Bard
Base Class: Bard

Bards of the College of Mycelium believe that rot sings and spores dance. They treat decay as performance, weaving melodies into drifting clouds of spores and coaxing mushrooms to bloom in impossible colors. To them, every moldy log is a choir, every fungal puffball a drumbeat. Their songs spread like mycelium: subtle, pervasive, and strangely beautiful.

Level 3: Fungal Bloom

You can call forth a fungal bloom of drifting spores. When you inspire a creature with Bardic Inspiration, you can summon a bloom that manifests around the inspired target.

The Fungal Bloom creates an aura in a 15-foot Emanation from the target. The Fungal Bloom vanishes after 1 minute, when you summon another, or when you have the Incapacitated condition. When you summon a Fungal Bloom, choose its form: Rotcap, Glowcap or Mourncap.

Mourncap

Mourncap. Pale, drooping shelf-fungi and ghostly puffballs swell up, releasing a soft gray haze that muffles sound and dulls pain. The spores smell faintly sweet, like damp leaves in autumn.. The inspired creature and its allies within the aura have Half Cover against ranged attacks.

Reaction: When a creature inside the aura takes damage, you can take a Reaction to reduce the damage by a roll of your Bardic Inspiration die + your Charisma modifier.

Rotcap

Rotcap (Decay): A bloom of ruddy, ragged mushrooms sprouts across the ground and from the target’s shadow, puffing out black-spored clouds that cling to nearby foes. The air smells of wet earth and bitter iron.

The inspired creature and its allies within the aura have Advantage on Charisma (Intimidation) checks. In addition enemies starting their turn in the aura take necrotic damage equal to your Bardic Inspiration die.

Reaction: When an ally in the aura hits with an attack, you can add necrotic damage equal to your Bardic Inspiration die + Charisma modifier.

Scamp

Glowcap. Bioluminescent mushrooms sprout in shimmering clusters, shedding drifting motes of pink, teal, and gold spores. The spores pulse faintly in rhythm with your song, evoking a giddy, dreamlike mood. When the inspired creature or its allies starts a turn in the aura, that creature’s Speed increases by 10 feet until the end of its next turn. In addition, when a creature inside the aura fails a saving throw, you can take a Reaction to let the creature reroll the d20.

Level 3: Hyphal Nexus

Your voice resonates through spores and hyphae. You can communicate simple emotions, sensations, or short sentences telepathically with any creature within 60 feet, as long as both of you are in the same plane. Observers unfamiliar with this tradition must succeed on a DC 15 Intelligence (Arcana) check to recognize the spores.

Mycelium Cache: Instead of carrying items, you can “plant” them. When you finish a Long Rest, you can designate a patch of fungi (in a bag, pouch, or even on the ground) as a magical storage site. Any item placed into the fungi sinks into the mycelial network and can later be retrieved from any other cache you create.

Level 6: Circle of Spores

When you finish a Long Rest, you can seed a location with spores, mushrooms, or creeping mold. Thereafter, you can use this feature to cast Teleportation Circle to that location. When you cast the spell in this way, the circle manifests as a fairy-ring of mushrooms, and stepping inside causes creatures to sink into the earth and re-emerge from the marked circle.

  • You can have a number of seeded locations equal to your Charisma modifier (min 1).

  • If you plant a new one beyond your maximum, one of your previous ones fades.

  • At 9th level, you always have Teleportation Circle prepared and can use your seeded rings as destinations.

Level 6: Blooming Step

You can cause the world to erupt in fungal bloom to carry you and your companions.

As a Magic Action, you create a writhing fungal path (either a 120-ft line or a 30-ft radius ring of mushrooms). You and up to 6 willing creatures within 30 ft. can vanish into the growth and reappear in unoccupied spaces anywhere along it.

Each enemy in the area must make a Constitution saving throw against your spell save DC or take necrotic damage equal to three rolls of your Bardic Inspiration die and be Poisoned until the start of your next turn.

You can use this feature once per Long Rest. You can regain another use by expending a 3rd-level or higher spell slot.

When you reach level 9 in this class, you always have Teleportation Circle prepared and can use any of your previously used locations (by "Circle of Spores" or Blooming Step") as the destination when you cast it.

Level 14: Hallucinogenic Hymn

A vast cloud of spores brusts forth from you, glowing and pulsing in rhythm to your Spore Song, twisting the air into a dreamscape. As a Magic Action, you spread a plume of dazzling spores audible and visible up to 300 feet. Choose up to six creatures you can see in range. Each must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is Staggered by hallucinations for 1 minute.

 While staggered, a creature rolls a d4 at the start of each of its turns:

  1. The creature is Stunned until the start of its next turn.
  2. The creature must use all movement to stumble in a random direction (does not provoke opportunity attacks).
  3. The creature perceives allies as fungal horrors, imposing Disadvantage on attack rolls until end of turn.
  4. The creature acts normally this turn.

At the end of each of its turns, the creature repeats the saving throw, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a spell slot of level 7+ (no action required) to restore your use of it.

College Of Mycelium Image

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