Druid: Difference between revisions

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The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 Hit Points or are Incapacitated, you can immediately cast the Conjure Animals Spell at 9th Level. It summons four Beasts of your choice that are CR 2 or lower.<br>
The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 Hit Points or are Incapacitated, you can immediately cast the Conjure Animals Spell at 9th Level. It summons four Beasts of your choice that are CR 2 or lower.<br>
The conjured Beasts appear within 20ft of you. If they receive no commands from you, they protect you from harm and Attack your foes. The Spell lasts for 1 hour, requiring no Concentration, or until you dismiss it early as a Free Action. Once you use this feature, you can’t use it again until you finish a Long Rest.
The conjured Beasts appear within 20ft of you. If they receive no commands from you, they protect you from harm and Attack your foes. The Spell lasts for 1 hour, requiring no Concentration, or until you dismiss it early as a Free Action. Once you use this feature, you can’t use it again until you finish a Long Rest.
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== Circle of Spores ==
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.<br>
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
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==== Halo of Spores ====
''2nd Level Circle of Spores Druid''<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You learn the Chill Touch Cantrip as a Druid Spell, which doesn't count against your Cantrips Known. Additionally, when a creature you can see moves into a space within 10ft of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature.<br>
This Necrotic Damage increases when you reach certain Levels in this class: The Necrotic Damage increases to 1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, and 1d12 at 18th Level.
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==== Symbiotic Entity ====
''2nd Level Circle of Spores Druid''<br>
You gain the ability to channel magic into your spores. As an Action, you can spend 1 Wild Point to awaken those spores. When you do so, you gain a number of Temporary Hit Points equal to 4 x your Druid Level for 10 minutes. While you have these Temporary Hit Points you gain the following benefits:
*When you deal Damage with your Halo of Spores feature, you roll the Damage Die a second time, and add it to the total Necrotic Damage dealt.
*Your Melee Weapon Attacks deal an additional 1d6 Necrotic Damage.
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==== Fungal Infestation ====
''6th Level Circle of Spores Druid''<br>
Your spores gain the ability to infest a corpse and animate it. If a Medium or smaller Beast or a Humanoid dies within 10ft of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 Hit Ooint. The creature uses the Zombie stat block. It remains animate for 1 hour, after which time it collapses and dies.<br>
In combat, the Zombie’s turn comes immediately after yours. It obeys your mental commands, and the only Action it can take is the Attack Action, making one Melee Attack.<br>
You can use this feature a number of times equal to your Wisdom Modifier, and you regain all expended uses of it when you finish a Long Rest.
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==== Spreading Spores ====
''10th Level Circle of Spores Druid''<br>
You gain the ability to seed an area with deadly spores. As a Bonus Action while you have the Temporary Hit Points granted by your Symbiotic Entity feature is active, you can hurl spores at a space within 30ft of you, creating a 10ft Still Emanation centered on that point for 1 minute. The spores dissipate if you end them early as a Free Action or if you lose the Temporary Hit Points granted by your Symbiotic Entity feature.<br>
Whenever a creature moves into the Emanation or starts its turn there, that creature takes 1d8 Necrotic Damage.<br>
As you gain Levels in this class, the Damage of this feature increases: The Necrotic Damage increases to 1d10 at 14th Level, and 1d12 at 18th Level.
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==== Fungal Body ====
''14th Level Circle of Spores Druid''<br>
The fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, or Poisoned, and Crit against you becomes a normal hit instead.
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