Baldur's Gate 3

Baldur's Gate 3

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MisterRed Jul 21, 2023 @ 7:55am
What is a spore druid like?
Basically I haven't played actual DnD, but for my first character I wanna try multiclassing Monk and Druid. I was recommended in a thread like a week ago that Spore Druid would be the best multiclass with an open hand monk. But what do they do? The video/review I watched made it sound like they were some kind of psuedo necromancer who puts mushrooms on all their food, which I don't understand how that would work well with a monk.
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Showing 1-8 of 8 comments
Recjawjind Jul 21, 2023 @ 7:57am 
Halo of Spores
TCE p36
[–]
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity
TCE p36
[–]
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation
TCE p36
[–]
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores
TCE p36
[–]
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.


That's their features. (minus the one that's too high level for the level cap)
Last edited by Recjawjind; Jul 21, 2023 @ 7:58am
Settings Jul 21, 2023 @ 7:57am 
Mushrooms.
Lord Adorable Jul 21, 2023 @ 7:58am 
Think "Let me re-enact The Last of Us."
That's Spore Druid.
Settings Jul 21, 2023 @ 8:00am 
Step 1: Make Spore Druid
Step 2: Multiclass Necromancer
Step 3: ???
Step 4: Apocalypse
RakiaTime Jul 21, 2023 @ 8:01am 
smelly
MisterRed Jul 21, 2023 @ 8:01am 
Originally posted by Recjawjind:
Halo of Spores
TCE p36
[–]
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity
TCE p36
[–]
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation
TCE p36
[–]
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores
TCE p36
[–]
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.


That's their features. (minus the one that's too high level for the level cap)
Honestly sounds really cool. But it does make me wonder how I should distribute levels. At first I was thinking 4 Druid 8 Monk to get all 3 possible feats, but then I wouldn't get zombie. Seems tricky to optimize.



Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
Mushrooms.
Yummy
dolby Jul 21, 2023 @ 8:02am 
broken if they let me res the spider queen and have her as a pet if the level 6 Fungal Infestation works anything like gluts skill does...take 5 levels in BM ranger and you have an army pets to kill ♥♥♥♥ with.. or you can go monk 5...
Last edited by dolby; Jul 21, 2023 @ 9:44am
AsianGirlLover Jul 21, 2023 @ 8:05am 
Think of a necromancer, but they have a crippling addiction to the devil’s lettuce.
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Date Posted: Jul 21, 2023 @ 7:55am
Posts: 8