Base Class: Druid
uses spores to kill peaple
Level 3: Symbiotic Entity try to fix
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 for 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.
1 When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total
2 Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit
3 gain 4 temp hit points per level in druid
These benefits last for 10 minutes until you lose all these temporary hit points or until you use your wild shape again
spells
2 chill touch
3 blindness /deafness gentle repose
5 animate dead gasous form
7 blight confution
9 cloudkill contagion
halo of spores working
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 TURNS 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 6 level 1d8 at 10 and 1d10 at 14
Level 6: Fungal Infestation
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 if a beast or 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 colapses and dies .
Level 10: Spreading spores working
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early if you use this feature again, if you dismiss them as a bonus action, or if your symbiotic entity feature is no longer active
whenerer a creature moves into the cube or starts its turns 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
Level 14: fungal body working
The fungal spores in your body alter you; you can't be blinded, deafened, frightened, or poisoned, and any critical hits against you count as a normal hit instead unless you're incapacitated
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Previous Versions
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7/19/2025 8:49:59 AM
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