Sporekeepers are druids regarded as strange yet effective for their focus on fungus, and fungus is eclectic stuff. Neither truly plant nor animal, it can sustain, poison, or cause hallucinatory visions. Spiritually, fungi might be considered the holders of wisdom or the guardians of the lifecycle. Sporekeepers can tap into these properties and even shape the mycellium from which some mushrooms grow into useful shapes.
At 2nd level, you have incorporated fungal colonies into your own physiology. You are resistant to poison damage and immune to the poisoned condition. Your weapon attacks deal an additional 1d4 poison damage. On a critical hit, your target must make a Constitution saving throw against your spell save DC or become confused for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.
Also at 2nd level, you learn to sprout edible mushrooms from any nearby organic material. As an action, as long as there is some dead organic material weighing at least 10 pounds within melee reach (including soil, bodies, wooden furniture or tools, etc.) you may spend a use of Wild Shape to create a number of edible mushrooms equal to your proficiency bonus. The mushrooms only stay nutritious for a day, but each counts as a unit of Supply and grants a creature that eats it resistance to poison damage and immunity to the poisoned condition for 8 hours.
At 2nd level you tap into the hallucinogenic properties of certain mushrooms to enhance your magical abilities. You learn minor illusion as a druid cantrip, and it does not count against your total cantrips known. At the corresponding class levels, the following spells are added to the druid list for you. You always have these spells prepared, and they do not count against your druid spells prepared.
Table: Sporekeeper Expanded Spell List
Spell Level | Spells |
---|---|
2nd | minor illusion, color spray |
3rd | mirror image, magic mouth |
4th | hypnotic pattern, phantom steed |
7th | confusion, phantasmal killer |
9th | dream, mislead |
Beginning at 6th level, you can reshape mycelium around yourself to form armor. When you finish a short or long rest, you gain temporary hit points equal to twice your Wisdom modifier. When you reach level 15, you instead gain temporary hit points equal to your Wisdom score.
Also at 6th level, you can release spores to impair your enemies. As an action, you may spend a use of your Wild Shape feature to release a cloud of spores that lasts for one hour.
The spore cloud fills a 10-foot radius sphere emanating from you, and moves along with you. Creatures other than you that begin their turn in the cloud must make a Constitution saving throw against your spell save DC or be poisoned for one minute. While poisoned this way, a creature experiences bizarre and sometimes frightening hallucinations. It treats all targets as lightly obscured, and it has disadvantage on checks to maintain concentration. If the creature fails its save by 5 or more, it is also frightened. Creatures that succeed on their save are unaffected, but must repeat the saving throw each turn as long as they remain in the cloud. Once a creature exits the cloud, they may repeat their save at the end of each of their turns, ending all effects on a success.
Undead, Constructs, and creatures immune to poison damage are unaffected by the spores.
Beginning at 10th level, the fungal structures in your body have become incredibly robust, making you very resistant to harm. You gain resistance to non-magical bludgeoning, piercing, and slashing damage, and you become immune to poison damage.
At 14th level, your Spore Cloud becomes much more potent. Its radius increases to 30 feet. Creatures that fail their save against the Spore Cloud take 2d4 necrotic damage and have their maximum hit points reduced by the same amount in addition to the other effects. Creatures that succeed on their save still take the damage but do not suffer the reduction to their hit point maximum. The cloud also lightly obscures everything inside it, though you can see through it as if it weren’t there. Creatures suffering from the hallucinations from the cloud treat this as heavily obscured instead. Finally, if a creature fails its save by 5 or more, it is also confused for one minute.