Spore Warden
Champions of the mycelial network, they unleash lethal spores to devastate foes while nurturing allies with regenerative fungi. As masters, Spore Wardens shape the battlefield with toxic clouds that hinder enemies and deploy shields to protect comrades.
Connected to the vast and intricate fungal realm, they serve as powerful harbingers of both decay and resilience. With their unique ability to harness the strengths of their environment, they not only promote the natural cycle of decomposition but also rally their allies in times of need. Their presence can shift the battle's tide dramatically, turning the odds in favor of their companions and transforming the landscape of conflict itself.
Spore Warden Features By Level
In addition, whenever you use your Second Wind feature, you can forgo regaining hit points to instead unleash a spray of toxic spores. Choose one creature within 10 feet of you; that creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 1d10 + your proficiency bonus necrotic damage (half as much on a successful save).
When you hit a creature with a weapon attack you can deal an additional 1d6 necrotic damage as living spores burst into the wound. These benefits last until you lose all these temporary hit points.
Once you use Symbiotic Entity, you can’t use it again until you finish a short or long rest.
Once you use this feature, you can’t do so again until you finish a long rest.