Domain: Fungi
Prerequisite: Halo of Spores
You gain the ability to channel magic into your spores.
- As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
- Your melee attacks deal an extra 1d6 poison damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. - As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
- As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.
- Your melee attacks deal an extra 1d6 poison damage to any target they hit.