dauntless/content/Classes/Barbarian/Path of Mycelial.md
2026-03-08 21:51:42 -06:00

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Barbarians who walk the Mycelial path deliberately infest themselves with fungal spores, cultivating a fungal membrane, a second fungal skin that grows over their own, letting the mycelium penetrate throughout their bodies. Some barbarians choose to keep the presence of their second skin secret, keeping any visible signs beneath clothing, while others cultivate artistic patterns that resemble tattoos that they display proudly. As a Mycelial barbarian grows in power, their fungal membrane becomes more pronounced and prominent. Veteran Mycelial barbarians are entirely crusted over with fungal growths.

When a Mycelial barbarian enters a rage, their fungal membrane releases spores that remain active for the duration. These spores power some of their abilities but become quiescent when the barbarian isnt in rage. 

Certain sects of Mycelial barbarians revere mycolid culture and go on pilgrimages to mycolid settlements hoping to gain a better understanding of the fungi they are in symbiosis with. Savvy mycolids take advantage of this reverence, often setting tasks for the barbarian that help the mycolid collective.

Mycelial Progression
Barbarian Level Features
3rd Spore Aura
7th Devour Death
11th Empowered Spore Aura
15th Fungal Rebuke

Spore Aura

3rd-Level Mycelial Feature 

While raging, the fungus on your skin releases an invisible cloud of spores that extends 10 feet from you in every direction, but not through total cover. This aura has an effect, based on the type of spores you emit, that activates when you begin raging, and you can activate the effect again on each of your turns as a bonus action. When you enter your rage, choose one of the following spores to emit for the duration of the rage:

  • Bolstering Spores. One friendly creature you can see within the aura has advantage on the next attack roll it makes before the start of your next turn. Each time you activate this feature, you can choose a different creature.
  • Phrenic Spores. One creature you can see within the aura has disadvantage on the next attack roll it makes against you before the start of your next turn, and you have advantage on the next save you make against its spells and other effects before the start of your next turn. Each time you activate this effect, you can choose a different creature.
  • Necrotic Spores. Each creature within the aura must succeed on a CON save (DC equals 8 + your PB + your CON modifier) or take necrotic damage equal to your PB.

Devour Death

7th-Level Mycelial Feature 

Your fungal membrane makes you resistant to necrotic damage and allows you to gain some vitality from death around you. If you start your turn with 0 HP and you are within 10 feet of a creature that died no less than 1 hour ago, you have advantage on any death saves you make. If you are at 0 HP and become stable while within 10 feet of such a creature, you also regain HP equal to your PB, as your fungal membrane absorbs nutrients from that creatures corpse. If you regain HP in this way, that creature is no longer a valid target for this feature.

In addition, if you expend one or more hit dice during a short rest to regain hit points, and you are within 10 feet of a creature that died no less than 1 hour ago when you do so, you regain additional hit points equal to your PB.

Empowered Spore Aura

11th-Level Mycelial Feature 

The cloud of spores you emit becomes more potent. The effect of this potency changes depending on the type of spores you are emitting.

  • Bolstering and Phrenic Spores. When you emit bolstering or phrenic spores, you can now choose a number of creatures up to your PB, and those creatures can be within 30 feet of you rather than within 10 feet of you.
  • Necrotic Spores. While you are emitting necrotic spores, you can choose for your melee weapon attacks to deal necrotic damage instead of their normal damage. In addition, when a creature in this aura is reduced to 0 HP, you gain temporary hit points equal to your PB. If necrotic damage reduced the creature to 0 HP, you gain temporary hit points equal to double your PB instead. These temporary HP last until expended or until you finish a short or long rest.

Fungal Rebuke

15th-Level Mycelial Feature 

Your fungal spores can react to mortal danger. When a creature hits or misses you with an attack while within 10 feet of you, you can use your reaction to deal necrotic damage equal to half your barbarian level to that creature.