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# Mycolomancer
##### Mycolomancer | Level | Proficiency Bonus | Features | Cantrips Known | Spore Points | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fungal Sculpting, Mycotic Vigor, Spore Points | — | 2 | — | — | — | — | — | | 2nd | +2 | Spellcasting, Mycotic Servant | 2 | 3 | 2 | — | — | — |— | | 3rd | +2 | Poison Coating | 2 | 4 | 3 | — | — | — |— | |4th| +2 | Ability score Improvement, Spore Clouds | 2 | 5 | 3 | — | — | — |— | |5th| +3 | Fungal Wrath | 3 | 6 | 4 | 2 | — | — |— | |6th| +3 | Explosive Sacrifice, Fungal Sculpting Improvement | 3 | 7 | 4 | 2 | — | — |— | |7th| +3 | Fungal Cure, Empowered Blooms | 3 | 8 | 4 | 3 | — | — |— | |8th| +3 | Ability score Improvement, Cadaver Manipulation | 3 | 9 | 4 | 3 | — | — |— | |9th| +4 | Steel Hardening, Explosive Sacrifice Improvement | 4 | 10 | 4 | 3 | 2 | — |— | |10th| +4 | Mycotic Vigor Improvement, Spore Bloom | 4 | 11 | 4 | 3 | 2 | — |— | |11th| +4 | Lightning Pulse | 4 | 12 | 4| 3 | 3 | — |— | |12th| +4 | Ability score Improvement, Explosive Sacrifice Improvement | 5 | 13 | 4 | 3 | 3 | — |— | |13th| +5 | ─ | 5 | 14 | 4 | 3 | 3 | 1 |— | |14th| +5 | Mycotic Servant Improvement | 5 | 15 | 4 | 3 | 3 | 1 |— | |15th| +5| Fungal Sculpting Improvement | 5| 16 | 4 | 3 | 3 |2 |— | |16th| +5 | Ability score Improvement | 6 | 17| 4 | 3 | 3 | 2 |—| |17th| +6 |─ | 6 | 18 | 4 | 3 | 3| 3 |1 | |18th| +6 | Fungal Body | 6 | 19 | 4 | 3 | 3 | 3 |1 | |19th| +6 | Ability Score Improvement | 6 | 20 | 4 | 3| 3 | 3 |2 | | 20th | +6 | Spore Proliferation| 6 | 20 | 4 | 3 |3 | 3 |2 |
## Class Features As a mycolomancer, you gain the following abilities. #### Hit Points ___ ## ___ **Hit Dice:** 1d8 **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per character level after 1st #### Proficiencies ___ ___ **Armor:** Light armor, Shield **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, tridents, scythes **Tools:** Fungal Kit* (Herbalism Kit) **Saving Throws:** Constitution, Wisdom **Skills:** Choose three from Insight, Medicine, Nature, Perception, Survival, Acrobatics, Investigation, Stealth ### Spore Points Your deep connection to nature and the mycelium in the earth allows you to harness the spores of the mushrooms that surround us at all times. Your access to this energy is represented by a number of spore points. Your level determines the number of points you have as shown on the spore points column of the Mycolomancer table. \pagebreakNum You can spend these points to fuel various features. You start knowing two such features: Fungal Sculpting and Mycotic Vigor. You learn more features as you gain levels in this class. When you spend a spore point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended spores back into yourself. You must spend at least 30 minutes of your rest communing with nature to regain your points. ### Fungal Sculpting At 1st level, you can channel your spore points into making the ambient fungus rapidly grow. As an bonus action you can spend one spore point to create a 5 x 5 x 5 ft block of fungus within 15 feet of you. This block cannot be created in a space with a creature within it. The block has hit points equal to your proficiency modifier multiplied by 10 and 10 AC. This block looks similar to a stone wall, though it is green and yellow tinged, slightly spongy to the touch, and emits a faint odor of mushrooms. If the block becomes untethered from anything it breaks apart harmlessly. At 6th level, this ability improves; you may now shape blocks you create, rudimentarily sculpting them in shapes such as stairs or rough pillars. This ability could also be used to fill in cracks in a castle wall or a cave floor. You may also use your sculpting to influence terrain, you may use a spore point to convert a 10 x 10 area from normal terrain to difficult terrain or vice versa. In addition to this when you would spend a point to create a block you may instead spend points up to your constitution modifier to create that many blocks contiguous to each other. This ability improves again at 15th level, you may now summon blocks in spaces creatures occupy, when you do this the creature is safely shunted out to whichever space beside the block you designate. Blocks also no longer have to be contiguous when summoned. ### Mycotic Vigor At 1st level, you can invigorate yourself with spores, whenever you make an attack you may expend one Spore Point as a bonus action to gain an extra attack this turn. This ability improves at 10th level granting you the ability to expend up to two points for two extra attacks. ### SpellCasting By 2nd level, you have learned to channel magic from nature and ambient spores near you. ___ **Cantrips** At 2nd level, you know 2 cantrips of your choice from the Mycolomancer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known Column of the Mycolomancer Table. ___ **Preparing and Casting Spells** The Mycolomancer Table shows you how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Mycolomancer spells that are available for you to cast, choosing from the Mycolomancer spell list. When you do so, choose a number of spells equal to your wisdom modifier + half your Mycolomancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a short rest. Preparing a new list of spells requires communing with nature: at least 1 minute per spell level for each spell on your list. ___ **Spellcasting Ability** Constitution is your spellcasting ability for your Mycolomancer spells, since your magic is derived from your deep instinctual connection to nature and hosting it’s spawn in your body. