# The Circle of Spores (Variant)
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 spare the dying and the Toll the Dead cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

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 | Blindness/Deafness , Misty Step |
| 5th  | Gaseous Form, Speak with Dead |
| 7th| Blight, Death Ward |
| 9th| Cloudkill,  Enervation |

### 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. 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 you gain the appearence of a fungal symbiote. While this feature is active, you gain the following benefits and detriments:

• Your melee attacks deal bonus damage equal to your halo of spores damage to any target they hit.

• You can add your Wisdom modifier (min of 1) to your AC

• you can deliver touch spells onto any creature inside your halo of spores areas without physically interacting with them

• You cannot target anything with spells outside of any of your halo of spores areas 


### Spore Servant
Starting at 6th level you can infest or consume a corpse 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, elemental, ooze, plant or 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. 
All statistics for the spore servant are attached to this document.
After you used this feature you cannot use it until you finished a short rest.

### Enhanced Spores
Starting at 10th level you can influence the property and reach of your spores and change their effect against creatures in their area.
Your halo of spores Area increases to 20ft.
If a creature fails their saving throw against your halo of spores class feature you choose one of the following effects instead of dealing your halo of spores damage:

• Caustic Spores: The target sufferes acid damage equal to your wisdom modifier and its AC is reduced by 2. 

• Hallucynatory Spores: The target is confused and behaves like under the *Confusion* spell

• Raport Spores: The creature mind is probed by your spores and behaves like it is under the effects of a detect thoughts spell. If you want to probe deeper into the mind an affected creature, it has to make a Constitution saving throw against your spell DC instead of making a contested intelligence check. This effect lasts an amount of hours equal half to your druid level rounded up.

### Awakened Spores
Starting at 10th level, your spores give you the ability to touch the minds of other creatures. As an action, you can touch a willing creature. You can communicate telepathically with any touched creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This lasts for a number of hours equal to half your druid level rounded up.



### 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. 
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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. 
>
>***Spore Spreader.*** If the spore servant dies it will leave behind a halo of spores. The halo will remain for 1 min 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 Constitution 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 10ft of it have to make a dexterity saving throw against the druids spell DC or will suffer 8d6 necrotic damage and fall prone. If they succeed they take half damage and do not fall prone.



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