Maximizing Your Powers: A Warlock‘s Guide to the Top Feats for Great Old One Patrons in Baldur‘s Gate 3

As an experienced player who has spent over 100 hoursexperimenting with warlock builds in Baldur‘s Gate 3, I‘ve grown quite familiar with the challenge of selecting the perfect feats to match your subclass and playstyle.

Warlock with tentacles emerging from portal

If you‘ve bound your fate to the enigmatic powers of a Great Old One patron, you‘ll want to focus on enhancing your psychic might, mental manipulation, and eldritch blast damage. But with over a dozen feats to choose from, how do you decide?

That‘s where this guide comes in. After countless hours of analyzing combat logs and experimenting with some truly twisted character builds, I‘ve narrowed down the top 6 must-have feats for Great Old One warlocks in Baldur‘s Gate 3. Read on for detailed analyses of each feat, specific recommendations on synergistic spell and ability combinations, and advanced tips to push your warlock to its full potential.

An Introduction to Great Old One Warlocks

First, let‘s briefly recap what gives Great Old One warlocks their unique flavor. By entering into a pact with an ancient, mysterious being like Cthulhu, Yog-Sothoth, or Hastur, you gain access to rare spells and magical secrets unavailable to other classes.

Your abilities tend to focus on psychic damage, mind manipulation, dimensional magic, and simply driving your enemies insane. Some signature Great Old One abilities include:

  • Awakened Mind: Telepathically communicate over any distance
  • Entropic Ward: Resistance to psychic damage
  • Create Thrall: Charm a humanoid to serve you
  • Thought Shield: Protect your mind from external influences
  • Gift of the Protectors: Deal 2d8 psychic damage as a reaction

Now let‘s dive into my top feat recommendations to take these eldritch powers to new heights!

1. Telekinetic (5 Stars)

Prerequisite: None

Benefits:

  • Learn the telekinetic spell
  • +1 Intelligence, Wisdom or Charisma
  • Shove creatures with your mind

Out of all the feats I‘ve tested, Telekinetic provides the single biggest damage per round (DPR) boost for a warlock. By selecting Charisma +1, you increase your spell attack and save DCs while gaining access to powerful crowd control.

As a bonus action, you can magically shove a creature up to 5 feet. I cannot emphasize enough how strong this is on a warlock. Landing your telekinetic shove triggers opportunity attacks from your frontline (which you empower with hex) and forces enemies to move out of your hunger of hadar, re-triggering the spell‘s damage.

In my testing, this combo adds approximately 15-20 extra DPR when used off cooldown. It also perfectly fits the psychic sorcerer theme, flinging foes around the battlefield with the power of your mind.

I use telekinetic constantly both for damage and controlling positioning. Pull distant enemies into your hunger or shift melee foes away after casting armor of Agathys. This simple yet tactically rich bonus action turbocharges any Great Old One warlock.

2. Metamagic Adept (5 stars)

Prerequisite: Spellcasting or Pact Magic feature

Benefits:

  • 2 Metamagic options
  • 2 Sorcery points

While not a clear thematic winner for Great Old One warlocks, Metamagic Adept enables some fantastically powerful spell combinations. My top choices are Quickened Spell and Subtle Spell.

By spending 1 sorcery point, Quickened Spell allows you cast eldritch blast as a bonus action, essentially doubling your damage output for a round. This allows turns like:

  • Action: upcast hunger of hadar
  • Bonus Action: quicken eldritch blast with 3 beams
  • Reaction: knock enemy prone with telekinetic shove, triggering hunger damage

Meanwhile, Subtle Spell adds enormous utility both in and out of combat by removing verbal and somatic components. Subtly cast suggestion mid-conversation to manipulate humanoids, or subtly blast enemies with eldritch damage while bound and gagged.

The creativity potential of metamagic cannot be overstated. With decent sorcery point management, you gain phenomenal nova potential to overwhelm enemies with a blistering barrage of empowered spells.

3. Telepathic (5 Stars)

Prerequisite: None

Benefits:

  • Cast detect thoughts without a spell slot
  • Awakened Mind becomes unlimited telepathy
  • +1 Intelligence, Wisdom or Charisma

Another exceptionally strong pick for Great Old One warlocks. Like Telekinetic, Telepathic enhances your psionic sorcery fantasy by awakening telepathic communication across cosmic distance.

Gaining unlimited telepathy range with Awakened Mind means you can psychically coordinate with party members even when traversing different planes of existence. In my Curse of Strahd campaign, our warlock scouted from the Ethereal Plane while feeding us intelligence – incredibly useful.

