Sporitech (5e Class)

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Sporitech[edit]

Introduction[edit]

In the shadowy undergrowth where ancient secrets lurk within every spore, the Sporitech emerges as a master of the arcane mycological arts. These erudite artificers craft an extraordinary symbiosis with fungi, threading the delicate boundary between nature and alchemy. By tapping into the uncharted magic of mushrooms and the intricate networks of mycelium, Sporitechs not only communicate with the earth but command its hidden forces.

Cloaked in robes tinged with the earthy hues of forest floors, these artificers cultivate exotic spores that swirl around their workshops like otherworldly constellations. Their laboratories are living, breathing ecosystems, vibrant with bioluminescent fungi and pulsating molds that respond to their creator’s touch. Every bottle, every vial holds a fragment of the forest’s soul—carefully harvested, respectfully harnessed.

Sporitechs are scholars of the silent, yet ever-present, dialogue of the woods. With a whisper, they can cause the ground to swell with sudden growth, sprouting barricades or ensnaring foes with grasping fungal tendrils. With a gesture, toxic spores cloud the air to bewilder and subdue, or healing molds knit flesh and bone with miraculous swiftness. In their presence, the battlefield transforms into a garden of arcane possibilities.

Their knowledge extends beneath the surface, where the vast mycelial networks spread like the world’s nervous system. Through these, Sporitechs sense disturbances in the natural order, communicate across vast distances, or even influence the land’s memories embedded within the roots of ancient trees.

Thus, a Sporitech is both a guardian and a harbinger—a keeper of ancient natural wisdom and a pioneer in the forgotten alchemy of fungi. Where they tread, the line between the seen and unseen blurs, and the primordial forces of nature heed their call.

Creating a Sporitech[edit]

When you create a Sporitech, you step into the shoes of an inventor and nature mage who sees the world through a lens of interconnected ecosystems and biological marvels. You are not just an artificer, but a steward of the land's most subtle and often overlooked powers. Your journey begins with a deep curiosity about the natural world, especially the mysterious and less understood realm of fungi.

Consider the following as you create your Sporitech :

1. Connection to Nature : How did your character first encounter the mystical properties of fungi? Perhaps it was during a long apprenticeship under a druidic scholar or by a chance discovery in the depths of a forgotten forest. Consider the origins of your character’s fascination with mycology—was it born from a desire to heal, a need to understand the natural order, or perhaps from an unexpected encounter with a magical mushroom?

2. Role in Society : Think about how your character is perceived by the world. Are they a revered healer whose knowledge of medicinal mushrooms can cure rare diseases? Or maybe a solitary hermit feared by locals due to their strange, spore-laden experiments?

3. Goals and Ambitions : What drives your Sporitech? Is it the pursuit of knowledge, the restoration of corrupted lands, or perhaps the power to control or influence natural processes?

Quick Build

You can make a Sporitech quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Hermit or Outlander background. Third, choose the leather armor, the crossbow and the explorer's pack.

Class Features

As a Sporitech you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sporitech level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sporitech level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Alchemist's supplies, Herbalism kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, History, Investigation, Nature, Persuasion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) light crossbow and 20 bolts or (b) Any simple weapon
  • (a) Scale mail or (b) Leather armor
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 4d4 x 10 GP in funds.

Table: The Sporitech

Level Proficiency
Bonus
Upgrade Points
1st +2 3
2nd +2 3
3rd +2 3
4th +2 3
5th +3 3
6th +3 5
7th +3 5
8th +3 5
9th +4 5
10th +4 7
11th +4 7
12th +4 7
13th +5 7
14th +5 9
15th +5 9
16th +5 9
17th +6 9
18th +6 9
19th +6 9
20th +6 9

Sporecraft Infusion[edit]

At 1st level, your unique blend of artifice and mycology allows you to infuse ordinary objects with the potent energies of fungi, granting them magical properties. This ability, known as Sporecraft Infusion, is the cornerstone of your practice, combining the technical acumen of an artificer with the natural magic of the fungal kingdom.

You can infuse a number of items equal to your Intelligence modifier (minimum of one). You regain all expended uses of this ability after a long rest. To infuse an item, you must spend 1 hour handling the item as you apply spores and channel mycelial energies into it. You can perform this during a short or long rest. Choose your infusion effects from the Sporecraft Infusion list below. You start with two such options and gain more at level 2, 5, 9, 13 and 17. Each infusion lasts until you decide to end it (no action required) or until you apply a new infusion after reaching your maximum number of infusions.

Fungal Archetype[edit]

At 1st level, your specialization within the realm of Sporitech expands as you choose a Fungal Archetype that shapes your path forward. Each archetype represents a distinct approach to harnessing the powers of fungi and melding them with artifice. Whether you focus on intricate craftsmanship, reckless experimentation, or harmonious symbiosis, your chosen archetype will define your abilities and playstyle as you continue to grow in power.

Choose one of the following Fungal Archetypes : Mycelial Engineer, Spore Alchemist, or Symbiotic Biomancer. The features granted by your chosen archetype enhance your Sporitech abilities and provide unique bonuses and capabilities.

Spore Collection[edit]

At 2nd level, you gain the ability to cultivate and harvest specialized spores, utilizing them for a variety of effects. Your knowledge of mycology allows you to nurture spores with properties tailored to your needs, whether they be for healing, enhancement, or protection. As you advance in your Sporitech journey, you will discover new types of spores that can be cultivated for more complex and powerful effects.

You begin with the ability to cultivate two types of spores chosen from the Basic Spores list. You can change these selections whenever you gain a level in this class. Cultivating spores requires a period of downtime which you spend tending to your fungal cultures. Each type of spore requires 1 hour of cultivation per use. You can store a number of uses of each spore type equal to your Intelligence modifier (minimum of one). Unused spores lose their potency after 7 days. You can apply spores as an action, using methods such as throwing a spore packet, administering it to an ally, or embedding spores into an object or area. The effects vary based on the spore type.

Upon reaching 5th level, you gain access to one type of spore from the Intermediate Spores list. For each three levels thereafter (8, 11, 14), you gain one additional Intermediate Spore type. Upon reaching 10th level, you can select one type of spore from the Advanced Spores list. For each five levels thereafter (15, 20), you gain one additional Advanced Spore type.

Mycelial Network[edit]

By level 3, your connection to the fungal world has deepened, allowing you to tap into the mycelial networks that interlace the earth beneath your feet. This network provides you with information and a means to influence the natural world around you, enhancing your ability to navigate, communicate, and manipulate your environment.

Mycelial Awareness
You can sense the presence and general health of fungal life within a mile of your current location. This includes understanding areas where fungi are abundant or scarce and detecting major disturbances affecting fungal ecosystems.
Mycelial Communication
You gain the ability to communicate through the mycelial network over long distances. As an action, you can send a message of up to 25 words to any other creature you know that is in contact with the ground, and is within 10 miles of you. The recipient can immediately send a reply of up to 25 words.
Natural Navigator
While in contact with the ground, you can't become lost except by magical means, and you can always recall the general layout of terrain, settlements, and other features around you in areas you have previously visited.
Fungal Growth
As a bonus action once per long rest, you can accelerate the growth of fungi within a 30-foot radius around you, creating difficult terrain for your enemies or enriching the area to provide small amounts of food (enough to sustain a few people for a day).

Ability Score Improvement[edit]

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.

Fungal Forgecraft[edit]

At level 5, your expertise in combining artificer ingenuity with fungal properties allows you to craft a unique piece of equipment—be it a weapon, armor, or tool—that embodies the symbiosis between technology and mycology. This feature, Fungal Forgecraft, represents a significant leap in your ability to manipulate fungal materials and integrate them into practical applications.

Crafting the Forgecraft
You spend 8 hours and materials worth at least 100 gp to create your Fungal Forgecraft. You can choose to create a weapon, a piece of armor, or a tool. Once crafted, the item gains specific enhancements related to its fungal nature. You can only have one Fungal Forgecraft at a time. If you wish to craft a new one, the old one loses its enhancements.
Fungal Weapon
This weapon gains a +1 bonus to attack and damage rolls. Additionally, once per long rest, the weapon can release a cloud of spores when you hit a creature. The target must make a Constitution saving throw or suffer an effect based on the type of spores you choose (e.g., paralysis, hallucination, or poisoning).
Fungal Armor
This armor increases your AC by an additional +1 over its base amount. Once per long rest, when you are hit by a melee attack, the armor can release a defensive burst of spores. Enemies within 5 feet must make a Constitution saving throw or be blinded until the end of their next turn.
Fungal Tool
Enhance one tool with which you are proficient. When using this tool, you gain advantage on all checks. Additionally, once per long rest, you can use the tool to instantly grow fungal constructs that assist you in a task (e.g., creating a temporary bridge of mycelium, sealing a door with fungal growth, or distracting a creature with a burst of luminescent spores).

Spore Bomb[edit]

At level 6, your inventive prowess and mycological knowledge culminate in the development of the Spore Bomb Arsenal. These specialized devices are designed to deploy your cultivated spores in explosive bursts, enhancing their spread and effect. The bombs can also function as conventional explosives, providing you with a versatile tool for various tactical situations.

You can spend 1 hour and materials worth 20 gp to construct a spore bomb. You can carry a number of spore bombs equal to your Intelligence modifier (minimum of one). Constructed spore bombs remain potent for 7 days before they become inert. As an action, you can throw a spore bomb up to 60 feet away. Upon impact, the bomb explodes in a 15-foot radius sphere. Creatures within the area must make a Dexterity saving throw. On a failed save, creatures take 2d6 bludgeoning damage and are subjected to the effects of any spores loaded into the bomb. On a successful save, creatures take half damage and avoid the additional spore effects. Before throwing, you can load one use of any type of cultivated spores you possess into the bomb. When the bomb explodes, all creatures failing their saves against the bomb's initial impact also suffer the effects of the loaded spores (e.g., paralysis, blinding, etc.). If no spores are loaded, the bomb simply deals 3d6 bludgeoning damage to all creatures in the radius, with a Dexterity saving throw for half damage.

Spore Siphon[edit]

At 7th level, you gain the ability to siphon spores from the environment to replenish your own reserves. This allows you to maintain your stock of cultivated spores even in areas where fungal life is scarce, ensuring your continued effectiveness in diverse environments.

Spore Harvesting
As an action, you can expend a use of this feature to siphon spores from the environment within a 30-foot radius around you. This radius extends around corners and through obstacles, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You collect a number of uses of a randomly determined basic spore equal to your Intelligence modifier (minimum of one). If no fungal life is present, this feature has no effect.
Symbiotic Absorption
Once per long rest, you can spend 10 minutes in meditation to absorb spores directly into your body, granting temporary hit points equal to your Sporitech level plus your Intelligence modifier.
Fungal Adaptation
When you siphon spores, you can choose one creature within range to gain temporary hit points equal to your Sporitech level. These temporary hit points last for 1 hour or until depleted.

Myco-Mechanical Mastery[edit]

By level 10, your ability to combine mechanical engineering with mycology has evolved to a point where you can create complex myco-mechanical devices and enhancements. These innovations significantly boost the effectiveness of your equipment, spore abilities, and overall versatility in the field.

Enhanced Spore Devices
You can upgrade any spore bomb or Fungal Forgecraft item, enhancing its properties. For example, spore bombs now have a larger radius (20 feet), and their damage increases to 4d6 bludgeoning. Fungal Forgecraft items gain an additional +1 bonus (for a total of +2) to their respective benefits.
Rapid Deployment
You gain the ability to deploy spore-based effects with extraordinary speed. Once per long rest, you can use an action to instantly create and activate a spore bomb or use any spore-based ability without requiring the usual preparation or action time.

Fungal Resilience[edit]

By level 11, you have harnessed the regenerative properties of fungi, integrating them into your own biological system. This not only enhances your physical durability but also allows you to recover from injuries with astonishing speed, demonstrating your advanced symbiosis with fungal life forms.

Regenerative Spores
Whenever you take damage, you can activate this ability to recover hit points. Once per long rest, as a reaction when you take damage, you can regain hit points equal to 2d10 + your Sporitech level. This represents the activation of a burst of healing spores your body now produces.
Enhanced Immune Response
You gain resistance to poison damage and advantage on saving throws against disease, poison, and effects that would stun or paralyze you. This reflects your body's adaptation to the defensive properties of various fungi.
Persistent Vitality
If you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. This ability can be used once per long rest. After using this feature, a visible puff of emergency spores bursts from your body, potentially affecting those nearby with a minor disorienting effect (DM's discretion).

Mycelial Metamorphosis[edit]

At 14th level, your deep and continual exposure to fungal spores, combined with your innovative modifications, triggers a profound physical transformation. You undergo one of several distinct mutations, each providing unique abilities and further blurring the line between the technological and the natural. These mutations are not only testament to your mastery over fungal artifice but also a mark of your evolution into a new form of life.

Mycelial Threads

Your skin weaves with visible, thread-like mycelium that can extend and retract. Gain a climbing speed equal to your walking speed, as the threads can anchor to and pull on surfaces. Once per long rest, you can root yourself in place as an action, gaining resistance to all non-magical damage until the start of your next turn due to the increased density and toughness of your mycelial body.

Spore Cloud Glands

Clusters of bulbous glands dot your skin, pulsating gently as they brew potent spores. In moments of danger or need, these glands can expel a defensive cloud, enveloping you in a protective, albeit eerie, spore mist. As a bonus action, release a spore cloud that surrounds you in a 10-foot radius. Choose from paralysis, sleep, or a choking effect. Affected creatures must succeed on a Constitution saving throw or suffer the chosen effect for 1 minute. Usable once per long rest.

Fungal Photoreceptors

Your eyes shimmer with a soft, otherworldly glow, allowing you to see in the deepest shadows. The eerie light not only serves as a beacon in the darkness but can also become a weapon of dazzling brilliance. Gain darkvision out to a range of 120 feet. If you already have darkvision, the range increases by an additional 60 feet. You can, as an action, emit a blinding flash from your eyes once per long rest. All creatures within a 30-foot cone must succeed on a Constitution saving throw or be blinded for 1 minute.

Capillary Spore Release

Your skin bears numerous small, cap-shaped fungal growths that can flutter and tremble. These caps can launch a sudden volley of spores with a sharp hiss, making them both a defensive mechanism and a formidable means of attack. Gain the ability to launch toxic spores as a ranged weapon attack (range 60 feet, + your proficiency bonus to hit, dealing 1d8 + your Intelligence modifier in poison damage). Once per long rest, you can unleash a barrage of these spores in a 15-foot radius around you, forcing all creatures in the area to make a Constitution saving throw or take 2d8 poison damage (half damage on a successful save).

Mycomaster[edit]

At level 15, your profound understanding of both mechanical and fungal systems allows you to create and manipulate myco-mechanical constructs with exceptional proficiency and flexibility.

You can modify any of your existing Sporitech devices or constructs during a short rest instead of requiring a long rest, reflecting your rapid adaptation and innovation capabilities. When you create a device using Fungal Forgecraft or deploy a spore bomb, you can imbue it with one of the following additional effects :

Regenerative Coating
The device continuously emits a healing mist in a 10-foot radius. Allies in this radius at the start of their turn heal for 1d4 hit points.
Neurosporic Feedback
Enemies damaged by the device must make a Wisdom saving throw or become confused (as per the confusion spell) for 1 minute, usable once per long rest per device.
Mycelial Camouflage
The device can blend into natural surroundings, gaining advantage on all stealth checks and becoming nearly invisible when stationary.

You gain the ability to deploy two spore bombs or fungal forgecraft items as a single action, once per long rest.

Mycosynth Overdrive[edit]

At level 17, your mastery over fungal and mechanical symbiosis culminates in the Mycosynth Overdrive, an extraordinary ability to supercharge your creations and spore-infused gadgets for overwhelming effects. You can push your devices and your own fungal enhancements beyond their normal limits, exhibiting unparalleled control and power.

Once per long rest, you can enter an Overdrive state for 1 minute. During this time, you can activate one of the following effects :

Hyper Growth
You can instantly create any one of your spore devices or fungal constructs without cost and use it immediately. This includes spore bombs, Fungal Forgecraft items, or any spore-related ability.
Proliferation Pulse
Emit a massive pulse of spore energy that extends up to 100 feet. All allies within the range gain a temporary hit point shield of 2d10 + your Sporitech level, and enemies must make a Constitution saving throw or be incapacitated by hallucinogenic spores for 1 round.
Adaptive Defense
All your active fungal constructs and devices gain autonomous defense capabilities, dealing an additional 2d6 poison damage to any creature that attacks them or starts its turn within 5 feet of them.
Sporogenic Resurgence
When you activate Mycosynth Overdrive, you can choose to regain spent uses of your spore-based abilities or regain half your spent hit dice (minimum of one) as your body metabolizes spores for rapid regeneration.

