Fungaling

The fungaling is a *composite character*. You do not select a separate race and class combination. You begin play with one level of the fungaling class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the fungaling class. This is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes.

## Appearance

Ranging anywhere from 4 to 6 feet fungalings are brightly coloured fungi creatures. They are usually around the size of most humanoids. While fungalings begin their sentient life at around the same height as a dwarf, with each passing century, they slowly grow in height and mass, until they surpass even the tallest of orcs in size. Their physical features vary greatly from circle to circle. The inside of a fungaling has a soft texture similar to that of a mushroom however their bones are near the surface, and are hard and have a seemingly metallic feel. Because of their fungi origins fungalings are very light, however their endoskeleton does contribute some weight.

## Society

Fungalings have existed among the plants--both underground and aboveground--for millennia, avoiding most of the people of the world out of fear of assault. Their culture has revolved around the cycle of nature, the circle of life, and protecting plants from unnecessary destruction. With their ability to plant themselves and act dormant for days on end, many are unaware that they truly are sentient, walking beings, however they are just as intelligent and mobile as humans.

The fungalings are the children of three gargantuan mushroom-bodied creatures, similar to fungalings themselves, known as The Great Three. These beings each embody three ideals, and their ideals are typically followed by their children vigilantly.

**The Great Green**. The most serene and wise of the three, the Green is the mother of the verdant fungalings, embodying their calm nature. She is a firm but gentle creator, and wishes for her children to teach others of the ways of nature.

**The Great Red**. Explosive and vengeful, the Red is the father of the crimson fungalings, a true icon of their powerful nature. He believes that those who harm nature deserve nothing more than violent judgement, though he advises his children to be gentle around druids, rangers, and other followers of the natural way.

**The Great Violet**. Loud and swift, the Violet is the father of the shrieking fungalings, embodying their deadly screams. His children are made by him to destroy those who are against him, regardless of who they are.

Not all fungalings listen to their creators, however; a crimson fungaling could easily be a serene sage, or a verdant fungaling could be a violent warmongerer.

## Names

Fungalings do not truly take names whilst within a colony. A fungaling in a colony is usualy referred to as combination of their respective creator's color, and a suffix based on their early appearance, thoughts, location, and achievements. However, members of other races will give names to their fungaling friends. Thus nicknames vary greatly, entirely up to what they encounter along their journey. Although a popular theme in names given by an outsider are references to mundane fungi, such as Inkcap.

Fungaling Names: Chanterelle, Dapperling, Grisette, Inkcap, Portabello, Shiitake, Truffleclub

Fungaling Surnames: Green-Grass, Green-Leaves, Green-Warrior, Red-Axe, Red-Cave, Red-Spots, Violet-Sentinel, Violet-Slinger, Violet-Stone

## Racial Traits

Your fungaling character has the following racial traits.

* ***Ability Score Increase.*** Your Constitution score increases by 1. **+4**

* ***Age.*** Fungalings first start their life as sentient mushrooms, and slowly grow an adult body over the course of 10 years. Fungalings can live to be hundreds of years old, and keep slowly increasing in height, until they can no longer support their size with sufficient nutrients.
* ***Alignment.*** The majority of fungalings tend to keep to themselves, being neutral in conflicts, however a rare few become aggressive towards humanoids for consuming mushrooms and plants, driving them to chaos or even evil.
* ***Size.*** Fungalings are first able to walk and talk while they are about 4 feet tall, and grow quickly until adulthood, where it slows until they die. Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Superior*** ***Darkvision.*** Your sight is adapted to seeing in dark caves or forests during the nighttime. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey. **+4**
* ***Plant Self.*** You can spend 1 minute clearing away loose soil and ground to plant yourself in the ground, exposing only your head. When you do so, you have advantage on all Dexterity (Stealth) checks, you are prone, and if you spend at least 4 hours planted in fertile ground, you are fully nourished for the next 24 hours. You can unplant yourself as an action. **+2**
* ***Languages.*** You can speak, read, and write Common.
* ***Subrace.*** Choose one of crimson, shrieking, or verdant.

### Crimson Fungaling

Crimson fungalings embody the violent nature of the underdark, boasting larger size and physical prowess than the rest of their kin. They take on the fury of nature, and are the favored ones of the Great Red.

