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Aasimar Great Old One Patron Warlock Build Guide

Aasimar Great Old One Patron Warlock Build Guide

Combine the terrifying psionic control of Awakened Mind with the aerial supremacy of Celestial Revelation to build a hovering, mind-shattering Aasimar Great Old One Warlock.

5/10 Synergy Controller Role Hard Difficulty
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Why Great Old One Patron?

Mechanically, the Aasimar Great Old One (GOO) Warlock sits at a 5/10 synergy rating. While the Aasimar brings a solid +2 Charisma bump and essential survivability traits like Celestial Resistance, the Great Old One subclass demands a highly specific controller playstyle that doesn't natively interact with Aasimar features. However, when you combine them intelligently, you create an untouchable psychic artillery platform.

The GOOlock excels at locking down the battlefield. With spells like Hunger of Hadar and Evard's Black Tentacles, your primary goal is area denial. This is where the Aasimar's Celestial Revelation becomes your greatest asset. By taking flight, you completely ignore the hazardous terrain you create, allowing you to rain down Eldritch Blast from above. Furthermore, the revised GOOlock features significantly enhance your single-target dominance. Clairvoyant Combatant ensures that once you hit a target, you have advantage on subsequent attacks against them, making your airborne sniping incredibly reliable.

Thematically, this build is a spectacular clash of divine light and Far Realm madness. You aren't just an angel; you are a Biblically accurate terror. You use Awakened Mind to project incomprehensible alien truths directly into your enemies' heads, while relying on Healing Hands as an emergency button when your mortal companions inevitably fail their saving throws.

Great Old One Patron Features

Awakened Mind

Level 3

You can communicate telepathically with any creature you can see within 30 feet. You don't need to share a language for the creature to understand your telepathic messages, but the creature must be able to understand at least one language.

Great Old One Spells

Level 3

You gain additional spells that count as warlock spells for you: Dissonant Whispers, Tasha's Hideous Laughter (level 1); Detect Thoughts, Phantasmal Force (level 3); Clairvoyance, Hunger of Hadar (level 5); Dominate Beast, Evard's Black Tentacles (level 7); Dominate Person, Telekinesis (level 9).

Psychic Spells

Level 3

You learn additional psionic spells that count as warlock spells for you. These spells allow you to invade and manipulate the minds of your enemies.

Clairvoyant Combatant

Level 6

When you deal damage to a creature, you gain advantage on attack rolls against that creature until the end of your current turn, as you peer briefly into its immediate future. Additionally, that creature can't make opportunity attacks against you for the rest of that turn.

Eldritch Hex

Level 10

When you place a curse on a creature (such as with the Hex spell or a warlock feature that curses), you can use a bonus action to give that creature disadvantage on saving throws against one ability of your choice until the curse ends.

Thought Shield

Level 10

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 psychic damage.

Create Thrall

Level 14

You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Recommended Ability Scores

Strength
8(-1)
Dexterity
14(+2)
Constitution
13(+1)
Intelligence
12(+1)
Wisdom
10(+0)
Charisma
15(+2)
HP (Lv1)
9
AC
12
Initiative
+2
Passive Per.
10
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Aasimar Traits That Benefit Great Old One Patron Warlock

Celestial Revelation

Flight provides incredible mobility, letting the Warlock reach otherwise inaccessible positions.

Celestial Resistance

Built-in damage resistance reduces incoming damage, keeping your Warlock alive longer in combat.

Healing Hands

Additional healing ability supplements the Warlock's support capabilities.

Darkvision

Aasimar Darkvision helps Warlocks scout ahead and fight in darkness without needing a torch.

Combat Effectiveness

Level HP Melee DPR Spell DPR
Level 5 33 3.9 9
Level 11 69 3.58 12.38
Level 17 105 3.58 16.5

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Build Path (Levels 1-20)

Levels 1-4

Start with 15 Charisma, 14 Dexterity, and 13 Constitution. Your Aasimar racials will bump your Charisma to 17. At Level 1, take Eldritch Blast and Hex. Level 3 is where your subclass comes online. The Great Old One grants you Awakened Mind for silent, telepathic communication, and a suite of Psychic Spells. Immediately pick up Dissonant Whispers; forcing enemies to flee triggers opportunity attacks for your melee allies. At Level 4, take the Telekinetic feat to round your Charisma to 18. This gives you a reliable bonus action shove to push enemies back into your area-of-effect spells.

Levels 5-10

At Level 5, you gain access to Hunger of Hadar via your expanded spell list. Combine this with your Aasimar Celestial Revelation to fly above the blinding void, dragging enemies back inside with the Repelling Blast invocation. Level 6 brings Clairvoyant Combatant. This feature completely changes your skirmishing game: hit a creature with an attack, gain advantage on attacks against them for the turn, and completely shut down their opportunity attacks against you. At Level 10, you receive Thought Shield for psychic resistance, and the incredible Eldritch Hex. You can now use a bonus action on a cursed target to give them disadvantage on saving throws against one ability—a devastating setup for your control spells.

