The Road

Your patron is a conglomeration of lost spirits that have fallen along the wayside, the greatest and most powerful of which is known as Waifello. Once a legion of forgotten souls, Waifello found the stregth to collect itself and achieve a level of divinity and grace. Warlocks with this patron are tasked by these entities to travel the world and help these lost souls be put to rest.

Known to many as Road Walkers, these warlocks are gifted with abilities that allow them to quill unquiet spirits. If a spirit is unwilling to move on, a Walker will draw them into their own body to keep them safe until they have completeed thier unfinished business. A walker sees themselves as a sheperd and healer, taking solice in the fact that on their journey through life, they never walk alone.

Expanded Spell List

The Road 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.

The Road Expanded Spells

Spell Level Spell 1st longstrider, ceremony 2nd pass without a trace, augury 3rd haste, speak with dead 4th arcane eye, freedom of movement 5th raise dead, hallow

Road Walker

At 1st level, you gain +5 feet to your speed and gain proficiency with medium armor. In addition, you gain proficiency in Survival and Athletics.

Fallen Guardian

Starting at 1st level, you gain the ability to summon forth the spirits of fallen that travel with you to assist you and your allies. As an action, you can choose a number of creatures within 30 feet of you, equal to your Charisma modifier. These creatures will see a blurry figure standing next to them out of the corner of their eye, yet when they turn to look, no one is there. For 10 minutes, chosen creatures gain half your proficieny to their AC and all Wisdom saving throws.

You can’t use this feature again until you finish a long rest.

Unquiet Dead

At 6th level, you can summon the spirits of the fallen to not only aid allies but hinder enemies. As a bonus action, choose one creature you can see within 30 feet of you. The ground under the creature becomes shrouded in mist and shadows with ethereal hands reaching up to grab them. The creature is treated as if it is on difficult terrain. Creatures affected by this feature that have the ability to fly but is currently on the ground have their fly speed reduced to 0. This lasts for 1 minute.

You can only use this feature on one creature. If the creature dies, you can use a bonus action to move it to a new creature within 10 feet.

Once you use this feature a number of times equal to your Charisma modifier, you must finish a long rest before you can use it again.

Road Whisperer

Starting at 10th level, you can cast find the path without expending a spell slot. If you do, you can't do so again until you finish a short of long rest. In addition, when you use this feature, you can expend a Pact slot to cast locate creature or locate object, without the spell components, ignoring the range restriction, but only pertaining to whether or not the creature or object is on the path found through the find the path spell.

Protector of the Way

Starting at 14th level, each time a creature makes a melee attack on friendly creature under the effect of the Fallen Guardian feature, they take 2d8 cold damage and must succeed a DC Constitution save equal to your spell save DC or they have thier movement halved.

Creature affect by the Unquiet Dead feature have to make a DC Strength saving throw equal to your spell save DC or be restrained. The creature can repeat this save at the end of each of their turns.