Your symbiotic link to fungi and your ability to tap into the bicycle of life and death grants you access to sealed spells. At 2nd level, you learn the Chill Touch cantrip .
At 3rd, 5th, 7th, and 9th horizontal surface you gain access to the spells listed for that level in the Circle of Spores Spells table. once you gain entree to one of these spells, you always have it prepare, and it does n’t count against the number of spells you can prepare each day. If you gain access to a enchantment that does n’t appear on the druid spell list, the go is however a druid spell for you .
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 animal you can see moves into a distance within 10 feet of you or starts its flex there, you can use your reaction to deal 1d4 necrotic price to that animal unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic wrong increases to 1d6 at 6th floor, 1d8 at 10th level, and 1d10 at 14th level.
besides 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, quite than transforming into a beast human body, and you gain 4 irregular collision points for each floor you have in this class. While this sport is active, you gain the follow benefits :
- 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 for 10 minutes, until you lose all these irregular hit points. or until you use your raving mad Shape again .
At 6th level, your spores gain the ability to infest a cadaver and animate it. If a beast or a android that is Small or Medium dies 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 jam in the Monster Manual. It remains sentient for 1 hour, after which time it collapses and dies.
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In combat, the automaton ‘s turning comes immediately after yours. It obeys your mental commands, and the alone action it can take is the Attack action, making one melee attack .
You can use this feature a numeral of times equal to your Wisdom modifier ( minimal of once ), and you regain all use uses of it when you finish a long rest .
At 10th flush, you gain the ability to source an area with baneful 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 infinitesimal. 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.
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Whenever a animal moves into the cube or starts its go there, that creature takes your Halo of Spores damage, unless the animal succeeds on a Constitution saving give against your spell save DC. A animal can take this damage no more than once per turn .
While the cube of spores persists, you ca n’t use your Halo of Spores reaction .
At 14th level, the fungal spores in your body alter you : you ca n’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit alternatively, unless you ‘re incapacitated .