Druid
Base Class: Druid

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

2nd-level Circle of Spores feature

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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 Spores Spells
Druid Level Spells
2nd chill touch
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Level 2: 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. You can either use your reaction to deal 1d4 per 1/2 your druid level necrotic damage to a creature within 10 feet, or give yourself 1d4 per 1/2 your druid level temporary hitpoints as you bolster your spore cloud. As a bonus action you can roll a d8 to change the elemental affinity of your spores.

1-Necrotic
2-Radient
3-Psychic
4-Force
5-Poison
6-Lighting
7-Cold
8-Acid

Symbiotic Entity

2nd-level Circle of Spores feature

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 using your Halo of Spores ability, your dice become a d6.
  • You can add a d6 of Halo of Spores damage to your Melee attacks
  • Your reach becomes 10ft
  • If you have temporary hit points as a result of your Halo of Spores or Symbiotic Entity ability, when an enemy within 10ft of you successfully hits you with an attack roll, they must succeed on a Constitution saving throw versus your spell save DC or become poisoned. A creature affected by the poison condition in this way may reroll an additional constitution save at the end of each subsequent turn to save.

At 6th level you may choose to expend two uses of wild shape when entering your fungal form instead of one. If you do, on top of the regular benefits you will gain the following:

  • You may choose the elemental affinity of your Halo of Spores upon activation
  • You can take an additional attack when taking the attack action
  • You gain resistance to the damage type of your Halo of Spores
  • If a creature would be poisoned by you as a result of your symbiotic entity, you may instead choose to silence, blind, or deafen the creature.

This ability lasts for 10 minutes, until you are knocked unconscious, or use wild shape again.

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Primal Conversion

Once per long rest you may use an action to convert a spell slot to wild shape. Your maximum is still two and each spell slot level is worth one wild shape. 

Fungal Infestation

6th-level Circle of Spores feature

At 6th level, your spores have become integrated into your body. Whenever you would fall below 0 hit points you may expend a spell slot of 1st level to roll a constitution saving throw where the DC is equal the amount of damage you took past 0. You may choose to use a spell slot of a higher level, and lower the DC of the roll by 1d6 per spell level past 1st. If you successfully save you remain standing with 1 hit point.

Spreading Spores

10th-level Circle of Spores feature

Create a circle of mushrooms in a 30ft wide radius centered on yourself. Any creature you designate in the affected radius is considered to be in difficult terrain.

Fungal Body

14th-level Circle of Spores feature

The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, you gain an additional attack when performing the attack action, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

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