Circle of Spores
The Circle of Spores finds beauty in decay. It embraces the idea that life is perpetuated, not ended, through the work of fungi and decomposers. These druids see all living things as part of a grand cycle, and they draw power from the unseen mycelial networks that thread through soil and wood, connecting all things in the web of rot and renewal.
Circle of Spores Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Halo of Spores, Symbiotic Entity |
| 6th | Fungal Infestation |
| 10th | Spreading Spores |
| 14th | Fungal Body |
Subclass Features
Halo of Spores
2nd-level Circle of Spores feature
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 begins 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
2nd-level Circle of Spores feature
Also 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, and you gain the following benefits for 10 minutes:
- You gain temporary hit points equal to 4 times your druid level.
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra \(1d6\) necrotic damage to any target they hit.
These benefits last until you use your Wild Shape again or until you fall unconscious.
Fungal Infestation
6th-level Circle of Spores feature
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or humanoid that is Small or Medium falls to 0 hit points 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. It remains animate for 1 hour, after which time it collapses and dies.
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.
You can have no more than two zombies created by this feature active at a time.
Spreading Spores
10th-level Circle of Spores feature
At 10th level, you gain the ability to seed an area with your deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or take your Halo of Spores damage. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body
14th-level Circle of Spores feature
At 14th level, the fungal spores in your body alter you so that you are immune to the blinded, deafened, frightened, and poisoned conditions. In addition, any critical hit against you counts as a normal hit instead, as the spores cushion the blow.