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(+) Circle of Spores, a Better Execution
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<blockquote data-quote="DeviousQuail" data-source="post: 8773459" data-attributes="member: 7025431"><p>Halo of Spores (2): As a reaction you cause your spores to poison a target within 10 feet of you (con save to negate). <em>No damage but infinite chance to poison opponents can be really handy for a subclass designed to be in melee. Don't have to fear those grapples as much.</em></p><p></p><p>Symbiotic Entity (2): Keep the THP, have it grant wis to attack/damage with melee weapons while active, make it a bonus action instead of an action. <em>This subclass has a clear melee focus but I'm not sure it works without shillelagh or being able to use wis in place of str/dex. Even with shillelagh you are using your whole first turn to enter fighting mode. They already figured out to make it a bonus action for moon druids and bladesingers.</em></p><p></p><p>Fungal Infestation (6): Either make it explode for necrotic damage or a once per day free casting of animate dead using your spores. <em>A 1 HP zombie a few times a day seems pretty weak. Best used to walk down a hallway you don't trust.</em></p><p></p><p>Spreading Spores (10): As a bonus action you can command your spores to deal 1d6 necrotic damage to every target of your choice within 10 feet while Symbiotic Entity is active. <em>The 1d6 necrotic comes back at a time when most classes are getting some kind of damage boost. It can be nice for forcing concentration saves along with your normal attack.</em></p><p></p><p>Fungal Body (14): No changes.<em> It's 14th level so it won't get a lot of play and I don't have any issues with what it gives</em>.</p><p></p><p>Overall, this version of the spore druid leans into a melee style of play.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8773459, member: 7025431"] Halo of Spores (2): As a reaction you cause your spores to poison a target within 10 feet of you (con save to negate). [I]No damage but infinite chance to poison opponents can be really handy for a subclass designed to be in melee. Don't have to fear those grapples as much.[/I] Symbiotic Entity (2): Keep the THP, have it grant wis to attack/damage with melee weapons while active, make it a bonus action instead of an action. [I]This subclass has a clear melee focus but I'm not sure it works without shillelagh or being able to use wis in place of str/dex. Even with shillelagh you are using your whole first turn to enter fighting mode. They already figured out to make it a bonus action for moon druids and bladesingers.[/I] Fungal Infestation (6): Either make it explode for necrotic damage or a once per day free casting of animate dead using your spores. [I]A 1 HP zombie a few times a day seems pretty weak. Best used to walk down a hallway you don't trust.[/I] Spreading Spores (10): As a bonus action you can command your spores to deal 1d6 necrotic damage to every target of your choice within 10 feet while Symbiotic Entity is active. [I]The 1d6 necrotic comes back at a time when most classes are getting some kind of damage boost. It can be nice for forcing concentration saves along with your normal attack.[/I] Fungal Body (14): No changes.[I] It's 14th level so it won't get a lot of play and I don't have any issues with what it gives[/I]. Overall, this version of the spore druid leans into a melee style of play. [/QUOTE]
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