Warlock
Base Class: Warlock

Mushrooms and fungi represent a part of the cycle of natural life that is sometimes revered or feared but often misunderstood. Breaking down other organic material creates nourishment for the greater environment. Patrons that are willing and able to make this pact include Zuggtmoy, the Carrion King, the Scarlet Lord, Araumycos, and Psylofyr. Warlocks that make a pact with a fungal lord typically do so by spending a long time in a cave or forest of overgrown mushrooms, communing with the lord in question through prayer and meditation. Should the pact be accepted, the prospective warlock will begin to grow an inkling of their patron's fungal essence inside them, subtly changing their physiology., Roll once or pick from the Mycelial Presence table to determine the Exact change your character undergoes.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

entangle, sleep

2nd

calm emotions, protection from poison

3rd

plant growth, stinking cloud

4th

confusion, sickening radiance

5th

commune with nature, awaken

Decompose

Starting at 1st level, you may grow a consuming fungal bloom that can use its energy to replenish you own vitality. As a bonus action, you designate within 30 feet of you either an unattended non-magical object made of organic matter that can fit inside a 5 foot cube, or a body of an undead creature of size small or larger that does not belong to an elemental, undead, or construct. If this feature targets an object, the object takes acid damage equal to 15 plus your warlock level as mushrooms sprout throughout it and the emerge from it's center. If this reduces the object to 0 hit points it disintegrates instantly, leaving only a cloud of spore behind. If this feature targets a dead body the body is immediately consumed and destroyed, becoming a field of mushrooms equal in size to the corpse of the creature that is difficult terrain to all creatures other than you. You then gain hit points equal to your warlock level plus 5 if it consumes a small creature, plus 10 hit points if it consumes a medium or large creature, or plus 15 hit points if it consumes a huge or greater creature. You may use this 1 time per short rest (Increases to 2 at level 6 and 3 at level 10).

Psychoactive Spores

Starting at 6th level, you are able to exude a cloud of spores that can placate an attacking enemy. Whenever an enemy creature within 15 feet of you damages you with an attack you may use a reaction to force the creature to make a Constitution saving throw against your spell save DC. If the creature fails it is stunned it may repeat this saving throw at the end of each of its turns. Undead, constructs, and creatures that do not need to breathe automatically succeed on this saving throw.

You may use this feature once per short rest.

Mycelium-Blooded

Starting at 10th level, the fungal gifts of your patron grow throughout your bloodstream, making you more resilient to toxins. You are resistant to poison damage, and you have advantage on any saving throws you make against poison, disease, or effects that cause those conditions.

Spore Servant

Starting at 14th level, you learn the secret to reanimating the dead by infesting fallen bodies with mycelium. As an action on your turn, designate a large or smaller dead body of a creature with a CR no greater than 7 that is not an elemental, ooze, plant, or undead within 30 feet of you. This body rises as a spore servant, using the statistics the creature had when it was alive and applying the spore servant template found on page 230 of the monster manual. This spore servant lasts for one hour, until it drops to 0 hit points, or you dismiss it with another action, upon which it crumble into a cloud of spores, destroying its body.

Your spore servant has an inherent mental link with you, and responds to any telepathic order you give it, always giving your order the highest priority. If you don't issue any commands you spore servant will defend itself from hostile creatures, but otherwise will take no actions. When you first summon your spore servant or when it first enters combat it rolls its own initiative and acts on its own turn independently of you.

After you use this ability, you may not use it again until you complete a long rest.

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