The Great Elder Thing
Description
Compare to core book’s Pact of the Great Old One
Your patron, if you can call it that, is an alien mind from a far realm beyond the multiverse as we know it. Not evil per se, its motives are incomprehensible to the understanding of mortals. It might see you as a tool to further these strange aims, bidding you on seemingly unconnected but always unsettling errands. Or, you might tap into its unspeakable power without so much as gaining the notice of its vast awareness, having learned the proper rituals in some maddening grimoire. If you have a name for your patron, it could be an ancient primordial, the King in Yellow, one of the gods of Pegana, or a being from the expanded Cthulhu mythos. Regardless, you can draw on strange and terrible magic from the Great Elder Thing.
Class Features
Expanded Spell List
Level 1
The Great Elder Thing lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Great Elder Thing Expanded Spells (table)
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, hideous laughter |
| 2nd | detect thoughts, phantasmal force |
| 3rd | clairvoyance, sending |
| 4th | dominate beast, black tentacles |
| 5th | dominate person, telekinesis |
Outward Cerebration
Level 1
Beginning at 1st level, you can push your thoughts into other minds, speaking telepathically to a creature within 30 feet as long as you can see that creature. The creature must know some language to hear your projections, but it does not need to speak the same language as you.
Inhuman Reflex
Level 6
Starting at 6th level, you can briefly react with an impossible speed. As a reaction, triggered by an enemy attack roll targeting you, you force the creature to make the roll with disadvantage. If the enemy attack ends up missing, then you gain advantage on the next attack roll you make against that creature until the end of your next turn. You can only use this feature once per short or long rest.
Mental Barrier
Level 10
At 10th level, your thoughts become shielded against others. Your mind cannot be read by magic, telepathy, or other methods without your consent. You also become resistant to the psychic damage type, and if you do suffer psychic damage, you deal the same amount of psychic damage to the creature which dealt it to you.
Cosmic Enthrallment
Level 14
Starting at 14th level, you gain the ability to flood a creature’s mind with the cosmic presence of your terrible patron. As an action, you can touch a humanoid that is incapacitated, causing it to be charmed by you. You can speak to this thrall telepathically as long as both of you remain on the same plane of existence. The charm has no end duration, but can be negated by a remove curse spell or another power that removes the charmed condition. You relinquish the charm the next time you use this feature.
About The Great Elder Thing
The The Great Elder Thing is a None hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
The Great Elder Thing has 0 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The The Great Elder Thing excels at leveraging their unique strengths.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
Related Classes
Other classes you might be interested in