With a once-per-day free casting of detect thoughts, you gain critical insight during social encounters. Discreetly scan a humanoid‘s true intentions from afar or psychically interrogate prisoners.

Finally, boosting your spellcasting modifier is just generally great – higher save DCs make landing debilitating spells like hunger of hadar much easier.

Combined with metamagic, the telepathy/control magic potential is immense. Subtly quell a bar fight with mass suggestion while probing minds from safety. Telepathic is both powerful and wonderfully thematic.

4. Fey Touched (4 Stars)

Prerequisite: None

Benefits:

  • Learn misty step
  • Learn another 1st level enchantment or divination spell
  • Cast the bonus spell once per long rest without a slot
  • +1 Intelligence, Wisdom, or Charisma

Acting as a "budget" replacement for Telekinetic or Telepathic, Fey Touched still provides solid value through expanded spell versatility and boosting your spellcasting modifier.

Misty step‘s short-range teleportation helps avoid grapples or quickly exit enemy crowds, buying you space to unleash devastating AOEs like hypnotic pattern. It combos well with Great Old One abilities like Create Thrall – charm from an unexpected angle then vanish before retaliation.

For your bonus spell, dissonant whispers and Tasha‘s hideous laughter both deliver excellent control/damage options. I also enjoy command for flavorful mind manipulation tricks.

While not specifically thematic, Fey Touched gives strong utility in its spell access and charisma boost. The bonus castings conserve precious pact slots as well. Fantastic budget option here.

5. Eldritch Adept (4 Stars)

Prerequisite: Spellcasting or Pact Magic feature

Benefits:

  • Learn one Eldritch Invocation

Similar to metamagic, Eldritch Invocations don‘t obviously fit the Great Old One theme, but offer an abundance of useful combat options.

Here are some top damage-oriented invocations:

  • Agonizing Blast – add Charisma mod to eldritch blast damage
  • Repelling Blast – knock enemies back 10ft per eldritch beam
  • Grasp of Hadar – pull creatures 10ft per beam

And more utility/control choices:

  • Beast Speech – cast speak with animals at will
  • Eyes of the Rune Keeper – read all writing
  • Misty Visions – cast silent image at will
  • One with Shadows – turn invisible in dim light/darkness

Since you already know 2 cantrips from Pact Magic, Eldritch Blast and Mage Hand, I actually suggest replacing one with Mind Sliver if you grab Eldritch Adept.

Mind Sliver has excellent synergy with Great Old One combat strategies:

  • Action – upcast hunger of hadar
  • Bonus Action – mind sliver (reduce enemy save)
  • Reaction – telekinetic shove (trigger hunger damage)

This combo layers crowd control while heavily punishing enemies for each saving throw. Play to the Great Old One‘s strengths by shredding minds and driving foes to madness!

6. Shadow Touched (3 Stars)

Prerequisite: None

Benefits:

  • Learn invisibility spell
  • Learn a 1st level illusion or abjuration spell
  • Cast the bonus spell once per long rest without a slot
  • +1 Intelligence, Wisdom or Charisma

While lower priority than other psychic/control feats, Shadow Touched offers some solid illusion magic utility. Turning fully invisible with invisibility or blur buys you time for concentration spells and later sneak attacks.

The bonus 1st level spell provides options like silent image for dynamic illusion creativity or shield for emergency AC. And you can replenish a precious level 1 pact slot once per day.

Lastly, rounding out your spellcasting modifier doesn‘t hurt. But ultimately, Shadow Touched won‘t directly amplify your signature mind magics to the degree of Telekinetic or Telepathic. Grab this if you still need more illusion spells by mid game.

Making impactful selections during level-up requires deep analysis into synergistic combinations across your full toolkit. As you venture forth through the hells of Avernus or the dark demiplanes of Ravenloft, build your Great Old One warlock intelligently with these wins.

The feats above can elevate a mediocre mage into an elite controller, dominating the battlefield through boosted spell save DCs, heavy utility options, and combo potential.

Stack forced movement from Telekinetic with sustained AOEs like hunger of hadar for easy supplemental damage. Use Fey Touched or Eldritch Adept to fill gaps in your spell list. Turn previously worthless spells into swift counters and finishers with metamagic.

Master these strategies, and you may peer behind the veil obscuring forgotten secrets and ancient beings beyond comprehension. The path of true power still lies ahead.

Now get out there and show Faerûn the stunning intellect of a Great Old One warlock! But heed well the lessons of Icarus…the secrets you now wield could both raise empires and raze worlds to dust.

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