Homebrew Forest Myconid Species Details

Forest myconids are the surface-dwelling cousins of the Underdark's fungal denizens. They have moved into large forests and gloomy underbrush to make contact with surface beasts and plants. Most of them live peacefully in small communities, hidden to most outsiders.
These myconids have adapted to the sunlight and have dropped bright colours in favour of shades of brown and black, with the occasional white-and-redcap specimen.

These fungal folk have a propensity for adventure and exploration that their Undedark counterpart lacks, which leads them to human villages in search of purpose.Their lack of language makes for an interesting and weird travelling companion.


Most forest myconids repent violence and never attack unless provoked. Some of them fall to the demon lord Zuggtmoy's influence and become evil and twisted.

Forest Myconid Traits

Being accustomed to forest life, you have a diverse portfolio of skills, some of which come from your Underdark lineage.

Ability Score Increase

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

Age

Forest Myconids are slightly more long-lived than their Underdark counterpart. They mature from sprouts in about 10 years and become fully fledged adults at 12. They live to be about 30 years old.

Creature Type

You are a Plant.

Size

Forest Myconids range from 3½ to 6 feet tall and weigh about 120 lbs. Your size is Medium.

Speed

Your walking speed is 30 feet.

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 can't discern color in darkness, only shades of gray.

Fungal Constitution

You have advantage on saving throws against being poisoned, and you have resistance to poison damage. In addition, you gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival.

Bulky Stumps

You have arm-like stumps that you can use to make unarmed strikes. When you hit with them, your strike deals 1d4 + your Strength modifier bludgeoning damage and 1d4 poison damage, instead of the normal damage for an unarmed strike.

Blinding Spores

As a bonus action, you can eject spores at a creature you can see within 10 feet of you. The target must succeed on a Constitution saving throw. On a failure, the target is blinded and can't take reactions until the start of its next turn. The DC equals 8 + your proficiency bonus + your Wisdom modifier. 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.

Minor Rapport Spores

You constantly emit spores extending from you in a 30-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2
or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with you while they are in the spore's radius.

Languages

You cannot read, write or speak any language and can only communicate via your Minor Rapport Spores trait.

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2023 9:12:47 AM
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