2nd-level Circle of Spores feature
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. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
2nd-level Circle of Spores feature
You gain the ability to channel magic into your spores. As a bonus action, you can awaken those spores. While this feature is active, you gain the following benefits:
When you activate your Halo of Spores, you can target each creature of your choice within 10ft of you.
When a creature hits you with a melee attack, you can cause them to take your Halo of Spores damage.
These benefits last for 10 minutes, or until you use this feature again. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a long rest.
6th-level Circle of Spores feature
Your spores gain the ability to infest a corpse and animate it. You can target the corpse of a medium or small creature that died within the last minute with your Halo of Spores feature 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. You cannot reanimate an Ooze, Elemental, or Undead with this feature. When you finish a Long rest, all zombies you control from this feature collapse and die.
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.
10th-level Circle of Spores feature
You gain the ability to seed an area with deadly spores. When you activate Symbiotic Entity feature, or 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 30-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early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.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. A creature can take this damage no more than once per turn. When a creature dies within the area, you can cause them to turn into a zombie under your control with your Fungal Infestation feature, if able, without using a charge.
While the cube of spores persists, you can’t use your Halo of Spores reaction.
14th-level Circle of Spores feature
The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.