Base Class: Sorcerer
You have either been raised in a Mycanoid sociaty from early childhood, or have been blessed Psilofyr, the Spore Lord and the benevolent deity of the Mycanoids. You have learned their alien abilities and adapted them to your own biology.
Telepathic net
You have adapted to Mycanoids' telepathic abilities and can now produce them through magical means. Any number of target creatures within a 20ft cube originating from you (not necessarily in sight, but that you are aware of) with intelligence score of 2 or higher, who are not an undead, constructs, or elementals can now communicate telepathically with one another. If the creature is aware of the effect it can make a Charisma saving throw (DC equal to the caster's spell DC) to resist the connection. To be able to chose which of the affected creatures hear the telepathic messages, a creature must make a DC 15 Intelligence check, or else all creatures affected this way hear all the other creatures' telepathic messages. This communication only works if the creature is within 30 ft of any other creature affected this way. This distance increases on higher levels. This effect lasts for you Charisma modifier of hours, or until ended by the caster. This ability can be used your Charisma modifier times per long rest. Whenever you use this ability again, the effect on all previous targets ends immediately.
At level 6 the distance required for the creatures to still be affected by the spell increases to 60 ft.
At level 14 the distance required for the creatures to still be affected by the spell increases to 120 ft.
At level 18 the affected creatures remain connected regardless of the distance from any other affected creature, as long as they are both on the same plane of existence.
Druidic spells
Your connection to the nature-bound Mycanoids allowed you understanding of some druidic magic. You add the following spells to your class spell list:
Druidcraft (cantrip), detect poison and disease (level 1), purify food and drink, protection from poison (level 2), plant growth (level 3), hallucinatory terrain (level 4), contagion (level 5), conjure fey (level 6), regenerate (level 7), antipathy/sympathy (level 8), shapechange (level 9).
Mycelium sense
At levlel 1 you learn to experience the world through the vibration of the earth rather then the eyes, alike the Mycanoids' connection to the mycelium. Your vision is reduced to 30ft and you gain tremorsense for 120ft.
Fey Circle
At level 6 you get an ability to use an action to create a magical circle of mushrooms. You can create the circle with a radius of 10 ft around a point you can see within 30 ft of you. You can use this ability your Charisma modifier times per long rest. The magic of the circle lasts for 1 min, or until dispelled. The caster can dispel the circle as a bonus action. Even when the magic of the circle is dispelled, the mushrooms remain, but are not edible. While the magic is active, the mushrooms cannot be picked, or the circle otherwise destroyed, except for dispel magic effects. You cannot have more than one circle active at the same time. Whenever you use this ability you chose one or more of following effects for it. For every effect beyond the first you need to spend 2 sorcery points. If you spend 10 minutes using this ability instead of 1 action you can chose any amount of effects without spending any sorcery points.
- Chose a creature type. Creatures of chosen type cannot cross the borders of the circle, be it to enter, or exit it. If they attempt to teleport or use any other means of interplanar travel, they need to succeed on a Charisma saving throw first. On fail, any spells used for this fail and the spell slots/uses are still expended and you cannot use the same spell/ability to attempt crossing for the next 8 hours. You can chose up to your Charisma modifier of creatures of chosen type that are exempt from this effect.
- Creatures inside the circle get advantage/disadvantage on all saving throws.
- Creatures inside the circle get advantage/disadvantage on their attacks.
- Creatures inside of the circle heal the maximum amount of HP whenever an effect causes them to regain any dice of HP. Moreover, creatures inside the circle automatically succeed on their death saving throws.
- The circle lasts for 8 hours, or until dispelled.
- The inside of the circle is invisible from the outside.
- You chose the temperature inside the circle (cool or warm), lighting (bright or dim) and other aesthetic effects of your choice.
At level 14 you can expend 2 sorcery point to create a second Fey Circle.
At level 18 you can create 3 Fey Circles simultaneously. The cost to create another circle beyond the first and the cost to give your circles additional effects are both reduced to 1 sorcery point.
One with the spores
From level 6, your affinity to the spores that are often harmful to others has granted you resistance to poison damage and the poisoned condition.
At level 18 these resistances change to immunities.
Friend or foe
As fungi can be nourishing, poisonous or anything in between, you can imbue your spells with the multitude of fungal forms. Whenever you cast a spell you can chose to add 1d10 poison damage to the effect or heal all targets for 1d10 HP. You can apply those effects either before or after the effects of the spell itself come into effect. You can spend 1 sorcery point to increase the damage or HP healed by 1d10. If your spell have multiple targets you need to chose the same additional effect (damage or heal) for all of them. If a spell would cause a creature to fall to 0HP or raise from 0HP to 1HP or more, you heal for 1d6 HP for every die added to the spell by this feature.
At level 18 the additional effects use d12s instead of d10s.
Pacifying spores
At level 18 you learned to channel the pacifistic Mycanoids' ability to pacify enemies instead of hurting them. As an action you can emit a psychic explosion in a 20 ft radius centered on you targeting any creatures of your choice within this area. Those creatures must make a Constitution saving throw equal to your spell DC or become stunned for 1 min or until they take damage. At the start of their turn they can reattept the saving throw at a disadvantage. Moreover, all the targeted creatures make a Charisma saving throw equal to you spell DC. On a success they become charmed by you for 1 min or until they take any damage. On a failed save they become charmed by you for the next 24 hours, or until they take direct damage from you or any of your allies.
Previous Versions
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