Fungal Singularity[edit]

At level 18, you've developed the ability to create a Fungal Singularity, a potent focal point of mycological and mechanical energies that reshapes the battlefield and supports your allies while debilitating your foes. This ability demonstrates your ultimate control over the fungal realm and your artificer capabilities.

Once per long rest, as an action, you can create a Fungal Singularity at a point you can see within 120 feet. The Singularity lasts for 1 minute and affects a 40-foot radius sphere.

Allies within the sphere gain the following benefits :

Enhanced Healing
Healing received is increased by 50%.
Boosted Speed
Movement speeds are increased by 10 feet.
Clear Mind
Gain advantage on saving throws against being charmed, frightened, and confused.

Enemies within the sphere experience the following effects :

Spore Disorientation
Must make a Wisdom saving throw at the start of each of their turns. On a failed save, they lose their action for that turn due to hallucinogenic spore effects.
Mycelial Entanglement
Their movement speed is halved as mycelial networks sprout rapidly to hinder their movement.
System Disruption
Technological devices and magical items operated by enemies malfunction and cannot be used within the sphere.

Mycosynthetic Exosuit[edit]

The Mycosynthetic Exosuit is the apex of your work as a Sporitech, blending advanced engineering with the adaptive capabilities of fungi into a formidable suit of armor. This bio-enhanced exosuit is not just protective gear but a dynamic extension of your own biological and technological prowess.

Symbiotic Armor
While wearing the Mycosynthetic Exosuit, you gain resistance to poison and psychic damage. Your AC becomes 18 (if it isn't higher), and you are immune to critical hits due to the armor's adaptive fungal layering.
Spore Command Interface
The exosuit is integrated with a spore distribution system allowing you to deploy any spore-based ability you have available without expending a normal use. This can be done twice per long rest.
Environmental Adaptation
The exosuit is equipped with dynamic camouflage capabilities, granting you advantage on Stealth checks. Additionally, once per long rest, you can activate full invisibility for up to 10 minutes, as the suit's surface mimics surrounding textures and colors.
Reactive Defense System
Upon receiving damage of a particular type (fire, cold, acid, etc.), the exosuit adapts to provide resistance to that specific damage type until the end of your next turn. This feature resets each time a different damage type is first encountered.
Enhanced Mobility
The exosuit augments your physical capabilities, increasing your base movement speed by 10 feet and giving you the ability to leap double your normal jump distance without requiring a running start.


Mycelial Engineer[edit]

As a Mycelial Engineer, you stand at the vanguard of arcane bioengineering, where the mystical properties of fungi are harmonized with the precision of mechanical constructs. You are not merely an inventor; you are a visionary who sees the invisible connections between nature and technology. In your hands, spores and gears come together to form intricate devices that blur the lines between organic and inorganic.

From your workshop emanates a constant hum of activity—both mechanical and biological. The air is thick with the earthy scent of growing fungi, intertwined with the sharp tang of hot metal. Workbenches are cluttered with a chaotic array of tools, petri dishes, microscopes, and half-assembled devices, each pulsing with potential. Your creations range from tiny spore-infused cogs that can self-repair, to grand constructs that tower overhead, their fungal veins glowing softly with magical energy.

In the field, your companions marvel at your ability to pull out just the right gadget at the right time, your satchel always seeming to contain an endless trove of miraculous inventions. Whether unlocking the secrets of an ancient vault with a custom-crafted decoder or lighting the darkness of a forgotten cave with glowing, autonomous drones, you manipulate the threads of possibility with the finesse of a master weaver.

Your path is one of perpetual discovery, guided by the belief that there is no limit to what can be achieved when the natural growth of the world is directed by the keen intellect of an inventor. To you, every challenge is an opportunity to innovate, and every innovation is a step towards a future where the organic and mechanical not only coexist but cooperate in ways yet to be imagined.

Mycelial Construction Matrix

At the core of the Mycelial Engineer's prowess lies the Mycelial Construction Matrix, a foundational technique that allows you to channel your deep understanding of mycology and mechanics into creating versatile and complex inventions. You harness a unique resource known as Creation Points, which are a manifestation of your ability to weave mycelium with arcane technology.

You gain access to Creation Points, which are used to build and maintain a variety of fungal-mechanical gadgets and constructs. You start with a number of Creation Points equal to twice your Artificer level plus your Intelligence modifier. These points are fully restored on a long rest. You can spend Creation Points to craft gadgets from a list of inventions you know. Crafting a gadget takes 1 minute per point spent and requires access to your tools and fungal components. The cost in Creation Points depends on the complexity and power of the gadget. You start knowing two gadgets of your choice from the Mycelial Engineer’s Gadget List (a list that can be developed to include things like fungal drones, spore sensors, bio-luminescent lighting systems, etc.). You learn additional gadgets from this list as you level up in this class. Some gadgets may require ongoing expenditures of Creation Points to maintain functionality over extended periods. This represents the need to replenish or repair the fungal components and mechanical systems involved.

Mycelial Enhancement Protocol

As you advance your skills as a Mycelial Engineer, you gain the ability to enhance your creations with specialized upgrades. This is done through the Mycelial Enhancement Protocol, a sophisticated system allowing for the implementation of incremental improvements to your gadgets. These upgrades are categorized into Basic, Intermediate, and Advanced, reflecting their complexity and power.

You receive Upgrade Points, which are distinct from Creation Points and are used exclusively to enhance your existing gadgets. You start with 3 Upgrade Points at level 3. Upgrades are divided into three categories—Basic, Intermediate, and Advanced. Each category not only reflects the power and impact of the upgrade but also the level required to access them :

Basic Upgrades
Available from level 3.
Intermediate Upgrades
Available from level 6.
Advanced Upgrades
Available from level 10.

You receive additional Upgrade Points at certain levels. The distribution is as follows : Start with 3 Upgrade Points at level 3. Gain 2 additional Upgrade Points at level 6, 10, and 14. Each level increment allows access to higher category upgrades as specified.

Applying an upgrade to a gadget takes 1 hour of work, which can be done during a short rest. Each gadget can only hold a number of upgrades equal to half your Intelligence modifier (minimum of 1). You can rearrange your upgrades during any long rest, allowing you to adapt your gadgets based on anticipated needs, reflecting your growing mastery over mycelial and mechanical symbiosis.

Mycelial Masterwork

Reaching level 10 marks a significant milestone in the journey of a Mycelial Engineer. It is at this stage that you can harness your accumulated knowledge and expertise to create a Mycelial Masterwork—an invention of exceptional power and complexity. This masterwork represents the pinnacle of your inventive prowess, combining advanced mechanical engineering with sophisticated fungal cultivation techniques.

You may select one masterwork invention from the provided Mycelial Masterwork List. Creating your masterwork takes a week of dedicated work in your workshop and consumes resources worth at least 500 gp. Each masterwork provides unique benefits and possesses capabilities far beyond ordinary gadgets. These masterworks can be crucial in defining your role in the party and your approach to solving challenges.

Maintaining the masterwork requires continuous attention and resources. At the start of each long rest, you must spend at least an hour tuning and repairing your masterwork to keep it functional, along with materials costing 10 gp. Your Mycelial Masterwork can be further enhanced with specific upgrades from the Mycelial Enhancement Protocol, allowing you to personalize and improve its functionality as you gain more levels.

Magnum Opus

At level 14, as a Mycelial Engineer, you reach the zenith of your creative and technical prowess. This achievement is marked by the construction of the Mycelial Magnum Opus, a masterpiece of engineering that embodies the full scope of your knowledge and skills. This grand creation is not just an invention but a culmination of all your years of study, experimentation, and adventuring.

You select one grand invention from the Magnum Opus List. Crafting this masterpiece requires extensive time and resources, including two weeks of dedicated work in your workshop and materials worth at least 1,000 gp, as well as all of your creation points. Each Magnum Opus has unique, powerful abilities that significantly surpass those of any other invention you have created. These capabilities are designed to have major impacts on your adventures, providing substantial advantages in various scenarios.

You can only create one Magnum Opus, and it cannot be recreated if destroyed. However, you can spend additional resources and time to repair it if it is damaged. The Magnum Opus can integrate specific upgrades from the Mycelial Enhancement Protocol, allowing for further personalization and enhancement of its already impressive features.

Spore Alchemist[edit]

In the shadowy corners of the laboratory, where the scent of earth mingles with the sharp tang of chemicals, the Spore Alchemist toils. They are the mad scientists of the fungal world, their minds as labyrinthine as the mycelial networks they study. These eccentric innovators see the potential in the volatile intersection of alchemy and mycology, brewing potent concoctions and volatile spore-based mixtures that bewilder friend and foe alike.

Where others see decay and rot, the Spore Alchemist sees opportunity—the chance to harness and reshape the primal forces of nature into something both wondrous and terrifying. With a flask in one hand and a spore sample in the other, these alchemists blur the lines between natural and supernatural, all while cackling at the beauty of the chaos they unleash.

Alchemical Brews

As a Spore Alchemist, your mastery over the fungal realm extends into the intricate art of potion making. From your very first level, you gain the ability to create Alchemical Brews, a range of potent concoctions that utilize both your understanding of chemistry and the unique properties of fungi. These brews can heal, harm, or alter the state of those who ingest them or are caught in their splash.

  • Brew Creation : You can spend 1 hour and expend a use of your Spore Collection feature to create an Alchemical Brew. You start with the ability to make two types of brews : Healing Spore Tonic and Toxic Spore Vial. You can carry a number of brews equal to your Intelligence modifier (minimum of one). Brews last for 24 hours before losing their potency.
  • Learning New Brews : As you gain levels in this subclass, you can learn additional recipes for Alchemical Brews during your adventures or through experimentation during downtime.
Basic Brews (Available from Level 1)
  • Healing Spore Tonic

When consumed, restores hit points equal to 2d4 + your Intelligence modifier.

Toxic Spore Vial

Throw to a point within 20 feet to create a 5-foot radius cloud. Creatures in the cloud must succeed on a Constitution save or take 2d4 poison damage and be poisoned until the end of their next turn.

Intermediate Brews (Available from Level 3)
  • Hallucinogenic Mist Extract

Throw to a point within 30 feet to create a 10-foot radius cloud. Creatures in the cloud must succeed on a Wisdom save or experience vivid hallucinations, causing them to have disadvantage on attack rolls and ability checks for 1 minute.

  • Stimulating Spore Serum

When consumed, gives the user advantage on all Strength and Dexterity checks and saving throws for 10 minutes.

  • Fungal Growth Formula

Pour on an area of earth or stone to cause rapid fungal growth that creates difficult terrain in a 10-foot square for 1 hour.

Advanced Brews (Available from Level 7)
  • Mind Meld Mixture

When consumed, allows the user to telepathically communicate with any other creature that has ingested this potion within the last 24 hours over a distance of up to 1 mile.

  • Regenerative Spore Suspension

When consumed, grants regeneration, healing 1d4 hit points at the start of each of the user's turns for 1 minute.

  • Invisibility Spore Infusion

When consumed, renders the user invisible for 1 minute or until they attack, make a damage roll, or cast a spell.

Master Brews (Available from Level 11)
  • Neurosporic Elixir

When consumed, grants the user the ability to read thoughts as per the detect thoughts spell for 10 minutes.

  • Eternal Vigor Vial

When consumed, eliminates the need for sleep for 48 hours without suffering exhaustion. The user also gains immunity to being charmed or frightened during this time.

Chaotic Concoctions

At 3rd level, your alchemical expertise truly begins to take on a life of its own, as your experiments with spores lead to unpredictable and often explosive results. Your approach to alchemy is less about following a strict formula and more about embracing the chaotic nature of combining volatile substances. This unpredictable methodology has led you to develop Chaotic Concoctions, a signature feature of your craft.

Unpredictable Results
Whenever you create an Alchemical Brew using your base class feature, you can choose to infuse it with chaotic energy. Roll on the Chaotic Concoctions table (provided below) to determine an additional effect that occurs when the brew is used. This effect is unknown to you until it triggers.
Enhanced Potency
Your brews become more potent. Increase the number of dice rolled by one for any damage or healing effect of your Alchemical Brews (e.g., 2d4 becomes 3d4).
Rapid Brewing
You can now create Alchemical Brews in half the time (30 minutes per brew), allowing you to respond more quickly to the needs of your party or the demands of the environment.
Chaotic Concoctions Table
  1. Explosive Reaction : The brew explodes upon use, dealing 3d6 fire damage to all creatures within 5 feet.
  2. Mutagenic Mixture : The consumer undergoes a temporary mutation, such as growing a fungal appendage that grants a +2 bonus to grapple checks for 1 hour.
  3. Benevolent Burst : The brew grants temporary hit points equal to twice your level.
  4. Toxic Fumes : Releases a toxic cloud that lasts for 1 minute, causing disadvantage on attack rolls and ability checks for creatures within.
  5. Hallucinogenic Colors : Causes vivid hallucinations, imposing disadvantage on attack rolls and ability checks due to visual distortion.
  6. Revitalizing Rush : Increases speed by 10 feet and provides an additional bonus action each turn for 1 minute.
  7. Serene Spores : Calms emotions in a 10-foot radius, acting as the calm emotions spell.
  8. Vigor of the Wild : The consumer gains resistance to one damage type of your choice for 10 minutes.
  9. Chameleon Coating : The brew grants invisibility as long as the consumer remains still and silent for up to 10 minutes.
  10. Echoing Elixirs : The consumer can mimic any sound or voice heard in the past minute.
  11. Magnetic Field : Creates a magnetic pulse around the consumer, pulling metallic objects within 10 feet towards them.
  12. Arcane Amplification : The next spell cast within 1 minute has its damage or healing increased by 50%.
  13. Gravity Glitch : The consumer experiences reduced gravity, allowing them to jump three times the normal distance for 5 minutes.
  14. Temporal Distortion : Slows time for the consumer, allowing them to take an additional reaction each round for 1 minute.
  15. Fungal Fortitude : The consumer’s skin hardens like bark, granting +1 to AC for 1 hour.
  16. Mind-Sharpening Spores : Grants advantage on Wisdom and Intelligence checks for 10 minutes.
  17. Shadow Stealth : The consumer can move without making a sound, granting advantage on Stealth checks for 10 minutes.
  18. Thermal Thrive : Grants immunity to extreme cold or heat (choose when brewing) for 1 hour.
  19. Radiant Bloom : The brew emits a bright light, illuminating a 30-foot radius and granting advantage on saving throws against being frightened.
  20. Perfect Harmony : The consumer attains perfect balance and coordination, granting automatic success on the next Acrobatics or Athletics check within 1 hour.
Experimental Efficacy

By 6th level, your understanding of alchemical and mycological interactions has deepened, enabling you to push the boundaries of your craft even further. You’ve learned to channel the chaotic nature of your experiments into more controlled, yet still wildly innovative outcomes. This deepening mastery manifests in your ability to refine and enhance your brews, transforming them into even more powerful versions with added effects.

  • Enhanced Potency : You gain the ability to supercharge your Alchemical Brews. Once per long rest, you can declare a brew to be supercharged. This brew's effectiveness is doubled—whether in healing, duration, area of effect, or damage.
  • Precision in Chaos : When using your Chaotic Concoctions feature, you can now choose to roll twice and select either result. This represents your growing ability to steer the chaotic outcomes towards your desired effects, reflecting a maturation of your experimental methods.
  • Adaptive Brewing : You have honed your ability to adapt your concoctions on the fly. Whenever you use a brew, you can modify one aspect of it (such as its delivery method, range, or lasting effects) to better suit the current situation. This might mean turning a potion into a spray or extending a cloud's area by 5 feet. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Master of Mutation

At 10th level, your profound understanding of mycology and alchemy allows you to harness the transformative powers of fungi at an advanced level. You have become a Master of Mutation, capable of applying rapid, controlled mutations to both yourself and others, using a blend of fungal spores and alchemical substances.

  • Self-Mutation : You can use an action to induce a temporary beneficial mutation in yourself or an ally you can touch. This mutation grants one of the following benefits, chosen at the time of mutation :
  1. Enhanced Strength : Increase the target's Strength score by 2 for 10 minutes.
  2. Superior Speed : Increase the target's movement speed by 20 feet for 10 minutes.
  3. Regenerative Cells : The target gains regeneration, recovering 5 hit points at the start of each of their turns for 1 minute.
  4. Camouflage Skin : The target gains advantage on Stealth checks and is difficult to see, granting them a +2 bonus to AC against ranged attacks for 10 minutes.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.

  • Emergency Mutation : When you or an ally within 30 feet suffers damage that would reduce them to 0 hit points, you can use your reaction to trigger a protective mutation. This grants them temporary hit points equal to half your level plus your Intelligence modifier, potentially preventing them from being knocked unconscious. This use of the feature does not count against your daily uses of Self-Mutation.
Pandemonium Potioneer

At 14th level, you have transcended the ordinary bounds of alchemy and mycology to become a Pandemonium Potioneer. Your mastery over the most volatile and unpredictable aspects of science has granted you the ability to conjure concoctions of bewildering power and variety. Your potions can now envelop battlefields in chaos, and your creation of Pandora's Brews represents the pinnacle of your unpredictable craft.

