Base Class: Artificer
"Life and death are but threads in the weave of nature. Fungi do not mourn the fallen—they make them bloom anew."
— Sylas Mosswhisper
Masters of symbiosis and transformation, Sporecallers do not merely brew potions—they cultivate living elixirs, drawing from the unseen network of fungi that thrives beneath all things. They are more than alchemists; they are caretakers of the hidden world, weaving the slow wisdom of the Verdant Chorus into potent brews that can restore, enhance, or unravel the mortal form.
Where others mix fire and steel, the Sporecaller listens to the soft, patient voices of the spores, drawing forth elixirs that heal the wounded, strengthen the body, or dissolve barriers between life and death. They do not command nature but commune with it, acting as an intermediary between the living and the decay that feeds new growth.
To a Sporecaller, each vial is alive, pulsing with dormant potential, waiting to take root in flesh and soul alike.
Tool Proficiency
3rd-level Sporecaller feature
You gain proficiency with alchemist’s supplies, though you do not see them as tools, but as ritual implements for cultivating your fungal brews. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Sporecaller Spells
3rd-level Sporecaller feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Sporecaller’s Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Sporecaller Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Living Elixirs
3rd-level Sporecaller feature
Whenever you finish a long rest, as an action, you can magically produce a living elixir that magically grows its own flask. Roll from the Living Elixir table for the elixir’s effect.
You can create additional living elixirs by expending a spell slot of 1st level or higher. When you do so, you use your action to create a number of elixirs equal to the level of the spell slot expended. You choose each elixir's effect individually from the Living Elixir table.
Creating a living elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
As a bonus action, a creature can drink the elixir. Alternatively, a creature can administer it to an incapacitated creature as an action.
Living Elixirs
| Dice | Elixir | Effect |
|---|---|---|
|
1 |
Pulsecap Draught |
Till your next long rest, the drinker can add your Intelligence modifier to their initiative rolls. |
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2 |
Luminous Veil |
The drinker chooses Intelligence, Wisdom, or Charisma when consuming this elixir. For the next 10 minutes, the drinker has advantage on ability checks using the chosen ability. |
|
3 |
Vineborn Resilience |
The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
|
4 |
Windborn Spores |
The drinker gains a flying speed equal to their walking speed (minimum 20 feet) for 1 minute, carried by drifting fungal spores. While flying this way, they can hover, but must end their turn on solid ground or begin falling. |
|
5 |
Fungal Growth |
The drinker regains hit points equal to 2d4 + your Intelligence modifier. When you expend a spell slot of 2nd level or higher to create a living elixir, you may choose to enhance its potency instead of creating additional elixirs. For each spell slot level above 1st, the amount of hit points restored increases by an additional 2d4. |
|
6 |
Barkskin Remedy |
The drinker’s body is reinforced by fungal plating for 10 minutes. During this time, their AC cannot be lower than 16, regardless of what armor they’re wearing |
|
7 |
Spreading Root |
Fungal threads pulse through the drinker’s legs for 1 hour. While affected, the drinker’s movement speed increases by 10 feet, and difficult terrain caused by plants, undergrowth, or fungus doesn’t cost them extra movement. |
|
8 |
Chrysalis Brew |
The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Blighted Elixirs
5th-level Sporecaller feature
You’ve mastered the art of brewing toxic and volatile elixirs—twisted counterparts to your living ones. These blighted elixirs are engineered for battlefield dominance, unleashing corrosive spores and destabilizing fungi upon your foes.
When you create an elixir using your Living Elixirs feature, you can choose to roll on the Blighted Elixirs table instead. These elixirs follow the same rules for creation and duration, magically growing its own flask and lasting until they are used or until the end of your next long rest.
In addition, whenever you expend a spell slot of 1st level or higher to create elixirs using your Living Elixirs feature, you may choose to create blighted elixirs instead of living elixirs. For each level of the spell slot expended, you create one blighted elixir (for example, a 2nd-level spell slot creates two elixirs). You choose the effect of each elixir individually from the Blighted Elixirs table below.
Alternatively, when you expend a 2nd-level spell slot or higher to create a single blighted elixir, you can choose to enhance its potency instead of creating multiple elixirs. When you do so, depending on the elixir, either increase its damage by 1d6 or extend its duration by 1 minute for each spell slot level above 1st, if applicable.
You can use an action or bonus action to throw an elixir at a point or creature within 30 feet.
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If targeting a creature, make a ranged spell attack.
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If targeting a point, all creatures in a 10-foot radius sphere must make a saving throw (type depends on the elixir).
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Your Artificer spell save DC is used for any saves required.
Blighted Elixirs
| Dice | Elixir | Effect |
|---|---|---|
|
1 |
Rotbloom Vial |
A burst of decaying spores lashes the area. Each creature in a 10-foot radius sphere must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much on a success. |
|
2 |
Caustic Sporeburst |
Make a ranged spell attack against one creature. On a hit, the target takes 2d6 + your Intelligence modifier acid damage, and takes an additional 1d4 acid damage at the start of their next turn. |
|
3 |
Cindercap Cocktail |
You ignite a fungal combustion. Each creature in a 10-foot radius sphere must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half on success. Flammable objects ignite. |
|
4 |
Tanglecap Bloom |
You throw a vial that erupts into thick fungal filaments and sticky mycelium. Choose a point within 30 feet. The ground in a 10-foot radius sphere becomes difficult terrain for 1 minute. When a creature enters the area or starts its turn there, it must succeed on a Dexterity saving throw or be restrained while in the area. A restrained creature can use its action to make a Strength (Athletics) check against your spell save DC, ending the effect on a success. The fungal mass is considered flammable |
|
5 |
Sporecharm Vial |
You toss a vial that bursts in the face of a creature, releasing spores that cloud its thoughts. Make a ranged spell attack against a humanoid creature within 30 feet. On a hit, the target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. The target may repeat the save at the end of each of its turns, ending the effect on a success. |
|
6 |
Smothering Sporecloud |
You hurl a flask that bursts into a thick, clinging cloud of bioluminescent spores. Choose a point within 30 feet. A 10-foot radius sphere centered on that point becomes heavily obscured for 1 minute. Darkvision can’t see through it, and nonmagical light can’t illuminate it. While inside the cloud, creatures are effectively blinded to anything beyond 5 feet of them, and cannot be targeted by spells or attacks from creatures outside the cloud, unless the effect doesn't require sight. |
Verdant Rejuvenation
9th-level Sporecaller feature
Your connection to the Verdant Chorus has granted you the ability to weave restorative spores into your craft:
- Once per long rest, when a creature drinks a living elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Master of Bloom and Rot
15th-level Sporecaller feature
Your body has fully adapted to the gifts of the Verdant Chorus, rendering you immune to many afflictions and allowing you to call upon powerful fungal magic:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
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Choose from one of the following spells: antimagic field, antipathy/sympathy, clone, or dominate monster. You cast this without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t use this feature again until you finish a long rest. Whenever you gain an Artificer level, you can replace the spell you chose with another of the spell choices.
Previous Versions
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