Dragonborn Great Old One Patron Warlock Build Guide
Combining Draconic Flight with Awakened Mind lets you hover above the battlefield, telepathically coordinating your party while crushing enemy sanity with Great Old One Spells.
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Why Great Old One Patron?
The Great Old One (GOO) Patron transforms the standard Warlock into a terrifying battlefield controller, and adding the Dragonborn chassis creates a remarkably resilient psychic artillery piece. Base Warlocks often struggle with swarms of weak enemies due to their severely limited spell slots. The Dragonborn’s Breath Weapon perfectly patches this hole, giving you a resource-free AoE option to clear out minions while saving your precious Pact Magic slots for devastating control magic like Evard's Black Tentacles or Hunger of Hadar.
This build thrives on the updated GOO feature set, specifically the combination of Clairvoyant Combatant and Eldritch Hex. You aren't just casting spells and hoping they stick; you are actively manipulating the dice. By level 10, Eldritch Hex allows you to curse a target and use a bonus action to force disadvantage on their saving throws, ensuring your mind-shattering Psychic Spells land exactly when you need them to. Meanwhile, Clairvoyant Combatant turns your standard Eldritch Blast into a self-buffing machine, granting advantage on subsequent attacks the moment you deal damage.
While a 7/10 synergy rating might seem modest, that score doesn't account for how effectively Dragonborn traits cover the Warlock's blind spots. Built-in Damage Resistance keeps your concentration intact when enemies inevitably target the controller, and Draconic Flight provides the verticality needed to stay out of melee while dropping control zones. You are an alien intelligence housed in scales, dictating the flow of combat from above.
Great Old One Patron Features
Awakened Mind
Level 3You 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 3You 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 3You 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 6When 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 10When 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 10Your 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 14You 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
Dragonborn Traits That Benefit Great Old One Patron Warlock
Breath Weapon
Extra saving throw advantages protect against debilitating spells and effects.
Draconic Flight
Flight provides incredible mobility, letting the Warlock reach otherwise inaccessible positions.
Draconic Ancestry
Breath Weapon provides AoE damage that martial Warlocks otherwise lack.
Damage Resistance
Built-in damage resistance reduces incoming damage, keeping your Warlock alive longer in combat.
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 and 14 Dexterity. At level 1, grab Eldritch Blast and Armor of Agathys. Your Dragonborn Breath Weapon is your best tool for multiple targets early on. Level 2 brings Eldritch Invocations; Agonizing Blast is mandatory, and Repelling Blast is highly recommended to push enemies into environmental hazards. At level 3, your Great Old One Patron comes online. Awakened Mind immediately changes your party dynamics, allowing silent communication during stealth. You also gain your Great Old One Spells—swap a known spell for Dissonant Whispers immediately. At level 4, take the Telekinetic feat. This bumps your Charisma to 16 and gives you a bonus action shove, which perfectly fits the invisible, psychic flavor of the GOO Warlock.
Levels 5-10
Level 5 brings 3rd-level spell slots and the incredible Hunger of Hadar. Use Telekinetic and Repelling Blast to force enemies back into the cold void. At level 6, Clairvoyant Combatant completely upgrades your DPR. The moment your first Eldritch Blast beam hits, you gain advantage on all subsequent attack rolls against that creature until the end of your turn, and they lose opportunity attacks against you. It's an incredible skirmishing tool. Level 8 warrants bumping Charisma to 18. Level 10 is the crown jewel of this subclass: Eldritch Hex and Thought Shield. Thought Shield grants psychic resistance (stacking beautifully with your Dragonborn Damage Resistance) and reflects psychic damage. More importantly, Eldritch Hex lets you use a bonus action to give a cursed target disadvantage on saves—set this up before dropping a debilitating spell.
Levels 11-16
At level 11, your Warlock spell slots upgrade to 5th-level, and you gain your first Mystic Arcanum. Take Mass Suggestion; it doesn't require concentration and can completely end an encounter. Level 12 is your time to max Charisma to 20. Your Draconic Flight is a massive asset in this tier, allowing you to float above the battlefield, immune to ground-based melee while you rain down Eldritch Blast. At level 14, your subclass capstone (Create Thrall or similar, depending on your table's exact GOO iteration) adds permanent control. Level 16 gives you another ASI—take Resilient (Constitution) to round your CON to 14 and protect your concentration checks.