  • Cataclysmic Concoctions : You can now combine multiple brews into a single, more potent concoction. When you use a brew, you can opt to merge the effects of up to three different potions or brews that you know into one. This combined potion takes effect simultaneously when used. For example, you could create a potion that both heals allies and poisons enemies within the same area.
  • Pandora's Brews : You gain the ability to create Pandora's Brews, the ultimate expression of your craft. These are powerful potions made from the most unstable fungal elements, resulting in unpredictable and often spectacular effects. When creating a Pandora's Brew, roll on the Pandemonium Effects Table to determine its outcome.
Pandemonium Effects Table
  1. Reality Warp : The fabric of reality unravels in a 30-foot radius centered on the potion's impact point, causing creatures to randomly swap bodies with each other.
  2. Temporal Anomaly : Time becomes unstable, causing all creatures within a 40-foot radius to experience a time loop, replaying their actions from the last round.
  3. Dimensional Fracture : A rift to a random plane of existence opens, sucking in all creatures within a 20-foot radius before closing. They reappear 1d4 rounds later, potentially transformed.
  4. Chaos Storm : A swirling vortex of elemental energy erupts, dealing 8d6 damage of a random type (fire, cold, lightning, acid, or thunder) to all creatures within a 50-foot radius (Dexterity save for half).
  5. Reality Distortion : Gravity becomes inverted within a 60-foot radius, causing creatures and objects to float randomly for 1 minute.
  6. Mimicry Mayhem : All creatures within a 30-foot radius are transformed into identical copies of each other, causing confusion and chaos.
  7. Ethereal Surge : All creatures within a 40-foot radius phase in and out of the Ethereal Plane at random intervals for 1 minute, rendering them incorporeal.
  8. Cataclysmic Quake : The ground shakes violently within a 60-foot radius, causing structures to collapse and creatures to be knocked prone.
  9. Reality Reversal : All damage dealt within a 50-foot radius for the next minute is reversed, healing creatures instead of harming them.
  10. Nova Burst : A blinding flash of light erupts within a 30-foot radius, blinding all creatures for 1 minute (Constitution save negates).
  11. Dimensional Rift : A portal to a random plane of existence appears within a 30-foot radius, sucking in all creatures and objects before closing.
  12. Feywild Infusion : The area within a 50-foot radius is transformed into a vibrant, chaotic landscape reminiscent of the Feywild, causing creatures to be charmed and illusions to manifest randomly.
  13. Planar Discord : All magic within a 40-foot radius becomes unstable, causing spells to malfunction or backfire randomly.
  14. Chromatic Cascade : A cascade of colorful energy erupts within a 60-foot radius, granting random beneficial effects (such as flight, resistance to damage, or increased speed) to some creatures while cursing others.
  15. Gravitational Singularity : A point within a 30-foot radius becomes a gravitational singularity, pulling in all nearby objects and creatures with irresistible force.
  16. Reality Collapse : The area within a 50-foot radius experiences a temporary collapse of reality, causing creatures to be randomly teleported to other planes of existence or alternate dimensions.
  17. Cosmic Chaos : An astral storm rages within a 60-foot radius, causing random celestial bodies to rain down from the sky, dealing massive damage to creatures caught beneath them.
  18. Eldritch Maelstrom : An otherworldly maelstrom of eldritch energy erupts within a 40-foot radius, causing creatures to be polymorphed into random aberrant forms for 1 minute.
  19. Time Dilation : Time slows to a crawl within a 50-foot radius, causing creatures to age rapidly or become frozen in time.
  20. Existential Implosion : The very essence of existence is threatened within a 60-foot radius, causing creatures and objects to blink out of existence and reappear elsewhere at random intervals.

Symbiotic Biomancer[edit]

In the dimly lit recesses of ancient forests and the dank, forgotten corners of the world, where mushrooms and molds thrive in secretive abundance, the Symbiotic Biomancer finds their true calling. Masters of the arcane and the organic, these artificers have delved deep into the symbiotic relationships of the fungal kingdom, unlocking secrets that blend the boundaries of flora, fauna, and mycological marvels.

In their hands, the threads of life intertwine, as they orchestrate the dance of genetic interplay and magical engineering. They are the caretakers of nature's most profound mysteries, the manipulators of biological essence, and the architects of symbiotic relationships that blur the boundary between the living and the crafted. Each breath they take is filled with spore-laden air, each exhalation a whisper of life’s interconnectedness, using this knowledge to enhance, transform, and sometimes, even create new life from the essence of fungal magic.

The Biomancers' laboratories are verdant with unusual growths; their companions are creatures of mold and mushroom, animated by both arcane energy and an innate biological drive. As much scholars as they are creators, these artificers study the ebb and flow of life and death in nature, applying their findings to their crafts. They embrace the organic decay and rebirth that fungi represent, using it not only to break down the old and dying but to foster the new and vibrant.

Symbiotic Mutation

As a Symbiotic Biomancer, you possess the unique ability to incorporate fungal essences directly into your body, causing cryptic and potent mutations. At level 1, you can choose to undergo a mutation by infusing your body with one of five distinct types of mystical mushrooms, each altering your form in an otherworldly and somewhat unsettling manner. These changes are not just superficial; they mark the beginning of deeper, more profound transformations that evolve as you grow in power.

  1. Gloomcap Infusion :
  • Physical Mutation : Your skin begins to exude a faint, eerie glow, reminiscent of deep-sea creatures. The pigmentation slowly changes to various shades of dark blue and purple, with patches of your skin appearing almost translucent. In dim light, your veins appear as glowing bioluminescent lines weaving through your body.

The Gloomcap Infusion grants you the eerie and otherworldly ability to harness bioluminescence and adapt to dark environments. This mutation not only affects your appearance but also enhances your senses and abilities in low-light and dark conditions.

  • Initial Effect at Level 1 :
  • Night Vision : You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
  • Bioluminescent Glow : You can emit a dim, glowing light from your skin at will, which can illuminate up to 10 feet around you. This light can be turned on or off as a bonus action.
  • Level 5 - Enhanced Luminosity :
  • Physical Evolution : The bioluminescent glow of your skin becomes more pronounced, and you can now control the intensity and even the color of the light. Your skin's texture starts to mimic the soft, subtle undulations of deep-sea organisms, adding an almost hypnotic quality.
  • Effect : The radius of your bioluminescent glow increases to 30 feet. Additionally, once per long rest, you can use your glow to dazzle enemies, forcing all creatures within 10 feet who can see you to make a Constitution saving throw or be blinded until the end of your next turn.
  • Level 10 - Phosphorescent Defense :
  • Physical Evolution : The bioluminescent patches on your skin now cover your entire body, giving you a surreal, glowing silhouette. These patches harden slightly, providing a natural armor.
  • Effect : You gain +1 to your AC due to the hardened bioluminescent skin. Furthermore, you can, as a reaction when hit by a melee attack, cause the attacker to become temporarily blinded until the end of their next turn, once per short or long rest.
  • Level 15 - Deep Light Manipulation :
  • Physical Evolution : Your bioluminescence can now pulsate in complex patterns that can communicate basic ideas or disorient others. The glow becomes almost ethereal in nature, casting eerie shadows that seem to move independently.
  • Effect : You gain the ability to cast hypnotic pattern once per long rest, without needing a material component. The spell's effects are considered to be a feature of your mutation, and the spell save DC is based on your Constitution.
  • Level 20 - Luminous Overcharge :
  • Physical Evolution : Your entire presence is now a spectacle of light and shadow, capable of illuminating a large area with ease. The light you emit is powerful enough to rival daylight.
  • Effect : You can activate an intense burst of light that fills a 60-foot radius. This light is bright enough to turn dim light within the radius into bright light and darkness into dim light. Additionally, you can choose to overload this burst once per long rest, causing all enemies within the radius to make a Constitution saving throw or be stunned until the end of your next turn.
  1. Ironshroud Spore :
  • Physical Mutation : Thick, chitinous plates start to form under your skin, first appearing along your arms and shoulders. These plates are layered like the bark of an ancient tree, each segment tough as iron but with a fungal texture, complete with tiny spore-release vents that occasionally puff out tiny clouds of spores.

The Ironshroud Spore Mutation grants you heightened defensive capabilities directly from your own skin's resilience.

  • Initial Effect - Level 1 :
  • Defensive Adaptation : You gain a +1 bonus to your Armor Class due to the hardening and thickening of your skin.
  • Level 5 - Scale Fortification :
  • Physical Evolution : The chitinous plates expand to cover more of your body, including your chest and back, forming a natural armor. The texture of these plates becomes rougher, resembling overlapping scales with a slightly metallic sheen.
  • Defensive Adaptation : Your Armor Class bonus increases to +2. Additionally, you gain resistance to bludgeoning damage as your body adapts to absorb and dissipate impact forces more effectively.
  • Level 10 - Sporecloud Defense :
  • Physical Evolution : The chitinous armor further thickens, and small spore vents become more prominent, capable of releasing a dense cloud of defensive spores when you are hit.
  • Defensive Adaptation : Your Armor Class bonus increases to +3. Whenever you take damage from a melee attack, the attacker must succeed on a Constitution saving throw or be blinded until the end of their next turn by the cloud of spores.
  • Level 15 - Jagged Exoskeleton :
  • Physical Evolution : The chitinous plates now almost completely encase you, including your legs and arms, and begin to form jagged edges that can be used offensively. The color darkens to a deep rust red, and the texture resembles ancient, weathered iron.
  • Defensive Adaptation : Your Armor Class bonus increases to +4. Additionally, any creature that hits you with a melee attack takes 1d6 slashing damage from the jagged edges of your armor.
  • Level 20 - Regenerative Ironform :
  • Physical Evolution : Your chitinous armor reaches its final, most formidable form, incorporating mineral-like growths that enhance its toughness. These growths are interspersed with glowing fungal patterns that provide a regenerative energy.
  • Defensive Adaptation : Your Armor Class bonus increases to +5. Additionally, you gain immunity to bludgeoning damage and regenerate 5 hit points at the start of each of your turns, as long as you have at least 1 hit point remaining.
  1. Whisperling Mycelium :
  • Physical Mutation : Fine, hair-like mycelium begins to sprout from your ears and nostrils, gradually weaving into a subtle, web-like structure around your head. This mycelium is almost invisible but shimmers with a silver sheen when caught in the light, vibrating softly in response to nearby sounds.

The Whisperling Mycelium allows you to connect further with the fungal world and to tie yourself with the arcane.

  • Initial Effect (Level 1) :
  • Effect : You gain proficiency in the Perception skill. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing.
  • Level 5 - Fungal Resonance :
  • Physical Evolution : The mycelium extends further, covering your entire scalp in a delicate lattice of shimmering strands. The web-like structure now pulses with faint greenish light, synchronizing with your heartbeat and amplifying your connection to the fungal realm.
  • Enhancement : You gain blindsight with a range of 10 feet. This blindsight is based on sound vibrations picked up by the mycelium, allowing you to perceive your surroundings even in darkness or when blinded.
  • Level 10 - Ethereal Connection :
  • Physical Evolution : The mycelium continues to spread, now extending down your neck and along your spine, forming intricate patterns reminiscent of ancient glyphs. The strands emit a soft, ethereal glow, and your eyes begin to take on a faint green hue, reflecting your deepening connection to the whispering mycelium.
  • Enhancement : You gain the ability to communicate telepathically with creatures within 30 feet of you, provided you share a language. This telepathic communication is facilitated by the mycelium, which acts as a conduit for your thoughts and emotions.
  • Level 15 - Mycelial Network :
  • Physical Evolution : The mycelium extends its reach even further, now enveloping your entire body in a delicate, translucent layer. Your skin takes on a pale, almost translucent appearance, and you exude a faint, sweet scent reminiscent of fresh rain and earth.
  • Enhancement : You gain the ability to cast the teleportation circle spell once per long rest without expending a spell slot. The mycelium acts as a conduit for this magic, allowing you to create a temporary teleportation circle at your location.
  • Level 20 - Sporogenesis Mastery :
  • Physical Evolution : The mycelium reaches its apex, forming a complex network of intertwining strands that suffuse your entire being. Your body becomes a living nexus of fungal energy, pulsating with a soft, greenish glow. Fungal spores constantly waft from your skin, creating an aura of vitality and renewal.
  • Enhancement : Once per long rest, you can unleash a wave of spores in a 30-foot radius centered on yourself. Allies within this radius regain hit points equal to your Wisdom modifier + your Biomancer level (minimum of 1), and hostile creatures must succeed on a Constitution saving throw against your spell save DC or be poisoned and take poison damage equal to your Wisdom modifier + your Biomancer level (minimum of 1). This represents your mastery over the life-giving properties of fungi, allowing you to both heal your allies and harm your enemies with the power of spores.


  1. Heartwood Node :
  • Physical Mutation : Your veins and arteries thicken and become more visible, taking on a wooden texture and coloration, reminiscent of tree roots. Over time, small nodules like knots in wood form along these veins, pulsing gently with your heartbeat and secreting a protective sap when you are wounded.

The Heartwood Node Mutation allows you to gain the protective and healing abilities of ancient plant life.

  • Initial Effect (Level 1) :

Upon choosing the Heartwood Node mutation, your body's durability increases due to the wooden-like texture of your veins and arteries. You gain a +1 bonus to your Armor Class as your skin partially hardens into a bark-like surface, providing natural armor.

  • Level 5 - Sap Surge :
  • Physical Evolution : The nodules along your veins become larger and more pronounced, resembling the burls of a tree. These burls can now store and slowly secrete a healing sap.
  • Effect : Once per long rest, you can activate this mutation to regain hit points equal to twice your Sporitech level. Additionally, this sap can be collected and used as a healing salve that restores 2d4 hit points (usable by any character).
  • Level 10 - Rooted Resilience :
  • Physical Evolution : Your wooden veins begin to extend beneath your skin, sprouting tiny roots that slightly protrude from your pores, giving you a rugged, bark-like appearance.
  • Effect : You gain resistance to bludgeoning and slashing damage from non-magical attacks, reflecting your body's tough, wood-like texture.
  • Level 15 - Photosynthetic Pores :
  • Physical Evolution : Some parts of your skin develop a green, mossy coating that functions like natural foliage, capable of photosynthesis.
  • Effect : Whenever you spend at least 1 hour in sunlight, you can forego eating one meal as you gain sustenance via photosynthesis. Additionally, during this hour in sunlight, you can expend a use of your Sap Surge feature without counting against your daily limit, representing accelerated healing and energy storage.
  • Level 20 - Grand Arbor Avatar :
  • Physical Evolution : Your appearance now fully embodies that of an ancient tree spirit. Large, leafy branches sprout from your shoulders and back, and your skin resembles tough, ancient bark.
  • Effect : You gain the ability to root yourself into the ground as an action. While rooted, you cannot be moved against your will, you have advantage on Constitution saving throws, and you gain an aura of calming spores in a 20-foot radius. Allies within the aura gain a bonus to Wisdom saving throws equal to your Constitution modifier, and enemies must make a Wisdom saving throw against your Sporitech spell save DC or be charmed by you while they remain in the aura and for 1 minute after leaving it.
  1. Veilstalker Spores :
  • Physical Mutation : Your eyes undergo a dramatic transformation, with the whites turning jet black and the irises becoming a deep, vivid green. Thin, root-like tendrils begin to sprout from around the eyelids and along the cheekbones, giving you a somewhat predatory appearance.

The Veilstalker Spores Mutation allows you to gain the stealth of a rogue and the agility of a spider.

  • Initial Effect (Level 1) :

At level 1, upon undergoing the Veilstalker Spores mutation, your sight adapts to darkness and shadows. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Additionally, your eyes can adjust rapidly between light and dark, reducing any penalties from sudden changes in light exposure.

  • Level 5 - Predatory Perception :
  • Physical Evolution : The root-like tendrils around your eyes and cheekbones thicken and spread, resembling a natural camouflage that blends into dark environments.
  • Ability Enhancement : You gain the ability to see through magical darkness up to a distance of 30 feet. Additionally, you gain advantage on Wisdom (Perception) checks that rely on sight in dim light or darkness.
  • Level 10 - Veilwalker's Cloak :
  • Physical Evolution : Your entire body begins to subtly shift colors and patterns to match your surroundings when in shadow or darkness, much like a chameleon.
  • Ability Enhancement : You can use a bonus action to become invisible as long as you are in an area of dim light or darkness. This invisibility lasts until the start of your next turn or until you attack, cast a spell, or enter an area of bright light.
  • Level 15 - Nocturnal Hunter :
  • Physical Evolution : The tendrils become longer and more pronounced, capable of independent movement. They help you navigate and balance, granting you a spider-like agility.
  • Ability Enhancement : Your speed increases by 10 feet while in dim light or darkness. Additionally, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Level 20 - Abyssal Communion :
  • Physical Evolution : Your physical appearance now permanently embodies the essence of shadow and darkness. Your skin, eyes, and tendrils are shades of deep black and green, seamlessly blending with the night.
  • Ability Enhancement : You gain the ability to teleport up to 60 feet to an unoccupied space that you can see that is also in dim light or darkness. This ability can be used a number of times equal to your Intelligence modifier (minimum of once), and all expended uses are restored after a long rest.
Fungal Appendage

At 3rd level, your symbiotic connection with fungal entities deepens, granting you the ability to manifest a mutated appendage, an extension of your own body infused with fungal essence. This appendage serves as a versatile tool and weapon, reflecting the unique properties of the fungal strain from which it originates. As you continue to explore the mysteries of symbiosis, your appendage evolves, gaining new abilities and forms over time.

