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Distress Spores. (1 Adaptation Point) As an action or as a reaction when you take damage you may emit spores into 90-foot radius. These spores can go around corners.

Allied creatures of your choice within this radius are alerted to a sense of imminent danger. If they were asleep through nonmagical means, they are woken up.

Illuminating Spores. (1 Adaptation Point) As a bonus action, you may emit spores into a 20 foot radius. These spores can go around corners. The area is illuminated by bright light, and dim light surrounds it for another 10 feet.
These spores move with you when you move, and continue to shed light for 1 hour.

Nourishing spores. (1 Adaptation Point) As an action you may eject spores towards an unoccupied space within 5 feet of you. Edible mushrooms grow in this space. One use of this ability creates enough mushrooms for 1 ration. however you may not consume this ration.

Entangling root spores. (2 Adaptation Points) As an action, you may emit spores into a 15 foot radius. The terrain within this radius becomes difficult terrain for all creatures except yourself for 1 minute. The affected area does not move when you move.

Poisonous Spores. (2 Adaptation Points) As an action you may emit spores into a 10-foot radius centered on yourself. These spores can go around corners. Each creature must succeed on a Constitution saving throw or take a number of dos of poison damage equal to your proficiency bonus and be poisoned until the end of their next turn.

Rapport Spores. (2 Adaptation Points) As an action you may emit spores into 30-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Pacifying Spores. (3 Adaptation Points) As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be charmed by you for 1 minute. While it is charmed by you, the creature may not attack or try to harm others. The target can repeat the saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.

Animating Spores. (3 Adaptation Points) If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it through your spores, causing it to stand up immediately with 1 hit point.
The creature uses the Zombie stat block in the Monster Manual It remains animated for 8 hours, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

Deeproot Spores. (4 Adaptation Points) You may cast the Speak to Plants spell without consuming spell slots or material components through the use of your spores.

Locating Spores. (4 Adaptation Points) You may cast the Locate Animals or Plants spell through the use of your spores without consuming spell slots or material components.

Hallucinatory Spores. (4 Adaptation Points) As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or take 6d4 poison damage and be Poisoned and Frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending all effects on itself on a success.

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