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A small mushroom of the same subrace type as you begins to grow out of your body (Usually the lower body or the top of your cap). After an hour, this mushroom sucks enough magic out of your body to grow little nubby arms and legs, have a little face, standing around 6-8 inches, and gains the intellect of a small animal such as a rat or bunny. It then separates from you and acts as a companion. Your mushroom companion acts independently of you, but it always obeys your commands. In combat, any mushroom companions you have take their turns immediately after yours. While one of your companions is within 10 feet of you, you can fully understand its intent telepathically. This companion can be attached to a creature allowing the shroomfolk species to communicate with any other intelligent species. When a companion drops to 0 hit points, it shrivels and dies. If any companion dies, you can grow a number of them back equal to the number of times you took this feat minus the number of companions still alive after focusing on it over the course of a short or long rest. You initially start with this feat as a Shroomfolk and you can take this feat multiple times, in which you’ll be able to have multiple companions at once. See stats for the Mushroom Companion below.

Mushroom Companion

Tiny plant, unaligned

Armor Class 10
Hit Points 7 (2d4+2)
Speed 15 ft.

STR: 2(-4) DEX: 10(+0) CON: 12(+1) INT: 2(-4) WIS: 12(+1) CHA: 7(-2)

Skills Persuasion +0
Damage Vulnerabilities acid, fire
Damage Resistances force
Damage Immunities poison
Senses passive Perception 11
Languages —
Challenge 1/8 (25 XP)

Body Integration: The mushroom companion almost fully integrates with a species minus its cap protruding from the point of entry. This allows communication between the affected and the Shroomfolk this companion belongs too. The creature must either be willing and take 1d4 damage, or fail a Constitution check DC 14. If they succeed the companion will just be unable to ingrate with the creature. 

Just Cute. The mushroom companion has advantage on persuasion checks against creatures not currently in combat.

ACTIONS

Tiny Punch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1(1d1) bludgeoning damage.

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