Spore (5e Spell)

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Spore
2nd-level conjuration
Casting time: 1 action
Range: 90 feet
Components: S, M (a mushroom cap)
Duration: Concentration, up to 1 hour


You fling a magical fungal spore at a creature or object you can see within range. Make a ranged spell attack against the target; a willing creature can choose to let this attack hit it automatically. On a hit, the spore is stuck to the target for the duration or until someone takes an action to scrape it off, ending the spell. The target is unaware of the spore, but feels an itching sensation originating from it and can find it with a successful Intelligence (Investigation) check made against your spell save DC. When the spell ends, the spore begins to grow more mushrooms of the same type as the mushroom cap you used as a material component. If you did not provide a material component, it simply grows small, edible, brown mushrooms.

While the spore is stuck to the target, you always know the direction to the target's location. Additionally, when you cast this spell, you can choose one of the following additional effects, which lasts for the duration.

Clean. The spore completely rids the target of all dirt, dust, and debris and makes it appear sparkling clean.

Explode. As a bonus action, you cause the spore to explode with fungal rot. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 necrotic damage.

Message. When you choose this effect, you speak a short phrase, shout a warning, sing a tune, or otherwise verbally communicate a message that does not exceed 10 seconds. You can cause the spore to repeat this sound at any time (no action required).

Weaken. The spore saps the strength of the target. Whenever the target makes a Strength-based attack roll, Strength check, or Strength saving throw, it must roll a d4 and subtract it from the result.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.

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