Warlock
Base Class: Warlock

Your patron is the mysterious queen of spores Zuggtmoy, one of the demon lords. She has only one wish, to spread the influence around every corner of the world, of every world, and make every living being her servant. Thus, the queen is indifferent to you and your goals, viewing you only as a walking body of infection.

People infected by your spores loose all their individuality, becoming part of a hive mind. This process is not instantaneous, and strong minded individuals can resist her effects longer then others.

However, even those strong willed indiviuals are haunted by the silent whispering of a million voices in their mind, begging to be freed, becoming quieter and quieter, until finally, they too are silent, having become part of the whole.

If the queen chooses you as her servant, you become part of a giant hive mind, slowly loosing both your individuality and your soul to the network. In return, she grants you the power to spread her spores, letting you gain control of other people.

Whilst this subclass is not evil per se, as you, unlike with other packs, did not necessaringly become her servant willingly, druids will usually be very suspicious of you, trying to protect the natural order around them.

You too can feel this conflict inside you, as you try to live your life as a hero, whilst slowly being turned into just another of the monsters you fight. You dread the day, on which you wake up for the last time.

Expanded Spell List

The Queen of Spores lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Queen of Spores Expanded Spells
Spell Level Spells

1st

Ray of Sickness, Sleep

2nd

Blindness/Deafness, Gentle Repose

3rd

Animate Dead, Stinking Cloud

4th

Confusion, Polymorph

5th

Dominate Person, Cloudkill

Hive Mind

At 1th level, you gain the ability to communicate with the hive mind. You gain the ability to perceive the world through the eyes of other infected beings. During a long rest, you can create a spyshroom, a mushroom with an eye where its cap should be. You can use an action to perceive the world through its eye. Once you have planted such a mushroom, it needs to grow for 24 hours until you can use this feature.

Once you have planted a spyshroom, it can not be moved. Instead, you can choose to disconnect the spyshroom from the hive mind and plant a new one.

When you gain access to Fungal Warriors on later levels, you can plant spyshrooms on the body of a Fungal Warrior, instead of the ground.

You can have as many of these mushrooms as your Charisma modifier (minimum of 1).

Spore Cloud

Starting at 1st level, your fungal form influences the enviroment around you.

As a bonus action, you can surround yourself with aan aura of poisonous spores. The aura extends 5 feet from you in every direction, but not through total cover. You concentrate on the aura, as if it was a spell. You can release it with a bonus action, as described below.

Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

You can release the spores in a 10-foot sphere, all creatures within the sphere take poison damage equal to your Charisma modifier (minimum of 0 damage). Additionally, all creatures within the sphere must succeed on a constitution saving throw or be charmed by you until the end of your next turn. You are forced to release the spores immediately, if you loose concentration.

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

Fungal Warrior

At 6th level, 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, causing it to stand up immediately with full hitpoints and temporary hit points equal to half your warlock level. It also gains access to the Spore Cloud feature, but can not release the spores. The creature uses the ghoul stat block in the Monster Manual, but looks like the original creature, only with colorful mushrooms all over its body. Roll initiative for the creature, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). It remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

The disease is clearly visible from the outside and the Fungal Warrior emits a strange odor. This causes strangers who find the humanoid to strongly dislike and fear it. Animals tend to try their best to avoid its presence.

Once you bind a creature with this feature, you can’t use the feature again until you finish a long rest.

 

hallucinatory spores

At 10th level, when you release your spore cloud, you can cast command immediately without a spellslot and verbal or material components on every creature within the sphere instead of the charm effect. Every target, that is already charmed by you, has disadvantage on this saving throw. All creatures must follow the same command.

 

Enslavement

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid for 1 hour, infecting it with a your mindaltering spores. This effect is treated as a disease. At the end of this period, the humanoid must succeed on a constitution saving throw. The difficulty class of the saving throw is 10 + your charisma modifier.  If the humanoid is charmed by you, it has disadvantage on the saving throw. You can try to repeat to infect the humanoid again, if it succeeds its saving throw. You can use this feature a number of times each day, equal to your charisma modifier.

Once the humanoid fails its saving throw, it is infected by your spores and turns into a Fungal Warrior, however, unlike Fungal Warriors created by the Fungal Warrior feature, it uses the Ghasts base stats. The target is charmed by you, and has the overwhelming desire to pursue the goals of your patron. These might not necessarily align with your goals! It retains some of its free will. The Dungeon Master controlls the Fungal Warrior and chooses the appropriate action in cases where the humanoids morals, and the wishes of the Queen of Spores are not aligned.

After 24 hours, you must use this feature on the Fungal Warrior again, or it is cured from the disease and regains its normal abilities and features. A cured humanoid is imune to the disease for the rest of their life.

If a creature is infected with your disease for seven days straight, it turns into a slave of the Queen of Spores. It looses all of its free will, and is fully controlled by your patron.

 

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