  • Manifestation : You can manifest a fungal appendage as a bonus action on your turn. The appendage can take one of several forms, each with its own unique properties :
  1. Vine Whip : A long, sinuous tendril of fungal growth extends from your arm, functioning as a natural weapon with reach. It deals 1d6 bludgeoning damage plus your Intelligence modifier on a hit.
  2. Spore Blaster : A cluster of spore-filled sacs emerges from your shoulder, allowing you to launch a burst of spores in a 15-foot cone. Creatures in the area must make a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw equals 8 + your proficiency bonus + your Intelligence modifier.
  3. Thorned Shield : A thick, woody plate covered in sharp thorns forms on your forearm, providing a +2 bonus to your AC when you wield it as a shield. Additionally, you can use a reaction to deflect incoming ranged attacks, granting disadvantage on the attack roll.
  4. Grasping Tendril : A flexible, vine-like appendage extends from your palm, allowing you to make a grapple attempt against a creature within 10 feet as a bonus action. If the grapple succeeds, the target is restrained until the grapple ends.
  5. Blade Growth : Your hand transforms into a sharp, blade-like growth, functioning as a melee weapon with which you are proficient. It deals 1d8 slashing damage plus your Intelligence modifier on a hit.
  • Evolution : As you gain levels in this subclass, your fungal appendage evolves, gaining new forms and abilities. At 6th, 10th, 14th, and 18th level, you can choose a new form or enhance an existing one from the options above, or you can select a new mutation to augment your appendage with additional capabilities.
  • Vine Whip :
  • 6th Level : The vine whip becomes infused with spores, causing it to deal an additional 1d6 poison damage on a hit.
  • 10th Level : The range of the vine whip increases, allowing you to strike targets up to 15 feet away.
  • 14th Level : Your control over the vine whip improves, allowing you to use it to grapple a creature within its reach as a bonus action after a successful hit.
  • 18th Level : The vine whip gains the ability to entangle enemies it hits, restraining them until the start of your next turn if they fail a Strength saving throw.
  • Spore Blaster :
  • 6th Level : The range of the spore blast increases to a 30-foot cone.
  • 10th Level : Creatures affected by the spore blast have disadvantage on saving throws against your spells and abilities until the end of your next turn.
  • 14th Level : You gain the ability to shape the trajectory of the spore blast, allowing you to choose a cone or line shape for the blast.
  • 18th Level : The spore blast gains the ability to stun creatures affected by it for 1 round if they fail their saving throw.
  • Thorned Shield :
  • 6th Level : The thorns on the shield become razor-sharp, causing creatures that hit you with a melee attack to take 1d4 piercing damage.
  • 10th Level : The bonus to your AC provided by the thorned shield increases to +3.
  • 14th Level : You gain the ability to use your reaction to reflect melee attacks back at the attacker, forcing them to make a Dexterity saving throw or take damage equal to the attack's damage roll.
  • 18th Level : The thorned shield gains the ability to emit a protective aura, granting you and allies within 10 feet resistance to piercing, slashing, and bludgeoning damage for 1 minute.
  • Grasping Tendril :
  • 6th Level : The range of the grasping tendril's grapple attempt increases to 15 feet.
  • 10th Level : You gain advantage on Strength (Athletics) checks made to maintain the grapple.
  • 14th Level : The grasping tendril gains the ability to restrain a grappled creature without requiring an additional action or saving throw.
  • 18th Level : You gain the ability to constrict creatures restrained by the grasping tendril, dealing 2d6 bludgeoning damage to them at the start of each of your turns.
  • Blade Growth :
  • 6th Level : The blade growth becomes serrated, allowing it to deal an additional 1d8 slashing damage on a critical hit.
  • 10th Level : You gain proficiency in Constitution saving throws while wielding the blade growth.
  • 14th Level : The blade growth gains the ability to extend, allowing you to make melee attacks against creatures up to 10 feet away.
  • 18th Level : You gain the ability to channel your magical energy through the blade growth, allowing it to deal an additional 2d6 force damage on a hit.
Mycelial Companions

At 6th level, your mastery of symbiotic relationships allows you to cultivate a special kind of familiar—a Mycelial Companion. These companions are crafted from the vibrant, living essence of the fungal kingdom, intertwined with your own life force to create a unique and powerful ally.

  • Creation and Bonding :
  • Summoning the Companion : You can spend 1 hour and expend a use of your Spore Collection to form a bond with a mycelial mass, shaping it into a companion of your choice. The process uses magical and natural components, imbuing the familiar with fungal properties and your own magical essence.
  • Companion Options : Choose from the following forms for your Mycelial Companion :
  1. Fungal Beast
  • Appearance : This companion looks like a large, muscular quadruped, its body covered with tough fungal plates and sprouting patches of glowing mushrooms.
  • Abilities : The Fungal Beast excels in melee combat with enhanced strength and resilience, making it ideal for frontline engagement.
  • Unique Action : Spore Roar – The beast releases a powerful roar that disperses spores in a 15-foot cone, potentially poisoning enemies or causing hallucinations.
  1. Spore Sprite
  • Appearance : A small, delicate creature with a semi-transparent body and wings that shimmer with spore dust, resembling a cross between a pixie and a puffball mushroom.
  • Abilities : Agile and swift, the Spore Sprite is perfect for scouting and espionage. It can fly and maneuver through small spaces easily.
  • Unique Action : Spore Cloud – It can release a cloud of spores that obscure vision and provide cover for allies or disrupt enemy perception.
  1. Mycelial Warden
  • Appearance : This companion has a humanoid form, with a body crafted from tightly woven mycelium and eyes that glow with bioluminescence.
  • Abilities : Enhanced sensory capabilities and a strong defensive nature make it ideal for guarding and patrolling.
  • Unique Action : Mycelial Net – It can generate a net of mycelium strands to entangle and restrain enemies, potentially immobilizing them.
  1. Shroomling Rover
  • Appearance : Resembling a small, stout being with a cap-like top and stubby limbs, its body is dotted with small, luminescent fungi.
  • Abilities : Known for its durability and ability to survive in various environments, the Shroomling Rover can gather items and perform tasks in hazardous areas.
  • Unique Action : Fungal Fortification – It can enhance its defenses, gaining temporary hit points and resistance to a damage type of your choice for a limited time.
  1. Lichen Lynx
  • Appearance : A sleek, feline-like creature covered in a layer of soft, mossy lichen and bearing sharp, crystalline claws.
  • Abilities : The Lichen Lynx combines speed with stealth, making it a formidable hunter and tracker.
  • Unique Action : Lichen Leap – It can make exceptionally long jumps and use its momentum to deliver powerful, slashing attacks with its crystalline claws.
  • Shared Health : Your Mycelial Companion has hit points equal to half your maximum hit points. It shares your initiative count, but it takes its own turns immediately after yours.
  • Abilities and Actions : Each type of Mycelial Companion comes with its own set of abilities and actions, appropriate to its form. For example, the Fungal Beast might have powerful attacks and high strength, while the Spore Sprite could have abilities related to stealth and maneuverability.
  • Telepathic Link : You can communicate telepathically with your Mycelial Companion if it is within 100 feet of you. It understands your commands and can share simple emotions and images.
  • Reviving and Changing : If your Mycelial Companion is reduced to 0 hit points, it collapses into spore-laden debris. You can revive it during a short or long rest by expending another use of your Spore Collection. You may also choose to change its form during this revival process.
Fungal Infusion

At 10th level, your Symbiotic Biomancer harnesses the deeper secrets of fungal life, enhancing your ability to integrate fungal properties into yourself and others. This ability, known as Fungal Infusion, enables you to temporarily bestow fungal mutations or to permanently enhance your Mycelial Companions.

  • Temporary Mutation :
  • Action to Activate : As an action, you can touch a willing creature (including yourself) and infuse them with a temporary fungal mutation. This mutation lasts for 10 minutes.
  • Mutation Effects
  • Tough Mycelium : The creature's skin toughens, mimicking the hardiness of certain tree fungi, granting them temporary hit points equal to your artificer level + your Intelligence modifier.
  • Mycelial Swiftness : Inspired by the rapid spread of mycelial networks, this mutation increases the creature's movement speed by 10 feet and gives advantage on Dexterity (Acrobatics) checks.
  • Spore Sense : Drawing from fungi that respond to environmental changes, the recipient gains blindsight out to a range of 30 feet, representing an enhanced spatial awareness through spore dispersion.
  • Hyphal Resilience : This effect mimics the regenerative properties of fungi, allowing the creature to regain hit points equal to half your artificer level at the start of each of their turns for the duration of the mutation.
  • Fungal Fortitude : The creature gains resistance to one type of damage (chosen when you apply the mutation) as their body adopts the protective traits of fungal armor, such as the thick, rubbery layers of bracket fungi.
  • Toxic Spore Release : Mimicking the defensive mechanisms of toxic mushrooms, the creature gains the ability to release a cloud of toxic spores when hit by a melee attack. The attacker must succeed on a Constitution saving throw against your artificer spell save DC or become poisoned until the end of their next turn.
  • Usage Limit : You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Enhancement of Mycelial Companions
  • Permanent Enhancements : You can permanently enhance your Mycelial Companions by spending 8 hours in a ritual that imbues them with additional fungal traits. Each companion can receive one enhancement from the following options:
  1. Adaptive Camouflage : The companion gains the ability to blend into its surroundings, providing advantage on Stealth checks.
  2. Spore Cloud : When the companion is attacked, it releases a cloud of irritating spores. The attacker must make a Constitution saving throw or be poisoned until the end of their next turn.
  3. Mycelial Resilience : The companion's hit point maximum increases by an amount equal to your artificer level.
  4. Fungal Regeneration : The companion regains a number of hit points at the start of your turn equal to half your artificer level if it has at least 1 hit point.
  • Ritual Requirements : This enhancement ritual consumes materials worth at least 100 gp, which could include rare minerals, precious nutrients, or magical components compatible with fungal growth.
Fungal Overgrowth

At 14th level, your mastery over the symbiotic bond between fungi and living beings reaches its pinnacle. With the Fungal Overgrowth ability, you can unleash a surge of fungal energy, transforming the battlefield into a veritable garden of otherworldly growth and granting you unprecedented control over the natural world.

  • Activation : As an action, you can expend a use of your Fungal Overgrowth ability to create a 30-foot radius sphere of dense fungal growth centered on a point you can see within 60 feet of you.
  • Effects : The area becomes difficult terrain for creatures other than yourself and your allies, as the tangled mass of fungi impedes movement. In addition, the area is filled with spores that obscure vision, granting disadvantage on Wisdom (Perception) checks relying on sight for creatures within the area.
  • Enhancements : Depending on the type of terrain in which the overgrowth is summoned, it gains additional effects:
  1. Forest : The fungal overgrowth entangles and restrains creatures within it, causing them to make a Strength saving throw at the start of their turn or be restrained until the start of their next turn.
  2. Underground : The fungal overgrowth releases toxic spores that poison creatures within it, causing them to make a Constitution saving throw at the start of their turn or be poisoned until the end of their next turn.
  3. Swamp : The overgrowth thrives in moist conditions, creating slippery and sticky masses. Creatures in the area must make a Strength saving throw or have their speed reduced to 0 until the start of their next turn as they get stuck in the fungal bog.
  4. Grassland : Rapidly growing mushrooms produce hallucinogenic spores. Creatures that start their turn in the area must succeed on a Wisdom saving throw or suffer illusions, seeing all creatures as enemies until the start of their next turn. This confuses them and potentially causes them to attack their allies.
  5. Desert : The fungi leech moisture aggressively from the environment and any creatures within it. Creatures in the area must make a Constitution saving throw or suffer exhaustion as the fungi dehydrate them.
  6. Coastal or Riverbank : The fungi interact with the water, producing bioluminescent spores that light up potential threats. Enemies in the area are illuminated, making it impossible for them to benefit from being hidden or invisible.
  7. Mountainous or Rocky : The overgrowth roots into rocky crevices, causing shards of rock to burst upwards. Creatures in the area must make a Dexterity saving throw or take piercing damage from sharp fungal-infused rock formations that erupt underfoot.
  8. Arctic : The overgrowth emits intense cold as it absorbs thermal energy from the environment. Creatures in the area must make a Constitution saving throw or have their speed halved due to freezing fungal growths that adhere to their bodies and gear.
  1. Duration : The fungal overgrowth persists for 1 minute, during which you can use a bonus action on each of your turns to move it up to 30 feet in any direction.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sporitech class, a character must meet the following prerequisites:

  • Intelligence 13 : As Sporitech abilities rely heavily on knowledge of mycology and engineering, a high Intelligence is necessary.
  • Proficiency in Nature or Arcana : The character must be proficient in either the Nature or Arcana skill, reflecting their study of natural or arcane elements related to fungal lifeforms and mechanical inventions.

Proficiencies. When a character gains their first level in Sporitech as a multiclass character, they gain the following proficiencies :

  • Tools : Alchemist’s supplies (if they do not already have this proficiency)
  • Skills : Choose one from Nature, Investigation, or Survival

Sporecraft Infusions[edit]

Bioluminescent Glow
Infuse a light source (like a lantern or torch) so it emits a soft, glowing light without needing fuel. The light can also pulse gently to communicate basic signals.
Mycelial Resilience
Infuse a piece of clothing or armor, allowing the wearer to tap into the restorative properties of healing fungi. The wearer gains a +1 bonus to AC, and the first time they drop to 0 hit points without being killed outright, they regain a number of hit points equal to your Intelligence modifier + your Sporitech level.
Spore Sensors
Infuse a small object (like a stone or a twig) to act as a motion sensor, using the fungal network to alert you of nearby movement. When a creature larger than Tiny comes within 30 feet of the object, you receive a mental alert if you are within 1 mile of the object.
Fungal Fortitude
Infuse armor or clothing, which then grants the wearer enhanced durability and resilience. The wearer gains resistance to poison damage, and advantage on saving throws against poison and diseases.
Hallucinogenic Haze
Infuse a container (like a vial or a grenade-like casing). When opened or broken, it releases a cloud of spores in a 10-foot radius. Creatures in the area must succeed on a Wisdom saving throw or be affected by hallucinations (as per the confusion spell) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spores of Swiftness
Infuse footwear or a cloak, which allows the wearer to move with increased speed and agility. The wearer’s movement speed increases by 10 feet, and they gain a +2 bonus to Dexterity (Acrobatics) checks.
Regrowth Pouch
Infuse a pouch or container that produces a daily supply of medicinal mushrooms. Once per day, the user can reach into the pouch and pull out a mushroom that functions as a potion of healing.
Decomposer’s Touch
Infuse a glove or a set of gauntlets, enabling the wearer to rapidly decompose organic material upon touch. This can be used to decay dead matter, making it easier to search through, or it can be used as a tool for sabotage, such as weakening wooden doors or disintegrating fabric.
Echoes of the Undergrowth
Infuse a helmet or headgear, allowing the wearer to tap into the mycelial network to sense vibrations and movements through the ground. The wearer gains tremorsense out to a range of 30 feet.
Mycofilter Mask
Infuse a mask or scarf which, when worn, purifies air of toxins and grants the wearer advantage on saving throws against gases, including magical poisonous gases, and the ability to breathe normally in smoky, dusty, or otherwise contaminated environments.
Sporeling Scouts
Infuse a small, contained ecosystem (like a terrarium) that houses sporelings—tiny, sentient mushroom creatures. Once per long rest, you can release these sporelings to scout an area up to one mile away. You receive visual and auditory information they gather until they return or for up to one hour.
Entangling Mycelium
Infuse a rope or whip, enabling it to sprout mycelial tendrils on command that can be used to grasp, entangle, or trip an opponent. When used in combat, it grants a +2 bonus to attack rolls made to grapple or restrain and extends the reach by an additional 5 feet.
Cap of Clarity
Infuse a hat or headband to enhance mental focus and clarity. The wearer gains advantage on Intelligence (Arcana) and Wisdom (Perception) checks and can cast the detect magic spell once per long rest without expending a spell slot.
Luminescent Trail
Infuse boots or a cloak that leaves a trail of bioluminescent spores in your wake. This glowing trail lasts for 1 hour and can be used to mark a path, signal allies, or distract enemies. The light is bright enough to illuminate a 10-foot radius and dim light for an additional 10 feet.
Fungal Growth Barricade
Infuse a small object that, when thrown to the ground and activated, grows a dense, tough fungal barricade up to 5 feet wide and 8 feet tall. This barricade lasts for 10 minutes or until destroyed (AC 15, 20 hit points).