* ***Ability Score Increase.*** Your Strength score increases by 2. **+8**
* ***Fungal Violence.*** When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your proficiency bonus, which last for 1 minute. **+3**
* ***Great Red's Flail.*** As a bonus action, you can form roots in your free hand, which harden and become a flail you are proficient with that you cannot be disarmed of. You can retract the roots as a bonus action. **+3**
* ***Bonus Language.*** You can speak, read, and write Undercommon.
* ***Score Total:* 24**

### Shrieking Fungaling

Shrieking fungalings take on their name from their ability to produce extremely loud sounds, known for swiftly moving into packs of their prey and destroying their ears. They are the favored ones of the Great Violet.

* ***Ability Score Increase.*** Your Dexterity score increases by 2. **+8**
* ***Shrieking.*** You know the *thunderclap* cantrip. You can cast the *thunderwave* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells, and you only provide verbal components for these spells, regardless of what components they normally require. **+4**
* ***Great Violet's Whip.*** As a bonus action, you can form roots in your free hand, which harden and become a whip you are proficient with that you cannot be disarmed of. You can retract the roots as a bonus action. **+3**
* ***Bonus Language.*** You can speak, read, and write Undercommon.
* ***Score Total:* 25**

### Verdant Fungaling

Verdant fungalings are the only fungalings that live on the surface, usually being inactive during the day and sprouting at night. They are known for their wisdom and serenity, and are the favored ones of the Great Green.

* ***Ability Score Increase.*** Your Wisdom score increases by 2. **+8**
* ***Nature's Blessing.*** You know the *druidcraft* cantrip. **+2**
* ***Fungal Wisdom.*** Before you make a Wisdom ability check, you can choose to have advantage on that check. After using this trait, you must take a short or long rest before doing so, again. **+4**
* ***Great Green's Staff.*** As a bonus action, you can form roots in your free hand, which harden and become a quarterstaff you are proficient with that you cannot be disarmed of. You can retract the roots as a bonus action. **+3**
* ***Bonus Language.*** You can speak, read, and write Sylvan.

* ***Score Total:* 27**

## Racial Traits (Old)

* **Ability Score Increase.** Your Wisdom score increases by 2 and your Constitution score increases by 2. **+16**
* **Age**. fungalings reach maturity at 6 years old and can live to be a over 100 with the oldest ones becoming sovereigns and living up to 160.
* **Alignment.** fungalings are generally Lawful creatures due to the way their society follows their Sovereigns. Commonly lawful neutral, though they can be either good or evil depending on their Sovereign.
* **Size.** fungalings range from 4 to 6 feet. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet. **-2**
* **Superior Darkvision.** Accustomed to the darkness, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light, including magical darkness caused by things like the Darkness spell. You can't discern colours in darkness, only shades of grey. **+4**
* **Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. **-3**
* **Rapport Spores.** You can eject a 20-foot radius of spores as an action. These spores can go around corners and affect only creatures with an Intelligence score of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another and with you if they share a language while within 30 ft. of each other. This effect lasts for 1 hour or until they go out of range. **+6**
* **Fungi Nature.** You can consume any bio-matter by standing atop it and resting, nutrients are consumed through the feet while “sleeping”. **+1**
* **Languages.** You can understand, read, write and speak Common and Undercommon.
* ***Score Total: 22***

## Class Features

As a fungaling you gain the following class features.

### Hit Points

* **Hit Dice:** 1d8 per fungaling level
* **Hit Points at 1st Level:** 8 + Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per fungaling level after 1st

### Proficiencies

* **Armour:** Shields
* **Weapons:** Club, Mace, Quarterstaff
* **Tools:** None
* **Saving Throws:** Wisdom, Constitution
* **Skills:** Choose two from Arcana, Insight, History, Nature and Religion.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* A staff (arcane focus)
* A club
* A dungeoneer's packor priest's pack

### Sage Domain

You choose a sage domain from Earth, Forest, Fire, Light, Shadow, Water, or Wind. Your choice grants you bonus profiencies and features at 2nd level and again at 6th, 10th, 14th, and 18th levels.

