Black Forest Patron
Subclass of Warlock
Old World's Might - Subclasses from Old Europe p. 58 (Homebrew)
- Level
- 3
Description
Bound to the ancient, vengeful spirits of the deep forest, wielding wild and eerie magic
"In the Heart of Darkness, lies the beauty of the Black Forest"
Theme: A pact with an ancient forest spirit or the primal force of the wild. The Black Forest Keeper embodies nature's wrath and protective vengeance.
Playstyle: Focuses on entangling foes, summoning nature-based defenses, and controlling terrain.
Nestled among the hills of Southwest Germany lies one of Europe's most iconic and mysterious forests—the Black Forest. Shrouded in legends and myths, this ancient wilderness has captivated travelers for centuries. From its dense stands of evergreens to its mysterious wildlife, the Black Forest is home to a wealth of wonders just waiting to be discovered.
Traits
Black Forest Spells Nivel 3
The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the table below, you thereafter always have the listed spells prepared.
Black Forest Patron Spells:
| Warlock Level | Spells |
| 3rd | Entangle, Fog Cloud, Thorn Whip, Pass Without Trace, Hold Person |
| 5th | Plant Growth, Speak with Dead |
| 7th | Blight, Hallucinatory Terrain |
| 9th | Insect Plague, Tree Stride |
Thorned Wrath Nivel 3
As a Magic Action, you summon thorny vines that erupt in a 20-foot radius centered on a point you can see within 60 feet. The terrain in the area becomes difficult for 1 minute. All creatures in the area must make a Strength saving throw against your spell save DC. Failure: Restrained condition for 1 minute. Can repeat the save at the end of each of its turns to end the condition on a success. Once you use this feature, you can't use it again until you finish a Long Rest.
Guardian's Roots Nivel 6
As a Bonus Action, you can root yourself in place for 1 minute. While rooted, your AC increases by 3, and you can't use your Speed. You can't be moved or pushed and you are Immune to the Prone condition. Additionally, each creature of your choice that moves for the first time in a turn within 5 feet of you or ends its turn there takes 2d6 Piercing damage. You can end this effect earlier as a Bonus Action. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Fey Ward Nivel 10
You gain Advantage on saving throws against the Charmed or Frightened condition, and you can't be put to sleep by magical means. Additionally, you can cast the Protection from Energy spell once without expending a spell slot.
Nature's Reckoning Nivel 14
You summon a massive spectral tree to crush your enemies. As a Magic Action, choose a 30-foot radius area centered on a point that you can see within 60 feet of you. Each creature in that area must make a Dexterity saving throw against your spell save DC. Failure: 6d10 Bludgeoning damage and Prone condition. Success: half damage. Once you use this feature, you can't use it again until you finish a Long Rest.