Pact of the Old One

A Warlock patronage of a primordial being, with telepathy, a reaction that imposes disadvantage, thought immunity with reflected psychic damage, a thrall, and mental defenses.

Identity

The Pact of the Old One is the Warlock patronage of a primordial being older than the current arrangement of the planes. It remembers, insofar as memory applies, the conditions before that arrangement. An Old One rarely takes notice of its Warlocks. Its Warlocks are held by a presence too vast to have chosen them. They have an unsettling calm, a good memory, and knowledge of things they have not been told.

Features

  • L3 Awakened Mind

    You can speak telepathically to any creature you can see within 30 feet. The creature receives your message in a language it understands, so you do not need to share a language with it. The creature can reply telepathically only if it has telepathy of its own, and otherwise communication is one-way. This is directed thought and does not read minds. The range increases to 60 feet at Warlock level 11.

  • L7 Entropic Ward

    Once per short rest, when a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on that attack roll. If the attack misses as a result, your next attack roll before the end of your next turn is made with advantage.

  • L11 Thought Shield

    You are immune to having your thoughts read by spells, augments, Rift-based interrogation devices, or any other effect that directly perceives your thoughts. Your spoken words, expressions, and physiological tells remain readable normally. You have resistance to psychic damage, and when a creature within 30 feet of you deals psychic damage to you, that creature takes the same amount of psychic damage.

  • L15 Create Thrall

    Once per long rest, as an action, you can touch an Incapacitated humanoid and try to draw it under your patron's protection. The target makes a Wisdom saving throw against your spell save DC. On a failure, the target is Charmed by you until you or your patron ends the effect, or until 30 days pass without contact. The thrall can communicate telepathically with you while on the same continent, and it obeys reasonable requests. It remembers being Incapacitated and remembers volunteering to follow you afterward, but it does not consciously remember the saving throw. A thrall that is harmed by you or your allies repeats the saving throw, and the effect ends on a success. You can have only one thrall at a time.

  • L18 Mental Immunity Capstone

    You gain the following benefits. Immunity to psychic damage and to the Charmed condition. Resistance to cold and necrotic damage. Advantage on Intelligence, Wisdom, and Charisma saving throws against spells and Rift effects. Once per long rest, when you fail a saving throw against an effect that would deal psychic damage or impose a mental condition (Frightened, Charmed, Stunned, Incapacitated), you can choose to succeed instead, with no further consequence. Observers who spend several days with you cannot fully describe your face afterward, and you cannot suppress this effect.