Basic Spores[edit]

Curatio Gliophorus (Healing Spores)

These vibrant green spores accelerate cellular regeneration. When applied to a creature, they heal for 1d4 + your Intelligence modifier hit points.

Paralyxis Coprinellus (Numbing Spores)

These grey, fine spores numb neural responses upon contact. Can be thrown at a creature within 20 feet. The target must succeed on a Constitution saving throw or be paralyzed for 1 round.

Lucis Mycena (Illuminating Spores)

Bioluminescent spores that glow brightly when exposed to air. When spread on a surface, they emit bright light in a 10-foot radius and dim light for an additional 10 feet for 1 hour.

Adhaesio Boletus (Sticky Spores)

These spores form a thick, adhesive residue on contact with a surface. Creates a sticky coating on a surface up to 10 square feet, making it difficult terrain for 1 hour.

Confusio Chlorophyllum (Confusing Spores)

These spores emit a subtle, mind-altering fragrance that disorients those who inhale it. Can be thrown at a creature within 20 feet. The target must succeed on a Wisdom saving throw or become confused for 1 round, during which it can't move or take reactions, and it uses its action to make a melee or ranged attack against a randomly determined creature within range.

Calefactio Trametes (Warming Spores)

These spores generate mild heat when activated, useful for staving off cold. When released, these spores create a warm aura in a 5-foot radius that grants resistance to cold damage for 10 minutes.

Fractus Geastrum (Distracting Spores)

These spores burst loudly upon impact, creating a cacophony of sound. Can be thrown to a point within 30 feet. Upon impact, they create a loud noise that causes all creatures within 10 feet of the impact point to make a Wisdom saving throw or be deafened for 1 round.

Soporific Lycoperdon (Sleeping Spores)

These spores induce sleep through a gentle, calming aroma. Can be thrown at a creature within 20 feet. The target must succeed on a Constitution saving throw or fall asleep for 1 minute or until woken up by shaking or damage.

Intermediate Spores[edit]

Robustus Armillaria (Enhancing Spores)

These spores invigorate muscles and sharpen reflexes. When applied to a creature, it gains advantage on Strength or Dexterity checks and saving throws for 10 minutes.

Defensio Fomes (Protective Spores)

These thick, cork-like spores offer natural armor when hardened onto skin or surfaces. When applied to a creature, it gains +2 bonus to AC for 1 hour.

Delirium Tremens (Hallucinogenic Spores)

These spores cause vivid hallucinations and disorient the mind. Can be thrown at a creature within 30 feet. The target must succeed on a Wisdom saving throw or experience hallucinations that impose disadvantage on attack rolls and ability checks for 10 minutes.

Expeditus Polyporus (Rapid Growth Spores)

These spores rapidly grow into obstructive fungal structures. When thrown to a point on the ground within 30 feet, these spores instantly grow a fungal barrier that is 5 feet high and 10 feet long, providing half cover. The barrier lasts for 1 hour or until destroyed (AC 5, 10 hit points).

Calidum Hydnellum (Heat Spores)

These spores generate intense heat, capable of burning or melting through obstacles. Can be used to create a burst of heat that deals 2d6 fire damage to a creature or object within 10 feet. Additionally, can melt through up to 1 inch of non-magical ice or thin metal instantly.

Impedimenta Paxillus (Slowing Spores)

Spores that disrupt physiological processes, significantly slowing movement. Can be thrown at a creature within 20 feet. The target must succeed on a Constitution saving throw or have their speed halved for 10 minutes.

Silens Inocybe (Silencing Spores)

These spores absorb sound, creating a zone of silence. When released, these spores create a sphere of silence with a 15-foot radius centered on a point within 30 feet. No sound can enter or leave this area, effectively nullifying verbal components of spells and sound-based effects for 10 minutes.

Viscosum Entoloma (Binding Spores)

Sticky and elastic spores that can bind and restrain movement. Can be thrown at a creature within 20 feet. The target must succeed on a Strength saving throw or become restrained for 1 minute. The creature can attempt a new saving throw at the end of each of its turns to break free.

Advanced Spores[edit]

Vivifica Morel (Regenerative Spores)

These spores trigger accelerated regenerative processes in biological tissues. When applied to a creature, it regains hit points equal to 2d8 + your Intelligence modifier at the start of each of its turns for 1 minute. The creature can only benefit from these spores once per long rest.

Invisibilis Pholiota (Invisibility Spores)

These spores coat the subject in a thin, light-bending mycelium. When applied, the creature or object becomes invisible for up to 1 hour or until it attacks, casts a spell, or takes damage.

Explosivus Russula (Explosive Spores)

Volatile spores that can be detonated with devastating force. Can be thrown up to 50 feet and detonated as an action. Deals 4d6 fire damage to all creatures within a 15-foot radius. Requires a long rest to cultivate again.

Transitus Shiitake (Teleportation Spores)

These spores create a mycelial network that can instantaneously transport matter across short distances. As an action, sprinkle these spores to teleport up to 60 feet to a visible location that you can see. This can be used a number of times equal to your Intelligence modifier (minimum of once) per long rest.

Aegis Agaricus (Fortification Spores)

Spores that rapidly calcify to form an almost impenetrable barrier. Create a wall of fungal material up to 20 feet long, 10 feet high, and 1 foot thick. The wall has AC 15 and 30 hit points. Lasts for 1 hour or until destroyed.

Confundus Cortinarius (Mind Control Spores)

These spores can infiltrate the nervous system and influence thoughts and actions. Can be thrown at a creature within 30 feet. The target must succeed on a Wisdom saving throw or fall under your control for 1 minute, during which you can use your action to control its actions. Usable once per long rest.

Reviviscus Truffle (Resurrection Spores)

Rare and powerful spores capable of reversing death. Can be applied to a dead creature, restoring it to life with all its hit points restored. This creature suffers no drawbacks from resurrection. Can only be used once per month.

Chronoloma Verpa (Time Warp Spores)

These spores distort the flow of time around them. As an action, release spores to create a 10-foot radius zone where time is slowed. All creatures and objects in the zone move at half speed, and attacks and spells targeting those within are at disadvantage. Lasts for 1 minute. Usable once per long rest.

Mycelial Engineer Gadgets List[edit]

Offensive Gadgets[edit]

Mycotoxin Dart

A set of small, needle-like darts that are coated with a fast-acting mycotoxin, designed to incapacitate or weaken an enemy upon entering the bloodstream.

  • Creation Points : 1 CP
  • Cost : 5 gold (for refined mycotoxin and miniature delivery mechanisms)
  • Build Time : 5 minutes

Deals 1d4 poison damage and reduces the target’s speed by 10 feet for 1 minute. A successful Constitution saving throw negates the speed reduction.

Fungal Tether Mine

A small, deployable mine that uses a triggered mechanism to release sticky fungal filaments, ensnaring and immobilizing whatever triggers it.

  • Creation Points : 3 CP
  • Cost : 15 gold (includes biodegradable casing and quick-growth spore mixture)
  • Build Time : 15 minutes

When triggered (by proximity, typically within 5 feet), it casts a web of fungal threads in a 5-foot radius. Creatures caught in the area must succeed on a Strength saving throw or be restrained for 1 minute. They may attempt a new saving throw at the end of each of their turns to break free.

Corrosive Spore Pod

A biodegradable capsule that, when thrown or deployed, bursts to release highly corrosive spores capable of eating through metal, wood, and flesh.

  • Creation Points : 4 CP
  • Cost : 20 gold (for corrosive spores and containment materials)
  • Build Time : 20 minutes

Upon hitting a target or reaching the end of its trajectory, the pod bursts and covers a 5-foot radius. It inflicts 1d8 acid damage immediately and an additional 1d4 acid damage at the start of each affected creature’s turn for 2 turns.

Explosive Spore Cluster

A larger, more sophisticated device that disperses a cloud of explosive spores over a wider area, designed for maximum area impact and disruption.

  • Creation Points : 6 CP
  • Cost : 30 gold (for enhanced spore cultures capable of producing volatile compounds and a sturdy dispersal mechanism)
  • Build Time : 30 minutes

Creates a large explosion covering a 20-foot radius. Deals 2d8 fire damage to all creatures in the area. A successful Dexterity saving throw halves the damage. Additionally, flammable materials catch fire within the area of effect.

Mycelial Incendiary Device

This gadget combines a fungal-based incendiary compound with a timed ignition mechanism to create a devastating fire-based weapon.

  • Creation Points : 10 CP
  • Cost : 75 gold (includes highly flammable fungal extracts and a heat-resistant containment unit)
  • Build Time : 1 hour

When activated and thrown, the device explodes on impact, causing a fiery explosion. It inflicts 3d8 fire damage in a 15-foot radius and ignites any combustible material within the area. A successful Dexterity saving throw halves the damage.

Fungal Impactor

An advanced siege gadget that uses compressed fungal spores to deliver a powerful shockwave, capable of knocking down structures and enemies alike.

  • Creation Points : 12 CP
  • Cost : 100 gold (for specialized compression chambers and dense, impact-resistant fungal spores)
  • Build Time : 1 hour and 30 minutes

Upon detonation, it releases a shockwave in a 30-foot radius. Deals 4d6 thunder damage and knocks creatures back 10 feet if they fail a Strength saving throw. Structures in the impact zone may also be damaged or destroyed, depending on their composition and condition.

Sporal Vortex Generator

A highly complex device that creates a swirling vortex of spores, drawing in enemies and dealing continuous damage over a brief period.

  • Creation Points : 15 CP
  • Cost : 150 gold (for sophisticated aerodynamic components and a mix of violent, reactive spore strains)
  • Build Time : 2 hours

When deployed, it generates a sporal vortex with a 30-foot radius centered on a point within range. The vortex lasts for 3 rounds. Each round, creatures within the vortex must make a Strength saving throw. On a failed save, they take 2d8 poison damage and are pulled 10 feet toward the center. On a successful save, they take half damage and are not pulled. The vortex obstructs vision within and through it, creating a heavily obscured area.

Mycological Devastator

This pinnacle of fungal engineering releases a barrage of explosive spores that blanket a wide area, devastating the landscape and all within it.

  • Creation Points : 20 CP
  • Cost : 200 gold (involves genetically engineered super-spores and a large-scale dispersal system)
  • Build Time : 3 hours

Launches a massive spore cloud that covers a 40-foot radius. Deals 4d8 poison damage and 4d8 fire damage to all creatures and objects in the area. A successful Dexterity saving throw halves the damage. The area becomes difficult terrain for 1 hour due to residual fungal growth and debris.

Neurotoxic Cloud Dispenser

This advanced device emits a dense cloud of neurotoxic spores capable of disorienting and paralyzing large groups of enemies.

  • Creation Points : 18 CP
  • Cost : 175 gold (requires rare neurotoxic fungi and a precision atmospheric control system for dispersion)
  • Build Time : 2.5 hours

Disperses a neurotoxic cloud in a 35-foot radius. Creatures within the cloud must make a Constitution saving throw at the start of each turn. On a failed save, they take 1d6 poison damage and are paralyzed until the start of their next turn. The cloud persists for 2 minutes or until strong wind disperses it.

Fungal Singularity Bomb

The ultimate expression of fungal and mechanical synergy, this device creates a temporary singularity that draws in and violently compresses all matter around it.

  • Creation Points : 25 CP
  • Cost : 250 gold (incorporates exotic matter and a highly advanced containment and release mechanism)
  • Build Time : 4 hours

When activated, it creates a singularity at a chosen point within 60 feet. All creatures and loose objects within a 50-foot radius are pulled toward the singularity. Creatures must make a Strength saving throw. On a failed save, they take 5d8 bludgeoning damage and are pulled to within 5 feet of the center. On a successful save, they take half damage and are not moved. After existing for 1 round, the singularity explosively disperses, dealing an additional 3d8 thunder damage to everything within 20 feet of the center.

Defensive Gadgets[edit]

Spore Shield Canister

A small, portable canister that, when activated, releases a dense cloud of tough, cushioning spores around the user, providing a temporary protective barrier.

  • Creation Points : 2 CP
  • Cost : 10 gold (for robust defensive spores and a compact dispersal mechanism)
  • Build Time : 10 minutes

Grants +2 to AC for 1 minute. The shield of spores also absorbs 10 points of damage from any one attack before dispersing.

Fungal Footing Spreader

This gadget rapidly grows a thick mat of fungal mycelium on the ground, making the terrain difficult for enemies to traverse and providing a stable footing for allies.

  • Creation Points : 1 CP
  • Cost : 5 gold (for fast-growing mycelium spores and a nutrient gel accelerator)
  • Build Time : 5 minutes

Covers a 10-foot square area with fungal growth, creating difficult terrain for enemies. Allies gain a +5 bonus to checks against being knocked prone in this area. Lasts for 1 hour or until cleared.

Mycotoxin Filter Mask

A protective mask fitted with a special filter capable of neutralizing airborne toxins and spores, providing safety in hazardous environments.

  • Creation Points : 1 CP
  • Cost : 8 gold (includes an advanced filtration system designed specifically for spores and toxins)
  • Build Time : 5 minutes

Grants advantage on saving throws against poisonous gases and spores for 1 hour. Additionally, it filters out smoke and other fine particulates, allowing normal vision and breathing even in obscured conditions.

Sporocyst Barrier

A deployable gadget that inflates a large, durable fungal cyst around a specified area, creating a physical barrier that absorbs damage.

  • Creation Points : 3 CP
  • Cost : 15 gold (for durable spore sacks and an inflation mechanism)
  • Build Time : 15 minutes

Creates a barrier that encircles a 5-foot radius around a chosen point. The barrier has 20 hit points and provides half cover to anyone inside. It lasts until destroyed or for 1 hour.

Mycelial Cocoon Generator

This device creates a dense, protective cocoon of hardened fungal material around a single target, providing significant protection and temporary isolation from the battlefield.

  • Creation Points : 6 CP
  • Cost : 35 gold (uses a fast-hardening fungal resin and a precision deployment system)
  • Build Time : 20 minutes

Encases one willing creature or object up to a size of Large in a mycelial cocoon. The cocoon has 40 hit points and grants complete immunity to poison and disease while it lasts. The enclosed creature cannot act or be targeted by attacks or effects but can choose to end the cocoon during their turn, causing it to shatter safely. Lasts for up to 10 minutes or until destroyed.

Spore Mist Emitter

A sophisticated device that emits a continuous, thick mist of healing spores around a designated area, aiding in recovery and resilience during prolonged encounters.

  • Creation Points : 8 CP
  • Cost : 50 gold (incorporates a bio-reactive spore culture and a sustained-release mechanism)
  • Build Time : 30 minutes

Covers a 20-foot radius with a healing mist that lasts for 3 rounds. Allies within the mist regain 1d4 hit points at the start of their turn. Additionally, the area is lightly obscured, providing cover against ranged attacks.

Fungal Fortification System

This system rapidly cultivates a dense network of fungal fibers that interlace and fortify an existing structure or create temporary barriers and walls.

  • Creation Points : 10 CP
  • Cost : 70 gold (uses a blend of structural mycelium and a rapid growth activator)
  • Build Time : 45 minutes

Reinforces a structure or creates up to a 30-foot wall of fungal material, which acts as a solid barrier. The wall is 10 feet high and has 60 hit points. It provides three-quarters cover and lasts for 24 hours or until destroyed. Can also be used to barricade doors or reinforce existing walls, increasing their durability.

Orbital Spore Shield

An advanced defensive gadget that deploys a hovering, orbital shield of dense fungal spores that automatically intercepts attacks directed at the user.

  • Creation Points : 12 CP
  • Cost : 100 gold (combines a levitating drone platform with a dense, fast-regenerating spore production system)
  • Build Time : 1 hour

Creates an orbiting spore shield around the user for 10 minutes. The shield provides a +2 bonus to AC and automatically intercepts and negates the damage from the first three attacks that hit, after which it dissipates. The shield regenerates one intercept charge every 2 minutes.

Mycosynthetic Dome

This device constructs a large, semi-transparent dome made of bioluminescent fungal fibers that absorb and diffuse magical and physical attacks, safeguarding all within.

  • Creation Points : 15 CP
  • Cost : 150 gold (utilizes advanced bioluminescent fungi and an energy diffusion matrix)
  • Build Time : 1.5 hours

Erects a dome with a 40-foot radius that lasts for 30 minutes or until penetrated. The dome absorbs up to 100 points of damage from any source before failing. While active, the dome also diffuses light and magical effects, granting resistance to radiant and necrotic damage for those inside.

Fungal Pulse Defender

This high-tech gadget emits periodic pulses of protective spores that enhance the resilience and recovery rate of allies, while disorienting enemies with hallucinogenic properties.

