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# Otherworldly Patron: The Dark Forest
##### The Dark Forest Throughout history, civilizations have largely held a fear for the wild lands outside their domain and the ominous powers of those shadowy woodlands. These fears are not unfounded for there are forests with great and terrible powers. Forests that have a mind of there own, inhabited by savage and shadowy denizens and reveling in the malicious pleasure of luring away travelers and getting them lost before tearing them to pieces. These Dark Forests are revered by their more nefarious inhabitants, who in exchange are gifted some of their wild and ominous powers.
##### Warlock Spells The power bestowed upon you by the shadowy savagery of your patron gives you access to certain spells. At 1st, 2nd, 3rd, 4th, and 5th level you gain access to the spells listed for that level in the Dark Forest Expanded Spells table. | Warlock Level | Spells | |:----:|:-------------| | 1st | Ray of Sickness, Entangle | | 2nd | Spike Growth, Web | | 3rd | Bestow Curse, Conjure Animals | | 4th | Polymorph, Dominate Beast | | 5th | Contagion, Awaken | ### Essence Devour At 1st level you gain the ability, much like your patron, to leech the very life force from your victims. You gain an essence dice pool, this pool cannot hold more dice then your proficiency modifier. Whenever you kill a creature that has an intelligence of 2 or more and isn't a construct you may spend a bonus action to harness its life force, as long as more then 5 minutes hasn't passed since it died and you are within 30 feet of the corpse, you add a d6 to your essence pool. Whenever you cast a spell you may spend a die from your essence pool and add the result to your spell attack check or give a target a reduction to their save against your spell equal to the result. ### Cursed Touch At 6th level you can imbue your spells with the malevolence that the wilderness holds for civilized people. As a bonus action when a creature fails a save on one of your spells you may have that spell deal an additional 2d8 poison, acid, necrotic or psychic damage. You may use this feature a number of times equal to your proficiency modifier before requiring a short or long rest. \columnbreak ### Wild Virulence At 10th level your insights into the venoms and poultices native to your patron has bestowed you with a great knowledge of how they work. You are immune to poison and gain advantage on checks made to create, cure and administer poisons and remedies. For example, on a successful DC 15 medicine check you can craft a number of potions or poisons up to your proficiency bonus per day. Crafting these concoctions requires 1 hour to craft and 2 hours to collect ingredients. A healing potion you create this way heals 2d4+2 hit points when drunk. A poison you create this way requires a constitution save equal to your spell save DC or the target takes 3d6 plus your charisma modifier of poison damage and is poisoned for 1 hour and can repeat the save at the end of every round. On a successful save the target takes half damage and is no longer poisoned. Concoctions created in this way expire after 1 day. You gain proficiency with herbalist kits. ### Lost in the Wood At 14th level, you may choose a target within 120 feet of you. That target makes a wisdom save against your spell save DC or they become temporarily incapacitated as their mind becomes trapped in an illusion of the dark domains of your patron and dealing them 2d8 psychic damage. Every round, on the affected target's turn, they make another save and if they fail take a further 2d8 psychic damage. This affect lasts until the creature succeeds, they drop to 0 or less hit points or after 1 minute has passed. If the subject is still conscious when they return they must take an action to get up from their prone state. This feature uses an action and requires a short or long rest before you can use it again.
> ##### Artist Credit > Mila Pesic and Jared Ondricek