Levels 17-20
Level 17 grants your 9th-level Mystic Arcanum. Foresight is mechanically optimal, giving you advantage on everything and disadvantage to attackers, but True Polymorph offers unmatched utility and fits the bizarre, reality-bending theme of the Far Realm. At level 19, take the Alert feat or Metamagic Adept. Remember that at this tier, your Dragonborn Breath Weapon falls off in damage, but your Warlock spellcasting is at its absolute peak. Use your Draconic Ancestry resistances and Thought Shield to shrug off incoming damage while maintaining concentration on high-impact spells.
Recommended Spells
Cantrips
Eldritch Blast: The best damage cantrip in the game. With Agonizing Blast, it's your primary damage source. Mind Sliver: Thematically perfect for a GOO Warlock. It deals psychic damage and penalizes the target's next saving throw, pairing perfectly with your control spells.
Level 1-2 Spells
Dissonant Whispers: A phenomenal Great Old One Spell. It forces enemies to flee, triggering opportunity attacks from your melee allies. Hex: Your bread and butter for early game damage, and crucial for triggering your level 10 Eldritch Hex feature. Phantasmal Force: Targets Intelligence (a weak save for most monsters) and takes a threat completely out of the fight.
Level 3-5 Spells
Hunger of Hadar: The quintessential Far Realm spell. Blinds enemies, deals acid and cold damage, and creates difficult terrain. Push enemies back into it with Repelling Blast. Evard's Black Tentacles: A stellar level 4 Great Old One Spell for locking down an area. Synaptic Static: Basically a psychic Fireball that also debuffs enemy attack rolls and ability checks. It targets Intelligence, making it incredibly reliable.
High-Level Spells
Mass Suggestion (6th): No concentration required. Tell six enemies to walk away and reconsider their life choices. Forcecage (7th): The ultimate lockdown spell. No saving throw to trap them, and they need Charisma saves to teleport out. Feeblemind (8th): Reduce an enemy spellcaster's Intelligence and Charisma to 1, effectively deleting them from the encounter.
Recommended Feats
Telekinetic
Take this at level 4. Bumping your Charisma from 15 to 16 improves your spell save DC and attack rolls. The invisible Mage Hand fits the psionic theme of the Great Old One, and the bonus action shove gives you a resourceless way to push enemies into your Hunger of Hadar or Evard's Black Tentacles without needing to hit them with Repelling Blast.
Resilient (Constitution)
Warlocks are entirely dependent on their concentration. Losing an Evard's Black Tentacles because a goblin shot you with an arrow is a disaster. Taking Resilient (CON) at level 12 or 16 gives you proficiency in Constitution saving throws, rounding your odd 13 CON up to a 14, massively improving your chances to maintain your debilitating spells.
Fey Touched
If you don't like Telekinetic, Fey Touched is the premier alternative for rounding out your Charisma. Misty Step is a vital escape tool that saves your precious Pact Magic slots, and you can pick up Silvery Barbs or Gift of Alacrity. Silvery Barbs combined with your Eldritch Hex feature ensures an enemy will almost never succeed on a crucial saving throw.
Gear Progression
Tier 1 (Levels 1-4)
Secure Studded Leather armor immediately to capitalize on your 14 Dexterity, giving you an AC of 14. Keep an eye out for a Bloodwell Vial +1 to boost your spell save DC and recover spell points if your DM allows Warlock attunement, otherwise seek a Wand of the War Mage +1 to ensure your Eldritch Blast connects.
Tier 2 (Levels 5-10)
This is where you hunt for a Rod of the Pact Keeper +1 or +2. It increases your spell attack rolls and DCs, and lets you regain a Warlock spell slot as an action—an absolute lifesaver. Winged Boots are fantastic if your Draconic Flight trait has limited uses per day. A Cloak of Displacement pairs well with your Warlock d8 hit die to keep you alive.
Tier 3 (Levels 11-16)
Upgrade to a Rod of the Pact Keeper +3. A Ring of Protection or Cloak of Protection is vital here to shore up your saving throws, particularly since your base Wisdom is only 10. If you can acquire a Staff of Power, it gives you a massive bump to AC, saving throws, and an arsenal of spells that don't consume your Pact Magic slots.
