Spore Spreader Druid
Talk to fungus and get a pet mycelium creature.
Spore spreader druids have a powerful connection to mycelial life. They can fluently converse in the language of mushrooms and the mycelial layers, and are often revered by fungal life due their ability and connection.
Playing a Spore Spreader Druid
XP Cost: 4Prerequisites: Wisdom Score of 14 or higher.
When you Choose this Archetype and pay its XP cost you gain the Following:
Training
Druidic Training
Gain Training in Survival and 4 of the following Skills: Arcane, Medicine, Knowledge, Apocathy, Investigation, Perception and Insight.
You gain Training in the use of 1 Common Weapon Type.
Equipment
Druid Gear
Acquire a Common Suit of Light Armor of your choice.
Acquire a Common Weapon of your choice.
Acquire a Common Bundle of your Choice.
Ability
Druid Magic
You gain access to and the Ability to Cast Druid Magic Spells.
You may convert Willpower Points into Mana for the purpose of casting Druid Spells.
Trait
Spore Spreader Druidic Knowledge
Acquire the Druid Spells: "Druid's Blight", "Decompose" and "Sporeball".
You memorize every Druid Spell you Acquire and Never need a spell book or to consult notes while Casting Druid Spells.
You can Speak and Understand the Druidic Language.
Archetype Ability
Spore Speak
You gain the Ability to converse with mycelium life of all kinds. Mushrooms and the Mycelial layers recognize and revere you as a servant of nature and will cooperate with you to the best of their ability.
Trait
Favored Mycelium Type
Choose a Favored Mycelium Type from the choices below.
Favored Plant Type | Effect |
---|---|
Giant | Spore Bark: Giant Mushrooms you manipulate or have as pets gain 4 Armor Points whenever you cast a spell within 10 Meters of their location. These armor points dissipate after 1 hour. |
Toxic | Tenfold Toxicity: Toxic Mushrooms that you manipulate or have as pets have their Toxicity Doubled, drastically increasing any toxic damage they deal. |
Psychedelic | Potent Puffs: Psychedelic Mushrooms that you manipulate or have as pets have +1 to the amount of Mushroom Flesh they can produce when requested to do so by a druid. |
Edible | Happy Harvest: Edible Mushrooms that you manipulate or have as pets have +1 to the amount of Mushroom Flesh they can produce when requested to do so by a druid. |
Poisonous | Poison Pile: Poisonous Mushrooms that you manipulate or have as pets have +1 to the amount of Mushroom Flesh they can produce when requested to do so by a druid. |
Deadly | Warding Spores: Deadly Mushrooms that you manipulate or have as pets have their ACs and Movement Speeds increased by 2. |
Ally - Pet Mushroom
You may choose to acquire a Mycelium Type Creature from the options below.
Pet Mushroom Type | AC | HP | Move Speed | Size | Attacks / Abilities |
---|---|---|---|---|---|
Giant | 18 | 12 | 3 | Medium | Things that Go Squidge in the Night: 2 Meter Range, 1d20+5 to Hit, 3d6 +2 Blunt Damage on Hits. |
Toxic | 20 | 5 | 2 | Tiny | Toxic Spore Cloud: 1 Meter Blast centered on creature, Non mycelium creatures in the area must Roll a CON Saving Throw, DC is 15, Creatures that Pass take ½ Damage, Spores deal 1d12 +2 Toxic Damage to living creatures. |
Edible | 16 | 7 | 2 | Small- Medium | Feeding Flesh: Once every 3 hours while in dark and moist conditions, when asked to do so by their druid, the creature can grow 1d4 edible and nutritious Mushroom fruits. The fruit is considered to provide flavorful sustenance and restores 1d4+1 HP per mushroom fruit consumed. |
Poisonous | 16 | 7 | 2 | Small- Medium | Deadly Feast: Once every 3 hours while in dark and moist conditions, when asked to do so by their druid, the creature can grow 1d4 poisonous Mushroom fruits. Large or smaller creatures that consume at least 1 poison mushroom must Roll a CON Saving Throw. The DC is 20. Creatures that Pass the Saving Throw are dealt half the damage below. The fruit is considered to deal 5d10+5 Poison Damage per poison mushroom fruit consumed. |
Psychedelic | 16 | 7 | 2 | Small- Medium | Psychedelic Stock: Once every 3 hours while in dark and moist conditions, when asked to do so by their druid, the creature can grow 1d4 psychedelic mushrooms. The mushrooms are considered to be medicinal and restore 1 ARP(attribute resource point) per mushroom consumed. |
Deadly | 18 | 9 | 4 | Medium | Acidic Spores: 3 Meter Cone, creatures in the area must Roll a DEX Saving Throw, DC is 15, Creatures that Pass take ½ Damage, Spores deal 3d4 +2 Acid Damage. |
Druid Traits & Abilities
Purchase with XP.
Traits
Strong Willed
XP Cost: 2 Prerequisites: Druid
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Druid
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Druid
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Druid
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Druid
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Druid
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Druidic Apprentice Studies
(This Trait can be Acquired Multiple times)
XP Cost: 1 Prerequisites: Druid
Acquire two Tier I Druid Spells.
