Identity
Bloom Druids treat the Myrrhiam not as monster but as biome — a vast, slow, distributed cognition that converts worlds the way a forest converts a fallen tree. Some Bloom Druids are full members of an annexed sub-hive; most are unaffiliated channelers who have learned to read fungal signal at the edges of contested worlds, broker passage with the Bloom-mind for diplomatic ends, and channel through the breakdown-and-renewal logic of decay. They are unsettling to many cultures, including some of their own Druidic peers, and they know it.
Features
- L3 Sporecaller
You can summon and shape a controlled patch of living spores. As an action, choose a point within Near range that you can see. A 10-ft-radius patch of spore-cloud fills that area for 1 minute, lightly obscuring sight (creatures within or behind the cloud are partially concealed). When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution save against your channel save DC; on a failure, it takes 2d6 poison damage and is Poisoned until the end of its next turn (allies and yourself are immune to this effect). The damage increases by 1d6 at Druid levels 7 (3d6), 11 (4d6), 15 (5d6), and 18 (6d6). You can use Sporecaller a number of times equal to your proficiency bonus per long rest. You may also expend a channel slot of 2nd level or higher to extend the patch's duration to 10 minutes and its radius to 20 ft.
- L7 Hivemind Whisper
You can establish a limited, one-way listening channel to nearby fungal-aligned creatures and biomes. As a 10-minute ritual during a short or long rest, attune to your current location; while within 1 mile of the attunement point (or within any Myrrhiam-converted area regardless of distance), you can sense the rough emotional register and aggregate intent of any fungal-aligned creatures in the area and exchange concept-cluster messages with willing Myrrhiam-aligned hivemind nodes. You also have advantage on Charisma (Persuasion, Deception, or Insight) checks made against Myrrhiam-aligned creatures during negotiation, and disadvantage on Stealth checks made against them once they have detected you at all (they read your channeling signature). Hostile Bloom-mind nodes may attempt to read back: if a node specifically attempts to invade your cognition during this contact, you make a Wisdom save against the node's DC or grant the node surface-thought access for 1 minute.
- L11 Bloom Ward
You become a node of the Bloom yourself. You gain resistance to poison damage and to necrotic damage, and immunity to the Poisoned condition. Additionally, when a creature within 5 ft of you hits you with a melee attack, you may use your reaction to release a reflexive spore-puff: the attacker takes 2d8 poison damage and must succeed on a Constitution save against your channel save DC or be Poisoned until the end of its next turn. You may use this reaction a number of times per long rest equal to your WIS modifier (minimum 1). You may also, as an action, summon a small spore-construct ally — a fungus-clad humanoid silhouette of CR 1, with statistics equivalent to a Druid-summoned mid-tier nature ally — for 1 hour or until reduced to 0 HP. You can summon one spore-construct per long rest.
- L15 Decomposer's Touch
Your touch carries both rot and the renewal that follows it. As an action and the expenditure of a channel slot of 1st level or higher, touch one creature within your reach. Choose one of: • **Rot:** The target takes 4d8 necrotic damage and its movement speeds are halved until the end of its next turn (Constitution save against your channel save DC for half damage and no speed reduction). Damage increases by 1d8 per slot level above 1st. • **Renew:** The target regains 4d8 hit points, ends one disease or one poison effect on itself, and gains 5 temporary HP. Healing increases by 1d8 per slot level above 1st. Unwilling creatures targeted by Renew automatically succeed (the effect simply has no target). You may use this feature as often as you have channel slots to spend.
- L18 Become Bloom
Once per long rest, as an action, you become a localized expression of the Bloom-mind for 1 minute. During this time: • You and the area within 30 ft of you fills with a slow, twilight-colored spore haze. Allies in the area gain resistance to necrotic and poison damage. Hostile creatures that enter the area for the first time on a turn or start their turn there must make a Constitution save against your channel save DC; on a failure, they take 3d8 necrotic damage and are Poisoned until the end of their next turn. • You may move through other creatures' spaces, ignore difficult terrain, and benefit from a flying (hover) speed of 30 ft. • Once per turn as a bonus action, you may anchor a Bloom-Mark on any one creature you can see within Near range. A Bloom-Marked creature has its movement speed reduced by 10 ft, takes 1d8 necrotic damage at the start of each of its turns, and is visible to you through any obscurement while marked. The mark lasts until the form ends, or until the creature dies; on death, a small spore-bloom erupts from the corpse, producing a 5-ft Sporecaller patch as if you had cast it. • You can speak with the Bloom-aligned dead within 30 ft as if using the speak-with-dead channel, with no time-since-death restriction. The form ends early if you are reduced to 0 HP.