Base Class: Druid
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Cantrip
At 2nd level, you learn the Necrotic-Spore Strike (Green-Flame Blade Reflavored) cantrip.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
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Circle of Spores Spells |
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Druid Level |
Circle Spells |
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2nd |
Necrotic-Spore Strike |
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3rd |
Whither and Bloom, Fungal Grasp - Renamed from Maximilian's Earthen Grasp (looks like slime mold) |
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5th |
Animate Dead, Gaseous Form or Stinking Cloud |
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7th |
Blight, Giant Insect or Shadows of Moil |
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9th |
Cloudkill, Contagion (Replace with Hold Monster, spores infect the mind of the creature) |
Halo of Spores
- As a reaction, you can deal necrotic damage equal to 1d4 + your Wisdom modifier to a creature you can see within 10 feet of you. The creature must succeed on a Constitution saving throw against your spell save DC or take full damage, or half as much on a successful save.
- If the target fails the saving throw while Symbiotic Entity is active, they become "Infested" for 1 min.
Infested: creatures can not take reactions and lose 10ft of movement speed.They must make a Constitution saving throw at the beginning of each of their turns. On a success, the Infested is removed. - You can have a number of creatures Infested equal to your proficiency modifier at any one time. If you attempt to Infest a new creature while you have reached this limit, the Infestation on the earliest affected creature ends.
Symbiotic Entity
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As a bonus 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 for each level you have in this class. While this feature is active, you gain the following benefits:
- Halo of Spores damage increases to 2d4 + your Wisdom modifier
- Your attacks deal an extra 1d6 necrotic damage to any target they hit. Damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
This form lasts for a number of hours equal to half your druid level (rounded down) and does not end when you lose the temporary hit points.
Fungal Infestation
Health Sacrifice:
- You must sacrifice an amount of your temporary hit points (THP) from Symbiotic Entity equal to the Myconid Tribal Warrior's hit points. If you have no THP remaining, you may instead sacrifice your own hit points on a 1-to-1 basis.
- The Myconid's hit points are equal to the amount of THP or health you sacrifice, capped at a maximum hit points equal to your druid level and a minimum of 5.
- If you do not have enough THP or health to reach the Myconid's maximum, the creature is summoned with the amount you were able to sacrifice.
Healing the Myconid:
- As an action, you can sacrifice additional THP to heal the Myconid Tribal Warrior. The Myconid regains hit points equal to the THP sacrificed, up to its original maximum hit points when it was summoned.
Duration:
- The Myconid remains animated as long as Symbiotic Entity is active. Once Symbiotic Entity ends, the Myconids crumbles to dust.
Limit:
- You can have an amount of Myconid Warriors equal to you proficiency modifier per long rest.
Weapon:
- The Myconid Tribal Warrior wields a Spear made from the bones of the corpse it rises out of. This spear deals piercing damage plus necrotic damage based on your Wisdom modifier.
Myconid Warrior Stat Block:
Myconid Warrior
Medium plant, neutral
Armor Class: 12 (natural armor)
Hit Points: Equal to the amount of temporary hit points or health sacrificed, capped at twice your druid level
Speed: 20 ft.
STR: 12 (+1)
DEX: 10 (+0)
CON: 12 (+1)
INT: 7 (-2)
WIS: 10 (+0)
CHA: 6 (-2)
Damage Resistances: Poison, Necrotic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., passive Perception 10
Languages: Understands Druidic and the languages known by its creator but cannot speak
Challenge: 1/4
**Actions**
May do simple tasks outside of combat.
**Bone Spear.**
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
- Hit: 1d4 piercing damage + necrotic damage equal to your Wisdom modifier.
Spreading Spores
At 10th level, 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 feet 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 and becomes infested, unless the creature succeeds on a Constitution saving throw against your spell save DC, in which case they take half damage only. A creature can take this damage no more than once per turn.
Area becomes difficult terrain.
While the cube of spores persists, you can't use your Halo of Spores reaction. Behaves like Halo of Spores.
You, Myconid and fungi related creatures are immune to the damage and difficult terrain. Allies caught in the field take damage as if they are enemies.
This can be used a number of times equal to your wisdom modifier per long rest.
Fungal Body
At 14th level, the fungal spores in your body alter you: You can't be poisoned or diseased.
- While Symbiotic Entity is active, you gain access to the mycelial network, a vast interconnected web of fungal life that grants you heightened awareness and communication abilities.
- You gain blindsight out to a range of 20 feet, allowing you to perceive your surroundings through the fungal network, even in total darkness or while blinded.
- Any critical hit against you counts as a normal hit instead, unless you're incapacitated.
- Fungal Puppeteer: You can use an action to take direct control of an infested creature for one round, forcing it to take one action of your choice (no saving throw). This could include attacking its allies or moving into a hazardous area. Fungal Puppeteer may be used a number of times equal to your wisdom modifier. A creature may only be affected by this ability once per day.
Previous Versions
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8/9/2024 10:08:00 PM
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8/9/2024 10:11:13 PM
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Coming Soon
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Posted Apr 6, 2025i am trying to make my own custom fighter subclass that is nothing like this in any way but its saying that i cant publish it because it is too similar
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Posted Sep 11, 2024the spells arnt getting added to my class for some reason, infact most of these things dont show up for some reason