Mushroom Mender (5e Subclass)
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Mushroom Mender[edit]
Fighter Subclass
Mushroom Mender fighters draw upon the ancient, intricate web of mycelium that threads through the earth, tapping into the primal force of fungi. They understand that life and decay are two sides of the same coin, harnessing the regenerative and destructive powers of mushrooms and spores. In the heart of the forest or the depth of dark caves, these warriors are at their strongest, where the soil teems with the unseen networks of fungal life.
- Spore Infusion
Starting at 3rd level, you gain the ability to infuse your attacks with the potent power of spores. As a bonus action, you can imbue your weapon with fungal spores for 1 minute. The first time you hit a creature with an attack using the infused weapon, the target takes an additional 1d6 poison damage, and the space within 5 feet of it becomes difficult terrain until the end of your next turn, representing the rapid growth of fungal life. This effect can occur only once per turn.
Additionally, while your weapon is infused with spores, you have advantage on Intimidation checks against creatures that can see the spores.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Mycelial Awareness
At 3rd level, your deep connection with the fungal network allows you to sense the presence of creatures through the ground. As long as you are in contact with the ground, you can use your action to focus your awareness on the mycelial network spreading from your feet. For the next minute, you can sense the presence of any creature that is also in contact with the ground within 30 feet of you, even if you cannot see it. You cannot use this feature again until you finish a short or long rest.
- Fungal Fortitude
By 7th level, the symbiotic relationship you've developed with fungal life enhances your resilience and adaptability in combat. You gain the following benefits :
- Spore Shroud : As a reaction when you take damage, you can release a cloud of protective spores. The spores grant you temporary hit points equal to your Constitution modifier + half your fighter level. These temporary hit points last until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Adaptive Mycelium : Your continuous exposure to diverse fungal environments grants you resistance to poison damage, and you have advantage on saving throws against being poisoned, diseased, or put to sleep by magical means.
- Spore Burst
Upon reaching 10th level, you unlock the ability to release a burst of spores in a 15-foot cone in front of you. Each creature in that area must make a Constitution saving throw against your fighter spell save DC. On a failed save, a creature takes 2d8 poison damage and becomes poisoned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't poisoned. Additionally, any affected creature that starts its turn in the area must make the saving throw again. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Mycelial Network
At 15th level, you've learned to tap into the mycelial networks that connect fungal life forms, allowing you to communicate and command them. You gain the ability to cast the spell Commune with Nature, but only as it pertains to fungal entities and environments, without expending a spell slot. Additionally, you can summon a fungal guardian once per long rest as an action. This guardian takes the form of a large fungal creature with hit points equal to your fighter level times five. It obeys your commands, can attack using your weapon attack bonus plus your Constitution modifier for damage, and lasts for 1 hour or until dismissed. This guardian is proficient in all saving throws and has resistance to poison and psychic damage.
- Eternal Spores
At 18th level, you have mastered the art of cultivating a rare and potent strain of fungal spores known as Eternal Spores. Once per long rest, you can release a burst of these spores in a 30-foot radius centered on yourself. Each creature in that area must make a Constitution saving throw against your fighter spell save DC. On a failed save, a creature takes 6d10 poison damage and becomes poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned.
Additionally, the spores cling to affected creatures, causing them to continue to take poison damage at the start of each of their turns for the duration of the poisoning. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Furthermore, while the Eternal Spores linger in the air, any healing received by creatures poisoned by them is halved, as the spores interfere with natural regeneration and magical healing alike.
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