Barbarian
Base Class: Barbarian

Imbued by a fungal parasite, Path of the Shroom Keeper Barbarians harness their newly gained symbiotic strengths to wail on their foes.

Fungal Fury

When you choose this path at 3rd level, the fungal entity in your bloodstream enhances your rage's capabilities. 

When you enter a rage, you receive the following benefits:

  • You gain 3 temporary hit points for every level you have in this class.
  • You have resistance to necrotic damage.
  • When hit by a weapon or spell attack within 30 ft., you may use your reaction to deal 1d8 necrotic damage to the creature that damaged you on a failed Constitution saving throw. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 17th level.

Rapport Spores

Beginning at 6th level, your radiating spores give you enhanced communicative and perceptive skills.

You gain the following benefits:

  • You can bestow spores onto up to 10 people, who can use them to communicate telepathically with other spore-bearers within 60ft. Bestowing spores onto someone this way takes an action in combat.
  • While raging, you gain a blindsight of 10 ft.

Spore Keeper's Stash

At 10th level, you gain the ability to grow spores with specific effects.

Choose up to 3 different spores from the list below; these are the spores you know how to create.

Blinding Spores

When you make a melee attack, you can expend your bonus action to deal 1d8 necrotic damage and blind your target on a failed Constitution saving throw. 

This effect persists until the end of your next turn.

Hastening Spores

You can expend your bonus action to make an additional melee attack this turn.

Healing Spores

You can expend a bonus action to heal yourself for 2d10 + your Constitution modifier.

Maddening Spores

When you make a melee attack, you can expend your bonus action to confuse your target on a failed Constitution saving throw. Confused creatures roll a d20 at the beginning of every turn. On a 10 or lower, they will move in a random direction for their movement speed, and end their turn. On an 11 or higher, they will move towards the closest creature and attempt to attack it.

This effect persists until the end of your next turn.

Poisoning Spores

When you make a melee attack, you can expend your bonus action and a spore charge to deal 1d8 poison damage and poison your target on a failed Constitution saving throw. 

This effect persists until the end of your next turn.

Stunning Spores

When you make a melee attack, you can expend your bonus action to stun your target on a failed Constitution saving throw.

This effect persists until the end of your next turn.

Fungal Martyrdom

At 14th level, your attunement with your fungal parasite has reached it's apex, and grants you the ability to strike back at foes after falling unconscious.

Once per long rest, when you are knocked unconscious while raging, choose one of your currently attuned spores. The effect that spore usually triggers instead affects all creatures within a 30 ft. radius sphere centered on you. Any creatures with your Rapport Spores feature are unaffected by the spores.

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