The Gish-intended subclasses on full caster classes usually end up being played as a tanky spellcaster instead of as a spell-sword hybrid character. That is the case with Spores Druid. It's melee damage requires 1 turn to setup, is subpar from level 5 and completely irrelevant from level 11. The original Halo of Spores ability is a waste of a reaction to maybe deal 3-4 damage.
In this video, I propose some elegant changes to promote the gish playstyle more on the Spores Druid:
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**(New) Symbiotic Entity:**
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 3 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, you can also spend a spell slot of any level to inflict either the blinded, deafened, frightened, or poisoned condition (your choice each time you use this feature).
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. The necrotic damage increases to 2d6 at 10th level.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
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By making all the player options balanced, I hope to remove trap options for players that don't like to worry much about the nitty-gritty game mechanics. Also, when all the player options are roughly equivalent in power, we can worry a bit less about picking a powerful option and more about which option brings out the flavor we want.
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WHAT IF Spores Druid is a REAL GISH!? 🤯 D&D 5e
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