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Circle of Spores These

benefits last for 10 minutes, until you lose all


temporary hit points granted by this feature, or until you use
Druids of the Circle of Spores find beauty in decay. They see your Wild Shape again.
within mold and other fungi the ability to transform lifeless
material into new life. These druids believe that life and death Fungal Germination
are part of a grand cycle, with one leading to the other and At 6th level, your spores gain the ability to infest a humanoid
back again. Death is not the end of life, but instead a change or beast corpse and animate it.
of state that sees life shift into a new form. When a humanoid or beast dies within 10 feet of you, you
can use your reaction to imbue it with your spores, which
Circle Spells germinate and feed on the corpse. A Violet Fungus (Monster
Your symbiotic link to fungus and your ability to
tap into the Manual p. 138) sprouts out of the corpse. It remains alive for
cycle of life and death grants you access to certain spells.
At 1 hour, after which it withers and dies.
2nd level, you learn the chill touch cantrip.
At 3rd, 5th, 7th, In combat, the servant takes its turn immediately after
and 9th level you gain access to the spells listed for that level yours. It obeys your mental commands, and the only action it
in the Circle of Spores Spells table. can take is the Attack action, making one Rotting Touch
Once you gain access to one of these spells, you
always attack.
have it prepared, and it doesn’t count
against the number of
spells you can prepare
each day. If you gain access to a spell Spore Cloud
that doesn’t appear on the druid spell list, the spell is At 10th level, you gain the ability to seed an area with deadly
nonetheless a druid spell for you. spores. As a bonus action while using your Fungal Form
feature, you can hurl spores up to 30 feet away, where they
Circle of Spores Spells swirl in a 10-foot cube for 1 minute. The spores disappear
Druid Level Spells early if you use this feature again, if you dismiss them as a
3rd gentle repose, ray of enfeeblement
bonus action, or if your fungal form is no longer active.
Whenever a creature moves into the cube or starts its turn
5th gaseous form, vampiric touch there, that creature takes damage from your Halo of Spores
7th blight, confusion
for each turn it remains within the cube. A creature can take
this damage no more than once per turn.
9th cloudkill, contagion When a creature dies within the cube, you can use your
Fungal Germination feature to grow a fungus, even if it is
Halo of Spores farther than 10 feet away from you.
Starting at 2nd level, you are surrounded by necrotic spores While the Spore Cloud persists, you can't use your Halo of
that are harmless until you unleash them on a creature Spores reaction.
nearby. When a creature you can see moves into a space
within 10 feet of you or starts its turn there, you can use a Symbiotic Entity
reaction to infect the creature with these spores. The creature At 14th level, the fungus in your body alters you. You can't be
must make a Constitution saving throw against your spell save blinded, deafened, frightened, or poisoned, and any critical hit
DC. On a failure, the spores infect the creature, dealing 1 against you counts as a normal hit instead, unless you are
necrotic damage each round and poisoning the creature for a incapacitated.
number of rounds equal to your Wisdom modifier. The
damage per round increases to 2 at 6th level, 3 at 9th level,
and 4 at 14th level.
Fungal Form
At 2nd level, you gain the ability to take on a special fungal
form with your Wild Shape feature. When you use your Wild
Shape feature, you transform into a fungal-infested form
instead and gain the following benefits.
Your type is plant, instead of humanoid.
You gain 5 temporary hit points for each level you have in
this class.
When you use your Halo of Spore feature while in your
fungal form, the creature takes twice as much damage per
round for the duration of their infection.
Your unarmed strikes are magical and use a d8 damage
die, and you can use Wisdom instead of Strength for attack
and damage rolls with your unarmed strikes.
Your melee weapon attacks and unarmed strikes deal an
additional 1d6 poison damage to any target they hit.

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