Otherworldly Patron - The Crossing

by Piggby

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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 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.

Expanded Spell List

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.

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

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.

Navigator's Foresight

1st-level Crossing feature

You learn the gudiance and spare the dying cantrips. They count as a warlock cantrips for you, but they don't count against your number of cantrips known.

Additonally, when faced with conflicting choices, you can sense which path is the safest to your survival.

Dead Man's Toll

6th-level Crossing feature

All who live must eventually pay the ferryman, and only He knows the immortal secret to buying time. As a reaction when a creature dies within 30 feet of you, you can collect a coin of passage from its soul. You can expend a coin to force a creature within 30 feet of you to reroll a Constitution saving throw, death saving throw, or the dice for healing.

You can have a maximum number of coins equal to your proficiency bonus, and you can't create one while at your maximum.

Stygian Shepherd

10th-level Crossing feature

You ensure that those who travel under your care always make it to their destination. When a creature of your choice within range of your lantern's bright light is reduced to 0 hit points, you can use your reaction to have it be reduced to a number of hit points equal to your warlock level instead, collecting a coin of passage in exchange for your service. The creature can also choose to move up to half its movement speed without provoking opportunity attacks after being revived. A creature saved this way cannot be affected by this feature again until it completes a long rest.

Katabasis

14th-level Crossing feature

Your lantern becomes an tenebrous gateway to the domain of death, the wails of the damned spilling from it like fog. As an action, you can transport all creatures within range (including dead ones) of its bright light into the afterlife, causing them all to disappear and leaving only the lantern behind. You and your passengers reappear at the end of your next turn.

You can choose to bring back any dead creatures within the range from the afterlife, returning them to life at 1 hit point, provided they died within 1 minute of your journey. During the journey, you can also leave behind those near death's door, forcing creatures of your choice with remaining hit points equal to or below your warlock level to make a Constitution saving throw against your warlock spell save DC. If a target fails, it dies and its lifeless body returns instead of it. If it succeeds, it takes half of its remaining hit points in necrotic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Homebrew Designer - Piggby

Art Credits

Cover Art - Eliran Kantor
Page 1 - Efflam Mercier
Page 2 - Marta Nael