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.
When you learn a spell of the appropriate level using your pact magic feature, you also learn the spells on the Cosmic Spells table. The spells count warlock spells for you, and do not count against your spells known.
| Class Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Hideous Laughter |
| 3rd | Detect Thoughts, Levitate |
| 5th | Clairvoyance, Sending |
| 7th | Confusion, Summon Black Tentacles |
| 9th | Modify Memory, Dominate Person |
At 1st level, the pact you made has given you the ability to telepathically communicate with others. As an action, choose one or more creatures you can see, up to a number equal to your proficiency bonus. You and the chosen creatures can telepathically communicate for a number of hours equal to your warlock level as long as they are within 1 mile of you. To understand each other, you must mentally speak the same language.
The pact you made has left you with a mental scar. Roll a d6 to determine the nature of your scar.
| d6 | Psychic Scar |
|---|---|
| 1 | Nightmares of an eldritch dimension haunt you every night. |
| 2 | You can hear whispers of the past in areas where mass psychosis occurred. |
| 3 | You can feel a creature's mood simply by touching it with your skin. |
| 4 | You have a third eye on your forehead. |
| 5 | You get migraines every time you use a warlock spell or ability. |
| 6 | Madness has gripped your mind. Roll on a madness table of the DM's choosing to determine the nature of the madness. |
You can pierce the minds of others to read their thoughts. You know the Detect Thoughts spell. It counts as warlock spell for you, and it doesn't count against the number of spells you know. You can cast Detect Thoughts without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 6th level, you begin to receive ancient cosmic lore from your patron. The lore is a muddled mess in your mind but what you can remember allows you to gain the following benefits:
-You have resistance to psychic damage.
-When you cast a spell that deals psychic damage, you can add your Intelligence or Charisma to one damage roll of that spell.
Beginning at 10th level, more of the cosmic lore in your mind unravels. Your thoughts can't be read by telepathy or other means unless you allow it. Additionally, you can share the cosmic knowledge you've learned with others, driving them mad. As an action, you force a number of creatures equal to your proficiency bonus that you can see within 30 feet of you, to make a Wisdom saving throw. On a failed save, the creature suffers from your short-term madness for up to 1 minute. Roll on your short-term madness table to determine the nature of the madness. An affected creature can reroll its saving throw at the end of its turns.
Once you use this feature, you cannot use it again until you finish a long rest.
| d10 | Madness Effect |
|---|---|
| 1 | The creature retreats into its mind and becomes paralyzed. The effect ends if the creature takes any damage. |
| 2 | The creature becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 3 | The creature becomes frightened and must use its action and movement each round to flee from you. |
| 4 | The creature begins babbling and is incapable of normal speech and spellcasting. |
| 5 | The creature must use its action each round to attack the nearest creature. |
| 6 | The creature experiences vivid hallucinations and has disadvantage on ability checks. |
| 7 | The creature does whatever anyone tells it to do that isn't obviously self- destructive. |
| 8 | The creature experiences an overpowering urge to eat something strange like dirt or slime. |
| 9 | The creature is stunned. |
| 10 | The creature falls unconscious. |
At 14th level, you briefly gain an understanding of your patron's cosmic knowledge. As an action, can gain understanding for 1 minute. For the duration you gain the following benefits:
-You gain blindsight up to 60 feet.
-Whenever you make an attack roll, an ability check, or saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
-As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend half of your hit dice to use it again.
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