Circle of Hyphae
"Where decay reigns, life takes root. I am the voice of the network, the stillness beneath the storm."
Druids of the Circle of Hyphae are keepers of the vast, hidden mycelium networks that link life and death. They create zones of fungal calm, summon Myconid warriors, and raise the fallen as spore-touched thralls. Patient and implacable, these druids turn the battlefield into a garden of slow, inexorable ruin.
Subclass Features
3rd Level
Mycelium Field
You can perform a 1-minute ritual (or 10 minutes outside combat) to create a Mycelium Field in a 30-foot radius centered on you or a point you touch. The field lasts until you create another or until your next long rest.
- While in the field:
- You and allies have advantage on saving throws against being frightened or charmed.
- You gain Calm of the Hyphae: You cannot be forced to move or knocked prone by magical effects unless you choose.
- The field is difficult terrain for enemies (unless immune to poison or disease).
Myconid Guardian
Once per short or long rest, you can summon your Spirit Beast, which manifests as a Myconid Soldier, within your Mycelium Field. It cannot leave the field’s radius.
Myconid Soldier (Spirit Beast):
- AC: 15 + your Wis mod
- HP: 5 × druid level + (Wis mod × druid level)
- Speed: 30 ft
- Attack: Slam (1d10 + Wis mod bludgeoning on hit, target must make a Con save (DC 8 + prof + Wis mod) or be poisoned until end of next turn
- Reaction: Spore Shield — impose disadvantage on an attack targeting an ally within 10 feet Where (uses = prof bonus per long rest)
- Resistances: bludgeoning, piercing, slashing from nonmagical attacks
6th Level
Fungal Puppeteer
When any Small or Medium beast or humanoid dies inside your Mycelium Field, you can use your reaction to animate it as a Fungal Thrall (Zombie stat block).
The thrall:
- Uses = Wis mod (min 1 regain uses after long rest
Death Burst: When a Fungal Thrall drops to 0 HP, it explodes in spores. Each creature within 5 ft must succeed on a Con save (DC 8 + prof + Wis mod) or take 1d6 poison damage and the space becomes difficult terrain for enemies until cleared (1 minute duration).
10th Level
Fungal Dominion
As a bonus action, expand your Mycelium Field to 60 ft for 1 minute (1/long rest).
- Enemies that start their turn in the field take poison damage equal to your Wisdom modifier (no save unless immune to poison).
- Your Myconid Soldier gains Multi-attack (two Slams).
14th Level
Eternal Network
Your Mycelium Field persists until you dismiss it or create a new one (no more long rest limit).
- The Mycelium Field alters 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.
- When reduced to 0 HP inside your field, you may instead drop to 1 HP (1/long rest).
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