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Martial Archetype
Notes from the Nails: sometimes, an idea just comes to me and just works, you know? I’m really happy with how this one came out. It’s so simple, but so effective.

Fungal Fighter

Whether by accident or by choice, a fungal fighter’s body is suffused with parasitic lifeforms: crusty shelf fungi, bulbous mushrooms, creeping molds, and colorful lichens. Although that might sound unpleasant, a fungal fighter actually has a symbiotic relationship with their fungi, which brings benefits to both parties. In exchange for a steady supply of high quality food, the parasites can make their host stronger and tougher, immune to poisons and diseases, and capable of releasing clouds of toxic spores as a defensive technique.

Fungal Resilience
Beginning at 3rd level, a colorful suit of living fungi clings to your body. When you are not wearing armor, your AC equals 17. While using this feature, you count as wearing armor for the purposes of the Defense fighting style.

 

Mycotoxin
Also at 3rd level, you can use a bonus action on your turn to secrete a dose of poison onto a melee weapon you are holding. This poison functions as per the basic poison.
     You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you complete a long rest.

Symbiotic Immune System
From 7th level, you are immune to disease and to being poisoned.

Circle of Life
At 10th level, you gain the ability to absorb nutrients from creatures that you kill. When you reduce a hostile creature to 0 hit points with a melee attack, you gain temporary hit points equal to your Strength modifier + your fighter level.

Embodiment of Decay
By the time you reach 15th level, the fear within you is beyond anything a human soul can make and you cannot be killed in a way that matters. If you die and your body is buried in natural soil or left in a cold damp place, you return to life with 1 hit point after 24 hours. This ability has no effect if your body is dismembered or burned.

Spore Cloud
When you reach 18th level, you can use an action to spray toxic spores in a 30-foot radius around yourself. Each creature in the area other than you takes 5d8 poison damage, or half as much on a successful Constitution saving throw. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. 

 

 

 

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