Shroomancer (5e Class)
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- 1 Shroomancer
- 2 Creating a Shroomancer
- 3 Class Features
- 4 Spore DC
- 5 Unarmored Defense
- 6 Unarmed Attack
- 7 Spore Points
- 8 Spore Strike
- 9 Spore Burst
- 10 Fungal Path
- 11 Extra attack
- 12 Planting
- 13 Fungal Metabolism
- 14 Scout Fungi
- 15 Plume Fungi
- 16 Shroom Steps
- 17 Drain Shroom
- 18 Death Shroom
- 19 Shroom Domain
- 20 Ophiocordyceps Unilateralis
- 21 Toxic Fungus
- 22 Mycelium
- 23 Multiclassing
Wielding deadly spores and the fungus that surrounds and inhabit them these deadly and mysterious fighters spell a silent end to those that oppose them. A class for a fungi or those who wield them.
Creating a Shroomancer
Why would your character become so intertwined with fungi? Were they born this way or did they become so later in their life?
- Quick Build
You can make a Shroomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom or Intelligence. Second, choose the Hermit background. Third, choose the dungeoneer pack, medicine kit and alchemist supplies.
As a Shroomancer you gain the following class features.
- Hit Points
Armor: Light armor, Shields
Weapons: simple and martial
Tools: Choose either Alchemists supplies and Healer's kit or Poisoners kit and cooking utensils
Saving Throws: Constitution, Intelligence.
Skills: Choose three from intimidation, medicine, survival, perception, stealth and Nature
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer pack or (b) Explorers pack
- (a) Alchemists supplies, Healer's kit or (b) Poisoners kit, cooking utensils
- If you are using starting wealth, you have 2d4x10 in funds.
|spore dice||Spore points||Features|
|1st||+2||d4||0||Unarmed attack, Unarmored defense,|
|2nd||+2||d4||2||Spore points, Spore strike, Spore burst.|
|4th||+2||d4||4||Ability Score Improvement, Ability score improvement|
|5th||+3||d6||5||Extra attack, Planting|
|6th||+3||d6||6||Fungal path feature|
|8th||+3||d6||8||Ability Score Improvement, Ability score improvement|
|12th||+4||d8||12||Ability Score Improvement, Ability score improvement|
|16th||+5||d10||16||Ability Score Improvement, Ability score improvement|
|19th||+6||d12||19||Ability Score Improvement, Ability score improvement|
Your Spore DC is equal to 8 + your Wisdom Modifier + your Proficiency Bonus
At 1st level, you can roll your spore die in place of the normal damage for an unarmed attack. You can choose to use your Constitution modifier in place of strength for this attack. At level 6 your unarmed attacks are considered magical for the purposes of overcoming damage resistance/immunity.
At second level you gain spore points equal to the number in the spore points column of the class table, you can expend these spore points on abilities. You recover all expended spore points after you finish a long rest.
At 2nd level, when not wearing armour, holding a shield or using a weapon you can spend 1 spore point as a bonus action to infuse your unarmed strike or rebuke a melee attack from a creature within 5ft of you with toxic spores to either stun or damage an enemy.
- Stun Spore
The target must succeed a Constitution save against your Spore save DC or be stunned until the end of your next turn.
- Toxic Spore
The target must succeed a Constitution save against your Spore save DC or they take your spore die in poison damage.
At 2nd level, when not wearing armour you can spend a bonus action and 1 spore point to release a cloud of spores to either poison or escape your enemies.
- Poison Spore
Cloud of poisonous spores linger for 1d4 turns in a sphere with a radius of 20ft centered on you. Any creature other than yourself that starts their turn in or moves through the area must succeed a Constitution save against your Spore save DC or be poisoned for 1 minute.
- Smog Spore
A dense cloud of spores covers the area within 20ft of you causing everything in that area to be heavily obscured for one minute or until a wind of moderate or greater speed (at least 10mph (16 km/h)) disperses it. You can see through the cloud perfectly fine though.
