Circle of the Shrooms
The Circle of the Shrooms is composed of druids who revere the process of decomposition as the ultimate form of rebirth and renewal. They often spend their lives in solitude, releasing the energy trapped in the dead and imbuing the earth with fertility and growth. The druids have a strong affinity for the fungus. Although they are commonly associated with the dark art of necromancy, these druids consider undeath the ultimate violation of nature and the cycle of life.
Druid Level | Circle Spells |
---|---|
3 | wither and bloom, ray of sickness |
5 | plant growth, stinking cloud |
7 | sickening radiance, blight |
9 | cloudkill, contagion |
One With Nature
Starting at 2nd level, when you touch a full corpse, you can harness the energy of the fallen to germinate new life. Up to 1 minute after a Small or larger creature's death, you can expend a use of your wildshape feature using an action to magically decompose its corpse to grow plants or a plant creature.
does not included: oozes, constructs, elementals or creatures that don't leave a difinitive body on death.
You may summon a plant creature whose combined challenge rating does not exceed your druid level divided by 4 (rounded down to the nearest 1/2).
The summoned creature of your choice is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The creature will decompose into the ground and disappear after 1 minute. Corpses decomposed this way cannot be raised as corporeal undead.
"One With Nature Note"
Creatures summoned cannot use any form of spell casting. Cannot summon gas spores or other creatures that spawn, summon, conjure, or create more creatures. cannot summon creatures without a CR. cannot be a homebrew creature.
Return to the Earth
When you reach 6th level, you can return the energy used to summon plant creatures from your 'One With Nature' feature back to the earth. if your plant is within 30 feet of you, You can use a bonus action, or a reaction if the creature is reduced to 0 hit points, to destroy and release a burst of healing energy from the creature summoned. Each creature within 10 feet regains 1d8 hit points for every 1 challenge rating the summoned creature had. Creatures with a challenge rating lower than 1 do not release enough energy to heal.
you can do this a number of times equal to your proficiency bonus.
Putrid Inoculation
Beginning at 10th level, creatures in contact with you must make a constitution save against your spell save DC. on a failed save, takes 1d6 poison damage and half if they succeed.
Fertilize
At 14th level, you can use your action to decompose one fully intact corpse that you touch. Whenever you decay something this way, the biomass is absorbed into the ground and you can harness its energy in one of the following ways as part of the action.
this feature can be used a number of times equal to your wisdom modifier.
Corpses decomposed this way cannot be raised as corporeal undead.
Gasious Decomposition The corpse explodes in a putrid spray of fungal spores. excluding yourself, all creatures in a 20 foot radius make a Constitution save against your spell save DC. Creatures take 3d6 necrotic damage and 3d6 poison damage.
creatures that cannot breath are immune.
Well of Life A medium sized fungus overgrows the corpse and creates a bioiluminecent light. a creature near the light is cured of any diseases, any corpses brought to this light stop decaying for 1 day (or disappearing).
Entrapment All plants within a 5 foot radius of the corpse reposition for 1 hour to trap unsuspecting prey. any creature, excluding the caster of this ability, that steps in this area must make a dexterity save against your spell save DC. they become restrained on a fail and take 2d6 necrotic at the start of their turn. they avoid this if they pass.
the creature can make another save at the end of each of its turns to escape.
Enrichment All plants in a 50 foot radius centered on the corpse become enriched for one season. The plants yield twice the normal amount of food when harvested.