Druid:
Circle of Spores (Alternative)
Project
While this is listed as an alternative, this is not quite part of the Revision project. This is based on the Druid: Circle of Spores (Revision) but was focused on handling the Undead Fortitude problem or Zombie scaling problem, by creating a similar replacement creature. The reasons this change isn’t part of the Revision version are due to the lack of information on how the design team wanted this creature to function, both in the Monster Manual and for this subclass.
Comment:
These changes have not been tested. Functionally and balance have not been checked. Hopefully, this will change, and the page will have an update.
Circle of Spores (Alternative)
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:
Unless I missed a rule, then the only subclass feature you can’t use while in a Wild Shape form is Symbiotic Entity. If you want to use Symbiotic Entity and Wild Shape, you’ll have to use Symbiotic Entity before changing.
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.
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 creature, that is Medium or Small 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 Spore Zombie or Little Spore Zombie stat block based on size of the corpse. 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.
Change:
Zombie now has two sizes, can be created from more creatures, has increase max hit points and possible increase armor class. Ability changed.
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 requirements 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.
Spore Zombie
Medium undead, neutral evil
Armor Class: 8
Max Hit Points: n times 5 + 6 or nd8+9
(n is your druid level.)
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
Proficiency Bonus (PB): equals your bonus
Happenstance Defense. If the corpse had armor on it before, then you can make its AC 13.
Undead Stance. If damage reduces the zombie to 0 hit points, it must make a DC 10 Constitution saving throw, unless the damage is radiant or it is from a critical hit. On a success, the zombie drops to 1 hit point instead.Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target.
On Hit: 1d6+1+PB bludgeoning damage.
Note:
Undead Fortitude and Undead Stance will not trigger if the attack that would lower the zombie's hit points to 0 has any of these:
- does any radiant damage
- was a critical hit
- if the remaining damage after reaching 0 is twice the zombie's max hit points.
(Instant Death)
Little Spore Zombie
Small undead, neutral evil
Armor Class: 8
Max Hit Points: 5 times your druid level
Speed: 15 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
Proficiency Bonus (PB): equals your bonus
Happenstance Defense. If the corpse had armor on it before, then you can make its AC 13.
Undead Stance. If damage reduces the zombie to 0 hit points, it must make a DC 10 Constitution saving throw, unless the damage is radiant or it is from a critical hit. On a success, the zombie drops to 1 hit point instead.Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target.
On Hit: 1d6+1+PB bludgeoning damage.
Origion File Location
Files copied from Revision on Homebrewery.