```metadata
title: The Circle of Spores (Variant-Undead)
description: >-
  Merged several revisions into one, based on a slightly tweaked Spore Servant
  base.
tags: ''
systems:
  - 5e
renderer: legacy

```

# The Circle of Spores (Psycho-reactive)
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 portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.

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. However, 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 avoid passing to a final rest, violate the cycle and must be thwarted.

### Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. When you use Chill Touch on a target, they make a Intelligence save vs your Spellcaster DC and if they pass they move 5 feet towards you, if they fail, they move 10 feet instead.


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. 

##### Circle of Spore Spells
| Level | Spell|
|:----:|:-------------|
| 3rd | *armor of agathys*, *misty step*   |
| 5th  | *summon undead*, *vampiric touch* |
| 7th| *death ward*, *shadow of moil*|
| 9th| *enervation*, *steel wind strike*|

### Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic psycho-reactive 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 Intelligence saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Once this has been applied to a specific creature during a combat, it does not require additional reactions to apply against them, so long as they start or end their turn in an effected space. Your spores stack from multiple sources (for example you and your Spore Servant). 

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### 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 you gain the appearence of a fungal symbiote. You cannot use Wild Shape while using this feature, and you cannot use this feature if you already under the effect of Wild Shape; this lasts 10 minutes per druid level.
While this feature is active, you gain the following benefits and detriments:

- Your melee attacks and spell attacks within the range of your Halo of Spores, and it deals it's normal damge to them to any target they hit if they fail the Halo of Spores saving throw in addition to any others for the base effect or attack. This also applies to your spells that would deal non-attack damage to foes, so long as they are within your Halo of Spores range. If they fail their Halo of Spore save they have it applied to them without using a reaction on your part.

- When you are dealt damage by a creature under the effects of your spores (as in you spent a reaction to apply it to them, or they have otherwise had it applied to them) and within range of your Halo of Spores, your Halo of Spores deals its damage to that creature, including the usual save. 
- When you use deal Halo of Spores (or other spore sources) damage to a target, they make a Intelligence save vs your Spellcaster DC and if they pass they move 5 feet towards you, if they fail, they move 10 feet instead.

- The first time you activate this power each day, you may choose a damage type from this list to replace all of your spore related necrotic damage with intead until the next day: poison, acid, cold.


### Spore Servant
Starting at 6th level you can infest or consume a corpse or carcass with your spores and sprout new life out of them.
As an action you can infest a large or smaller corpse within your halo of spores areas. You can resurrect the corpse as a spore servant. A creature that was never flesh and blood to begin with (such as a construct, air elemental, or incorporal undead) cant be turned into a spore servant.
Your spore servant will remain for as many hours equal to your druid level divided by 2 rounded up. After that it will wither and die. You can only have 1 spore servant at the time. After the first use of this, you can only make a new one with a fresh host carcass once per proficiency bonus times per long rest. All statistics for the spore servant are attached to this document.



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### Enhanced Spores
Starting at 10th level, your Halo of Spores area increases to 20ft. When you have Symbiotic Entity active, within half the range of Halo of Spores you may apply Halo of Spores without using up your Reaction, so long the target started or ended their turn in this area; additionally, while you have Symbiotic Entity active, anyone under the effect of your spores treats the area within your Halo of Spores as Difficult Terrain. If you also have Spore Servant active then these targets have disadvantage to hit you while they are within this area (Spore Servant gets this effect too). Once per proficiency bonus times per long rest when you activate Symbiotic Entity, you may choose to either reset the damage type to necrotic damage again, or choose a new damage type from that list.


### Fungal Body
At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, you gain immunity against poison damage and any critical hit against you counts as a normal hit, unless you are incapacitated. Your spores Area increases to 30ft. Once per proficiency bonus times per long rest, you may deal yourself damage equal to your level to create a Spore Servant without needing a corpse or carcass, instead using your own flesh to grow it.
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___
> ## Spore Servant
>*Large or smaller Plant, Neutral*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 10 X half your druid lvl rounded down
> - **Speed** 30ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|16 (+3)|2 (-4)|6 (-2)|1 (-5)|
>___
> - **Condition Immunities** Blind, Deafened, Frightenend, Poison, Paralyzed, 
> - **Resistances** Necrotic, Poison
> - **Senses** Blindsight 30ft (blind beyond this radius) passive Perception 8
> - **Languages** None, understands any spoken commands from its summoner
> 
> ___
> ***Spore Bearer.***  The spore servant gains any benefits from the Halo of Spores and enhanced spores class feature from the druid that summoned this spore servant. This includes the Symbiotic Entity effects. 
>
>***Spore Spreader.*** If the spore servant dies it will leave behind a halo of spores. The halo will remain for 1 min/Druid Level and it will cover an cube shaped area equal to the halo of spores of the druid that summed this spore servant centered arround the spore servants last location.
>Whenever a creature moves into this area or starts its turn there, that creature takes the druids Halo of Spores damage, unless the creature succeeds on a Intelligence saving throw against the druids spell save DC. A creature can take this damage no more than once per turn. If the druid has the enhanced spores class feature you can choose one of its effects instead of dealing damage.
>
> ### Actions
> ***Multiattack.*** the spore servant can attack two times with its attack action
>
> ***Melee Weapon Attack:*** +4 to hit, reach 5ft., one target. *Hit* 1d8 + Halo of spores damage die
>
> ***Self Destruct.*** As a bonus action the spore servant can kill itself. Any creature within (Halo of Spores radius)ft of it have to make a dexterity saving throw against the druids spell DC or will suffer (5+Druid Level/2 rounded up)d(Halo of Spores damage die) necrotic damage and fall prone (e.g. 6th level Druid would do 8d6 within 10ft). If they succeed they take half damage and do not fall prone.