- Death Spore
A small but extremely toxic cloud of spores fills a 5ft radius sphere around you, any creature in the area other than yourself must make a Constitution save against your Spore DC and take 2 spore die necrotic damage and be both blinded and deafened for two rounds. On a failed save or half as much damage on a successful save.
Different types of fungi are dangerous in different ways. At 3rd level choose a specialization from Ophiocordyceps Unilateralis, Toxic Fungi or Mycelium as detailed at the end of the class description. Your choice grants you features at 6th level and again at 10th, 14th and 18th level.
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.
At 5th level, when you take the attack action on your turn you can make a second attack.
At 5th level Using an action and 2 spore points you can plant a mushroom on a solid surface. You can cause it to release one type of spore burst (announced while planting) centered on the mushroom instead of you as a reaction so long as the mushroom is within sight. A mushroom is destroyed after it has been used twice or an hour has past since it was planted. the mushroom can be destroyed through attacks and has 3(1d4+1) hp and an AC of 10.
At 7th level your body acts like a fungus. You have immunity to poison and disease, and have resistance to necrotic damage, at level 15 this resistance becomes immunity. You become drunk in place of exhaustion You can survive in damp locations with no food if material is available such as minerals, wood or fabric, or any material that can decay.
At 9th level you can spend an action and 1 spore point to plant a discrete scout fungi on a person you have touched using one action. You can chose to see through a planted fungi or scout fungi using its 60ft blindsight. You are blind to your own surroundings while doing this.
At 11th level you can spend 1 spore points to sprout a protective shield of fungus to protect yourself as a reaction. The shield absorbs half of all damage until the start of your next turn.
At 13th level you can spend 2 spore points to use an action to create a strong flat mushroom growing out of a solid surface up to 20ft long and protruding from the surface up to 10ft. The mushroom has 20 Hp and can support the weight of up to 2 shroom steps and up to four medium creatures A shroom step counts as a solid surface for the purpose of growing mushrooms.
At 15th level you can spend an action and 3 spore points planting a drain shroom on a creature within 5ft of you. At the start of it's turn the creature must succeed a Constitution save against your spore DC or take your spore die damage. You recover half the damage dealt by the drain shroom rounded up if you are within 5ft of the effected creature. You can only have one drain shroom planted at a time. The drain shroom lasts for 1 minute.
At 17th level you can spend an action and 3 spore points to plant a discrete death shroom on a person you have touched. After the death spore is planted you can activate its power using an action so long as the target is on the same plane of existence to you. The target must take a Constitution saving throw against your spore DC or receive 8d12 necrotic damage. On a successful save the target takes 8d6 necrotic damage. Either way the mushroom is destroyed after one use or a number of days equal to your Shroomancer level. You can have a number of these equal to your Constitution modifier. You can choose to end this effect harmlessly without using an action. The death shroom is harmless unless activated and can be removed if the individual succeeds a Perception roll against your Spore DC to find it and then uses a sharp object to remove it.
At 20th level you can spend an action and 10 spore points or 4 hours creating a spore domain. The domain covers everywhere within 60ft of your location when creating it leaving fungi and planted mushrooms covering all surfaces in that area. The mushrooms count as difficult terrain to anyone but you. You are aware of all creatures in the domain and can use any shroom abilities without cost so long as the effect does not originate from beyond the edge of the domain. You must finish a long rest before you can use this feature again.
You have found a fungus that can control the minds of ants and enhanced it to control other creatures through magic.
- Zombie Fungus
When you take this path at 3rd level you can spend an action and 3 spore points to control the mind of a recently deceased opponent so long as less than an hour has passed since a creature with a mind (i.e: not undeads, constructs, oozes, plants or elementals) has died you can create a fungal thrall. The thrall has HP equal to your Intelligence modifier x your Shroomancer level rounded down 30ft movement speed and can do a melee attack with your Wisdom modifier attack bonus that deals your unarmed damage + your Intelligence modifier bludgeoning damage. The thrall lasts 1d4 days or until it is destroyed. You can only have one thrall at a time until 18th level when you can have 2.
