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

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Halo of Spores
1st Level Feature
You gain proficiency in the Nature skill.

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).

Symbiotic Entity
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Symbiotic Entity
3rd Level Feature
The spores slumbering within you awaken in a surge of fungal life. You gain temporary hit points equal to 4 for each level you have in this class.

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.

Mycelial Restoration
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Mycelial Restoration
6th Level Feature
Your bond with the spore network lets you turn its decay into rejuvenation. Whenever you use your Second Wind feature, you can choose up to three creatures of your choice within 60 feet who are allied with you. Each of those creatures regains hit points equal to your Warden level, as the spores you expel knit their wounds and bolster their vitality.
Mycelial Conduit
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Mycelial Conduit
10th Level Feature
You become a living nexus for fungal energy. Whenever a creature you have healed with your Mycelial Restoration feature regains hit points, you can reach out with your spores to cleanse them: remove one condition affecting that creature (such as blinded, deafened, frightened, paralyzed, poisoned, or stunned).
Fungal Body
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Fungal Body
14th Level Feature
The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated. You can replenish Symbiotic Entity as an action once per long rest.
Zuggtmoy’s Protection
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Zuggtmoy’s Protection
19th Level Feature
You become a living avatar of the Demon Queen of Fungi. As a bonus action, you call upon Zuggtmoy’s blessing to envelop yourself in a 30-foot aura of dense spores that move with you. For 1 minute, you gain resistance to all damage, any creature in the area that hits you with an attack takes necrotic damage equal to your Warden level, and the area becomes difficult terrain for your enemies.

Once you use this feature, you can’t do so again until you finish a long rest.