## Path Spells
>|Level|Spells|
>|:-:|:-|
>|3rd|*Blindness/Deafness*, *Gentle Repose*|
>|5th|*Animate Dead*, *Gaseous Form*|
>|7th|*Blight*, *Confusion*|
>|9th|*Cloudkill*, *Contagion*|
## 3rd Level
### **Halo of Spores**
- 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 unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 12th level.
### **Symbiotic Entity**
- You gain the ability to channel your innate Pandora into your spores. As a bonus action, you can expend a spell slot or a use of your Spiritual Reinforcement feature to awaken those spores, 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, roll the damage die a second time and add it to the total.
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>- Your weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
- These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use this feature again.
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## 6th Level
### **Improved Symbiosis**
- Starting at 6th level whenever you activate your Symbiotic Entity feature you may grant half of your temporary hit points to a willing creature within 30 ft. While they benefit from those temporary hit points they gain any resistances you have and an additional 1d6 necrotic damage on their weapon attacks.
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- Whenever you grant temporary hit points to another creature you regain hit points equal to the temporary hit points granted.
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## 10th Level
### **Spore Savant**
- You gain mastery over your form. Your Halo of Spores and Symbiotic Entity features damage gains an additional damage dice. Additionally, whenever you restore hit points to another creature you may instead grant that value as temporary hit points.
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- You gain an aura with a range of 20 ft, whenever an ally with temporary hit points suffers damage that damage may be distributed amongst the allies in range as long as the damage redistributed doesn't exceed that creature's temporary hit points.
*Note: Whenever damage is distributed, the detrimental effects carried by the source of damage are carried along the method of distribution.*