Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. Here is an option for that feature: the Crossing.
The narrow space between life and death has always been a mysterious realm that defied the comprehension of men. Some believe it to be a confluence of deathly rivers, while others view it as a pathway to the stars beyond, though none living are truly sure of its nature. As such, this realm of crossing manifests and chooses psychopomps to help lost souls get across its labyrinthine expanse, a patron to those who wish to guide others. Warlocks of this pact may find power from the realm itself, or they may serve deities chosen by the Crossing to usher souls into the afterlife, such as Anubis, Charon, or even a host of valkyries. 1st-level Crossing feature The Crossing 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. 1st-level Crossing feature You wield an infernal lantern that illuminates the souls of those near its ethereal flame. As a bonus action, you can conjure a flame in the lantern, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The magical flame inside is frigid and can't be extinguished by nonmagical means. The fire extinguishes when you die or dismiss it as a bonus action. You can use the lantern as a spellcasting focus. You are always aware of the lantern's location and can summon it to your hand as a bonus action. While the lantern is lit, you know the number and location of creatures within its bright light. You can also see the alignment and true form of creatures (regardless if they're disguised, invisible, or shapechangers) within this range, unless a creature chooses to resist the effect with a successful Charisma save against your warlock spell save DC. A creature has disadvantage on this save if it's unconscious, and must answer truthfully to your next question to the best of their knowledge on a failed saving throw. If a creature's saving throw is successful, the creature is immune to your lantern's effects for the next 24 hours.The Crossing
Expanded Spell List
Warlock Expanded Spells
Spell Level
Spells
1st
Guiding Bolt, Longstrider
2nd
Gentle Repose, Pass without Trace
3rd
Speak with Dead, Spirit Guardians
4th
Freedom of Movement, Greater Invisibility
5th
Hallow, Passwall
Flame of the Ferryman

