Not all bards study in grand halls or learn their art in the shadow of a master’s stage. Some learn in places no school acknowledges—by moonlight at a rural crossroads, by candlelight over blood-stained contracts, or through whispers in their dreams. The College of Crossroads is a name passed between those who’ve bartered something of meaning—sometimes a secret, sometimes a soul—in exchange for a gift they could not have earned by mortal means.
Crossroads bards are dealmakers, cursed songwriters, and serpentine negotiators who always know what to offer and what to withhold. Whether their patrons are demons, fey, forgotten gods, or abstract forces of story itself, the bargain always leaves a mark. Some try to undo their deal. Others embrace it. But all of them wield talents that seem unnatural in origin—melodies that bind fate, verses that cannot be disbelieved, and tales that always end how they must, not how they should.
These bards are akin to Warlocks not in discipline, but in origin. They didn’t train for their magic—they traded for it. And the price is still ticking.
Bargained Boon
3rd-Level Bard (College of Crossroads) Feature
You gain a unique magical gift as part of your otherworldly bargain. Choose one of the following boons. Once chosen, this cannot be changed later:
- Boon of the Tongue: You learn the Thaumaturgy and Bane spells, and they count as Bard spells for you, and don’t count against the number of cantrips you know. You may cast Bane once without expending a spell slot. Once cast in this way, you cannot do so again until you finish a short or long rest.
- Boon of the Shadow Strings: You learn the Mage Hand and Hex spells, and they count as Bard spells for you, and don’t count against the number of cantrips you know. You may cast Hex once without expending a spell slot. Once cast in this way, you cannot do so again until you finish a short or long rest.
- Boon of the Binding Verse: You learn the Prestidigitation and Command spells, and they count as Bard spells for you, and don’t count against the number of cantrips you know. You may cast Command once without expending a spell slot. Once cast in this way, you cannot do so again until you finish a short or long rest.
When you cast a Bard spell that targets only one creature and forces an Intelligence, Wisdom, or Charisma saving throw, you can choose to subtly twist fate. You may expend one use of Bardic Inspiration and reduce your maximum hit points by an amount equal to the result of the die. If you do, the target has disadvantage on that saving throw. Your maximum hit points return to their normal amount when you finish a long rest. If the target succeeds on its saving throw, you take necrotic damage equal to twice the amount rolled on the bardic inspiration die as your bargain backfires. This damage cannot be reduced in any way.
Pact Mark
3rd-Level Bard (College of Crossroads) Feature
You bear a physical or spiritual sign of your bargain—a glowing sigil, a brand visible only in moonlight, a shadow that doesn’t move with your body properly, or some other sign. Choose one 1st-level Warlock spell. You learn the chosen spell and it counts as a Bard spell for you. Whenever you gain a Bard level, you can choose the spells learned from the Warlock spell list or the Bard spell list. When you learn a Warlock spell in this way, you may add it to your spellbook as normal, but other Bards and Wizards cannot copy such spells into their spellbooks unless the spell is also on their class spell list.
Additionally, whenever another willing creature you can see within 30 feet of you fails a saving throw, you can use your reaction to grant them Bardic Inspiration for that saving throw, but such an act comes at a cost. The target’s maximum hit points are reduced by the amount rolled on the die and the target gains a visible mark of your patron for 1 hour, as shown below.
d4 | Effect |
1 | The target’s voice echoes with an unnatural timbre. |
2 | The target’s skin cools and pales. |
3 | Animals shy away from the target. |
4 | The target cannot tell a direct lie. |
Dark Intercession
6th-Level Bard (College of Crossroads) Feature
When a creature you can see within 30 feet of you fails a death saving throw or drops to 0 hit points, you may call upon your patron to intervene. The creature immediately regains 1 hit point and gains temporary hit points equal to half your Bard level, but must make a Wisdom saving throw against your Spell Save DC. On a failure, the target is Charmed by your patron for 1 week. While Charmed in this way, they have vivid dreams, uncontrollable whispering episodes, and visions of your patron. Your patron can speak directly to any creature Charmed in this way.
Once you use this feature, you can’t do so again until you finish a long rest, and any creature that is Charmed is immune to this effect.
Fateful Encore
14th-level Bard (College of Crossroads) Feature
Your patron refuses to let you be ignored. When you cast a Bard spell of 1st level or higher, you can mark the target with a lingering curse for 1 minute. Once per turn during the duration, when the target takes damage from an attack or spell, it takes additional psychic damage equal to your Charisma modifier. This effect ends early if you use it on another creature.
Additionally, once per long rest, if you are reduced to 0 hit points, you may rise again at 1 hit point with an explosion of cursed energy. Each creature of your choice within 10 feet must make a Wisdom saving throw, taking 6d8 psychic damage and being Frightened of you until the end of your next turn, or half as much damage and not Frightened on a success. Once you regain hit points in this way, you cannot do so again until you finish a long rest.
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