Druidic Intermediate Studies
(This Trait can be Acquired Multiple times)
XP Cost: 2 Prerequisites: Druid, Druidic Apprentice Studies
Acquire a single Tier II Druid Spell.
Druidic Expert Studies
(This Trait can be Acquired Multiple times)
XP Cost: 3 Prerequisites: Druid, Druidic Intermediate Studies
Acquire a single Tier III Druid Spell.
Favored Mycelium Type
(This Trait can be Acquired Multiple times)
XP Cost: 2 Prerequisites: Spore Spreader Druid
Choose an additional Favored Mycelium Type from your Druid Trait list. You retain any previously acquired Favored Mycelium Types.
*The Effects of a Favored Mycelium Type may only be acquired once.
Natural Immunities
XP Cost: 2 Prerequisites: Spore Spreader Druid
You cannot be poisoned by raw fungal matter and are not dealt poison damage when consuming poisonous mushrooms or funguses.
Gain Training in Constitution Saving Throws.
Iron Will
XP Cost: 2 Prerequisites: Druid
Gain Training in Wisdom Saving Throws.
Sound of Mind
XP Cost: 2 Prerequisites: Druid
Gain Training in Intellect Saving Throws.
Nimble Bodied
XP Cost: 2 Prerequisites: Druid
Gain Training in Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Druid
Gain Training in Dexterity Saving Throws.
Increased Mana Pool
XP Cost: 2 Prerequisites: Druid
Increase Mana Pool by +1.
Great Mana Pool
XP Cost: 4 Prerequisites: Druid, Increased Mana Pool
Increase Mana Pool by +2.
Endless Mana Pool
XP Cost: 6 Prerequisites: Druid, Increased Mana Pool
Increase Mana Pool by +3.
Emergency Mana Reserves
XP Cost: 2 Prerequisites: Druid
Whenever you start a turn with zero Mana you may use a Motion to roll 1d6 on a result of 5 or 6 you regain 1 Mana.
Natural Magic
XP Cost: 4 Prerequisites: Druid
You automatically regenerate 1 Mana at the start of each Turn/Round while in vegetation rich environments such as forests and gardens.
Healer
XP Cost: 2 Prerequisites: Druid
Add +2 HP to any Healing you grant via Spells or Medicine Skill Rolls.
Spell Persistence
XP Cost: 2 Prerequisites: Druid
Your Mana Cost for Sustaining Spells is reduced by ½ .
Druidic Battle Casting
XP Cost: 2 Prerequisites: Druid
You can now choose to exclude any tiles in the area of your druid spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.
Subtle Casting
XP Cost: 2 Prerequisites: Druid
Spells that would usually require a full free arm or hand to execute now only require a single free finger. You can cast spells even while moderately bound or restricted.
Silent Casting
XP Cost: 2 Prerequisites: Druid
You may ignore the Voice Requirement for spells.
Spellslinger
XP Cost: 3 Prerequisites: Druid
Gain 1 Additional Spell Attack Action.
Abilities
Chained Spell
XP Cost: 2 Prerequisites: Druid, Spell Precision
You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits both spells are considered to have hit the target and it receives full damage from both spells.
Spell Adjustment
XP Cost: 2 Prerequisites: Druid
You can make small alterations to your spells at the Cost of 1 Mana. These alterations can do things such as: change the damage type of a spell or spell attack to another type of spell damage you are capable of dealing, add an additional target to a spell attack and split the damage(roll two attack rolls and 1 damage roll) or substitute Dazed, Slowed or Enraged, until end of next turn for the damage of a targeted spell attack.
Spell Empowering
XP Cost: 2 Prerequisites: Druid
You have gained the ability to empower your spells to increase their lethality. When you pay a spell’s Overpower Mana Cost you now deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.
Mycelium Communion
XP Cost: 2 Prerequisites: Spore Spreader Druid
You have the ability to Communicate with the Mycelium layer and can glean useful information from it.
Using an Action and your Charm Skill to communicate with any mycelium within 2 Meters.
The mycelium layer can reveal information such as recent activity or vibrations, temperature changes and the death of creatures or plant life. The higher the Skill Roll the more precise and helpful the information. The Range at which this information can be acquired is limited to 1 km.
Mycelium layers will often be present in wooded areas or old wooden or wood reinforced stone buildings. Flowering Fungus guarantees the presence of nearby mycelium layers.
Fungal Friend
XP Cost: 2 Prerequisites: Spore Spreader Druid
Your Mycelium Pet(s) cannot be slain, only temporarily destroyed, so long as you have at last 1 g of their spores collected. You can use your Action and spend 1 Mana to Regrow a Mycelium Pet from their spores. They retain their personality but lose all memories made after that spore was collected.
Companion Keeper
XP Cost: 2 Prerequisites: Druid
You gain the Ability to revive a dead Pet. To do so you must use your action and spend 1 XP and 6 Mana. Pets revived this way retain their memories and personality and cannot die of natural causes for another 30 days.