Tier 4 (Levels 17-20)
Seek out the Robe of the Archmagi. It sets your base AC to 15 + DEX modifier, grants advantage on saving throws against spells, and further boosts your spell save DC. Illusionist's Bracers are the holy grail for this build—allowing you to cast Eldritch Blast as a bonus action. Combined with Clairvoyant Combatant, you'll be firing eight advantage-boosted beams a turn.
Party Composition
As a Controller, your job is to dictate the terms of the engagement, but you need allies to capitalize on the openings you create. A Paladin or Rogue is your best friend when casting Dissonant Whispers. When the spell forces the target to use its reaction to run away, it provokes opportunity attacks. A Rogue getting a second Sneak Attack or a Paladin dropping an off-turn Divine Smite will instantly delete high-threat targets.
You also pair beautifully with other AoE casters like Druids or Sorcerers. Your Repelling Blast and Telekinetic shove allow you to play "billiards" with enemies, constantly pushing them back into your ally's Spike Growth or Wall of Fire. Because your Great Old One Patron spells like Evard's Black Tentacles lock enemies in place, a Wizard can safely drop a Meteor Swarm or Delayed Blast Fireball right on top of the immobilized group.
Multiclass Options
Fighter 2
Starting with one level of Fighter (or dipping two levels later) grants you medium armor, shields, and the Defense fighting style, skyrocketing your AC. The real prize is Action Surge. At level 2, you can cast Evard's Black Tentacles to restrain a group of enemies, then Action Surge and unleash a Dragonborn Breath Weapon directly onto the restrained targets in the exact same turn.
Sorcerer 3 (Aberrant Mind)
Thematically, Aberrant Mind Sorcerer is a flawless match for a Great Old One Warlock. Mechanically, it provides low-level spell slots for defensive staples like Shield and Absorb Elements, protecting your Warlock spell slots for big control spells. Three levels grant Metamagic; Quicken Spell lets you cast a control spell as a bonus action and immediately follow up with an Eldritch Blast to trigger Clairvoyant Combatant.
Common Pitfalls
- Ignoring your Breath Weapon against swarms: Warlocks only have two spell slots for most of their career. Don't waste a 3rd-level Pact Magic slot on a handful of 5 HP goblins when your resourceless Dragonborn Breath Weapon can clear them out just as effectively.
- Forgetting to set up Eldritch Hex: At level 10, Eldritch Hex is your trump card. If you are about to cast a save-or-suck spell like Banishment, you must apply a curse (like Hex) first, then use your bonus action to enforce disadvantage on their saving throw.
- Misunderstanding Clairvoyant Combatant: This level 6 feature triggers after you deal damage. If you cast a multi-beam Eldritch Blast, the first beam rolls normally. If it hits, the subsequent beams on that turn against that target have advantage. Always direct your first beam at your primary target!
- Overestimating Thought Shield's immunities: Thought Shield reflects psychic damage and prevents mind reading, but it does not make you immune to the Charmed or Frightened conditions. Your low 10 Wisdom makes you highly susceptible to these effects, so stay far back using your Draconic Flight.
More Questions
Does Awakened Mind allow two-way telepathy?
How does Thought Shield interact with Psychic damage?
Can I use Eldritch Hex on any spell?
Which Draconic Ancestry is best?
Strengths & Weaknesses
Strengths
- ♦ Great Old One Patron grants Awakened Mind at level 3
- ♦ Strong species-class synergy enhances core abilities
- ♦ Versatile spellcasting options
- ♦ Built-in damage resistance improves survivability
Weaknesses
- ♦ Low Wisdom — vulnerable to common saving throws
- ♦ No Darkvision — may need light sources in dungeons
Pro Tips
Always target your first Eldritch Blast beam at the enemy you want to trigger Clairvoyant Combatant against for advantage on the rest.
Use Awakened Mind to silently coordinate ambushes with your party without alerting guards.
Cast Hex early in combat so you can leverage your level 10 Eldritch Hex for disadvantage on crucial saving throws.
Combine Repelling Blast with your Telekinetic feat to push multiple enemies into your Hunger of Hadar in a single turn.
Don't waste Pact Magic slots on low-HP swarms; rely on your Dragonborn Breath Weapon instead.
Other Warlock Subclasses for Dragonborn
Other Races for Great Old One Patron Warlock
Frequently Asked Questions
Is Great Old One Patron a good subclass for Dragonborn Warlock?
What makes Great Old One Patron different from other Warlock subclasses?
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