Levels 11-16

Level 11 unlocks your 6th-level Mystic Arcanum. Mass Suggestion is the premier choice, requiring no concentration and synergizing flawlessly with the flavor of an alien mind-controller. At Level 12, take Resilient (Constitution) to bump your CON to 14 and protect your concentration on Evard's Black Tentacles. Level 13 brings 7th-level spells; take Forcecage to trap enemies while you safely pelt them from your Aasimar flight. By Level 16, maximize your Charisma to 20 if you haven't already, ensuring your Psychic Spells have the highest possible save DC.

Levels 17-20

At Level 17, your 9th-level Mystic Arcanum should be Foresight or Psychic Scream. Psychic Scream fits the GOOlock theme perfectly and targets Intelligence saves, which most monsters fail. Level 19 is your final Ability Score Improvement; pick up Alert to ensure you can drop your battlefield control spells before the enemy team disperses. By Level 20, your Eldritch Master feature ensures you can recover your spell slots, keeping your Eldritch Hex and Hunger of Hadar combinations ready for back-to-back boss fights.

Recommended Spells

Cantrips

Take Eldritch Blast as your primary damage engine. Mind Sliver is non-negotiable for a GOOlock; targeting Intelligence and subtracting 1d4 from the target's next saving throw perfectly sets up your devastating Psychic Spells.

Level 1-2 Spells

Your GOO spell list gives you Dissonant Whispers and Tasha's Hideous Laughter. Keep Hex prepared purely to activate your Level 10 Eldritch Hex feature later. Phantasmal Force is an excellent Level 2 option that targets Intelligence and can completely neutralize a low-INT brute.

Level 3-5 Spells

Hunger of Hadar is your signature Level 3 control spell. At Level 4, swap out lower-level options for Evard's Black Tentacles. At Level 5, Synaptic Static acts as a psychic fireball that also debuffs enemy attack rolls, heavily mitigating incoming damage alongside your Celestial Resistance.

High-Level Spells

For your Mystic Arcana, rely on Mass Suggestion (Level 6), Forcecage (Level 7), Maddening Darkness (Level 8), and Psychic Scream (Level 9). Maddening Darkness creates a massive sphere of magical darkness and psychic damage that you can safely hover above using your Aasimar flight.

Recommended Feats

Telekinetic

Take this at Level 4. It provides a +1 to Charisma and a bonus action 5-foot shove. Because you rely on stationary hazards like Hunger of Hadar and Evard's Black Tentacles, pushing an enemy back into the hazard on your turn is a massive boost to your sustained damage and control.

Resilient (Constitution)

Take this at Level 8 or 12. As a Warlock, you have very few spell slots. Losing concentration on Hunger of Hadar because you took a stray arrow is devastating. This feat secures your concentration checks and rounds out an odd Constitution score.

Fey Touched

If you don't take Telekinetic, take Fey Touched. The +1 Charisma is vital, but getting a free casting of Misty Step saves you from wasting your precious Warlock slots on mobility. Silvery Barbs is the ideal 1st-level spell choice to force rerolls on your powerful GOO enchantment spells.

Gear Progression

Tier 1 (Levels 1-4)

Seek out a Bloodwell Vial +1 or a Rod of the Pact Keeper +1 immediately. The Rod increases your spell save DC, which is critical since GOOlocks rely heavily on saving throw spells like Tasha's Hideous Laughter and Dissonant Whispers.

Tier 2 (Levels 5-10)

Upgrade to a Rod of the Pact Keeper +2. Look for Winged Boots; while your Aasimar Celestial Revelation grants temporary flight, Winged Boots provide sustained aerial superiority, letting you save your racial ability for emergencies. A Ring of Protection pairs nicely with your Celestial Resistance to keep you alive.

Tier 3 (Levels 11-16)

Try to acquire Illusionist's Bracers. By this tier, your Eldritch Blast fires three beams. The bracers let you cast it again as a bonus action, effectively doubling your single-target damage and fully capitalizing on the advantage granted by Clairvoyant Combatant.

Tier 4 (Levels 17-20)

A Robe of the Archmagi is the pinnacle of Warlock gear, boosting your AC, spell save DC, and granting advantage on saves against spells. Pair this with a Staff of Power to become an untouchable, flying psychic god.

Party Composition

The Aasimar Great Old One Warlock is a premier Controller. Your job is not to deal the highest burst damage, but to dictate the flow of the battlefield, stripping away enemy agency with Psychic Spells and punishing terrain.

You desperately want a Paladin or Rogue in your party. When you cast Dissonant Whispers, the target must use its reaction to flee, provoking opportunity attacks. A Rogue can apply Sneak Attack on this reaction, and a Paladin can drop a Divine Smite, turning your 1st-level spell slot into massive party-wide burst damage.

