Cleric
Base Class: Cleric

Divinity granted through the expansion of an eternal mycelial network. Clerics of the Spore Domain find beauty in unity, connection between themselves and all living things around them, they achieve this through an interconnected cerebral Hive Mind. This connection allows communication, enhancement and domination of creatures within the network. While this practice is an act of peace, community and kindness, not all denizens view it this way. Most in this world are not so willing to give up their free will. Clerics of this order are often supported by the hopeless and lost, worldly druids that understand the importance of fungal growth, and families of spore creatures deep in the bowels of the world.

These Clerics utilise a gentle mist of spores which shed from them with even the softest winds, these spores are able to enhance their allies, bolster the cleric, or even to inflict devastating psychological pain to those not sympathetic to the cause. Creatures slain by such crippling agony find new peace as a Fungal Thrall, commanded and guided by the cleric as part of their Hive Mind, eager to spread the divine spores.

Spore Domain Clerics have access to special Mycelial Transport networks which are the product of strong widespread fungal growth. Each node on this transport network tends to have optimal conditions for growth and are viable locations to start new Groves - passively bringing inquisitive and willing members to indoctrinate into the Hive Mind.

Level 3: Disciple of the Hive Mind

Blessed in a subtle haze of spores, you and all allies within 30 feet of you are considered part of your Hive Mind. At third level the cleric may choose two options from the list below. You can use your reaction to apply any one of these benefits to a member of your Hive Mind until the start of your next turn. You unlock choices at levels 3, 5, 7, 9, 11 and 13, eventually unlocking the Hive Mind's full potential.

Blood-drop Toadstool

Starting at 11th level. Toadstools grow from the bicep mushrooms of your target, enhancing their strength and speed allowing for faster swings. When the target takes the Attack action, they may make one Extra Attack. Stacks with other Extra Attack bonuses. This effect ends after the extra attack roll has been made.

Frenzy Plume

Starting at 5th level. Your target gets advantage on their next attack roll, if the attack roll misses, they regain the bonus. This effect ends when they successfully hit with an attack roll.

Haste Spores

Starting at 3rd level. Special haste spores invigorate your target, increasing their speed by 10 feet.

Magecap Spores

Starting at 5th level. Enhanced the cerebellum of your target, enhancing the potency of their spells. The next spell used by the target has an increased Spell DC of +1.

Mushroom Cap Scales

Starting at 3rd level, a network of mushrooms create a scale pattern across the target's chest, increasing their AC by +2 until they take damage.

Networking

Starting at 3rd level. You relay a brief spoken message to your target that only they can hear, your target can respond to you. This feature does not have any verbal or somatic requirements, allowing it to be used while restrained, silenced, etc.

Symbiosis

Starting at 3rd level. Bridge your mind with that of your target, sharing in the emotion and pain they feel. Your target becomes resistant to all damage, the damage reduced due to resistance is instead dealt to you.

Synaptic Infusion

Starting at 11th level. Mushrooms enhanced the targets capabilities. If their next spell has the range of touch it instead can be cast up to 30 feet. If their next spell has a range of less than 60 feet then it can instead be cast up to 300 feet.

Level 3: Spore Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Spore Domain Spells table, you thereafter always have the listed spells prepared.

Spore Domain Spells
Cleric Level Prepared Spells
3 Sanctuary, Faerie Fire, Misty Step, Dissonant Whispers
5 Phantasmal Force, Spirit Guardians
7 Phantasmal Killer, Hallucinatory Terrain
9 Hallow, Dominate Person

Level 3: Expand Hive Mind

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to infest a target dealing Psychic Damage equal to five times your Cleric level. Choose any creature within 30 feet of yourself (not already a member of your Hive Mind), and deal Psychic Damage to them, if the damage kills the target your mushrooms quickly infest and attempt to dominate the creature's body - the creature will fight for you for 60 seconds before succumbing to the wounds.

Level 6: Mycelium Evolution

Features of the "Disciple of the Hive Mind" now affect both your target and yourself. You can now choose 2 features per application of "Disciple of the Hive Mind" reaction (e.g. Hasty Spores and Mushroom Cap Scales at the same time.)

Level 6: Indoctrination

You may use your bonus action to extend the effect of any creature dominated by "Channel Divinity: Expand Hive Mind" by 1 turn. You can spend 1 hour of uninterrupted concentration to fully indoctrinate this creature to your Hive Mind permanently. If the target dies, or the domination ends, it is no longer possible to indoctrinate them permanently.

Creatures indoctrinated in this way become Fungal Thralls under your command, they lose all combat prowess and become entirely focused to expanding the mycelial network or serving you. You can command them with a direction or simple instructions to assist them in this task, or to prevent them from overreaching with their expansion (e.g. avoid our allied kingdoms, carry our belonging from afar, wander to the east and spread as many spores as you can.)

Level 17: The Perfected Hive Mind

The range of Hive Mind features is increased to 120 feet. All members of your Hive Mind within range are affected by "Disciple of the Hive Mind" features when used.

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