Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Homebrew:
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you awaken them as a free action and they last until the end of combat. When a creature (other than you) moves into a space within 10 feet of you or starts its turn there, lethal spores make breathing dangerous, forcing the creature to make a Constitution saving throw against your spell save DC. On a failed saving throw the creature takes 1D4 necrotic damage and half as much damage on a succsses. The damage increases to 2D4 at 6 level, 3D4 at 10 level, and 4D4 at 14 level.
Original:
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an 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:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
Homebrew:
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an 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:
-You can concentrate your spores around one creature within 10 feet of you that you can see to deal 2D4 necrotic damage at 2 level, 2D6 at 6 level, 2D8 at 10 level and 2D10 at 14 level with a bonus action.
These benefits last for 10 minutes or until you use your Wild Shape again.
At 6th level, your spores gain the ability to infest a corpse and animate it. 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, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Homebrew:
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. 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, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual but is immune to your Halo of Spores feature. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's take their turn immediately after yours. They obeys your mental commands, and the only action they can take is the Attack action, making one melee attack.
Upon being hit by a melee attack the attacker is immediately swarmed by poisonous spores and takes 4 necrotic damage (8 at 10 level, 12 at 14 level)
You can use this feature a number of times equal to your Proficency Bonus, and you regain all expended uses of it when you finish a short rest.
Original:
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, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
Homebrew:
Enhanced Spores
At 10 level, your spores become even more lethal while simultaneously giving you more control over them.
-Your Symbiotic Entity feature now poisons the enemy on a failed Constitution saving throw for three turns.
-Your Halo of Spores, Symbiotic Entity bonus action, Fungal Infestation and Enhanced Spores features now ignore necrotic resistance and necrotic immunity is treated as necrotic resistance.
-You can give your zombies one additional command. As an action you can order all your zombies to sprint towards a creature that you can see within 60 feet of you and selfdestruct. The creature and everyone in a 10 feet radius around it has to make a Constitution saving throw against your Spell Save DC plus the amount of zombies you have raised at this moment. On a failed saving throw the creature takes 1D12 necrotic damage for each Zombie you had when you used this feature. You can use this feature once per long rest.
-Your Halo of Spores no longer harms your allies.
Original:
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Homebrew:
Garden of Roots
At 14 level, as a part of your action to activate your Symbiotic Entity feature (or as a free action on subsequent turns while your Symbiotic Entity feature is active) you can choose to grow roots out of your legs. The roots then spread out around you in a 10 feet area creating difficult terrain and nourishing you with restorative nutrients.
You regain 1D4 plus your Wisdom Modifier of your temporary hit points from your Symbiotic Entity Feature at the end of your turn if it is active.
The roots keep expanding for 5 feet in all directions per round to a maximum of 30 feet which simultaneously expands the range of your Halo of Spores alongside it.
Enemies that enter the area or start there turn there and are in contact with the ground have to make a Strength or Dexterity saving throw (whichever is higher) against your Spell save DC. On a failed saving throw they are restrained. At the start of their turn the creature can attempt to free itself with Strength (Athletics) Check against your Spell Save DC.
Being in this state uses your concentration (You use the same rules as with every concentration spell) and reduces your movment to 0. You have to be in contact with the ground to use this feature. Once you move, the roots immediately let go of any creature they are holding and you no longer gain temporary hit points at the end of your turn. The area stays difficult terrain for everyone in it however. You gain vulnerability to fire damage while in this state and taking fire damage immediately breaks your concentration.
Druid: Circle of Spores (Homebrew!) 1.2
Original:
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Homebrew:
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you awaken them as a free action and they last until the end of combat. When a creature (other than you) moves into a space within 10 feet of you or starts its turn there, lethal spores make breathing dangerous, forcing the creature to make a Constitution saving throw against your spell save DC. On a failed saving throw the creature takes 1D4 necrotic damage and half as much damage on a succsses. The damage increases to 2D4 at 6 level, 3D4 at 10 level, and 4D4 at 14 level.
Original:
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an 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:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
Homebrew:
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an 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:
-You can concentrate your spores around one creature within 10 feet of you that you can see to deal 2D4 necrotic damage at 2 level, 2D6 at 6 level, 2D8 at 10 level and 2D10 at 14 level with a bonus action.
These benefits last for 10 minutes or until you use your Wild Shape again.
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Original:
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. 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, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Homebrew:
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. 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, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual but is immune to your Halo of Spores feature. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's take their turn immediately after yours. They obeys your mental commands, and the only action they can take is the Attack action, making one melee attack.
Upon being hit by a melee attack the attacker is immediately swarmed by poisonous spores and takes 4 necrotic damage (8 at 10 level, 12 at 14 level)
You can use this feature a number of times equal to your Proficency Bonus, and you regain all expended uses of it when you finish a short rest.
Original:
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, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
Homebrew:
Enhanced Spores
At 10 level, your spores become even more lethal while simultaneously giving you more control over them.
-Your Symbiotic Entity feature now poisons the enemy on a failed Constitution saving throw for three turns.
-Your Halo of Spores, Symbiotic Entity bonus action, Fungal Infestation and Enhanced Spores features now ignore necrotic resistance and necrotic immunity is treated as necrotic resistance.
-You can give your zombies one additional command. As an action you can order all your zombies to sprint towards a creature that you can see within 60 feet of you and selfdestruct. The creature and everyone in a 10 feet radius around it has to make a Constitution saving throw against your Spell Save DC plus the amount of zombies you have raised at this moment. On a failed saving throw the creature takes 1D12 necrotic damage for each Zombie you had when you used this feature. You can use this feature once per long rest.
-Your Halo of Spores no longer harms your allies.
Original:
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Homebrew:
Garden of Roots
At 14 level, as a part of your action to activate your Symbiotic Entity feature (or as a free action on subsequent turns while your Symbiotic Entity feature is active) you can choose to grow roots out of your legs. The roots then spread out around you in a 10 feet area creating difficult terrain and nourishing you with restorative nutrients.
You regain 1D4 plus your Wisdom Modifier of your temporary hit points from your Symbiotic Entity Feature at the end of your turn if it is active.
The roots keep expanding for 5 feet in all directions per round to a maximum of 30 feet which simultaneously expands the range of your Halo of Spores alongside it.
Enemies that enter the area or start there turn there and are in contact with the ground have to make a Strength or Dexterity saving throw (whichever is higher) against your Spell save DC. On a failed saving throw they are restrained. At the start of their turn the creature can attempt to free itself with Strength (Athletics) Check against your Spell Save DC.
Being in this state uses your concentration (You use the same rules as with every concentration spell) and reduces your movment to 0. You have to be in contact with the ground to use this feature. Once you move, the roots immediately let go of any creature they are holding and you no longer gain temporary hit points at the end of your turn. The area stays difficult terrain for everyone in it however. You gain vulnerability to fire damage while in this state and taking fire damage immediately breaks your concentration.