  • Creation Points : 18 CP
  • Cost : 200 gold (incorporates a dual-chamber system for spore cultivation and emission)
  • Build Time : 2 hours

For 10 minutes, emits a protective pulse every round within a 30-foot radius. Allies gain temporary hit points equal to 5 + your proficiency bonus at the start of each turn. Enemies that start their turn within the radius must succeed on a Wisdom saving throw or become confused for the turn (as per the Confusion spell).

Sporelock Safeguard

A highly sophisticated device that locks onto allied positions and deploys targeted spore clouds to intercept incoming attacks, effectively providing a mobile, reactive defense system.

  • Creation Points : 20 CP
  • Cost : 250 gold (features advanced targeting sensors and fast-deploying defensive spores)
  • Build Time : 2.5 hours

For up to 1 hour, the Sporelock Safeguard can be commanded as a bonus action to protect up to three allies within 60 feet. The protected allies gain a shield that intercepts the next attack made against them, absorbing damage equal to 2d10 + your Intelligence modifier, and releasing a counter-cloud that might blind the attacker (DC 15 Constitution save or blinded until the end of their next turn).

Mycelial Regeneration Matrix

The ultimate defensive gadget, this matrix creates a dense network of healing and restorative mycelium around the user and their allies, rapidly regenerating wounds and even resurrecting the recently fallen.

  • Creation Points : 25 CP
  • Cost : 300 gold (uses genetically engineered regenerative mycelium and a life-force redistribution system)
  • Build Time : 3 hours

Activates a regeneration field in a 50-foot radius for 10 minutes. Allies within the field regain 1d8 hit points at the start of each of their turns. If an ally falls to 0 hit points but is not killed outright, they are instead stabilized and regain 1 hit point, usable once per long rest for each ally.

Utilitary Gadgets[edit]

Glowcap Lantern

A small lantern infused with bioluminescent fungal spores, providing a reliable and renewable source of illumination in dark environments.

  • Creation Points : 1 CP
  • Cost : 5 gold (for a sturdy lantern casing and a small vial of bioluminescent spores)
  • Build Time : 5 minutes

Emits bright light in a 10-foot radius and dim light for an additional 10 feet. The lantern’s glow lasts for up to 8 hours before requiring a refill of spores.

Fungal Adhesive Patch

A flexible patch infused with sticky fungal resin, suitable for temporarily sealing leaks, repairing torn fabric, or affixing small objects.

  • Creation Points : 1 CP
  • Cost : 5 gold (for a roll of adhesive fungal patches)
  • Build Time : 5 minutes

Adheres to surfaces upon contact, providing a temporary seal. Can be used to patch small holes, mend torn cloth, or affix lightweight objects. The adhesive loses its effectiveness after 1 hour.

Mycelial Climbing Rope

A length of lightweight, yet incredibly strong fungal fibers, designed for climbing, rappelling, or securing objects in place.

  • Creation Points : 2 CP
  • Cost : 10 gold (for a 50-foot coil of mycelial climbing rope)
  • Build Time : 10 minutes

Provides a secure anchor for climbing or rappelling. Can support up to 300 pounds of weight. Additionally, the rope can be used to secure objects or create makeshift barriers.

Spore Scout Drone

A small, remote-controlled drone equipped with sensors and cameras, ideal for scouting ahead or exploring hazardous areas.

  • Creation Points : 3 CP
  • Cost : 15 gold (for drone components and a miniature camera system)
  • Build Time : 15 minutes

Can fly up to 100 feet away from the user and relay visual and auditory information back in real-time. The drone has a flying speed of 30 feet and lasts for up to 1 hour before needing to recharge.

Mycological Purifier

This device utilizes specialized fungal filters to cleanse air and water, making it indispensable for survival in contaminated environments.

  • Creation Points : 5 CP
  • Cost : 25 gold (includes a compact purification unit and a culture of purifying fungi)
  • Build Time : 20 minutes

Capable of purifying up to 10 gallons of water or continuously purifying air in a 10-foot radius for 24 hours. Removes toxins, pathogens, and particulates, rendering hazardous environments safer for short durations.

Fungal Spore Tracker

A sophisticated tool that detects and analyzes spore signatures in the environment, ideal for tracking creatures or identifying certain types of fungi.

  • Creation Points : 6 CP
  • Cost : 30 gold (incorporates sensitive spore detection sensors and a data analysis module)
  • Build Time : 25 minutes

Can identify and track the source of fungal spores within a 100-foot radius. Useful for locating specific types of mushrooms, tracking spore-laden creatures, or detecting hidden fungal growths.

Mycelial Insulation Foam

This gadget dispenses a rapid-expanding foam made from fungal materials, providing excellent thermal and acoustic insulation.

  • Creation Points : 7 CP
  • Cost : 40 gold (uses a pressurized container filled with expandable mycelial compounds)
  • Build Time : 30 minutes

Covers up to a 20-square-foot area with dense, insulating foam. Provides resistance to cold and fire damage within the covered area and significantly reduces noise, making it ideal for setting up concealed or protected campsites.

Bioluminescent Signal Flares

These flares use intensely bright bioluminescent fungi to create powerful visual signals that can be seen for miles, even during daylight.

  • Creation Points : 8 CP
  • Cost : 50 gold (includes a set of bioluminescent compounds and flare deployment mechanisms)
  • Build Time : 35 minutes

Produces a series of three flares that ascend 300 feet into the air, each burning brightly for 30 seconds. Can be used for signaling, marking locations, or emergency illumination.

Mycelial Web Launcher

This sophisticated mechanism fires dense mycelial nets that can entangle and immobilize large areas or creatures, combining tactical control with the unique properties of fungal fibers.

  • Creation Points : 10 CP
  • Cost : 75 gold (includes a compressed air launcher and biodegradable mycelial net cartridges)
  • Build Time : 45 minutes

Launches a mycelial net with a range of up to 60 feet, creating a 20-foot radius web that entangles all within. Creatures caught in the net must succeed on a Strength saving throw or be restrained for up to 1 minute or until they break free. The net decomposes naturally after 1 hour.

Fungal Echo Locator

This device emits fungal spores that adhere to surfaces and living beings, allowing the engineer to use echolocation-like methods to map out surroundings even in total darkness.

  • Creation Points : 12 CP
  • Cost : 100 gold (features spore dispersal system and echolocation feedback sensors)
  • Build Time : 1 hour

Provides a detailed 3D map of the area up to 150 feet around the user, detecting obstacles, creatures, and even slight movements. Effective in complete darkness, through smoke, or in other visually impaired situations. Lasts for 30 minutes.

Mycosynthetic Healing Chamber

Utilizes advanced mycotechnology to create a portable chamber where accelerated healing via medicinal fungi can take place, drastically improving recovery times from injuries and ailments.

  • Creation Points : 15 CP
  • Cost : 150 gold (includes a foldable chamber and a variety of medicinal and regenerative fungi)
  • Build Time : 1.5 hours

When used, the healing chamber can be activated once per long rest. It heals a single occupant for up to 50 hit points, cures most poisons, and can treat non-magical diseases. The chamber is single-use and requires a new assembly for each operation.

Integrated Fungal Infrastructure

This is a complex network of fungal filaments that can be integrated into existing structures or temporarily erected to enhance and stabilize buildings, bridges, or even create temporary shelters.

  • Creation Points : 20 CP
  • Cost : 200 gold (involves extensive quantities of structural mycelium and integration catalysts)
  • Build Time : 2 hours

Strengthens and stabilizes any structure it is applied to, effectively doubling its durability and resistance to environmental effects for up to 24 hours. Can also be used to quickly erect temporary shelters or emergency structures that can withstand harsh conditions.

Upgrades List[edit]

Basic Upgrades[edit]

Spore Ejector Boost

This upgrade modifies the spore ejector mechanisms in your gadgets, increasing the force and spread of discharge.

  • Cost in Upgrade Points : 1

Increase the range of any spore-based offensive gadget by 10 feet. Additionally, affected targets must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

Mycelial Sharpnel Casing

Enhance explosive gadgets with casings that contain hardened mycelial fragments, designed to fragment upon detonation.

  • Cost in Upgrade Points : 1

When an explosive gadget is used, it deals an additional 1d4 piercing damage to all targets within its effect area.

Toxic Spore Enhancement

Modify spore-based gadgets to release a more potent, toxic strain of spores upon activation.

  • Cost in Upgrade Points: 1

Adds a poison damage component to any spore-based attack. Increase the damage by 1d6 poison damage.

Rapid Deployment Mechanism

Install a rapid-deployment system in your gadgets, allowing them to activate and attack quicker.

  • Cost in Upgrade Points : 1

Your offensive gadgets can be deployed as a bonus action instead of an action.

Heat-Seeking Spore Algorithm

Implement a rudimentary guidance system that allows projectile spores to adjust their trajectory mid-flight towards a heat source.

  • Cost in Upgrade Points : 1

Offensive gadgets that require an attack roll gain +2 to hit against warm-blooded creatures.

Mycelial Armor Plating

This upgrade reinforces the outer casing of your gadgets with a dense layer of mycelial fibers, absorbing impacts and dispersing force more effectively.

  • Cost in Upgrade Points : 1

Increases the AC of any gadget by 2. If the gadget is worn or held, the wearer also gains a +1 bonus to their AC.

Spore Cloud Dispenser

Equip your gadgets with a mechanism to release a dense cloud of obscuring spores when triggered, providing cover and disorienting attackers.

  • Cost in Upgrade Points : 1

As a reaction when you or the gadget takes damage, deploy a spore cloud that creates a heavily obscured area within a 5-foot radius around the gadget for 1 minute or until a strong wind disperses it.

Shock Absorbent Mycelium

Integrate specially cultivated mycelium that has elastic and shock-absorbent properties into your gadgets, reducing the impact of blows.

  • Cost in Upgrade Points : 1

Reduce any bludgeoning, piercing, or slashing damage taken by the gadget by 2. If worn, this reduction applies to the wearer's first received damage type of this kind each round.

Thermal Insulation Coating

Apply a thermal insulation coating made from heat-resistant fungal materials to protect against fire and extreme temperatures.

  • Cost in Upgrade Points : 1

The gadget, and the wearer if applicable, gains resistance to fire damage and can withstand extreme heat, as per the Endure Elements spell, but only against heat.

Bioelectric Field Generator

This upgrade adds a bioelectric field generator to your gadget, which can emit a mild electrical charge to deter close-range attackers.

  • Cost in Upgrade Points : 1

When a creature hits you or the gadget with a melee attack, the generator can be activated as a reaction to deal 1d4 lightning damage to the attacker.

Regenerative Spore Matrix

Equip your gadgets with a matrix of regenerative spores that can rapidly repair minor damages and wear over time.

  • Cost in Upgrade Points : 1

The gadget slowly regenerates, healing 1 hit point every hour. If used on protective gear, it also confers this healing to the wearer but only up to the maximum hit points of the gadget itself (not the wearer’s total hit points).

Bioluminescent Illuminator

Integrate bioluminescent fungi into your gadgets, providing a natural and adjustable source of light.

  • Cost in Upgrade Points : 1

The gadget emits bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be turned on or off as a bonus action.

Spore-Based Communication Network

Equip your gadgets with spore emitters capable of creating a fungal network that facilitates silent communication.

  • Cost in Upgrade Points : 1

You and any allies within 100 feet who have a receiver can communicate telepathically through the spore network, as long as you remain stationary and focused on the communication.

Enhanced Mobility Actuators

Upgrade your gadgets with advanced actuators that enhance movement capabilities, such as increased speed or climbing efficiency.

  • Cost in Upgrade Points : 1

Increase the movement speed of any gadget by 10 feet. If the gadget is a vehicle or worn equipment, it also increases the user's speed accordingly.

Mycelial Filtration System

Incorporate a mycelial-based filtration system that can purify air and water, making it safe for consumption or breathing in polluted environments.

  • Cost in Upgrade Points : 1

The gadget can purify up to 10 gallons of non-magical, contaminated liquid per day or filter air in a 10-foot radius, rendering it free of toxins and pathogens.

Sensory Web Interface

This upgrade adds a network of sensitive mycelial webs to your gadgets, enhancing their ability to detect vibrations and changes in the environment.

  • Cost in Upgrade Points : 1

The gadget gains a sensory mode that, when activated, alerts the user to any visible or audible disturbances within 30 feet. This mode can be maintained for up to 10 minutes and has a cooldown of 1 hour.

Compact Folding Mechanism

Implement a mechanism that allows large gadgets to fold into a compact form for easy storage and transport.

  • Cost in Upgrade Points : 1

Any large gadget can be collapsed into a size small enough to fit into a standard backpack. Expanding or collapsing the gadget takes a bonus action.

Intermediate Upgrades[edit]

Accelerated Growth Projectiles

Upgrade projectile gadgets to rapidly cultivate fungal matter upon launching, enlarging the projectile mid-flight for greater impact.

  • Cost in Upgrade Points : 2

Increase the damage of projectile-based gadgets by an additional 2d6 bludgeoning damage as the projectile grows significantly in size before impact.

Volatile Spore Pods

Modify spore-based gadgets to carry highly volatile spores that explode upon significant impact, spreading additional chaos.

  • Cost in Upgrade Points : 2

When a spore-based gadget hits, it explodes, dealing an extra 2d4 fire damage to the target and all creatures within 5 feet of the impact site.

Guided Missile Fungi

Implement advanced targeting systems into your projectile gadgets that allow them to lock onto and track specific targets based on heat signatures or magical auras.

  • Cost in Upgrade Points: 2

Gadgets that require an attack roll now have advantage on attacks against targets that have been designated as the primary target at the start of combat.

Necrotic Spore Infusion

Enhance some spore-based gadgets to carry a strain of necrotic fungus, causing rapid decay and weakening of organic material upon exposure.

  • Cost in Upgrade Points : 2

Adds a necrotic damage component to any spore-based attack. The attack deals an additional 2d6 necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt until they finish a long rest.

Electric Arc Fungus

Integrate a genetically modified fungus that can generate and channel electrical charges into your gadgets, creating stunning and damaging effects.

  • Cost in Upgrade Points : 2

Gadgets capable of ranged attacks can choose to deliver an electric shock, dealing 1d8 lightning damage to up to three connected targets within 10 feet of each other.

Fungal Minefield

Develop a deployable gadget that lays a field of small fungal mines, which detonate upon proximity to an enemy.

  • Cost in Upgrade Points : 2

Create a minefield of up to a 10-foot square area. Any creature entering or starting its turn in the area triggers a mine, taking 2d6 piercing damage and must make a Dexterity saving throw or fall prone.

Adaptive Camouflage Spores

This upgrade allows the gadget to release spores that can rapidly change color and texture to blend seamlessly into its surroundings, providing enhanced stealth capabilities.

  • Cost in Upgrade Points: 2

Grants the gadget, and the user if applicable, advantage on Stealth checks. Additionally, when stationary for at least one minute, the gadget becomes nearly invisible, providing the benefits of partial cover.

Reinforced Myco-Composite Armor

Enhance the outer shell of your gadgets with a hardened myco-composite material, significantly increasing their resilience and impact resistance.

  • Cost in Upgrade Points : 2

Increases the AC of the gadget by an additional 2, and it absorbs the first 5 points of damage from any non-magical attack.

Spore Shield Generator

This upgrade adds a generator that projects a shield of dense spores around the gadget or its wearer, absorbing and dispersing incoming attacks.

  • Cost in Upgrade Points : 2

As a reaction to taking damage, the gadget can activate the spore shield to reduce that damage by 2d6. This ability can be used a number of times equal to the proficiency bonus per long rest.

Regenerative Biofilm

Coat the gadget in a regenerative biofilm that actively repairs damage over time and during combat.

  • Cost in Upgrade Points: 2

The gadget regenerates 2 hit points at the start of the Mycelial Engineer's turn if it has at least 1 hit point remaining. If the gadget is attached to armor, it grants the wearer 2 temporary hit points at the start of each turn.

Energy Absorption Fungi These specially cultivated fungi can absorb small amounts of magical energy from incoming spells, converting it into a barrier that lessens the impact.

  • Cost in Upgrade Points: 2

When the gadget or its wearer is targeted by a spell or magical effect, reduce the damage taken by 1d8. This ability can activate once per round.

Thermal Reactive Shielding

Integrate a layer of fungi that react to extreme temperatures by hardening and providing additional insulation and protection against fire and cold.

  • Cost in Upgrade Points: 2

The gadget, and the wearer if applicable, gains resistance to both fire and cold damage. In environments of extreme heat or cold, the gadget provides an adaptive layer that maintains a comfortable temperature.

Rapid Deployment System

Equip your gadgets with a mechanism that allows for instant activation and deployment, drastically reducing setup times.

  • Cost in Upgrade Points: 2

The gadget can be deployed or activated as a bonus action instead of an action. This also applies to gadgets that normally take longer to set up or deploy.