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your constitution modifier **Spell attack modifier** = your proficiency bonus + your constitution modifier ___ **Ritual Casting** You can cast a spell as a ritual if the spell has the ritual tag and you have the spell prepared. ___ **Spellcasting Focus** You can use a druidic focus as a spellcasting focus for your spells ### Mycotic Servant At 2nd level, you gain the ability to summon a myconid, (see dm for statistics) growing it from ambient fungus. As an action you can expend 2 spore points to summon one, this small creature is friendly to you and your companions and will listen to and follow your orders to the best of its ability for an hour, after which it is free to do as it pleases. You may spend 1 spore point to reassert control over a myconid instead for another hour. If a Myconid is uncontrolled, has been given no commands. or is trapped in a combat situation they will take no actions other than to run, dodge and hide. At 14th level, the cost to summon a myconid is halved and all of it's ability scores are improved by 2. ### Poison Coating At 3rd level, you gain the ability to lace weapons with deadly toxins. As an bonus action you may spend 1 spore points to touch a weapon imbuing it with toxic energy. The next time the weapon deals damage the creature it hits must make a constitution saving throw against your spell save DC, if it fails it becomes poisoned for one turn. This effect can only be applied to a weapon once per turn. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. \pagebreakNum ### Spore Clouds At 4th level, you can manifest clouds of spores that confer positive effects on your allies. For 4 spore points you may activate one of these effects as a bonus action, these affect you and every friendly target within 15 feet, and last until the end of your next rest. - **Healing Spores:** At the beginning of your turn your allies gain 1d4 temporary hit points, this effect gains an additional 1d4 if 4 more spore points are paid there is no limit to how many spore points you can put into this ability. - **Caustic Spores:** The first time you or an ally deals damage on a turn you deal an additional 1d4 necrotic damage. - **Inspiring Spores:** Choose an ability score, every check associated with that score has advantage. - **Invigorating Spores:** The first save each ally makes after this is activated has advantage. - **Strengthening Spores:** While a summoned creature you control or object is within this cloud it has an additional 2 AC and an additional 10 hit points. - **Quickening Spores:** You and all allies gain a bonus to initiative of 2. - **Trippy Spores:** Whenever an enemy ends their turn in this area they must make a DC 10 con save or be addled as if under the *confusion* spell until their next turn, upon spending an additional 4 spore points the DC of this ability increases by 2. - **Mending Spores:** If a creature would end it's turn within this cloud they stabalize if they are dying. - **Thick Spores:** Any creature outside of this area treats creatures within as heavily obscured, and any creature other than you and your allies within the area treat it as difficult terrain. - **Rapport Spores:** Similar to a Myconid you can release spores to communicate with other creatures, any willing creature within this area may communicate telepathically with any other creature in the area. ### Fungal Wrath At 5th level, the mycelium that has spread through your body will defend you if you are struck. As a reaction to taking damage you may release defensive spores, dealing damage equal to your constitution modifier (a minimum of 1) to every creature within 5 ft. ### Explosive Sacrifice At 6th level, you gain the ability to overcharge the energy within your fungal creations. As an action you may choose a summoned creature under your control or a fungal block within 60 feet and detonate it. The object or creature is immediately reduced to zero hitpoints exploding; each creature within 15 feet must make a dex save against your mycolomancer spell save DC, on a failure they take 2d8 bludgeoning. At 9th level, this ability improves; you are