Ranger
Base Class: Ranger

The Village you were raised in was infected by a species of mycelium, but its residents had formed a symbiotic relationship with it without ever realizing its presence. These spores vary in their usefulness, sometimes helping to save a life at the last second, or causing discomfort be it friend or foe. To those other than the most discerning eye these spores are odorless, tasteless, and invisible.

Level 3: Symbiosis / Ensporement

 When performing an action on a creature within 5ft of you roll a d4 to determine the spores effect,

1 Spores are inhaled causing disadvantage on the creature’s next check

2 Spores land on light wounds and begin to close them up heals [Prof + Wisdom modifier]

3 Immediately stabilize, but put the target to sleep for 1d4 rounds, con sav. (Spell Save DC  8+ prof + wis)

4 Spores infect the creature. Spores begin to take root, con save dc 15, to resist infection, failure results in additional checks each day for 1d8 days to delay the spores. After 1d8 days spores begin to influence the host, and small crumb sized mushroom colonies sprout under clothes (in darker areas, so if the creature is in a cave it may be all over) 

                                         - Lore sort of element, could be something that never comes up again or something that becomes an issue later on. Ask your DM.


At level 5 Unlock Ensporement

 -Once per day Medicine checks against Fresh corpses or dying creatures can result in raising them from death as a spore carrier(See ‘4’ from above). 

-Additional raises can occur after the fact if the player has: 

                          -2 [1st] or 1 [2nd+] spell slots remaining(they are auto consumed by medicine check on dead or dying creatures regardless of failure or success). 

 

Level 11: Shroud of Spores

The Spores floating around you provide you with a ‘sixth sense’ when something disrupts them and in some cases delaying the attack long enough for you to evade.

- Evasion

- Ability evade surprise attacks and range attacks(as a reaction = prof mod) (acrobatics check v dc of attack)

Level 7: Mycelial muscles

 Spores enhance some of your skills. Add [Ranger Level]/2 to:

- Acrobatics, Athletics,

- Stealth (when outdoors)

- Nature, Survival(scavenging and tracking)

Level 15: Sporebearer

The Spores finally begin to take form becoming visible in the right light, mushrooms begin to sprout on your character. 

-1d10 mushrooms can be broken off and consumed for a random effect[heal, poison, sleep, etc]. Nature check to identify. Restores after a long rest.

-Fresh corpses in the area can temporarily raise and perform basic actions[walking, picking up, slapping] = to prof modifier

-Those raised by Ensporement can be controlled by the Sporebearer directly via a “spore connection”. Concentration rules (Athletics(raised) vs Survival(sporebearer))

Sporebearer Image

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