Warlock Patron: The Mycellium

The Mycellium is a new patron for Warlocks in 5th Edition Dungeons and Dragons that focuses on the harnessing of disease, decay and poisons.

Warlock Patron: The Mycellium

Your patron is a collosal network of interconnected living things which all grow together in the damp, away from the light. These fungal entities are more than the sum of their individual organisms and bestow unsettling effects upon their domains. Mycellium patrons are often have simple desires, wishing to protect or expand their domains and resisting the impetus to spread their stain can often result in unpleasant. Beings of this sort include forests and swamps, ancient Myconid Sovreigns, and individual fungi that infect a single warlock.

Spells:

1st Purify Food And Drink, Ray Of Sickness
2nd Blindness/Deafness, Barkskin
3rd Plant Growth, Speak With Plants
4th Conjure Minor Plants, Evard’s Black Tentacles
5th Commune With Nature, Reincarnate

Fungal fruits

At 1st level you may use an action to cause the body of a small or larger creature, that is dead or at 0 hit points, to erupt in 1d6 fungal fruits per warlock level. A fruit can be consumed as an action, healing 1d4 hit points and counts as a ration. The fruits disintegrate 24 hours after being harvested from the body.
If the creature was not already dead when you used this feature, it dies. A body can only be the target of this ability once.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Tendril tomb

At 6th level you may choose a creature that you can see. As an action you cause vines and tendrils to emerge from nearby surfaces and the target must succeed a Strength or Dexterity saving throw against your spell save DC or be grappled. If the character is prone or within five feet of a wall or similar surface they also become restrained. a creature grappled and/or restrained by the mycological tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and is no longer grappled or restrained by the vines. You must complete a short or long rest before you can use this ability again.

Histamine Response

At 10th level when you complete a long rest you may choose a damage type from acid, cold, fire, force, lightning, necrotic, radiant or thunder. When you take damage of this type you may, as a reaction, exude a cloud of poisonous spores from your body. All hostile creatures within 10 ft must make a constitution save. A target takes poison damage equal to the damage you took of your chosen type, or half as much on a successful save.

Vessel of Affliction

At 14th level each disease or curse upon you increases the damage dealt by your Histamine Response feature by 1d10 and you do not suffer their adverse affects. Additionally, once per rest you may transfer one disease or curse from a creature you touch to yourself or vice versa as an action. If the creature is hostile you must make a successful spell attack. The target creature may choose to resist this effect by making a constitution save against your spell save DC. If it succeeds, the transfer fails.


Spell: Conjure Minor Plants

4th-Level Conjuration

Casting time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon plant creatures that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One plant creature of challenge rating 2 or lower
  • Two plant creatures of challenge rating 1 or lower
  • Four plant creatures of challenge rating 1/2 or lower
  • Eight plant creatures of challenge rating 1/4 or lower.

A plant creatures summoned by this spell withers into dust when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

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