Myconid Tamer

The Myconid Tamer thrives through a deep bond with fungal creatures, commanding the power of spores and symbiosis to control the battlefield and nurture allies. Drawing strength from their mycelial companion, they manipulate decay and growth to protect and overwhelm foes in wild and subterranean realms.


Bound to the ancient networks of mycelium, the Myconid Tamer forms a living connection with strange fungal beasts—using this link to enhance survival, coordinate attacks, and spread debilitating spores. Masters of natural balance and fungal magic, they guide their companions with instinct and wisdom, turning rot into resilience and growth into power.

Myconid Tamer Features By Level

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Spore Bond
1st Level Feature
You have formed a symbiotic bond with a myconid companion, a Small fungal creature linked to your vitality. You can communicate with it telepathically within 100 feet and understand its emotions and intentions.

Myconid Companion: Your companion can act independently but follows your commands. It uses your proficiency bonus for its attack rolls and damage rolls. It deals 1d6 + your proficiency bonus bludgeoning damage with its fungal tendrils.
It has AC 13 + your proficiency bonus and hit points equal to 8 + 1d8 per Tamer level.
It moves with a speed of 30 feet and can burrow 10 feet per turn.
Fungal Resilience
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Fungal Resilience
3rd Level Feature
You and your myconid companion gain resistance to poison damage and advantage on saving throws against being poisoned. Additionally, your companion regains 1d6 hit points at the start of each of its turns if it has at least 1 hit point.
Symbiotic Growth
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Symbiotic Growth
6th Level Feature
Your bond strengthens, allowing you to share vitality. As a bonus action, you can transfer up to 10 hit points between yourself and your myconid companion. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.
Spore Cloud
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Spore Cloud
10th Level Feature
As an action, you or your myconid companion can release a cloud of toxic spores in a 15-foot radius. Creatures in the area must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. While poisoned this way, they take 2d6 poison damage at the start of each of their turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature once per long rest, or twice if you expend a 2nd-level spell slot or higher.
Mycelial Grasp
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Mycelial Grasp
14th Level Feature
When you hit a creature with a melee attack, you can choose to attempt a grapple as part of the same attack. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained by fungal tendrils for 1 minute.

While restrained this way, the creature takes 1d8 poison damage at the start of each of its turns and each time it fails an escape check. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest.
Symbiotic Mastery
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Symbiotic Mastery
19th Level Feature
You can cast Plant Growth and Stinking Cloud once each without expending a spell slot. Regain these uses on a long rest.

Your myconid companion’s attacks deal an extra 1d6 poison damage.

Once per long rest, when your companion is reduced to 0 hit points, it instead drops to 1 hit point and immediately takes an action on its next turn.