### Spellcasting

You use Wisdom as your spellcasting ability for your fungaling spells. You do not need to prepare spells, once you learn a spell, you may cast it as long as you have an appropriate spell slot. Refer to the above table for number of spells you can learn. You can only learn a spell of a level equal or lower than your highest level spell slot. You can cast a fungaling spell as a ritual if that spell has the ritual tag.

Spell save DC = 8 + Proficiency bonus + Wisdom Modifier.

Spell attack modifier = Proficiency bonus + Wisdom Modifier.

See your Spell List.

### Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.

### Symbiotic Entity

At 3nd level, you gain the ability to channel magic into the spores that infuse you. You can use this feature once per long rest. When you do so, you gain temporary hit points equal to 3 times your level, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes.

### Ability Score Increase

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.

### Bless and Bane

Beginning at 7th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or bane gives off a faint magical aura that can be detected by any creature using a sense like Detect Magic. As a reaction, you end the effect of a bane or bless on any creature within 60 feet of you, even if it is derived from another sage.

Regardless of whether you bless or bane, you can only use this feature once per long rest. Any blessing or bane you make ends when you either fall unconscious or finish a long rest.

#### Bless

As an action, you can bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. You cannot bless yourself. While blessed, the creature has a +2 bonus to saving throws.

When a creature you have blessed makes a saving throw, you or the creature can use a reaction to end the blessing and grant advantage on that saving throw. Immediately after the save is made, the blessing ends.

When a creature you have blessed is targeted by an attack, the creature can take the Dodge action as a reaction, which imposes disadvantage on the attack roll and all attack rolls against the creature until the start of its next turn. Immediately after the creature uses this reaction, the blessing ends.

When a creature you have blessed makes a death saving throw, it gains advantage on all death saving throws. The blessing ends when the creature becomes stable, regains 1 hit point, or dies.

A creature can only benefit from one blessing at a time, and cannot simultaneously be affected by the spell bless.

#### Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. While baned, the creature has a -2 penalty to attack rolls and saving throws.

When a creature you have baned makes an ability check or attack roll, you can use your reaction to impose disadvantage on the roll. Immediately after the roll is made, this bane ends.

A creature's bane ends immediately if it is targeted by an effect like remove curse, or if it completes a short or long rest. A creature with the Legendary Resistance feature can use one instance of this feature to end its bane at any time.

A creature can only be afflicted with one bane at a time, and cannot simultaneously be affected by the spell bane.

### Greater Spores

At 11th level, you can eject spores at one creature you can see within 30 feet of you as an action. The target must succeed on a Constitution saving throw with DC 8 + your proficiency modifier + you Constitution modifier or be Stunned or Poisoned (your choice) for 1 minute. The creature takes your Halo of Spores damage at the end of each of their turns while they are afflicted. However, they can repeat the saving throw before taking this damage, ending the effect on itself on a success. Undead, constructs, or elementals are unaffected by your spores. You can't use this ability again until you complete a short or long rest.

### Animating Spores

At 15th level, as an action, you can target one corpse of a humanoid or beast (size Large or smaller) within 5 feet and release spores at the corpse. In 24 hours, the corpse rises as a spore servant under your control. It will obey your telepathic commands to the best of its ability. In battle, its turn is immediately after yours. The corpse stays animated for 1 week or until destroyed, and it can't be animated again in this way. You can only have one spore servant at a time.

### Sovereign

At 20th level, the fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, or Poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you.

## Earth Domain

You draw power from subterranean caverns. The magic you wield is entwined with the dry earth.

### Bonus Proficiencies

You gain proficiency with handaxes and battleaxes.

### Stalwart

At 2nd level, your maximum hit points increases by 2. Your maximum hit points increases by 1 for every level you gain in this class after this.

### Courage

Starting from 6th level, you have advantage on saving throws against being Frightened or Charmed.

### Fungal Augmentation

Beginning from 10th level, you have resistance to both Acid and Poison damage, and have advantage on saving throws against being Poisoned. Any creature you have blessed also gains these benefits while it is blessed.

You can also augment your curses. When a creature you have baned moves, you can use your reaction to reduce its speed to 0 until the end of its turn. The bane ends at the end of the creature's turn.

