Variant Patron: Crossroad Devil

You have made a deal with a devil. Deals, such as the one you have taken, made in the middle of countless night at countless crossroads, are often the result of a great need. A need for help, during times of grief. A need for power, during times of anger. A need for an escape, during times of reckoning. These deals span every request one can think of, but all share a single similarity. Whatever brought you to make such a deal, cost an equally great price.

Expanded Spell List

The Crossroad Devil lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Warlock Level Spells

Level I Spells 1 burning hands, command 2 phantasamal force, scorching ray 3 fireball, nondetection 4 fire shield, conjure hellhound * 5 geas, hallow

Hellfire Magic

At 1st level, your magic is empowered by the flames of the Nine Hells. You can choose to change the damage type of a damaging spell you cast into fire damage.

Mark of the Devil

Starting at 1st level, you gain the ability to place to mark a creature you wish to make a deal with. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 hour. The mark fades early if the target dies, you die, or you are incapacitated. Targets marked in this way are unaware that they have been marked. Until the mark fades, you gain the following benefits:

You have advantage on on Charisma checks made against the marked target.

You can appear as any other creature (of your same size) to the target.

Once you use this feature you can’t use this feature again until you finish a short or long rest.

Devillish Grin

Beginning at 6th level, you're devilish grin can charm even the most volatile onlooker. As a reaction, when a creature that can see you attempts to hit you with an attack roll, you can force the creature to make a Charisma saving throw.

On a failed save the creature instead attacks another target of your choice, within range, and is charmed or freightened by you for 1 minute. The target may repeat its save at the end of each of its turns.

While charmed, it regards you as a friendly acquaintance. While freightened in this way, a creature must use its action and full movement on each of its turns to move away from you.

Once you use this feature you can’t use this feature again until you finish a short or long rest.

Fire and Brimstone

Beginning at 10th level, the heat of your fire you conjure becomes infused with the very essence of the Nine Hells. You gain resistance to fire damage. If you already have resistance to fire damage you instead take quarter damage when damaged by fire.

Additionally, fire damage you deal ignores resistances, if the target is immune to fire they take half damage instead.







































































Art by : Astri Lohne