Cleric
Base Class: Cleric

You have uncovered a secret truth to the world of Calorum, one that was buried beneath the surface, slowly spreading across the land. In caves and caverns beneath Calorum there is a network of fungus, mushrooms, and rot. This land is fractured and split, with isolated conclaves and fiefdoms under each kingdom. United and separate. They foster certain types of rot and decay, but not just death. It creates new life. This kingdom is still hidden from most of Calorum, but you have felt the pull of power, the mighty Princess Puffball. The goals of the Mushroom Queendom is to build, spread, and grow. Whether that means peace or war has yet to be determined, but the unrest caused by the Awakening has given an opportunity for you to spread the might of the fungal kingdoms.

Fungus Domain Spells

 

CLERIC LEVEL SPELLS

1st

goodberry, fog cloud

3rd

calm emotions, protection from poison

5th

speak with plants, hypnotic pattern

7th

confusion, dominate beast 

9th

awaken, dominate person 

Rot and Renewal

As life passes around you, you can draw on a portion of that power to rejuvenate yourself.

Starting at 1st level, when you select this domain you learn to draw power from death. If an enemy is reduced to 0 hit points within 15 feet of you, you may use your reaction to grant temporary hit points equal to your Wisdom modifier to yourself or an ally within 15 feet of you.

Some Make You Small, Some Make You Big

The power of the Mushroom Queendom flows through you and acts through you.

Starting at 1st level, you cast Enlarge/Reduce as a bonus action. This is not a concentration effect. Only 1 creature may benefit from this ability at a time. You may use this a number of times equal to your proficiency bonus. You regain all uses when you complete a long rest.

Channel Divinity: Fungal Spread

At 2nd level, you gain the following Channel Divinity option.

As an action, you present your holy symbol and call out to the power of the Mushroom Queendom. This causes an area of mushrooms and mold to grow outward from a point you select within 30 feet of you. This starts as a ten foot radius and grows outward an additional 10 feet at the start of each of your turns out to a maximum of 60 feet. All enemies that start their turn  in the area must succeed on a Wisdom Saving Throw against your Spell Save DC. If they fail, they take d6+your wisdom modifier poison damage. If they succeed, then an ally in the area regains d6+your wisdom modifier hit points. This area remains in the place where you cast it. It lasts for 1 minute.

Naturally Resistant

Your time spent around toxins have made you resistant to poisons and given you an understanding about how they work.

Starting at 6th level, you gain Resistance to Poison damage and become immune to the poisoned condition. You have advantage on Medicine, Nature, or Survival checks involving poisons and diseases.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Preserve the Fallen

Starting at 17th level, your power keeps your allies standing even in the darkest times.

When an ally within 30 feet of you is reduced to zero hit points, you may spend your reaction to use Preserve the Fallen on that ally. An ally under the effect of Preserve the Fallen may fight as normal. They continue to have the Dying condition as long as they are at zero hit points, and must make death saving throws at the start of their turn as normal. Only one ally may benefit from this ability at a time. If you attempt to use this on a second ally, this effect immediately ends on the first ally.  If an ally has the dying condition when this effect ends, they immediately suffer a failed death saving throw.

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