You also pair beautifully with forced-movement martials like a Swarmkeeper Ranger or a Fighter with the Crusher feat. You drop Evard's Black Tentacles or Hunger of Hadar, take to the sky with Celestial Revelation, and let your allies push enemies back into the meat grinder whenever they manage to escape.

Multiclass Options

Aberrant Mind Sorcerer 3

Taking a 3-level dip in Aberrant Mind Sorcerer is a thematic slam dunk that also provides mechanical gold. You gain the Shield spell to stack with your Celestial Resistance, and low-level spell slots to cast Hex or Dissonant Whispers without burning your precious Warlock Pact Magic slots. Font of Magic also lets you convert unneeded low-level slots into sorcery points.

Fighter 2

Starting as a Fighter at Level 1 gives you heavy armor and Constitution saving throw proficiency. Taking the second level grants Action Surge. You can cast Evard's Black Tentacles with your first action, Action Surge, and immediately cast Eldritch Blast to push enemies into the tentacles using Repelling Blast.

Common Pitfalls

  • Misunderstanding Eldritch Hex: At Level 10, Eldritch Hex lets you give disadvantage on saving throws against one ability. Players often choose the ability the monster is best at. Instead, target the ability of the next spell you plan to cast. If you plan to cast Dominate Beast, give them disadvantage on Wisdom saves!
  • Wasting Misty Step to escape melee: Don't forget your Level 6 Clairvoyant Combatant feature. If you deal damage to a creature, they can't make opportunity attacks against you for the rest of the turn. Just hit them with an Eldritch Blast and walk away safely.
  • Ignoring Healing Hands: Warlocks lack innate healing. Your Aasimar Healing Hands is a free pool of d4s. Don't hoard it for yourself; fly over with Celestial Revelation and use it to stand up a downed Cleric or Paladin.
  • Assuming Awakened Mind is a universal translator: Your Level 3 telepathy lets you speak to creatures, but they must understand at least one language. You cannot use it to give complex commands to a mindless beast or a construct that speaks no languages.

More Questions

Does Awakened Mind allow for two-way communication?
No. The Level 3 Awakened Mind feature specifically states that 'you can communicate telepathically with any creature.' It does not explicitly grant the creature the ability to reply to you telepathically. It is a one-way broadcast of your alien thoughts.
How does Thought Shield interact with Bear Totem Barbarians?
Thought Shield grants you resistance to psychic damage. This is the only damage type a Bear Totem Barbarian does not resist while raging. If you somehow multiclassed, or if an enemy targets you, your Level 10 feature perfectly patches the one vulnerability of standard damage-resistance builds.
Can I use Eldritch Hex on the same turn I cast Hex?
No. Both casting the Hex spell and activating the Level 10 Eldritch Hex feature require a bonus action. You must cast the curse on turn one, and then use your bonus action on a subsequent turn to apply the saving throw disadvantage.
Does Darkvision help with Hunger of Hadar?
No. Hunger of Hadar creates a sphere of blackness and bitter cold that explicitly states 'no light, magical or otherwise, can illuminate the area.' Your Aasimar Darkvision will not allow you to see inside or through the void.

Strengths & Weaknesses

Strengths

  • Great Old One Patron grants Awakened Mind at level 3
  • Strong species-class synergy enhances core abilities
  • Darkvision for dungeon exploration
  • Versatile spellcasting options
  • Built-in damage resistance improves survivability

Weaknesses

  • Low Wisdom — vulnerable to common saving throws
  • May require careful feat selection to optimize

Pro Tips

1

Cast Mind Sliver before using a leveled GOO spell to subtract 1d4 from the enemy's saving throw.

2

Activate Celestial Revelation before dropping Evard's Black Tentacles so you don't get caught in your own difficult terrain.

3

Use Clairvoyant Combatant's opportunity attack denial to walk past frontline brutes and target the enemy spellcasters.

4

Cast Hex early in combat, so you have your bonus action free later to trigger Eldritch Hex's saving throw debuff.

5

Use your Telekinetic feat's bonus action to shove enemies back into the damaging area of Hunger of Hadar.

Other Warlock Subclasses for Aasimar

Other Races for Great Old One Patron Warlock

Frequently Asked Questions

Is Great Old One Patron a good subclass for Aasimar Warlock?
The Aasimar Great Old One Warlock is a 5/10 mechanically, but wildly fun to play. While the Aasimar's traits are universally good (especially Celestial Revelation's flight), the GOOlock really wants feats and stats that boost its control capabilities. Still, Aasimar provides the raw survivability that fragile controllers desperately need.
What makes Great Old One Patron different from other Warlock subclasses?
Prioritize Charisma above all else; aim for 15 in CHA at character creation, bumped to 17 via Aasimar racials. Keep Dexterity at 14 to maximize your Medium Armor or Mage Armor AC. Put 13 into Constitution to prepare for the Resilient (Constitution) feat at Level 4 or 8. Dump Strength to 8.

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