Homebrew Fungus Folk Species Details

Also known as myconids, the fungus folk are sentient fungi originating from the Underdark. The fungus folk tend to prefer quiet environments and have little active desire for violence, however, their strange nature has led to them being viewed as immediate threats.

Fungus folk are curious about the world that surrounds them, and many have taken to exploring new regions and cohabitating with other creatures that do not respond to them with hostility. Despite the influence of other species upon their understanding of culture and etiquette, fungus folk often have quirks as a result of their unique origins. The table below contains example quirks.

d8     Quirk
1 Your lack of the ability to smell results in an inability to discern if your own scent would be troublesome to others.
2 You struggle to understand emotional cues, as well as the overall purpose of emotions.
3 You have a fascination with rot and decay as both an energy source and a curiosity.
4 You plant cuttings of yourself to propagate your people further, some find this terrifying.
5 You are constantly covered in a layer of dirt and decay.
6 You haven't discerned the purpose behind romance and flirtation, and are often accused of "ruining the moment."
7 Your utilitarian view of death makes other cultures' funerary customs seem wasteful.
8 Other forms of plant life pique your curiosity, you often attempt to communicate with them on the off-chance they too are sentient.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical lifespan of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Fungus Folk Traits

As a fungus folk, you have the following racial traits.

Creature Type

You are a Plant.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Curious Origins

Your origins provide you with remarkable resilience, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
  • You do not need to eat, drink, or breathe.
  • You are immune to disease.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Rapport Spores

As a bonus action, you can release a cloud of spores in a 15ft radius centered on yourself. Any number of creatures (including yourself) within that radius can communicate telepathically with one another for 1 hour so long as they are no more than 30ft apart. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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