### Tremorsense

Beginning at 14th level, you can detect movement or the presence of other creatures through the ground beneath you. You can detect and pinpoint the origin of vibrations within a radius of 30 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

### Rooted Stance

Starting at 18th level, while you are conscious, you and any friendly creature within 30 feet of you automatically succeed on any saving throw to avoid being moved or shoved.

## Fire Domain

You draw power primarily from volcanoes and mountains. As a sage of fire, the magic you wield is invigorated with flame and heat.

### Bonus Proficiencies

You gain proficiency with shortswords and whips.

### Extra Cantrip

At 2nd level, you gain the Produce Flame cantrip, and it does not count against your Cantrips Known.

### Rage Powder

At 6th level, whenever you take an action to deal damage to another creature, you may add your Halo of Spores damage to one damage roll.

### Fungal Augmentation

At 10th level, you gain resistance to Fire damage. Any creature you have blessed also gains the benefits of your Fire Resistance.

You learn to augment your cursing cabability. A creature you have baned loses any resistance it has to fire damage, and treats immunity as resistance. When a creature you have baned is targeted by an attack, you can use your reaction to grant advantage on that attack roll made against it. The curse ends after the attack is made.

### Heat Sense

Beginning at 14th level, you can focus to detect and pinpoint objects and creatures around you based on their temperature. You can "see" radiant heat up to 30ft. away from you. This ability is suppressed in magical darkness.

### Climbing

At 18th level, you gain a climb speed equal to your base walking speed. You automatically succeed in saving throws against being knocked Prone.

## Forest Domain

You draw power from woodlands, marshes, and jungles. As a sage of forest, you are attuned to fauna-laden wilderness and the animal life that dwells within them.

### Bonus Proficiencies

You gain proficiency with hand crossbows and nets.

You gain proficiency in one of the following skills: Animal Handling, Nature, Medicine, or Survival.

### Forest Discipline

At 2nd level, you gain the Druidcraft cantrip, and it does not count against your Cantrips Known.

### Woodland Navigation

Starting at 6th level, while in forests, swamps, or jungles, you have advantage on initiative rolls, Wisdom (Perception) checks, Intelligence (Investigation) checks, and Wisdom (Survival) checks.

### Fungal Augmentation

At 10th level, you learn to augment your blessings and curses.

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Any creature you have blessed also gains these benefits.

Any creature you have baned that attempts to move treats that movement as difficult terrain. This does not apply to fly speed.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

### Wild Aura

Starting at 18th level, you and friendly creatures within 30 feet of you can't be Charmed while you are conscious.

## Light Domain

You draw power from perpetual light, and your magic sings during the brightest times of the day. As a sage of light, the spells you can cast often both smite your enemies and protect your allies.

### Bonus Proficiencies

You gain proficiency with longbows and longswords.

### Extra Cantrip

At 2nd level, you gain the True Strike cantrip, and it does not count against your Cantrips Known.

### Sunlight Resistance

At 6th level, the radiant energy flowing through you protects you from certain kinds of harm. You no longer have Sunlight Sensitivity as a racial trait.

### Fungal Augmentation

At 10th level, you learn to augment your blessings and curses.

After a creature you have blessed attempts a weapon attack on its turn, you can use a reaction before the attack roll is made for the attack to automatically be a critical hit. The blessing ends at the end of the creature's turn.

Any creature you have baned has a -2 penalty on saving throws made to maintain concentration on a spell. When a creature you have baned makes a Constitution saving throw, you can use your reaction to impose disadvantage on that saving throw. The bane ends after the save is made.

### Enlightened Mind

Starting at 14th level, you gain resistance to Psychic damage.

### Inspiring Aura

Starting from 18th level, while you are conscious, you and friendly creatures within 30 feet of you have advantage on saving throws against being Charmed, Frightened and Petrified.

## Shadow Domain

You draw power from the dead, filling your soul with perpetual darkness. As a sage of shadow, your spells manipulate others, set traps, and creates illusions.

### Bonus Proficiencies

You gain proficiency with daggers and scimitars.

You gain proficiency with one of the following skills: Deception, Intimidation, and Stealth.

### Knife from the Dark

At 2nd level, you have a +2 bonus on damage rolls with daggers.

### Enveloping Darkness

At 6th level, you gain expertise in one skill from Deception, Intimidation, and Stealth. You must already be proficient in the skill to gain this benefit.

