In DnD 5e, druids of the Circle of Spores appreciate the cycle of life and also death, discovering to manage a colony of fungal spores and also also raise the dead. This develop is perfect for a melee fighting druid, dealing additional necrotic damages to enemies roughly me. Plus, I’ll conveniently have the ability to summon zombies in multiple methods.
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When structure and also playing a druid Circle of Spores, take into consideration the following:Try a firbolg or lizardindividual character.Build 1st-level druid for melee combat and also defense.Circle of Spores abilities: Halo of Spores, Symbiotic Entity…Bonus Circle of Spores spells: chill touch, animate dead…Consider druid spells like barkskin, cure wounds and flame blade…
Try a firbolg or lizardfolk character.
The natural Circle of Spores abilities lean toward melee fighter, so I’ll emphasis on Strength, Constitution and Wisdom. My favorites are firbolg and lizardpeople for their natural capability bonuses. Plus, each race comes packed through interesting abilities that improve my Circle of Spores play style.
Firbolg acquire a +2 Wisdom/+1 Strength ability bonus—providing them a rise to druid spells and the power to deliver assaults through a scimitar. Firbolg Magic gives them detect magic and also disguise self, with a brief or lengthy remainder required in between uses. Hidden Step offers me the ability to rotate invisible until the start of my following turn or if I interrupt the impact (attack, spellcast). Finally, Speech of Beastern and Leaf deserve to come in handy in gameplay as I talk to my fungal spores.
On the other hand, lizardfolk obtain a +2 Constitution/+1 Wisdom modifier—bereason, oh, the wisdom of lizards. This develop can utilize a swampy background, offering me the capacity to Hold Breath for 15 minutes. Plus, the combat abilities favor Natural Armor and also Hungry Jaws give me melee combat alternatives. Natural Armor offers me the option to use 13 + Dexterity modifier as my AC. Hungry Jaws gives me a bonus action to Bite an opponent and obtain short-term hit points equal to my Constitution modifier.
The lizardindividual druid is my favorite variation of this build. Combining a swampy homeland also with a connection to fungal nests and also the circle of life and also fatality fits this race perfectly. Plus, my Natural Armor and also high Constitution will certainly improve my defense—especially bereason I’ll be a melee fighter without hefty armor.
Build 1st-level druid for melee combat and also defense.
Since my spores will certainly activate versus opponents within 10 feet of me, I’ll should lean right into the shield and scimitar druid build. Druids can’t wear armor or usage shields made of metal, so I’ll need to discover a medium armor and wooden shield for my initial build. However before, I deserve to and also will use a scimitar as my major weapon.
For proficient skills, I’ll desire to take into consideration choices like Medicine and also Survival, which play off my Wisdom score and also general archeform. Yes, this suggests potentially making a lizard male physician for the party… that additionally bites.
At level 2, I acquire Wild Shape, giving me the capability to shapechange into various creatures. At initially, this suggests a land also creature through a CR of ¼ or lower. However before, as I level, I gain accessibility to swimming and flying changes via a max CR of 1 at level 8. Though I’ll store shapeshifting in mind, my fungal spore abilities use this Wild Shape to trigger.
|Forest Monster and also Campaign Guide: DnD 5e, Pathfinder|
Circle of Spores abilities: Halo of Spores, Symbiotic Entity…
I get my Circle of Spores abilities at level 2, beginning through Halo of Spores and Symbiotic Entity.
Halo of Spores generates a swarm of spores approximately me, dealing necrotic damage to enemies that within 10 feet. The target must succeed on a Constitution saving throw or be dealt 1d4 necrotic damage. This damages raises as I level, transforming to 1d6 at level 6 and even more at higher levels. The concept is to wear down foes via damage over time—giving me the have to close in via combat.
Symbiotic Entity transdevelops this swarm right into a fierce ally. I have the right to usage my Wild Shape as an action, channeling magical power into the spores and also approving me numerous benefits.I get short-term HP equal to 4 X my druid level.Double Halo of Spores damage.Melee weapon attacks deal an added 1d6 necrotic damage.
Level 6 grants me Fungal Infestation, which animates foes who fall in combat as a bonus activity. The principle is that spores infest the body, elevating them through 1 hit point. Then, this creature uses the zombie stat block, taking its revolve after mine. Spoiler alert—this druid learns animate dead too. Now, I have the right to fill the field via zombies while I connect in melee combat.
