Great Old One Patron

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.

Expanded Spell List

At 3rd level, you gain the following spells. They do not count against your spells known, and count as warlock spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Dissonant Whispers, Tasha's Hideous Laughter

2nd Level: Detect Thoughts, Phantasmal Force

3rd Level: Clairvoyance, Hunger of Hadar

4th Level: Confusion, Evard's Black Tentacles

5th Level: Modify Memory, Telekinesis

Awakened Mind

Starting at 3rd 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. The creature can respond telepathically. 

Once this connection is established, it lasts for a number of minutes equal to your warlock level, and you may mantain this connection as long as the two of you are within 1 mile of each other. This feature immediately ends if you are incapacitated, you and the creature are more than 1 mile away from each other, the connection has lasted for longer than a number of minutes equal to your warlock level, or you use this feature to establish a connection with another creature.

Psychic Spells

At 3rd level, whenever you deal damage with a warlock spell or cantrip, you can change its damage type to psychic. In addition, you do not need to provide verbal or somatic components for spells. Instead, when you cast a spell or cantrip, your eyes may faintly glow, or you may quickly pulse with a glowing energy.

Clairvoyant Combatant

At 6th level, you learn to read the attacks of the minds you touch. When you form a telepathic bond with a creature using your Awakened Mind feature, you can force that creature to make a wisdom saving throw against your spell save DC. On a failed save, the creature has disadvantage on its first attack rolls against you each round, and you have advantage on your first attack roll against it for the duration of the bond.

Once you use this feature, you cannot do so again until you finish a short or long rest, or use your Magical Cunning Feature. This feature is also restored whenever you expend a spell slot.

Thought Shield

Starting at 10th level, 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

At 10th level, your patron grants you a powerful curse. You always have the hex spell prepared and it doesn't count against your number of spells known. When you cast Hex and choose an ability, the target also has disadvantage on saving throws of the chosen ability for the duration of the spell.

Create Thrall

At 14th level, you patron grants you the ability to manifest a part of itself. You always have the Summon Aberration spell prepared. When you cast the spell, it does not require concentration but only lasts 1 minute. It has temporary hit points equal to your warlock level plus your charisma modifier. Additionally, whenever the aberration hits a creature under the effects of your hex spell, it deals extra psychic damage equal to the bonus damage of the spell.