Feat/List/Theme/Primal/Fungi: Difference between revisions

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Latest revision as of 13:38, 17 March 2023

Fungal Body

→ Fungal Body
Domain: Fungi 


The fungal spores in your body alter you:


Fungal Infestation

→ Fungal Infestation
Domain: Fungi 


Your spores gain the ability to infest a corpse and animate it.

  • If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your[Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Halo of Spores

→ Halo of Spores
Domain: Fungi 


You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.

  • When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to 8 + your Proficiency bonus + your Constitution modifier.

Symbiotic Entity

→ Symbiotic Entity
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early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.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.