Innate Spellcasting. The Patron's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
3/day each: Blade Barrier
2/day each: Heal, Divine Radiance
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Magic Resistance. The patron has advantage on saving throws against spells and other magical effects.
Magic Weapons. Acorn’s Patron's weapon attacks are magical.
Multiattack. Acorn's Patron makes two attacks, one with their maul and one with their bolt.
Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the Patron's next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Patron's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Slaying Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 16 Constitution saving throw or die.