Paladin
Base Class: Paladin

Paladins of the Myconid

Paladins who swear the Oath of the Myconid are rare and strange figures, often mistaken for druids, hermits, or even monsters by those who don’t understand their purpose. They dwell where sunlight fades — in shadowed glades, forgotten ruins, and the deep places of the world where rot and rebirth intertwine. There, they listen to the whispering voices of the mycelial web, communing with ancient fungal minds that remember the rise and fall of civilizations.

A Paladin of the Myconid rarely preaches or commands; instead, they guide others through quiet empathy, sharing thoughts and emotions through faint telepathic spores. In battle, they are serene and terrible; surrounded by clouds of toxic mist, their steps silent, their blows carrying the inevitability of decay.

Some serve as protectors of wild places, ensuring that the natural balance between life and death endures. Others wander the surface world as agents of renewal, bringing peace to dying lands or purging corruption through controlled decay. To them, every death feeds the next beginning, and every ruin hides fertile ground waiting to bloom again.

Tenets of the Myconid

From Decay, Life Blossoms

Death is not an ending, but a returning. All that rots feeds the roots of what will be. Let nothing go to waste. Honor the fallen, the broken, and the spent, for in them lies the new seed of life. 

Carry the Crown of Spores

You are an extension of the Great Network. Where you walk, you carry it's breath. Spread it's wisdom through humility and patience.

Love In All Forms

The rot is gentle, the bloom is fierce, the spores unseen yet embracing all. Love like the mycelium; silently, deeply, without boundary or judgement.

Shield The Quiet Places

The soft moss, the hidden grove, the forgotten hollow. All are sacred. Protect the balance of nature and the stillness where life renews itself, even when the work above forgets,

Level 3: Oath of the Myconid Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Myconid Spells table, you thereafter always have the listed spells prepared.

Oath of the Myconid Spells
Paladin Level Spells
3 Speak With Animals, Shield of Faith
5 Gentle Repose, Zone of Truth
9 Plant Growth, Protection From Energy
13 Blight, Aura of Life
17 Cloudkill, Dream

Level 3: Spore Network

Starting at 3rd level, when you take this Oath, you can use your Channel Divinity to awaken a telepathic fungal link between yourself and others.

As an [Tooltip Not Found], you release a faint cloud of psychic spores that spread through the air in a 30-foot radius. Choose up to eight willing creatures of your choice within range (which can include yourself). For the next hour, you and the chosen creatures are connected through a telepathic spore network.

  • Each creature can communicate telepathically with every other creature in the network as long as they are within 120 feet of each other.

  • The communication is wordless and emotion-infused, carrying tone, intent, and sensory impressions like smells or textures in addition to words.

  • The connection is not blocked by walls or obstacles, but it cannot extend to another plane of existence.

  • While the network is active, any creature in it that makes a Wisdom (Perception) or Intelligence (Investigation) check can add your Charisma modifier (minimum +1) to the roll, representing the shared senses of the group.

The link ends early if you are incapacitated or die, or if you use this feature again.

Level 7: Aura of Mycetism

Your divine essence becomes one with the mycelial web that threads through all things, exhaling a faint, toxic mist.

You and friendly creatures within 10 feet of you are accustomed to your spores and are immune to their effects. Hostile creatures that start their turn within 5 feet of you take poison damage equal to your Charisma modifier (minimum of 1).

A creature that succeeds on a Constitution saving throw against your Paladin spell save DC takes no damage that turn.

At 18th level, the range of your aura increases to 30 feet, and the damage affects hostile creatures within 10 feet of you instead of 5 feet.

Level 15: Sporestep of the Mycelial Shadow

You learn to travel through the hidden fungal networks that thrive in the dark, stepping between shadows as easily as breathing spores.

When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

When you use this feature, you may choose to leave behind a burst of toxic spores in the space you departed from, and appear wreathed in a shimmer of shadowy mycelium.

  • Each creature of your choice within 10 feet of your departure point must make a Constitution saving throw against your Paladin spell save DC, taking poison damage equal to 2d10 + your Charisma modifier on a failed save, or half as much on a success.

  • The first melee attack you make before the end of the turn after teleporting has advantage, and on a hit deals an extra 1d8 poison or necrotic damage (your choice).

You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.

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Aspect of the Deathcap

At 20th level, you transcend your mortal form and become a living conduit of the fungal divine — the Deathcap given shape and will. You embody the endless cycle of decay and rebirth that unites all living things through the mycelial web.

When you assume this aspect, your body undergoes a profound transformation of your choosing. Your skin might pale and bloom with faintly glowing fungal patterns; your eyes may turn black and glimmer with bioluminescent motes; your breath exhales clouds of harmless spores; or a regal crown of mushrooms might sprout from your brow like a halo of decay.

 

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

Activate Holy Nimbus

While your Aura of Protection is infused with holy power, it grants the following benefits:

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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