### Fungal Augmentation

At 10th level, you learn to augment your blessings and curses.

A creature you have blessed gains darkvision out to a range of 60 feet, and has advantage on Dexterity (Stealth) checks made to move quietly.

You can use your reaction to end the invisibility condition on a creature you have baned, and force it into its true form if it has changed shape or masked its form with an illusion. Once you use this effect, the bane ends.

### Swift Shadows

Beginning at 14th level, your prowess with cunning magic accents your natural agility, and vice versa. You can add both your Dexterity modifier and Wisdom modifier to your initiative.

### Aura of Truth

Starting at 18th level, you and friendly creatures within 30 feet of you can't be Blinded or Deafened while you are conscious, and have advantage on ability checks or saving throws to see through illusions.

## Water Domain

As a sage of water, you are attuned to moisture and the cool clear waters. Your spells can wield scalding steam or frigid waters with equal skill.

### Bonus Proficiencies

You gain proficiency with rapiers and pikes.

### Amphibian

At 2nd level, you can breathe both air and water. You have a swim speed equal to your base walking speed.

### Blue Veil

Starting at 6th level, you can rely more on predicting and reading opponents' attacks to evade them, rather than relying on your reaction time or nimbleness of movement. Whenever you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead.

### Fungal Augmentation

At 10th level, you gain resistance to Cold damage. Any creature you have blessed also gains resistance to Cold damage, and any creature you have blessed without a swim speed faster than yours gains a swim speed equal to yours.

Any creature you have baned loses any resistance it has to Cold damage, and treats immunity as resistance. The creature you have baned also has disadvantage on any opportunity attacks it makes.

### Sedulence

Beginning at 14th level, you are immune to disease and you no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are still aware of your surroundings within 30 feet as if you were awake.

### Pure Aura

Starting at 18th level, while you are conscious, you and friendly creatures within 30 feet of can’t be Petrified and has advantage on saving throws against being knocked Prone.

## Wind Domain

You draw power from deserts, coasts, and wide open fields, wherever the wind blows. As a sage of wind, your powers are attuned to the bone dry air, and invoke the power of lightning.

### Bonus Proficiencies

You gain proficiency with hand crossbows, heavy crossbows and longbows.

### Blessed Movement

Starting from 2nd level, your base walking speed increases by 10 feet.

### Dervish

Starting from 6th level, you can take the Disengage action as a bonus action.

### Fungal Augmentation

At 10th level, you learn to augment your blessings and curses.

Whenever a creature you have blessed hits with a weapon attack, it inflicts an extra 1 Thunder damage.

When a creature you have baned is offered a saving throw to halve the damage it takes, you can use your reaction to impose disadvantage on that saving throw. The curse ends after the saving throw is made.

### Storm Safeguard

Beginning from 14th level, you have resistance to Lightning damage.

As an action, you can touch another creature to grant it the protection of your Storm Safeguard. Only one creature other than you can benefit from your Storm Safeguard at a time. You must maintain concentration to maintain this effect on another creature, as if concentrating on a spell, otherwise the effect on that creature ends.

### Adaptive Aura

Starting at 18th level, you and friendly creatures within 30 feet of you can't be Paralyzed or Stunned while you are conscious.

## Spell List

### Cantrips

* Acid Splash
* Dancing Lights
* Infestation
* Guidance
* Mage Hand
* Message
* Minor Illusion
* Mold Earth
* Poison Spray
* Prestidigitation
* Resistance
* Shillelagh
* Spare the Dying

### 1st Level

* Bane
* Bless
* Cause Fear
* Ceremony
* Chromatic Orb
* Command
* Compelled Duel
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Disguise Self
* Ensnaring Strike
* Entangle
* False Life
* Fog Cloud
* Hail of Thorns
* Healing Elixir
* Illusory Script
* Inflict Wounds
* Mage Armor
* Magic Missile
* Puppet
* Ray of Sickness
* Shield
* Silent Image
* Sleep
* Snare
* Unseen Servant

### 2nd Level

* Blindness/Deafness
* Crown of Madness
* Darkness
* Detect Thoughts
* Earthbind
* Gentle Repose
* Lesser Restoration
* Mind Spike
* Moonbeam
* Nystul's Magic Aura
* Phantasmal Force
* Protection from Poison
* Ray of Enfeeblement
* Silence