Spreading Spores comes at level 10, providing me the capacity to summon my Halo of Spores 30 feet away for 1 minute. The halo takes up a 10-foot cube of space, dealing necrotic damage to enemies who end or start their rotate in its grasp. Foes can just take this damages once per turn.
Fungal Body offers me fungus armor—approving immunity versus being blinded, deafened, frightened, or poisoned. Plus, any type of critical hit versus me counts as a normal hit.
Bonus Circle of Spores spells: chill touch, animate dead…
This list of spells unlocks as I level and also doesn’t count versus spells known.
Level 2Chill touch: A ghostly hand clutches a opponent as a ranged spell assault, dealing 1d8 necrotic damage. Until the start of my following rotate, the tarobtain can’t reget HP. Undead hit with this spell have actually disbenefit on strikes versus me.
Level 3Blindness/deafness: On a failed Constitution save, tarobtain is either blinded or deafened. They can take a Constitution conserving throw on their turns to break the result.Gentle repose: I obtain the ability to safeguard a corpse from being increased. Plus, I deserve to successfully extend the lifespan of increased zombies.
Level 5Animate dead: Raise a zombie. Party on.Gaseous form: I deserve to infuse right into my spores as a gaseous create, offering me a flying speed of 10 feet. In this state, I obtain advantage on Strength, Dexterity, Constitution saving throws and also has resistance to nonmagical damages. Plus, I deserve to squeeze in tight spots.
Level 7Blight: Necromantic power drains a targain of moisture and vitality—dealing 8d8 necrotic damage on a failed Constitution conserve. Plant creatures have disadvantage on the saving throw and take maximum damage.Confusion: Create a field of confusion, looking favor a 10-foot radius sphere of spores in my situation. Targets should succeed on a Wisdom saving throw or loss under the spells confusing results. These array from moving in random directions to hitting random creatures.
Level 9Cloudkill: 20-foot radius fog of sickening yellow green poison deals 5d8 poichild damage. Targets who finish or start their revolve in this cloud need to make a Constitution conserving throw to take fifty percent damages instead.Contagion: On a successful assault roll, poikid an foe. The foe makes a Constitution saving throw on each of their turns. If they fail 3 saves, the fall under a lengthy list of conditions.
Consider druid spells like barkskin, cure wounds and flame blade…
Of course, I shouldn’t foracquire the list of standard druid spells, specifically in my initially few levels. I’ll want to take into consideration spells that fit with my fight strategy, role in the group and character theme. Healing, swamp-associated poiboy damage, area manipulation and also spells that benefit melee combat should all be thought about. For example:
CantripsDruidcraft: I can affix through spirits of nature—manipulating small plants, informing the weather, light a campfire or make sensory effects.Poiboy spray: On a failed Constitution saving throw, tarobtain takes 1d12 poichild damage. Having a damages spell as a canpilgrimage is constantly a good idea.Resistance: Touch one willing creature and also provide that creature 1d4 to include to a conserving throw. I’m reasoning I can usage this on myself or surrounding allies while facing magical foes.Thorn whip: Generate a vine whip that deals 1d6 piercing damage. Also, I deserve to pull an adversary 10 feet closer to me, dragging them into my Halo of Spores.
1st-level spellsCure wounds: Heals 1d8 + Wisdom modifier HP for me or an ally. I ca rise this healing by 1d8 for higher spell slots.Detect poiboy and disease: Being a swamp-loving fungus lover, detecting poison and also condition is a thematic alternative that benefits the party in adventure.Detect magic: I deserve to detect wright here a magic source is coming from and also what school it’s from.Animal Friendship: This spell is choose animal managing on steroids. I deserve to bond via creatures such as horses and also wildlife.
2nd-level spellsBarkskin: My skin transforms wood and also tough, and also my AC can’t be less than 16.Flame Blade: Generate a sword of fire that deals 3d6 fire damages on a hit. Lasts 10 minutes.Hold Person: On a failed Wisdom conserve, tarobtain is paralyzed. I’ll store foes in my Halo of Spores damages array.
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Lesser Restoration: I obtain the ability to cure poikid, blindness, deafness and paralysis.