Druid
Druids were primal spellcasters of considerable power and versatility, who gained their power through being at one with nature or through a connection to a powerful deity or nature spirit. Guardians of the wilderness, druids saw themselves less as masters of the natural order and more as an extension of its will.
While many druids accept that cruelty is part of nature, they are abhorred that which is alien to nature and may violently oppose the existence of aberrations and undead, both of whom are affronts to the natural order.~
Project
This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.
Circle of Spores
From Guildmaster's Guide to Ravnica
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 parts of a grand cycle, with one leading to the other and then back again. Death isn't 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. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But 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 that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Comment:
Based on people's statements, I want to point out that Circle of Spores Druids shouldn't be viewed as a tank or necromancer. If you want, you could view it like a midrange caster.
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. As a reaction, when a creature you can see moves into a space within 15 feet of you or starts its turn there, that creature must make a Constitution saving throw against your spell save DC. On a fail, deal 1d4 necrotic damage to that creature.
The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 17th level.
Advice:
Before playing a Circle of Spores Druid, you should talk to your GM on how they rule a Zombies' Undead Fortitude.
Note:
Undead Fortitude does not trigger if the damage was radiant damage or from a critical hit.
Problem:
At this point, Undead Fortitude's DC has been under debate for years with no clear answer. There are two generalized rulings on “damage taken”, both based on how the phrase is used in another functions.
Ruling #1: Damage taken is the lost of hit points. This means your zombie will normally have DC 6, so you will only need to roll a 3 or higher on the die for a success. Your zombie will often linger.
Ruling #2: Damage taken is the damage dealt. This means if your zombie is hit with more than 18 points of damage, then the DC will be impossible to reach. Since your zombie is weak and does not scale as you level, this makes your zombie less functional as you level.
Symbiotic Entity
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 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, you can roll one additional necrotic damage die. This increases to two additional dice at your 10th level.
- 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 temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid, that is Small or Medium in size, dies within 10 feet of you, you can use your reaction to animate it and cause it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. 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 use this feature the number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.
Spreading Spores
At 10th level, you gain the ability to seed an area with 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 of spores or starts its turn there, that creature must make a Constitution saving throw against your spell save DC. If fail, that creature takes your Halo of Spores damage. A creature can take this damage no more than once per turn.
If a creature dies within your cube of spores, you may use Fungal Infestation has if it died within 10 feet of you. All other requires are the same. While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Zombie
Medium undead, neutral evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft
STR 13 (+1) DEX 6 (-2) CON 16 (+3)
INT 03 (-4) WIS 6 (-2) CHA 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft, passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50xp)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.Actions
Slam. Melee Weapon Attack: +3 hit, reach 5ft.,
one target.
Hit: 4 (1d6+1) bludgeoning damage.
Origion File Location
Files copied from Revision on Homebrewery.