- Mind Slave Fungus
At 10th level you can spend an action and 3 spore points to use your spores on living foe. they must succeed a Intelligence save against your spore DC or become enslaved for 1 minute. The creature cannot use any abilities unavailable to a thrall but maintains it's hp and stats and will obey your instructions exactly. The creature can contest the mind control at the start of their turn. This does not count towards your number of thralls. You must complete a long rest before using this feature again.
- Spore Zombie
At 14th level your thralls have 3 spore points to spend on Shroomancer abilities. The thrall can only use Shroomancer abilities you can use but not create another thrall. once a thrall has used all its spore points it is destroyed. At 18th level thralls have 5 spore points to use.
The hallmark of the class. Use stronger spores and more deadly mushrooms.
- Toxic Spray
When you take this path at 3rd level your poison spore deals half your spore dice poison damage on a failed save in addition to the effects originally described.
- Deadly Scout
At 10th level you can spend an action to cause your scout shroom to perform a spore burst centered at it's location. This destroys the shroom.
- Toxic Plume
At 14th level when you absorb damage with a shroom plume you can choose to release a spore burst.
- Double Drain
At 18th level you can have two drain shrooms instead of one, the damage is increased by your Wisdom modifier and you can heal within 10ft instead of 5ft.
You harness the powers of the most overlooked part of fungus, the mycelium becoming more attune to to the true nature of fungus.
- Fungal Communication.
When you take this path at 3rd level you gain the ability to interact with the world around you through spores and the mycelium in the ground to perform the following actions: You can use mycelium detect anything in contact with the ground within 60ft of you as if you have blindsight You can also detect anything in contact with your cloud of smog spores using those spores. You can spend an action to generate a short wall of fungus 2ft tall and up to 10ft wide which provides half cover to those hiding behind it. You can generate an alcoholic beverage of moderate strength from water and any biological material. You can use mycelium to crate a circle of difficult terrain of a 10ft radius from a point within 30ft of you that you can see. You can pass through this terain with no difficulty. You cannot use any part of any feature that mentions mycelium in the Shroomancer class if there is none available or you are not in contact with the ground. If you are in a place without plant life or which has been treated specifically to remove fungus you can spend a bonus action and 2 spore points to place mycelium in all rock and dirt within 60ft of your location in order to use the class features. After doing so you are rooted and have a movement speed of 0 until the end of your next turn.
- Fungal Enhancement
At 6th level you infuse yourself with mycelium to become more powerful. This has the following effects: You gain 1 HP per Shroomancer level Your unarmored AC is increased by 2. You can survive without oxygen for twice as long.
- Nutrient Distribution.
At level 10 you can activate planted mushrooms 3 times instead of 2. The planted mushrooms can last for a day instead of an hour. You can spend 1 spore point to repair a planted mushroom.
- Mushroom Passage.
At 14th level you can use an action and 3 spore points to use mycelium to open or close passages through a material that contains mycelium (i.e:natural rock or dirt) by touching it. The passage can be no more than 5ft wide and 30ft long and can be closed or reopened as a bonus action in the same turn without expending spore points. Alternatively you can use this feature to imitate the effects of stone shape spell.
- Mushroom Fortifications.
At 18th level you can spend 4 spore points to cast the spell wall of stone at its lowest level. You can also spend 10 minutes and 5 spore points to generate a cannon with a range of 60/120ft. Any cannon can be fired from anywhere on the users current plane of existence as an action and uses your Wisdom modifier for attack bonus dealing 1d12 + your Wisdom modifier bludgeoning damage. If the cannonball hits a solid surface it leaves a planted shroom at the location of impact. The cannon has 100 HP and lasts until it is destroyed. You can have up to 5 cannons at a time and you can choose to destroy one remotely at any time using an action.
Prerequisites. To qualify for multiclassing into the Shroomancer class, you must meet these prerequisites: Wisdom and Constitution must be 13 or over.
Proficiencies. When you multiclass into the Shroomancer class, you gain the following proficiencies: Alchemy supplies and nature.