The Amalgamation of Flesh and Rot

by TPKronies

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The Amalgamation of Flesh and Rot

Your patron is a large cluster of volatile mushrooms that have gained some manner of sentience through feeding on the dead corpse of a powerful magical entity. It has reanimated the creature's corpse and become a foul amalgamation of flesh and rot and has extended the offer of such a foul transformation to yourself.

Upon accepting the deal, you gain a foul fungal growth that manifests itself on your body. This growth doesn't require any amount of care or nurturing and feeds off of the magic you release whenever you cast a spell. The growth can resemble any number of species of mushrooms all living in harmony on your flesh, but most commonly manifests as shelf mushrooms.

Expanded Spell List

Spell Level Spells
1st ensnaring strike, entangle
2nd blindness/deafness, spike growth
3rd plant growth, stinking cloud
4th grasping vine, summon plant
5th cloudkill, contagion

Mushroom Bulwark

Starting at 1st level, your bond with your patron's magics allows you to summon a shield of mushrooms and rot. As a bonus action, you transform for one minute. You gain the following benefits while transformed:

  • So long as you aren't wearing medium or heavy armor or using a shield, you can add your Charisma modifier to your AC.
  • You gain a natural weapon that manifests as a mycelium whip and uses the stats of a normal whip. While you are transformed, you can use your Charisma modifier when determining the attack and damage rolls of any natural weapons.
  • Once on each of your turns when you strike a creature with a natural weapon, you can force a creature to make a Constitution saving throw against your spell save DC, and if the saving throw fails, the target is poisoned until the end of your next turn.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rapport Spores

Starting at 6th level, the shelves of mushrooms that grow upon your body begin to emit spores that manifest as a cloud around you. This cloud extends 30ft. in every direction and you can telepathically communicate with any creature within this cloud so long as you share a language with them. Additionally, creatures within the cloud are under the effects of detect thoughts, though you may only view their surface thoughts.

Finally, you can use the spores to read the minds of creatures that are attacking you. As a reaction to a creature within 30ft. of you targeting you with an attack, you can impose disadvantage on the attack. You can use this reaction a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Fungal Fusion

At 10th level your flesh begins to meld with the fungus that covers your body. You gain resistance to poison damage and immunity to the poisoned condition. If you are using your Mushroom Bulwark you instead become immune to poison damage.

Ruler of Rot

At 14th level the intensity of the rot you inflict exceeds the resistances of most creatures. Damage dealt by your attacks or spells ignore resistance or immunity to poison or the poisoned condition.

Additionally, you can use a bonus action to cause your spores to dominate the mind of a creature within 30ft. of you. The creature must make a Wisdom saving throw, if the creature fails the save they are charmed by you and your allies. While charmed in this way, you can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. The charm effect lasts for one minute. The creature can repeat the save at the end of their turn ending the effect on a success.

Additional Player Options

Eldritch Invocations

Fungal Armament

Prerequisite: The Emergence Patron, Pact of the Blade feature

Whenever you summon your pact weapon, you can choose to make the weapon out of thick mushroom growths. If you do so, your pact weapon counts as a natural weapon.

Fun Guys

Prerequisite: The Emergence Patron, Pact of the Chain feature

When you cast the find familiar spell, you can choose one of the normal forms for your familiar, the Pact of the Chain special forms, or one of the following additional special forms: myconid adult, thorny, or vegepygmy.

Summon Plant

4th level conjuration


  • Casting Time: 1 action
  • Range: 90ft.
  • Components: V, S, M (some spores, a vine, and a wood woad seed inside a gilded acorn worth at least 400 gp)
  • Duration: concentration, up to 1 hour
  • Classes: Druid, Ranger

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Druidic Spirit stat block. When you cast the spell, choose a plant type, Myconid Sovereign, Tree Blight, or Wood Woad. The creature resembles an plant of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Art: Fairy Folk by Sarmati on DeviantArt


Druidic Spirit

medium plant


  • Armor Class 11 + the level of the spell (natural armor) + 2 (wood woad only)
  • Hit Points 50 + 10 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 6 (-2) 16 (+3) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities blinded, poisoned
  • Senses Blindsight 60ft., Passive Perception 13
  • Languages understands languages that you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Rapport Spores (Myconid only). Friendly creatures within 30 ft. of the Myconid can telepathically communicate with eachother.

Regeneration (Wood Woad only). The wood woad regains 5 hit points at the start of its turn if it is in contact with the ground.

Actions

Multiattack. The druidic spirit makes a number of attacks equal to half this spell’s level (rounded down).

Club (Wood Woad only). Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage.

Fist (Myconid only). Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d4 + 4 + the spell's level bludgeoning damage plus 1d4 poison damage

Grasping Root (Tree Blight only). Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled. Until the grapple ends, the target takes 1d6 + 4 + the spell's level bludgeoning damage at the start of each of its turns. The creature can use their action to make a strength (athletics) check against your spell save DC to break the grapple.

Hallucination Spores (Myconid only). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The myconid can only use this attack once per turn.

 

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