Homebrew Myconid Species Details
Physical Description
Ranging anywhere from 4 to 6 feet Myconids are brightly coloured fungi creatures who come in all shapes and sizes.Their physical features vary greatly from circle to circle and even within the circles themselves. The inside of a myconid has a soft texture similar to that of a mushroom however their bones are near the surface, and are hard and have a seemingly metallic feel. Because of their fungi origins myconids are very light, however, their endoskeleton does contribute something and they are usually between 20-30 pounds (9 to 14 kg) Though they are of a similar height to humans they are slow to move, however, their tough natural hide makes up for the disadvantage. All myconids have an aversion to sunlight and most do not wear clothes.
Myconid Traits
A group of fungi humanoids who inhabit the underdark.Ability Score Increase.
Your Constitution increases by +2, and Wisdom increases by +1.
Age.
Myconids reach maturity at 6 years old and can live to be a little over 1000 with the oldest ones becoming sovereigns.
Alignment.
Most myconids are True Neutral with good myconids are fairly common and evil myconids are very rare.
Size.
Myconids range from 4 to 6 feet and weigh 70 to 120 lbs. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Superior Darkvision.
Accustomed to the darkness of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.
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
Languages.
You can understand, read and write Common and Undercommon but not speak it.
Poisonous Spores.
Instead of taking Bludgeoning damage from your unarmed strikes, targets take Poison damage.
Melding.
Instead of sleeping, you enter a trance-like meditation that lasts for four hours. In this state, you can dream, and if another myconid or myconids are sharing this meld with you, you share all dreams and can communicate with them.
Pacifying Spores.
As an action, you can eject spores at one creature you can see within 15 foot of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain use of this trait once you have completed a short or long rest. However, this ability does not work under water or in heavy magical winds.
Rapport Spores.
A 20-foot radius of spores extends from you. These spores can go around corners and can only affect creatures with an Intelligence of 3 or higher that aren’t undead, constructs, or elementals. Affected creatures, of which you can choose a number equal to your Wisdom modifier excluding yourself, can communicate telepathically with one another while they are within 20 ft of you. This effect is always active when you are conscious. However, this ability does not work under water or in heavy magical winds.
Quirks.
d6 Quirk Description
1 Angel Dust. Your mushroom cap grows 1d4 small white spores daily that you can choose to shed as an action once per day. Eating a spore as an action will give a creature 1d8 temporary hit points.
2 Bioluminescence. A part of your body glows 10 ft of bright light, and an additional 5 ft of dim light. This dims to only emit 5 ft of dim light while you are melding. You can hide and reveal the glow using your bonus action.
3 Fecund. A small mushroom grows on your cap. This can be harvested once a week and eaten as an action to give you a week-long 1d4 bonus to any one skill check. You can not choose the same skill two weeks in a row.
4 Medicine. You can break off a small piece of your body and have a poisoned, diseased, or paralyzed creature ingest it. This ends one effect listed above of your choice if they have multiple. Alternatively you can stabilize an unconscious creature with this. You can use this feature once per Long Rest.
5 Porous. Your mushroom cap is of a strange porous nature that makes you exceptionally resilient. Once per long rest if you fail a Constitution saving throw you can reroll it. You can use either result.
6 Thick Skin. Due to your hearty outer wall, you gain a permanent +1 bonus to your AC.
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