Fungal Sorcery
Fungal Sorcery Quirks | |
---|---|
d6 | Quirk |
1 | Small mushrooms seem to grow on parts of your body. Perhaps they even glow. |
2 | You love to sleep in damp soil. |
3 | Through death, new life can begin anew. |
4 | You tend to talk very slowly and deliberately. |
5 | The community is always more important than the individual. |
6 | Hallucinogenic foods and drinks are a nice break from the dangers of the world. |
Magic of the Fungi
Your connection to fungi gives you the option to learn some additional spells that focus on plants, hallucination, and poison. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.Sorcerer Level | Spell |
1st | entangle |
3rd | protection from poison |
5th | plant growth |
7th | hallucinatory terrain |
9th | wrath of nature |
11th | harm |
Fungal Vitality
At 1st level, you have learned to use fungi to help you at death's door. When you are reduced to 0 hit points but not killed outright, a small mushroom sprouts from your body, and you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.Revitalized Fungus
At 1st level, you have learned to make use of dead and decaying life matter just as fungi do. By touching a corpse, you can grow mushrooms on the corpse that have the nutritional value of one full meal for a number of creatures equal to your Charisma modifier. You can use this feature once per long rest, though you must choose a different corpse each time you use this feature.Spore Manipulation
By 6th level, your familiarity with fungi and spores has granted you increased resilience. You gain resistance to poison and necrotic damage. You also have learned to tap into the power of spores to creature effects that can both harm and hinder creatures. As an action, you can spend 3 sorcery points to create one of the following effects:Spores of Hallucination: As an action, you can eject spores at one creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw against your sorcerer spell save DC or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can then repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spores of Pacification: As an action, you can eject spores at one creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw against your sorcerer spell save DC or be stunned for 1 minute. The target can then repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
Spores of Rapport: As an action, you can eject spores from your body up to a 30-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can then communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
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