Environmental Adaptation Kit

This upgrade allows gadgets to automatically adjust to different environmental conditions, ensuring optimal performance regardless of the surroundings.

  • Cost in Upgrade Points: 2

The gadget gains the ability to function under extreme conditions such as underwater, in zero gravity, or in highly corrosive atmospheres without any penalties or malfunctions.

Advanced Diagnostic Tools

Integrate sensors and analysis tools that provide detailed information about objects, environments, or creatures.

  • Cost in Upgrade Points: 2

The gadget can perform a thorough analysis of objects or creatures within 30 feet. Gain advantage on Investigation and Nature checks related to the analyzed subjects, and you can determine if a creature is under any conditions (like poisoned, charmed, etc.) or if an object is magical.

Recycling Synthesizer Incorporate a module that can break down non-organic waste materials and reforge them into useful components or repair materials.

  • Cost in Upgrade Points : 2

The gadget can consume up to 5 pounds of non-organic material per day to create simple items or repair minor damage to other gadgets or mechanical devices. This process takes 1 hour per pound of material used.

Enhanced Range Extender

This upgrade extends the operational range of your remote-controlled or autonomous gadgets, allowing for greater area coverage and data collection.

  • Cost in Upgrade Points : 2

Doubles the effective range of remote control or signal transmission for gadgets, allowing them to be operated or to communicate over twice the normal distance.

Temporal Stasis Field

Equip your gadget with the ability to generate a small field that slows time around a specific object or small area, preserving it or delaying actions.

  • Cost in Upgrade Points : 2

Once per long rest, the gadget can create a temporal stasis field that lasts for 1 minute. Anything entering the field sees their speed halved, and all actions and reactions take twice as long to perform. This does not affect the user.

Advanced Upgrades[edit]

Mycelial Singularity Grenade

This upgrade transforms a grenade-type gadget into a device capable of creating a small singularity that momentarily pulls enemies together before exploding.

  • Cost in Upgrade Points : 3

When deployed, the grenade pulls all creatures within 15 feet towards its center and then explodes, dealing 4d6 force damage. Creatures caught in the pull can make a Strength saving throw to avoid being moved.

Psychoactive Spore Cloud

Modify a spore-dispersal gadget to release a cloud of psychoactive spores that disorient and confuse enemies.

  • Cost in Upgrade Points : 3

Creates a 20-foot radius cloud that lasts for 1 minute or until strong wind disperses it. Enemies that start their turn in the cloud must succeed on a Wisdom saving throw or be confused (as per the confusion spell) for the turn.

Quantum Fungus Disruptor

This upgrade involves a device that uses quantum properties of fungal networks to disrupt molecular bonds momentarily.

  • Cost in Upgrade Points : 3

The gadget can target a single creature within 30 feet, forcing them to make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, and their speed is halved for the next minute due to molecular destabilization.

Hyper-Accelerated Mycelium

Enhance projectile gadgets with a rapidly growing mycelium that entangles and impairs the target on impact.

  • Cost in Upgrade Points : 3

On a hit, the target must succeed on a Strength saving throw or be restrained by the fungal growth. The target can attempt a new save at the end of each of their turns to break free.

Incendiary Fungal Infusion

Integrate a system to infuse projectiles with a highly flammable fungal compound that ignites upon contact with air.

  • Cost in Upgrade Points : 3

Adds 3d6 fire damage to projectile attacks. If the attack hits an environment or structure, it sets a 5-foot radius area on fire for 1 minute, dealing 1d6 fire damage per turn to anything in the area.

Neural Network Interceptor

A sophisticated device that emits a targeted electromagnetic pulse designed to overload the neural pathways of creatures, causing intense pain and potential paralysis.

  • Cost in Upgrade Points : 3

Target one creature within 40 feet to make an Intelligence saving throw. On a failed save, the target takes 3d10 psychic damage and is paralyzed for 1 round. On a successful save, the target takes half damage and is not paralyzed.

Mycelial Armor Plating

This upgrade involves coating gadgets or personal armor with a layer of dense, tough mycelium that hardens on impact.

  • Cost in Upgrade Points : 3

Increases the gadget's or user's AC by 2. The hardened mycelium also absorbs 10 points of any type of damage from each attack it receives, effectively providing a buffer against initial damage.

Spore Shield Generator

A device that creates a reactive cloud of spores around the user or a gadget, which solidifies momentarily when hit, dispersing kinetic energy.

  • Cost in Upgrade Points : 3

When the user or the gadget is attacked, the spore shield activates to absorb up to 15 points of damage from the attack. It can be used a number of times equal to the Intelligence modifier (minimum of once) per long rest.

Bio-luminescent Emergency System

Integrate a system that uses bio-luminescent fungi to illuminate the area during critical conditions, disorienting attackers and improving visibility.

  • Cost in Upgrade Points : 3

Automatically activates when the user's health drops below 50%, illuminating a 30-foot radius. Enemies within the radius are blinded unless they succeed on a Constitution saving throw. Allies gain advantage on Perception checks in the illuminated area.

Fungal Regeneration Matrix

Employ a compact regenerative system that uses medicinal fungi to heal wounds over time.

  • Cost in Upgrade Points : 3

The user regains hit points equal to their Artificer level at the start of each of their turns when they are below 50% of their total hit points. This effect lasts for 1 minute and can be used once per long rest.

Adaptive Spore Cloaking

This upgrade provides a cloaking effect using spores that adapt to the environment, rendering the gadget or user difficult to detect.

  • Cost in Upgrade Points : 3

Grants the user or the gadget advantage on Stealth checks and imposes disadvantage on attack rolls against them for the first round of combat or until they attack.

Neurosporic Countermeasures

Equip gadgets with a defense mechanism that releases a neurosporic gas when breached, affecting the cognition of nearby enemies.

  • Cost in Upgrade Points : 3

If the gadget is hit by a melee attack, it releases a cloud that affects all creatures within 10 feet. Affected creatures must succeed on a Wisdom saving throw or suffer disorientation, causing them to have disadvantage on attack rolls and ability checks for 1 minute.

Mycelial Network Mapper

This device utilizes a complex network of mycelium to map out surroundings, detecting minute changes and movements through vibrations.

  • Cost in Upgrade Points: 3

Provides a detailed topographic map of the surrounding area up to 500 feet. Can detect and outline living creatures and hidden structures or objects underground or behind walls, and is especially effective in natural environments.

Biochemical Synthesizer

Integrate a portable synthesizer capable of breaking down organic material and synthesizing useful compounds, from medicines to toxins.

  • Cost in Upgrade Points : 3

Allows the user to convert found organic materials into a variety of useful items such as healing potions, poisons, or even temporary ability enhancers. Crafting time is reduced by 50%, and the user gains advantage on checks related to creating or identifying chemical substances.

Quantum Spore Translocator

Utilize quantum properties of spores for short-range teleportation, allowing instant movement between two linked mycelial nodes.

  • Cost in Upgrade Points : 3

The user can place up to two mycelial nodes within a mile of each other. As an action, the user can teleport from one node to the other, provided both are in an intact state. Each use requires a short rest before it can be used again.

Environmental Conditioning Unit

Equip gadgets with a system that controls local environmental conditions, adapting temperature, humidity, and air quality to optimal levels.

  • Cost in Upgrade Points : 3

Modifies the environment within a 20-foot radius to suit the needs of the user or specific tasks, providing advantages in survival, comfort, or specific types of production (like growing certain fungi or plants faster).

Advanced Decryption Module

A sophisticated module designed to decrypt and interpret various forms of communication and data, from ancient scripts to advanced digital encryption.

  • Cost in Upgrade Points : 3

Grants the user proficiency in Investigation and advantage on all checks related to decoding or deciphering languages, codes, puzzles, or magical inscriptions.

Hyper-Efficient Power Core

Upgrade gadgets with a power core that drastically increases energy efficiency, allowing prolonged operation without the need for recharging.

  • Cost in Upgrade Points : 3

Gadgets with this upgrade require 80% less fuel or energy, effectively quadrupling their operational time before needing maintenance or recharging. Additionally, any gadget that consumes charges or resources per use has its resource consumption halved.

Mycelial Masterworks[edit]

Automated Defense Turret

This masterwork is a deployable turret equipped with biotechnological sensors and armed with a variety of spore-based projectiles. It is designed to automatically detect and engage threats within a certain radius, offering both offensive and defensive support during combat. The turret's framework is a blend of sturdy metals and resilient fungal fibers, ensuring durability and adaptability in various environments.

  • Automated Defense : Once deployed, the turret automatically attacks any hostile creature that comes within 30 feet of it. It can make a ranged attack with a +8 to hit, dealing 1d10 + your Intelligence modifier piercing damage and releasing a cloud of incapacitating spores that requires a target to make a Constitution saving throw or be stunned until the end of its next turn.
  • Deployment : The turret can be deployed as an action and has hit points equal to twice your artificer level. It remains active for 10 minutes or until destroyed.
  • Cooldown : Once used, the turret cannot be deployed again until you finish a long rest.
  • Upgrades :
  • Enhanced Targeting System (2 Upgrade Points) : Increases the turret's attack bonus by +2 and extends its attack range to 50 feet.
  • Reactive Spore Dispersion (3 Upgrade Points) : When the turret hits a target, it releases an additional cloud of spores that deals 1d6 poison damage to the target and all creatures within 5 feet of it.
Enhanced Spore Grenade Launcher

A sophisticated mechanical device designed to launch specially engineered spore grenades over a considerable distance. The launcher is calibrated to handle different types of spores, allowing the engineer to use it for various tactical effects depending on the situation. The device itself showcases intricate fungal growths that assist in the rapid fermentation and preparation of spore payloads.

  • Variable Payloads : The launcher comes equipped with three types of spore grenades—Incendiary, Freezing, and Obscuring. Each type can be selected and fired as an action.
  • Incendiary : Explodes in a 10-foot radius, dealing 2d6 fire damage (Dexterity save for half).
  • Freezing : Explodes in a 10-foot radius, dealing 1d6 cold damage and reducing movement speed by 10 feet for 1 minute (Constitution save negates speed reduction).
  • Obscuring : Creates a dense, fungal fog in a 20-foot radius, heavily obscuring the area and lasting for 1 minute.
  • Range and Reload : The launcher has a range of 60/180 feet. It can be reloaded as a bonus action.
  • Upgrades :
  • Rapid Reload Mechanism (2 Upgrade Points) : Allows the launcher to be reloaded as a free action once per turn.
  • Biochemical Payload Enhancement (3 Upgrade Points) : Enhances the grenades to increase their area of effect to a 15-foot radius and adds an additional effect :
  • Incendiary : Now ignites flammable materials and can cause ongoing 1d4 fire damage for 2 turns.
  • Freezing : Targets that fail their save have their speed reduced to 0 for 1 turn.
  • Obscuring : Now causes coughing and choking, imposing disadvantage on attack rolls and concentration checks for enemies within its area.
Sporecaster Drone

This advanced drone is equipped with multiple deployment bays for various spore-based capsules and a sophisticated camera system for surveillance and reconnaissance. It's crafted from lightweight, yet durable materials intertwined with mycelial filaments that enhance its functionalities. The Sporecaster Drone can navigate challenging terrains and environments, providing real-time data and strategic advantages.

  • Aerial Reconnaissance : The drone can fly up to a height of 120 feet and has a range of up to 500 feet from the operator. Using a bonus action, you can view through its cameras, gaining visual and audio feedback from its location.
  • Spore Deployment : You can load the drone with up to three types of spores, which it can deploy as an action on your command. Each type has different effects, such as creating slippery surfaces, obscuring mists, or entangling growths.
  • Durability : The drone has hit points equal to your artificer level x 2 and can withstand harsh weather conditions.
  • Upgrades :
  • Extended Range Module (2 Upgrade Points) : Increases the control range of the drone to 1,000 feet and improves signal stability, reducing the risk of losing control in areas with high interference.
  • Advanced Optical Suite (3 Upgrade Points) : Enhances the drone's cameras to include night vision and thermal imaging, and adds a recording feature that can store up to 24 hours of footage.
Bioluminescent Illuminator

This device is a highly adaptable lighting tool that uses cultivated bioluminescent fungi. It can be adjusted to emit varying intensities and colors of light. The Illuminator is perfect for explorations in dark environments, enabling not only visibility but also the study of objects and creatures sensitive to different light spectra. Its portable design and efficient energy use make it an indispensable tool in many scenarios.

  • Adaptive Lighting : You can adjust the light's intensity to illuminate up to a 60-foot radius or dim it to a faint glow. The light can be switched to different colors, each with unique effects (e.g., blue to calm creatures, red to preserve night vision).
  • Environmental Compatibility : The Illuminator can be set to automatically adjust its brightness based on surrounding lighting conditions, ensuring optimal visibility without drawing undue attention.
  • Duration : Once activated, the Illuminator can function for up to 8 hours on a single charge.
  • Upgrades :
  • Photonic Resonance Field (2 Upgrade Points) : Allows the Illuminator to project a photonic field that can either reveal invisible creatures within a 20-foot radius or create a blinding flash that can disorient attackers (saving throw to negate).
  • Spectral Analyzer (3 Upgrade Points) : Integrates a spectral analysis tool that can detect and analyze magical auras, identify minerals and plants, and even discern the health condition of living creatures based on their bio-luminescence.
Fungo-Mechanical Exosuit

This advanced exosuit combines mechanical engineering with bio-integrated fungal systems to enhance the wearer's physical capabilities and resilience. Designed for challenging environments and tough combat situations, it seamlessly integrates with the user's movements, providing enhanced strength, agility, and protection without sacrificing mobility.

  • Enhanced Mobility and Strength : Grants the wearer a +2 bonus to Strength and Dexterity scores while worn. It also increases the wearer's speed by 10 feet and allows them to jump double their normal distance.
  • Bio-Shield : Once per long rest, the wearer can activate a bio-shield that absorbs damage equal to your artificer level x 5 for 10 minutes.
  • Adaptive Fit : The exosuit can adjust to any humanoid body size and shape, allowing it to be worn by different individuals without modification.
  • Upgrades :
  • Regenerative Coating (2 Upgrade Points) : The suit is enhanced with a self-repairing fungal coating that restores 1d6 hit points at the start of the wearer's turn if they have at least 1 hit point remaining.
  • Enhanced Exoskeletal Support (3 Upgrade Points) : Increases the bonus to Strength and Dexterity scores to +4, and adds resistance to one damage type chosen by the wearer when the suit is first worn (this choice can be changed with a long rest).
Mycelial MedicaPod

A portable medical pod designed with advanced mycelial technologies, capable of diagnosing and treating a wide range of injuries and ailments. It uses a combination of spore-infused mists and direct cellular regeneration techniques to accelerate healing and recovery, making it an essential tool for long missions and dangerous expeditions.

  • Rapid Recovery : When a creature enters the pod, it initiates a healing sequence that restores hit points equal to twice your artificer level and cures up to two conditions (poisoned, blinded, deafened, etc.) over the course of 1 hour.
  • Continual Operation : The pod can be used up to three times per long rest, and it automatically cleanses and resets after each use.
  • Compact Design : Despite its capabilities, the MedicaPod is highly portable, designed to fold into a compact case that can be easily carried in a backpack or similar container.
  • Upgrades :
  • Enhanced Healing Algorithms (2 Upgrade Points) : Increases the healing output to three times your artificer level and allows the curing of one additional condition.
  • Emergency Stasis Function (3 Upgrade Points) : Adds an emergency feature that can put a severely injured creature into stasis, halting the progression of death and disease for up to 8 hours, giving ample time to seek more advanced medical help.
Sporelink Analyzer

This sophisticated device is specifically designed to collect, analyze, and interpret spore-based data, providing valuable insights into their genetic makeup and ecological roles. Equipped with cutting-edge bioinformatics tools and a user-friendly interface, the Sporelink Analyzer is essential for conducting detailed field research on fungi and their applications.

  • Detailed Analysis : Allows the user to collect spore samples and analyze them on-site, providing information such as species identification, potential uses in crafting, and medicinal properties. This analysis grants advantage on checks related to the identified spores and their applications.
  • Data Logging : The device can store vast amounts of data, allowing the user to reference previously gathered information and compile comprehensive reports on fungal species and their environments.
  • Portable Laboratory : Despite its capabilities, the analyzer is compact and easy to use in various environments, facilitating research in even the most remote or harsh locations.
  • Upgrades :
  • Enhanced Diagnostic Module (2 Upgrade Points) : Expands the analyzer’s capabilities to include the detection and analysis of magical properties in fungi, granting the user advantage on Arcana checks related to magical fungi and their applications.
  • Automated Sample Collection (3 Upgrade Points) : Adds a mechanized sample collection arm that can gather spores from difficult or dangerous locations automatically, ensuring user safety and increasing the variety of samples collected.
MycelioSync Network

The MycelioSync Network is an advanced communication and data transfer system that utilizes mycelial networks to transmit information across vast distances. By tapping into the natural conductivity of fungal networks, this device allows the Mycelial Engineer to send and receive data, messages, and even small items through established mycelial connections.