### 3rd Level

* Animate Dead
* Bestow Curse
* Counterspell
* Enemies Abound
* Fear
* Gaseous Form
* Hypnotic Pattern
* Magic Circle
* Revivify
* Sending
* Slow
* Speak with Dead

### 4th Level

* Arcane Eye
* Blight
* Confusion
* Death Ward
* Evard's Black Tentacles
* Giant Insect
* Grasping Vine
* Hallucinatory Terrain
* Mordenkainen's Private Sanctum
* Phantasmal Killer
* Shadow of Moil
* Sickening Radiance
* Vitriolic Sphere

### 5th Level

* Banishing Smite
* Circle of Power
* Cloudkill
* Commune
* Commune with Nature
* Contact Other Plane
* Contagion
* Danse Macabre - V, S
* Dispel Evil and Good
* Dream
* Enervation
* Geas
* Hallow
* Insect Plague
* Legend Lore
* Mislead
* Modify Memory
* Negative Energy Flood
* Raise Dead
* Reincarnate
* Seeming
* Telekinesis
* Teleportation Circle

### 6th Level

* Bones of the Earth - V, S
* Circle of Death
* Create Homunculus - V, S, M (1,000gp)
* Create Undead - V, S, M (150gp)
* Druid Grove - V, S, M (Mistletoe, consumed)
* Forbiddance - V, S, M (1000gp)
* Harm - V, S
* Heal - V, S
* Mass Suggestion - V, M
* Mental Prison
* Move Earth - V, S, M
* Programmed Illusion - V, S, M
* Soul Cage
* Transport Via Plants - V, S
* True Seeing - V, S, M (25gp, consumed)
* Wall of Thorns

### 7th Level

* Etherealness
* Finger of Death
* Mirage Arcane - V, S
* Project Image - V, S, M (5gp)
* Regenerate
* Resurrection
* Sequester
* Simulacrum - V, S, M (1,500gp, consumed)

### 8th Level

* Abi-Dalzim's Horrid Wilting - V, S, M
* Feeblemind - V, S, M
* Maddening Darkness - V, M
* Mind Blank - V, S
* Telepathy - V, S, M

### 9th Level

* Astral Projection
* Mass Heal
* Psychic Scream - S
* True Resurrection
* Weird - V, S

## fungaling Spore Servant Traits

Any large or smaller flesh and blood creature can become a spore servant by being brought back to life by the animating spores of a fungaling sovereign. Constructs, elementals, oozes, plants, or undead can't be turned into spore servants.

All fungaling spore servants have the following traits, adding these traits to their existing racial traits upon gaining the status.

* **Creature Type.** You replace your current creature type with Plant, and remove any subtypes or tags.
* **Retained Racial Traits.** You retain racial ability adjustments to Strength, Dexterity, and Constitution, any resistances, vulnerabilities, immunities, natural armor, and natural weapons (claws, etc.).
* **Lost Racial Traits.** If your racial traits include natural weapons that deal damage types other than bludgeoning, piercing, or slashing damage (poison, fire, etc.), your natural weapons no longer deal that damage. You lose any racial ability adjustments to Intelligence, Wisdom, and Charisma. You lose any special senses such as Darkvision, Blindsight, or Tremorsense. You lose any other special racial traits and abilities not specified under Retained Racial Traits.
* **Ability Score Increase.** -1 Intelligence, -1 Wisdom, -1 Charisma.
* **Alignment.** Robbed of their former personality, most fungaling servants are neutral.
* **Speed.** Reduce each of your racial speeds by 10 feet, to a minimum of 5 feet.
* **Senses.** You have blindsight with a radius of 30 feet, but you are blind beyond this radius.
* **Condition Immunities**. You are immune to the blinded, charmed, frightened, and paralyzed conditions.
* **Mindless.** In battle, you can only make Movement and Attack actions. You can only make a single attack per turn and do not gain any bonus attacks. You cannot activate any magical effects.
* **Attacks.** If your race does not already have natural weapons, you develop the ability to fight with your fists or limbs better than a living member of your race. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage on a hit.
* **Languages.** You lose all known languages, but can responds to orders given to you by fungalings using rapport spores.