crawling Chaos
He is the messenger of the Great Old Ones, the only one who walks the material plane as a man with a thousand forms each more horrible than the last. He is the cornerstone in the many cults that seek to commune with the Great Old Ones and is even described as their heart and soul.
Curse: Each morning you awake to a new form, it could be benign or terrifying. At the end of your life Nyarlothotep will take your form as their own.
Yog Sothoth, Progenitor of Cthulhu
No secret is unknown to Yog Sothoth. It sees all even though he is locked outside the known universe by an unknown force. If it was to ever breach the lock it would signal the end of the universe in moments.
Curse: After you cast a leveled spell roll 1D6, on a 1 the DM can cast a Transmutation spell on you of Yog Sothoth’s choosing.
Azathoth, Greatest of the Old Ones
Azathoth is a supreme deity even among the Great Old Ones it holds power that is beyond even a greater deity’s understanding. It is known by many monikers that evoke its destructive power such as Nuclear Chaos. If a mortal sees its true form they are blasted to less than dust and erased from existence and the afterlife, as such it appears in a different form to each person who attempts to commune with it.
Curse: You roll 1D4 and that is how many years you have until you will be compelled to summon Azathoth.
Yidhra, Bane of Men
She is a rare gendered Great Old One who is immortal. She has a lifecycle of reincarnations where she steals the form of others and amasses all of their powers as a dreadful collection that keeps growing. She is active with her cults and is aggressive with her doctrine.
Curse: Female Exclusive. You must offer one male to Yidra each month. If you mate with a male you must slay them after.
Shub-Niggurath, Fertility Perverse
She is the wife of Yog-Sothoth and the Not-To-Be-Named One. Her cult is the most prolific of all the Great Old Ones. She appears as a cloud of tentacles, goat legs, and black vapor. She spreads perversion and blasphemy like an uncontrollable wildfire.
Curse: You have tasted Shub-Niggurath's milk and are a slave to its taste. You want nothing more than your next taste and will do anything, even kill a friend or family member if a taste is promised.
| Level | Prepared Spells |
|---|---|
| 3 | Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha’s Hideous Laughter, Vicious Mockery |
| 5 | Clairvoyance, Hunger of Hadar |
| 7 | Confusion, Summon Aberration |
| 9 | Modify Memory, Telekinesis |
Subclass Features
Patron Spells
Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Awakened Mind
Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically create a bond to speak to any creature you can see within 30 ft of you as a bonus action. 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. It lasts for minutes equal to your Warlock level and can be apart for miles equal to your CHA modifier (MInimum 1). If you create another bond with a creature the previous bond ends.
Psychic Spells
Your magic is tainted by your mind as it grows more and more insane. When you cast a Warlock spell that deals damage you can change the damage to Psychic damage. When you cast a spell that is of the school of Enchantment or Illusion you can cast it without Somatic or Verbal components.
Clairvoyant Combatant
You can worm your way into the minds of those you touch and manipulate their actions. You can force the creature that you have a connection with through your Awakened Mind to make a WIS saving throw DC equal to your spell saving throw DC. One a failed save the creature has disadvantage on attack rolls against you and you have advantage on attack rolls against them.
You can use this feature once per long or short rest or you can expend a spell slot to regain the use of this feature.
Thought Shield
Your mind is a maze of insanity and secrets. 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.
Eldritch Hex
Your patron grants you a powerful curse. You always have the Hex spell prepared and it does not count towards the number of spells you can know. When you cast the spell, the creature also has disadvantage on saving throws of the chosen ability.
Create Thrall
You can empower the Summon Aberration spell. When you call upon your Summoned Aberration, it gains temporary hit points equal to your Warlock level + your CHA modifier (Minimum 1) and it deals additional Psychic damage equal to your CHA modifier (Minimum 1). You can choose to modify the spell so that it no longer requires concentration, when modified this way it lasts for 1 minute or until the Summoned Aberration reaches zero hit points.