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*** 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]]. | *** 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 point]]s to a creature within {{c|5}} meters of you. | ** As a [[bonus action]], you can transfer any amount of your [[temporary hit point]]s to a creature within {{c|5}} meters of you. | ||
<noinclude>---- | |||
{{profbonus}}</noinclude> |
Latest revision as of 14:49, 4 June 2025
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 each of your levels. 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early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.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.
Level | Proficiency Bonus |
---|---|
1 | +1 |
2 | +1 |
3 | +2 |
4 | +2 |
5 | +3 |
6 | +3 |
7 | +4 |
8 | +4 |
9 | +5 |
10 | +5 |
11 | +6 |
12 | +6 |
13 | +7 |
14 | +7 |
16 | +8 |
17 | +8 |
18 | +9 |
19 | +9 |
20 | +10 |