Druid
Base Class: Druid

These druids see the potential to fulfill their role in nature by using vibrant and flashy methods. Thus they can and will use the natural bioluminescence in fungi to achieve their ends. 

The Circle of the Fungi abhor the undead and the unnatural aberrations of nature. They believe that the the cycle of life is precious and only needs to furthered by the use of decay but that it should be done in moderation not in excess.

Colorful Distraction

2nd-level Circle of The Fungi feature

You gain the ability to grow brightly covered mushrooms just in the nick of time. when a creature you can see within 60 feet of you makes an attack. You can use your reaction to sprout a mushroom right in front of them distracting them and subtract a d6 from their attack as they are startled. (This only affects their one attack roll an not all subsequent rolls.) The number you subtract form their attack roll increases to 1d6 at 2nd level, 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.

Aspect of The Myconid

2nd-level Circle of The Fungi feature

At level 2, you learn new ways to channel your magic into the fungi around you. As a bonus action, you can expend a use of your Wild Shape feature to enter into the state of the Aspect of The Myconid.

While Aspect of the Myconid is active you can use you action to tear off a brightly colored mushroom off your back and magically launch it at an enemy for 1d8 damage and if it hits roll a d4 and that one affect that triggers on the enemy

  1. Blinded
  2. Frightened
  3. Stunned
  4. Petrified

Choose one effect to take place and it will determine how long Aspect of the Myconid lasts

  • You can cover your armor and the crack between them with thick brightly colored mushroom caps granting a +5 to your AC (only lasts 10 minutes)
  • You can call upon Nature to aid you in support and summon a Myconid Stalwart for a number of hours equal to half your druid level (rounded down) (gain access to Myconid Defender at level 6)

Circle Spells

3rd-level Circle of The Fungi feature

Your magical link to fungi and your ability to tap into the cycle of life and decay grants you access to certain spells. At 2nd level, you learn the light cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of The Fungi Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of The Fungi Spells
Druid Level Spells
2nd charm person, light
3rd calm emotions
5th hypnotic pattern, speak with plants
7th hallucinatory terrain
9th awaken

Fungal Intertwinement

6th-level Circle of The Fungi feature

Your body has been around fungi so often that you physical form has become intertwined with the Fungi and you have inherited traits of a Myconid.

- Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

- Hallucination Spores. you eject mesmerizingly colorful spores at one creature you can see within 5 feet of it. The target must succeed on a Wisdom saving throw that is your spell save DC or be poisoned for 1 minute. The charmed target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhanced Aspect of the Myconid

10th-level Circle of The Fungi feature

At level 10, you learn new ways to channel your magic into the fungi around you. As a bonus action, you can expend a use of your Wild Shape feature to enter into the state of the Aspect of The Myconid.

While Aspect of the Myconid is active you can use you action to tear off a brightly colored mushroom off your back and magically launch it at an enemy for 2d8 damage and if it hits roll a d4 and that one affect that triggers on the enemy
1: Blinded
2: Frightened
3: Stunned
4: Petrified

You can cover your armor and the crack between them with thick brightly colored mushroom caps granting a +8 to your AC (only lasts 10 minutes)
You can call upon Nature to aid you in support and summon a Myconid Stalwart and Myconid Defender for a number of hours equal to half your druid level (rounded down) 

Mycelium Protection

10th-level Circle of The Fungi feature

The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned.

Alcove of the Feywild

14th-level Circle of The Fungi feature

You have learned to bend the nature around you to be that of the Myconid's home in the Feywild. At 14th level, once a week, you can use an action to let out an immense amount of magic that shapes your surroundings into a bright grove of mushroom tress that each glow a different color. This creates an area of 100 feet that is brightly lit, while in this area you and any Myconids gain 2d8 magical poison damage to their attacks. 

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