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Druid

Spores

Spore Druids find beauty in decay. They revere the cycle of life and death. They see undead as violations of the cycle but do not hate them, only seeking to return them to their proper state that their energy may nurture new life. They are unafraid of using them as tools to accomplish tasks though as long as they are put to rest after.

Level Prepared Spells
3Blindness/Deafness, Chill Touch, Gentle Repose
5Animate Dead, Gaseous Form
7Blight, Confusion
9Cloudkill, Contagion
STR DEX CON
21 (+5)14 (+2)19 (+4)

Subclass Features

Lv 3

Halo of Spores

You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 ft of you or starts its turn there, you can use your reaction to deal 1D4 Necrotic damage to that creature unless it succeeds on a CON saving throw against your spell save DC.

Symbiotic Entity

You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a Beast form, and you gain 4 temporary hit points per Druid level you have. While this feature is active, you gain the following benefits

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

Your melee weapon attacks deal an extra 1D6 Necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Circle Spells

Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Improved Halo of Spores

Your spores become more dangerous. Your damage is increased to 1D6.

Fungal Infestation

Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 ft of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animated for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.

Lv 10

Improved Halo of Spores

More dangerous substances seep into your spores. Your damage is increased to 1D8.

Spreading Spores

You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 ft away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a CON saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Lv 14

Improved Halo of Spores

Your spores have become true instruments of death to aid the cycle of life and death. Your damage is increased to 1D10.

Fungal Body

The fungal spores in your body alter you: you can't be Blinded, Deafened, Frightened, or Poisoned, and any critical hit against you counts as a normal hit instead, unless you're Incapacitated.

Lv 17

Mycelial Form

Once per long rest your use of Wild Shape can change you into a heightened form. You take the shape of a humanoid composed of fleshy mushrooms. The temporary hit points you gain are equal to twice your Druid level. You have the following features

AC: 17

Speed: 30

Skills: Perception +6, Medicine +10

Senses: Passive Perception 20

Features: Blindsight 60 ft, All the benefits of your Fungal Body feature, Whenever you would take Poison damage you regain that many hit points.

Actions

Spore Bombardment (Recharge 5-6): You can start 3 zones of your Spreading Spores within 60 ft of you.

Mycelial Connection: You spread your mycelial roots out up to 30 ft in all directions. They can connect to up to 6 willing creatures. Each is healed 2D8 plus your WIS modifier (Minimum 1). You can communicate telepathically with each target until the end of your next turn.

Lash Out: You lash out with your fugal tendrils. They have a 20 ft reach, +11 to hit, and deal 2D6 + 5 Slashing damage and 1D12 Poison damage.