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View Full Version : Circle of Spores Druid Subclass Revised [P.E.A.C.H]



GentlemanVoodoo
2019-04-27, 06:40 PM
I'll keep this simple and just say that the current Circle of Spores write up is disappointing with several mechanics needing an overhaul. Thus the purpose of this revision is to correct some of the abilities while also modifying other to enhance the more martial aspects the subclass tries to bring out. Any feed back is welcomed!

Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. On a success, the target takes half damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level and 1d10 at 14th level.

Symbiotic Entity
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form. While this form is activated you gain the following features:

1. When you activate this form, you are unable to cast spells but those that require a melee attack roll, magical melee attack roll or a spell that creates or modifies a weapon as part of the casting such as Shillelagh or Shadow Blade. Any other spells you have active or are concentrating on ends immediately as well.
2. When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
3. When you activate this form and not wearing any armor, your AC becomes 13 + Wisdom modifier. You can use a shield and still apply its benefits.
4. Your melee attacks deal an extra 1d6 poison damage to any target they hit.
5. When you would reduce a target to zero hit points you gain temporary hit points equal to Wisdom modifier + current level.

These benefits last for 10 minutes, until you lose consciousness or you use Wild Shape again.

Fungal Infestation
At 6th level, your mastery over your spores becomes more deadly in combat and allows for unusual allies to aid you. When you would make a melee attack you can command your spores to attack the same target or a different target within 10 feet of you that you can see as part of that melee attack. If the damage from your spores reduces the target’s hit points to zero, you may reanimate the target as a bonus action. The reanimated target may not have a challenge rating higher than your druid level divided by 3 (round down), be of a size no bigger than Large and has the Spore Servant Template (Monster Manual pg. 230) applied. The reanimated target takes its turn after yours and obeys any mental command it is physically able to perform.

The reanimated target remains in effect for up to a period of 24 hours, until you dismiss the reanimated target as a free action, or lose consciousness. While the reanimated target is active, you are unable to use your Halo of Spores or Spreading Spores class abilities. Once you use this feature you may not use it again until you complete a long rest.

Spreading Spores
At 10th level you gain the ability to seed an area with your spores for both combative and unusual effects. As an action and while your Symbiotic Entity feature is active, you can hurl your spores to cover a 30 foot area and selecting one of the following effects to be activated upon use of this class feature:
- Any enemy target that starts its turn or moves into the area must make a Constitution saving throw or be stunned for 1 minute.
- Any ally that starts their turn or moves into the area may communicate with another ally telepathically as a free action. The ally target must have an Intelligence of 2 or higher.
- Any enemy target that has starts its turn or moves into the area must make a Constitution saving throw or be poisoned for 1 minute.
- Any target that moves or starts its turn in the area takes the damage of your Halo of Spores class feature.

While this class feature is active you are unable to use your Halo of Spores or Fungal Infestation class features. The abilities of this class feature continue until you dismiss it as a free action or use the class ability a second time. You have a number of uses for this class ability equal to your Wisdom modifier and regain all expanded uses when completing a long rest.

Fungal Body
At 14th level, the fungal spores in your body alter you. You do not suffer the blinded, deafened or poisoned conditions. You gain resistance to bludgeon and piercing damage types. You are also able to cast the spell Speak with Plants as a ritual and have advantages on persuasion checks with any plant that is a fungus.