more adept in using the power within the things you have summoned, you may now detonate an amount of targets equal to or less than your constitution modifier. This ability improves again at 12th level, The explosive power of your detonations is increased, your explosive sacrifices does an additional 1d8 damage. ### Fungal Cure At 7th level, as an action you can expend one Spore Point to end the frightened, poisoned, or charmed condition on a creature you touch. ### Empowered blooms At 7th level, you gain the ability to empower your spore clouds. As a bonus action you may spend 2 spore points to extend the radius of your auras by 5 feet until your next rest. ### Cadaver Manipulation At 8th level, you gain the ability to use fungus to preserve or destroy corpses, you may cast necromantic burst or gentle repose at will without expending a spell slot a number of times equal to your constitution modifier. ### Steel Hardening At 9th level, you gain the ability to harden and sharpen weapons with your fungus. As an action you may expend 3 spore points to imbue a weapon with your power giving it a bonus to damage equal to your proficiency modifier for 1 minute. This effect can only be applied to a weapon once. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain expended uses when you finish a long rest. ### Spore Bloom At 10th level, your spores permeate the blocks you create with Fungal Sculpting. Any effects generated by spore clouds also treat your fungal blocks as their center. Whenever a creature is in both clouds from you and from a block it must choose which affects it, effects cannot stack. \pagebreakNum ### Lightning Pulse At 11th level, you gain the ability to harness the electric signals that pulse through mycelial networks whenever a creature would move within 15 feet of you, you may send a pulse of electricity into the area around the creature the creature and every other creature within 5 feet of it must make a dexterity saving throw against your spell save or take lightning damage equal to half your mycolomancer level. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain expended uses when you finish a long rest. ### Fungal Body At 18th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and whenever a creature hits you with a critical hit you may use your reaction to change it into a normal hit. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain expended uses when you finish a long rest. ### Spore Proliferation At 20th level, when you expend any amount of Spore Points roll a 1d4 on a roll of a 3 or 4 regain the spent points. \pagebreakNum # Spells #### Cantrips - Decompose - Druidcraft - Friends - Guidance - Gust - Light - Magic Stone - Message - Mold Earth - Poison Spray - Prestidigitation - Resistance - Sapping Sting - Shillelagh - Spare the Dying - Shocking Grasp - Lightning Lure #### 1st Level - Alarm - Bane - Bless - Cause Fear - Charm Person - Cure Wounds - Protection Against Poison and Disease - Ensnaring Strike - Entangle - Expeditious Retreat - False Life - Feather Fall - Fog Cloud - Good Berry - Grease - Healing Word - Longstrider - Jump - Purify Food and Drink - Snare - Sleep #### 2nd Level - Aid - Barkskin - Calm Emotions - Darkvision - Enlarge/Reduce - Enthrall - Gentle Repose - Lesser Restoration - Magic Weapon - Melf’s Acid Arrow - Necromantic Burst - Pass Without Trace - Protection From Poison - Ray of Enfeeblement - See Invisibility - Spike Growth - Suggestion - Warding Bond - Zone of Truth #### 3rd Level - Aura of Vitality - Beacon of Hope - Bestow Curse - Catnap - Clairvoyance - Create Food and Water - Dispel Magic - Enmities About - Fear - Gaseous Form - Haste - Hypnotic Pattern - Life Transference - Lightning Arrow - Lightning Bolt - Mass Healing Word - Plant Growth - Slow - Stinking Cloud #### 4th Level - Aura of Life - Confusion - Death Ward - Fabricate - Grasping Vine - Guardian of Nature - Polymorph #### 5th Level - Awaken - Animate Objects - Cloudkill - Commune with Nature - Creation - Reincarnate - Mass Cure Wounds - Hallow - Greater Restoration - Geas \pagebreakNum # Miscellaneous ___ ___ > ## Myconid >*Tiny plant, neutral good* > ___ > - **Armor Class** 10 > - **Hit Points** 10 (2d8) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str 8 (-1)|Dex 10 (+0)|Con 16 (+3)|Int 10 (+0)|Wis 10 (+0)|Cha 12 (+1)| >___ > - **Saving Throws** Con +6 > - **Condition Immunities** Poisoned > - **Senses** Darkvision 30 ft., Tremorsense 30 ft., passive Perception 10 > - **Challenge** 0 (0 XP) > ___ > >- **False Appearance.** While the Myconid remains completely motionless, it is indistinguishable from a normal mushroom. > > >- **Tiny size.** Creatures cannot gain the benifit of flanking when this creature is on the otherside. #### Necromantic Burst *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instanteneous ___ You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.