Homebrew Myconid (Mushroom Folk) Race Details

"Myconids are intelligent, ambulatory fungi that live in the underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies."  - From the Monster Manual

Spores. Myconids' principal form of communication is through spores, which they manipulate to allow other races to hear their thoughts. They can also use these spores to stun foes and to communicate distress.

Circles and Melds. The largest myconid in a colony is called the sovereign, who presides over one or more social groups called circles. Circles consist of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation in which the myconids' spores allow them to enter a sort of shared hallucination. Myconids consider melding to be the purpose of their existence, and use it in the pursuit of higher consciousness and spiritual apotheosis.

Myconid Reproduction. Like other fungi, myconids reproduce by sporing. They carefully control their spores' release to avoid overpopulation.

Myconid (Mushroom Folk) Traits

Most myconids live exclusively in the Underdark, but some - including your character - are better adapted to surface life.

Age

Myconids grow quickly, maturing at about 3 years of age. They live for about 60 years.

Ability Score Increase

Your Constitution score increases by 2, and your Strength score or your Wisdom score increases by 1.

Alignment

Myconids believe that each member of a group should be productive and contribute to the whole, tending toward lawful and good alignments.

Size

Compared to humans, myconids are short and squat. They range from 4'6" to 5' tall. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Darkvision

Myconids' eyes are well-adapted to seeing in dark caves. You have darkvision out to a range of 60 feet. Within that range, you can see in dim light as though it were bright light, and in darkness as though it were dim light.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Rapport Spores

As an action, you can emit spores in a 20'-radius sphere around yourself. These spores spread around corners and can affect only creatures with an Intelligence of 2 or higher and that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Distress Spores

When you take damage, all other myconids and creatures affected by your rapport spores within 240 feet of you can sense your pain.

Pacifying Spores

As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier.

One you use this feature, you can't use it again until you finish a long rest.

Starting at 5th level, you regain the use of this trait after finishing a short or long rest.

Spore Strikes

Your unarmed attacks deal an additional 1d4 poison damage on a hit.

Starting at 5th level, the extra damage increases to 2d4; starting at 10th level, the extra damage increases to 3d4.

Languages

You can understand Common and Undercommon, but can communicate only through your Rapport Spores feature.

Comments

Posts Quoted:
Reply
Clear All Quotes