  • Secure Communication : Provides a secure and private channel for sending and receiving messages, immune to traditional methods of magical and non-magical eavesdropping.
  • Data Transfer : Allows the transfer of digital data such as maps, documents, and research notes through mycelial networks. Transfers can be performed over any distance as long as both endpoints are connected to the same mycelial network.
  • Item Transport : Small items (up to 5 pounds) can be physically transported through the network. This process takes 1 minute per pound of the item being transported.

Upgrades :

  • Enhanced Network Range (2 Upgrade Points) : Doubles the effective range of the network, allowing connections to more distant mycelial networks and expanding the reach of communications and transfers.
  • Quantum Synchronization (3 Upgrade Points) : Upgrades the network to handle larger items (up to 20 pounds) and reduces transport times by half, making it more efficient for urgent or critical transports.

Magnum Opuses[edit]

Fungal Siege Artillery

The Fungal Siege Artillery is a towering, biomechanical device that combines advanced engineering with potent mycological science. Designed as a deployable weapon system, it integrates living fungal networks with robust mechanical frameworks, enabling it to harness and project spore-based payloads with devastating effect. This Magnum Opus stands as a testament to the power of harmonizing nature's unpredictability with precision technology, making it an unmatched asset in large-scale battles and sieges.

  • Spore Barrage : Once per long rest, the Fungal Siege Artillery can be deployed to unleash a barrage of spore-infused projectiles over a wide area. Choose an area within 300 feet that is a 60-foot radius circle. Each creature in the area must make a Dexterity saving throw against your Sporitech spell save DC. On a failed save, a creature takes 8d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and isn’t poisoned. This area becomes difficult terrain until the end of your next turn due to fungal overgrowth.
  • Upgrades :
  • Mycelial Propagator (Cost : 2 Upgrade Points) : Enhances the Fungal Siege Artillery’s spore production capabilities. When you activate Spore Barrage, you can choose to double the area of effect. Additionally, the fungal overgrowth persists as difficult terrain for 1 hour.
  • Toxic Cloud Generator (Cost : 3 Upgrade Points) : Adds a toxin synthesizing module to the artillery. When you use Spore Barrage, you can opt to create a toxic cloud that lingers in the area for 10 minutes. The cloud causes any creature that starts its turn in the cloud to make a Constitution saving throw or become blinded and take an additional 2d6 poison damage until the cloud dissipates or they leave the area.
  • Spore Shield (Cost : 1 Upgrade Point) : Implements a defensive mechanism in the artillery, allowing it to create a protective spore shield around a designated area within 100 feet. The shield acts as a Wall of Force but is composed of dense fungal spores, and lasts for 10 minutes or until dispelled. The shield can be up to 20 feet in diameter.
Arcanospore Resonator

The Arcanospore Resonator is a sophisticated device that combines the intricate geometry of fungal mycelium with arcane conduits, creating a powerful synergy between natural energies and spellcasting. This elegant and complex apparatus stands about three feet tall, encased in a mesh of glowing fungal fibers and metallic veins that pulse with magical energy. It is designed to enhance the potency and reach of magical effects, making it an indispensable tool for spellcasters.

  • Arcane Enhancement : While the Arcanospore Resonator is active (requires 1 minute of setup), it increases the spell save DC and spell attack bonus of all allied spellcasters within 30 feet by +2.
  • Extended Reach : The range of all spells cast within its influence is doubled.
  • Empowered Rituals : Ritual casting times are halved when performed within the vicinity of the Resonator.
  • Upgrades :
  • Mana Flux Modulator (Cost : 2 Upgrade Points) : Allows the Arcanospore Resonator to also recover one expended spell slot of up to 3rd level for each spellcaster in its range once per long rest. This represents the Resonator's ability to recycle arcane energy more efficiently.
  • Eldritch Harmonizer (Cost : 3 Upgrade Points) : Once per long rest, the spellcaster can cast one spell as if it were cast using a spell slot two levels higher than the slot actually expended. This does not consume the higher slot, demonstrating the Resonator’s ability to resonate with the fundamental energies of the universe, amplifying the spell's effects.
  • Ward of Preservation (Cost : 2 Upgrade Points) : Provides resistance to magical damage for all allies within its range. This upgrade harnesses the Resonator's energy to create a protective barrier that diffuses incoming magical attacks, reducing their potency.
Mycelial Dimensional Conduit

The Mycelial Dimensional Conduit is a masterful fusion of mycotechnology and arcane dimensional theory. Standing over four feet tall, this device is crafted from a complex network of mycelium infused with rare minerals and enchanted components. The Conduit resembles a towering mushroom cap, under which a portal oscillates with shimmering, ethereal light. It serves as a gateway to other realms and facilitates extraordinary travel capabilities.

  • Interdimensional Portal : Once per day, the Mycelial Dimensional Conduit can open a stable portal to any known dimension or location on the same plane that the user has previously visited. The portal remains open for up to 10 minutes, allowing passage for a large group.
  • Planar Adaptation : When traveling through the portal, users gain temporary adaptation to the environmental conditions of the destination plane, such as breathing underwater or moving comfortably in zero gravity, lasting for 24 hours.
  • Swift Recall : Users of the portal can choose to return to the portal's originating location within the duration the portal is open, enabling quick escapes or resupply operations.
  • Upgrades :
  • Temporal Stabilizer (Cost : 3 Upgrade Points) : Extends the duration that the portal can remain open to 30 minutes and stabilizes the temporal flow, ensuring time passes at the same rate on both sides of the portal. This upgrade enhances the utility of the portal for longer expeditions or more complex logistical operations.
  • Multi-Location Sequencer (Cost : 4 Upgrade Points) : Allows the Conduit to open portals to up to three different previously visited locations simultaneously or sequentially before needing a recharge. This upgrade caters to more complex travel needs or coordinated multi-target operations.
  • Protective Warding (Cost : 2 Upgrade Points) : Creates a protective barrier around the portal entrance, defending users from hostile actions or environmental dangers at the destination for the first 5 minutes of arrival. This safety feature is crucial for operations in hostile or unknown territories.
Sporalife Sustainer

The Sporalife Sustainer is a highly advanced mycotechnological creation designed to preserve and enhance life. Standing about five feet tall, this device resembles a large, intricate mushroom with a canopy that emits a soft, bioluminescent glow. Its stem is covered in various dials and screens displaying vital signs and environmental data. The Sporalife Sustainer is crafted to provide essential life-supporting functions and medical assistance in the most dire circumstances.

  • Advanced Life Support : The device can sustain up to ten individuals within a 30-foot radius by purifying air, creating food and water, and maintaining a stable temperature and humidity suited to the species it supports.
  • Medical Restoration : Once per day, the Sporalife Sustainer can perform an advanced medical procedure that functions like the Heal spell for up to three individuals within its range.
  • Emergency Bio-Shield : In response to a threat to the lives within its radius (such as toxins, diseases, or overwhelming physical damage), the device can automatically deploy a bio-shield that grants resistance to poison and disease and advantage on saving throws against death for 1 hour.
  • Upgrades :
  • Regenerative Myco-Fields (Cost : 3 Upgrade Points) : Enhances the device’s healing capabilities, allowing it to also regenerate lost limbs or cure severe physical ailments over the course of an hour-long treatment. This upgrade makes the Sustainer indispensable for recovery after critical battles or accidents.
  • Extended Life Matrix (Cost : 2 Upgrade Points) : Doubles the radius of all of the device’s life-support functions to 60 feet and increases the number of individuals it can support to twenty. This is particularly useful in large-scale emergencies or for supporting larger groups during prolonged missions.
  • Purifying Spore Blast (Cost : 2 Upgrade Points) : Once per day, the device can emit a powerful burst of spores that detoxifies any area within 100 feet of poisons, diseases, and pollutants, rendering it safe for habitation or passage. This feature is especially valuable in environments that have been compromised by biological warfare or natural disasters.
Mycelial Utility Nexus

The Mycelial Utility Nexus is a marvel of mycotechnological ingenuity, designed to provide unparalleled utility and versatility to its users. This compact device, about three feet in diameter, resembles a intricately woven network of mycelium and metallic filaments, pulsating with energy. It serves as a central hub for various tools and functions, making it an indispensable asset for adventurers and craftsmen alike.

  • Multifunctional Toolkit : The Nexus contains compartments and attachments for a wide array of tools, allowing users to perform tasks such as crafting, repair, and analysis with unparalleled efficiency.
  • Enhanced Perception : Once per day, the Nexus can grant its user the ability to see through solid objects and detect hidden compartments or traps within a 60-foot radius for 10 minutes, providing invaluable insights during exploration or investigation.
  • Teleportation Beacon : The Nexus can store up to three location markers, allowing its user to teleport to any of these locations once per day, provided they have visited them before. This feature facilitates swift transportation and strategic positioning during missions.
  • Upgrades :
  • Enhanced Crafting Module (Cost : 3 Upgrade Points) : Improves the device’s crafting capabilities, allowing it to reduce crafting times by half and granting advantage on all crafting checks made while using the Nexus. This upgrade is invaluable for crafting complex items or conducting delicate repairs under pressure.
  • Analytical Interface (Cost : 2 Upgrade Points) : Enhances the device’s ability to analyze and interpret data, granting the user proficiency in one Intelligence-based skill of their choice while using the Nexus. This feature is particularly useful for deciphering ancient texts, identifying magical properties, or understanding complex mechanical systems.
  • Remote Manipulation Module (Cost : 3 Upgrade Points) : Allows the user to remotely control small objects or devices within 100 feet of the Nexus as if they were handling them directly. This feature is useful for activating traps, retrieving distant objects, or performing tasks in hazardous environments without risking personal safety.

Fungal Familiars[edit]

Fungal Beast
  • Medium beast, unaligned
  • Armor Class: 14 (Natural Armor)
  • Hit Points : Equal to half your maximum hit points
  • Speed : 40 ft.

STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills : Athletics +5, Perception +3
  • Senses : Darkvision 60 ft., passive Perception 13
  • Languages : Understands the languages you speak but cannot speak
  • Proficiencies : Shares your saving throw proficiencies.
Traits
  • Fungal Resilience : The Fungal Beast has advantage on saving throws against poison, and it has resistance to poison damage.
  • Bonded Vigilance : The Fungal Beast always acts on your initiative count but takes its turns immediately after yours. It can communicate simple ideas, emotions, and images telepathically with you as long as it is within 100 feet.
Actions
  • Multiattack : The Fungal Beast makes two attacks: one with its bite and one with its claws.
  • Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  • Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Special Actions
  • Spore Roar (Recharge 5-6) : The Fungal Beast releases a powerful roar within a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the end of their next turn. On a failed save by 5 or more, the target also experiences hallucinations (as per the confusion spell) for 1 minute. Affected creatures can make a Wisdom saving throw at the end of each of their turns, ending the hallucinations on a success.
  • Companion's Death : If the Fungal Beast is reduced to 0 hit points, it collapses into a harmless pile of fungal debris. You can revive it during a short or long rest by expending another use of your Spore Collection, at which time you can also choose to change its form if you wish.
Spore Sprite
  • Tiny beast, unaligned
  • Armor Class : 15
  • Hit Points : Equal to one quarter your maximum hit points
  • Speed : 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

  • Skills : Stealth +6, Perception +4
  • Senses : Darkvision 60 ft., passive Perception 14
  • Languages : Understands the languages you speak but cannot speak
  • Proficiencies : Shares your saving throw proficiencies.
Traits
  • Fungal Stealth : The Spore Sprite has advantage on Stealth checks made to hide in natural environments.
  • Bonded Awareness : The Spore Sprite always acts on your initiative count but takes its turns immediately after yours. It can communicate simple ideas, emotions, and images telepathically with you as long as it is within 100 feet.
Actions
  • Spore Dust : Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: The target must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier) or become blinded until the end of their next turn. On a failed save by 5 or more, the target also becomes disoriented, suffering disadvantage on attack rolls and ability checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the disorientation effect early on a success.
Special Actions
  • Spore Cloud (Recharge 6) : As an action, the Spore Sprite can create a 20-foot-radius cloud of obscuring spores centered on a point it can see within 60 feet. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts for 1 minute or until a strong wind disperses it. The Spore Sprite can choose to end the cloud at any time (no action required). While within the cloud, the Spore Sprite has advantage on attacks against creatures that are unable to see it.
  • Companion's Death : If the Spore Sprite is reduced to 0 hit points, it vanishes in a puff of spores. You can revive it during a short or long rest by expending another use of your Spore Collection, at which time you can also choose to change its form if you wish.
Mycelial Sentinel
  • Large beast, unaligned
  • Armor Class : 16 (Natural Armor)
  • Hit Points : Equal to three-quarters of your maximum hit points
  • Speed : 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 8 (-1)

  • Skills : Perception +4
  • Senses : Darkvision 60 ft., passive Perception 14
  • Languages : Understands the languages you speak but cannot speak
  • Proficiencies : Shares your saving throw proficiencies.
Traits
  • Fungal Toughness : The Mycelial Sentinel has resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Bonded Sentinel : The Mycelial Sentinel always acts on your initiative count but takes its turns immediately after yours. It can communicate simple ideas, emotions, and images telepathically with you as long as it is within 100 feet.
Actions
  • Slam : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Special Actions
  • Protective Spores (Recharge 5-6) : As a reaction, when a creature within 30 feet of the Mycelial Sentinel takes damage, it can release a burst of protective spores. The targeted creature gains temporary hit points equal to your Artificer level + your Constitution modifier, absorbing some of the received damage. These temporary hit points last for 1 minute.
  • Spore Shield (1/Day) : The Mycelial Sentinel can envelop one allied creature within 10 feet in a dense spore shield as a bonus action. The shield grants the ally half cover (+2 bonus to AC and Dexterity saving throws) and resistance to poison damage for 1 minute.
  • Companion's Death : If the Mycelial Sentinel is reduced to 0 hit points, it disintegrates into a harmless fungal mass. You can revive it during a short or long rest by expending another use of your Spore Collection, at which time you can also choose to change its form if you wish.
Shroomling Rover
  • Small beast, unaligned
  • Armor Class : 13 (Natural Armor)
  • Hit Points : Equal to one-third your maximum hit points
  • Speed : 25 ft.

STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 5 (-3)

  • Skills : Stealth +4, Survival +3
  • Senses : Darkvision 60 ft., passive Perception 11
  • Languages : Understands the languages you speak but cannot speak
  • Proficiencies : Shares your saving throw proficiencies.
Traits
  • Luminescent Path : The Shroomling Rover emits a dim bioluminescent glow that can light up to 10 feet around it. This light can be suppressed or illuminated at your command.
  • Sturdy Build : The Shroomling Rover has advantage on Constitution saving throws made to resist environmental effects and can move through difficult terrain made of natural growth without expending extra movement.
Actions
  • Ram : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Special Actions
  • Fungal Fortification (Recharge 5-6) : As a bonus action, the Shroomling Rover can fortify itself, gaining temporary hit points equal to 2d6 + your Intelligence modifier, and gains resistance to one damage type of your choice (except psychic) for 10 minutes.
  • Companion's Death : If the Shroomling Rover is reduced to 0 hit points, it collapses into a harmless pile of fungal matter. You can revive it during a short or long rest by expending a use of your Spore Collection, at which time you can also choose to change its form if you wish.
Lichen Lynx
  • Small beast, unaligned
  • Armor Class : 15
  • Hit Points : Equal to half your maximum hit points
  • Speed : 50 ft., climb 20 ft.

STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 4 (-3) 14 (+2) 8 (-1)

  • Skills : Stealth +8, Perception +6
  • Senses : Darkvision 60 ft., passive Perception 16
  • Languages : Understands the languages you speak but cannot speak
  • Proficiencies : Shares your saving throw proficiencies.
Traits
  • Lichen Cloak : The Lichen Lynx has advantage on Stealth checks made in natural environments.
  • Agile Climber : The Lichen Lynx has a climbing speed and can climb difficult surfaces without needing to make an ability check.
  • Bonded Finesse : The Lichen Lynx always acts on your initiative count but takes its turns immediately after yours. It can communicate simple emotions and images telepathically with you as long as it is within 100 feet.

Actions

  • Multiattack : The Lichen Lynx makes two attacks: one with its bite and one with its claws.
  • Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Special Actions

  • Lichen Leap (Recharge 5-6) : The Lichen Lynx uses its powerful hind legs to leap at a target within 30 feet. If the target is an enemy, it must succeed on a DC 15 Dexterity saving throw or take 10 (2d6 + 4) slashing damage from a powerful swipe and be knocked prone. This movement does not provoke opportunity attacks.
  • Companion's Death : If the Lichen Lynx is reduced to 0 hit points, it reverts to a mossy form, returning to spores that can be reconstituted. You can revive it during a short or long rest by expending another use of your Spore Collection, during which you can also choose to change its form if desired.
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