Circle of Spores (Revised)

Druid Circle
PDF

An update to a revision! Thanks to Ted from Nerd Immersion for some of the ideas here and thanks for featuring this in a video of yours. Made a few minor tweaks, updated to my hot new page format, and added designer notes!


Features

Circle Spells
At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Spores Spells table (see PDF).
     Once you gain access to one of these spells, you always 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 that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Halo of Spores
Beginning at 2nd level, you are surrounded by invisible fungal spores that are harmless until unleashed by you. When a creature you can see moves within 10 feet of you or starts its turn there, you can use your reaction to launch spores at that creature. These spores deal 1d4 poison damage to that creature. This damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.

Symbiotic Entity
At 2nd level, you gain the ability to channel magic into the spores that infuse you.
When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per Druid level. your Halo of Spores, Spreading Spores, and your weapon attacks deal an additional 1d6 necrotic damage. These benefits last for 10 minutes, until you are reduced to 0 hit points, you die, or until you use your Wild Shape again.

Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or humanoid of small or medium size dies while within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block found in the Monster Manual. It remains animate for up to 1 hour, after which it collapses and dies. In combat, the zombie’s acts at the beginning or end of your turn. It obeys your mental commands and can only take the Attack action, making a single melee attack. Zombies created with this feature are immune to necrotic damage you are the source of.
When a creature dies as a result of damage from your Halo of Spores or Spreading Spores features, the creature does not need to be within 10 feet and you do not need to use your reaction to use this feature.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses upon completion of a long rest.

Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10 foot cube for up to 1 minute. Creatures within this cube take your Halo of Spores damage when they enter the area or start their turn within it. A creature is only dealt damage by this cube of spores once each round. The cube of spores vanishes early if you use either this feature again or your Halo of Spores feature.

Fungal Body
At 14th level, the spores in your body have fundamentally altered you. You cannot be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you are incapacitated.

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