Druid Class/Spores/Revised

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 portions of a grand cycle, with one leading to the other and then back again. Death is not 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. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, 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 avoid passing to a final rest, violate the cycle and must be thwarted.

*2nd-level feature*

 Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch*Necromancy Cantrip*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** 1 rnd
Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; CL5:2d8, CL11:3d8, CL17:4d8 cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

*2nd-level feature*

 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 starts 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. As a bonus action on your turn, you can use the same ability on one creature within 10 feet of you. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

*2nd-level feature*

 You gain the ability to channel magic into your spores, allowing them to harm more effectively, or even dull physical pain and trauma. 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, roll the damage die a second time and add it to the total.
* Your melee weapon attacks deal extra necrotic damage equal to your Halo of Spores die to any target they hit.
* Allies within 5 feet of you, your Fungal Infestation zombies, or your mushrooms gain advantage to any death saving throws.

 These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

*6th-level feature*

 Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid 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 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. If the zombie is reduced to 0 hit points, it releases a cloud of spores, which causes every creature within 5 feet to make a Constitution save against your druid spell save DC, taking your Halo of Spores damage on a fail or half damage on success.
 You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

*10th-level feature*

 You gain the ability to cultivate and seed powerful fungi with your magic. Every time you finish a long rest, you grow a stock of mushrooms equal to half your druid level (round up). Roll a d6 on the table below to determine the type of each.
 As a bonus action, you can plant one of your mushrooms in an unoccupied space adjacent to you. The mushroom releases its spores when a hostile creature willingly moves to a space within 5 feet of it or ends its turn there, when it is stepped upon, or when you use your bonus action to command it to do so. The spores affect a 15-foot cube centered on the mushroom when released. Any creature within the spores must succeed on a Constitution save against your druid spell save DC or suffer the effects of the mushroom until the end of their next turn.

 Each mushroom withers and disappears after it releases its spores, or after 1 hour. You can use this ability a number of times per day equal to your Wisdom modifier, and you regain all uses when you finish a long rest.

*14th-level feature*

 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.