The Crossroads

Warlock Patron

Everyone has a dream. Some realize theirs easily, while others find it impossibly out of their grasp. All are equal at the Crossroads however, and you have found your way there. No one is quite sure what it, or they, are, but the Crossroads is the patron of lost souls who yearn for some person, object, or goal more than anything in the world.

Most remember their trip to the Crossroads as a dream or vision, but afterwards find themselves with new abilities they could never have dreamt of. However these gifts do not come without a cost, and the Crossroads are never far away when it needs it's debts repaid.

The Crossroads Expanded Spell List

Spell Level Spells 1st compelled duel, hunter's mark 2nd find steed, scorching ray 3rd lightning bolt, wall of sand 4th faithful hound, hallucinatory terrain 5th insect plague, seeming

Your Most Fervent Dream

At 1st level, you make a deal with the spirit of the crossroads to fulfill a lifelong dream. You gain proficiency in a skill, language, or tool of your choice. In addition, whenever you make a check with the proficiency granted by this ability, you may use your Charisma modifier instead of the stated ability.

Road Warrior

At 1st level, your travels to The Crossroads have hardened you into a potent instrument of death. Your newfound fortitude is represented by Grit Points. You have a number of Grit Points equal to your Charisma modifier. You regain all spent Grit Points after finishing a short or long rest.

In addtion, you regain a Grit Point whenever you get a critical hit with a spell attack roll. You also regain a point whenever you reduce a creature to 0 hit points.

At 1st level you can spend 1 Grit Point to gain advantage on a spell attack roll.

Sudden Recollection

At 6th level, the Crossroads can reveal a path to success where others would falter. When you roll a saving throw, you can use you reaction and spend 1 grit point. You gain a bonus to the saving throw equal to your proficiency modifier if you are not already proficient in the save. You can use this ability after you see the total, but it must be before the DM announces the results.

All Roads Lead Back

At 10th level, you gain a more fundamental understanding of the Crossroads and its true nature. You can perfectly recall any path you have traveled, and you are immune to the maze spell. You also gain a bonus to your initiative rolls equal to your proficiency modifier.

As a reaction to being targeted by a ranged attack, you can attempt to confuse the target and redirect his aggression. The attacker must make a Wisdom saving throw. On a failed save, you may choose another creature you can see with 30 feet of you as the new target. The creature compares the original attack roll against the new target's AC. If it meets or beats it, the new target takes damage as normal. You regain use of this ability after finishing a short or long rest.

Wanted: Dead

At 14th level, you can mark a target for death. As an action, you can place an invisible mark on a creature you can see within 120 feet of you. For the next 24 hours, you have advantage on attack rolls against that creature. Any damage you deal to the marked creature ignores any resistances and immunities it may have, and your attack rolls ignore any benefits the creature would recieve from 1/2 or 3/4 cover.

You regain use of this ability when you finish a long rest.