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, locate creature 5th passwall, insect plague

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. If you would normall use Charisma for the roll, your proficiency bonus is doubled instead.

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.

Glimpse The Trail

At 6th level, the Crossroads occassionally gives you brief glimpses into the future when you need it most. You gain a bonus to your initiative equal to your proficiency modifier. When you are surprised you may roll initiative during the surprise round. You may not move or take actions during the surprise round except to use your reaction on your turn and spend a grit point to cast a cantrip.

In addition, you may spend a grit point to gain advantage on any skill check involved in navigating or tracking.

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.

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 against your warlock spell save DC. 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 or Alive

At 14th level, you can push the tides of fate to one extreme or another. As an action, you can choose a creature within 60 feet of you and choose "Dead or Alive". In either case, you know the exact location of the chosen creature relative to you while it is affected.

Dead: 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.

Alive: For the next 24 hours, the chosen creature is under the effect of a sanctuary spell that does not end if the creature attacks an enemy. The creature regains maximum possible hit points from any healing. If the creature would drop below 1 hit point, it instead drops to 0 hit points and this ability ends.

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