Druid - Circle of the Mycollid

Druids of this circle use their transformative magic
to cultivate fungus creatures, called Mycollids.
These mycollids produce small spore creatures that are made of
pure nature magic energy, called Sporelings.
The druids harvest this energy...

Created by Daniel Nnorth

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Mycollid Cultivation

Starting at 2nd level you can use the transformative magic of your Wild Shape ability to create a fungal thrall. As an action, you may expend one use of Wild Shape to inject magical spores into the corpse of a Medium or larger creature to summon a mycollid. Out of the corpse rises as a mycollid 1d4 rounds later, and acts as an ally of its creator. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 24 hours, after which time it collapses and dies.

You may control a number or mycollids equal to your proficiency modifier - 1, and a number of sporelings equal to your proficiency modifier + your Wisdom modifier.

Sporeling Burst

When you choose this circle at 2nd level, you learn to manipulate the magical energy within the sporelings you control to produce one of the following effect:

Healing Spores. As an action, you can command a nearby sporeling you control to move up to half its movement speed, and produce a 5-foot-radius cloud of healing spores reducing its hit points to 0. Any allied creature within the cloud regains a number of hit points equal to 1d4 + your Wisdom modifier.

The number of hit points regained increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Explosive Vegetation. As an action, you can command a nearby sporeling you control to move up to half its movement speed, and produce a 5-foot-radius explosion of poisonous gas reducing its hit points to 0. Any creature within range must make a Constitution saving throw or take poison damage equal to 1d4 + your Wisdom modifier. Creatures are affected even if they hold their breath or don't need to breathe.

The piercing damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You may target one additional sporeling when you reach 8th and 16th levels.

Once you’ve used this ability you cannot use it again until you complete a short or long rest.

Spore Manifestation

Starting at 6th level, as an action, you can expend one or more hit dice to produce a cloud of spores. You can expend a maximum number of hit points equal to your Constitution modifier.

You learn to produce one spore effect of your choice from the following:

Healing Spores. You emit a 15-foot radius of spores. These spores can go around corners. Up to 6 friendly creatures of your choice within range regain a number of hit points equal to your Wisdom modifier + 1d4 for each hit die expended.

Hypnotic Spores. You emit a 15-foot radius of spores. These spores can go around corners and affect only creatures with an intelligence of 2 or higher that aren't undead, constructs, or elementals. You can target a number of creatures equal to your Wisdom modifier. Creatures of your choice within range must make a Wisdom saving throw and do so with advantage if you and your companions are fighting it. On a failed save, the creature becomes charmed by you for 1d4 rounds for each hit die expended. While charmed by these spores, the creature is incapacitated and has a speed of 0.

The charm ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Sporesowing. You emit a 15-foot radius of spores. These spores can go around corners. Every mycollid creature you control within range, recharges their Spawn Saproling ability.

Vitalizing Spores. You emit a 15-foot radius of spores. These spores can go around corners. Up to 6 friendly creatures of your choice within range become revitalized by your spores. Each target’s speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws for 1d4 rounds for each hit die expended.

Additionally, when you gain a level in this class, you can choose the spore effect you know and replace it with another. When you reach 12th level, you learn one additional spore effect.

Once you’ve used this ability you cannot use it again until you complete a short or long rest.

Mycollid Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Mycoloth Ancient.

Syphon Sporelings

By 14th level, you have learned how to consume the raw magic within sporelings to create a spell slot. As a bonus action on your turn, you can target up to nine nearby sporelings you control, and reduce their hit points to 0, consuming their essence. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 6th.

Any spell slots you create with this feature vanishes when you finish a short or long rest.

Creating Spell Slots
Spell Slot Level Sporeling Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9

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Druid | Circle of the Mycollid


Mycollid

Medium plant (mycollid), chaotic neutral


  • Armor Class 12 (natural armor)
  • Hit Points 18 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+2) 6 (-2) 11 (+1) 4 (-3)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 11
  • Languages Sylvan
  • Challenge 1/2 (100 XP)

False Appearance. While the mycollid remains motionless, it is indistinguishable from a medium plant or fungus.

Spawn Sporeling (Recharge 5-6). As a bonus action, the mycollid ejects spores at one point on the ground it can see within 15 feet of it, and creates a sporeling 1d4 rounds later. The sporeling appears in an unoccupied space within 5 feet of point chosen, and acts as an ally of its creator.

Actions

Rake. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage.


Sporeling

Small plant, chaotic neutral


  • Armor Class 12
  • Hit Points 9 (2d4 + 4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 8 (-1) 15 (+2) 1 (-5) 12 (+1) 4 (-3)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 11
  • Languages Sylvan
  • Challenge 0 (10 XP)

False Appearance. While the sporeling remains motionless, it is indistinguishable from a small plant or fungus.

Actions

Rake. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 slashing damage.


Mycoloth Ancient

Large plant (mycollid), chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 14 (+2) 17 (+3) 4 (-3)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Sylvan
  • Challenge 5 (1,800 XP)

False Appearance. While the mycollid remains motionless, it is indistinguishable from a large plant or fungus.

Fungal Growth. A 20-foot radius of spores extends from the mycollid. These spores can go around corners and affect only other mycollid. Every mycollid affected has the recharge of their Spawn Saproling ability reduced by 1.

Regeneration. The mycollid regains 8 hit points at the start os its turn if it is in contact with the ground. If the mycollid takes fire damage, this trait doesn't function at the start of mycollid's next turn. The mycollid dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spawn Saproling (Recharge 4-6). The mycollid ejects spores at one point on the ground it can see within 15 feet of it, and creates a sporeling 1d4 rounds later. The saproling appears in an unoccupied space within 5 feet of point chosen, and acts as an ally of its creator.

Actions

Multiattack. The mycollid can make two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) bludgeoning damage.

3

Druid | Circle of the Mycollid

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