Homebrew Myconid (Bedlam) Species Details

Majestic and Wild

Myconids resembled giant fungi ranging from 2-12 feet tall, with their main distinguishing feature being their limbs. Their upper half split into a pair of arms below their caps and their lower half divided into a pair of legs at the stump. Each extremity was pudgy and broad, with their hands ending in two stubby fingers and a thumb, and their feet hosting numerous vestigial toes. This number was not absolute however, with some fungus folk hosting more than the usual number of limbs and/or digits. The bloated flesh of most myconids ranged in coloration from purple to gray. Two eyes rested on their caps, perfectly concealed against the rest of their spongy skin when shut. Some fungus ones secreted a poisonous ooze from near everywhere but their hands.

Myconid Abilities

Languages

You can speak, read, and write Common and Undercommon or one other language that you and your DM agree is appropriate for the character.

Telepathy

You can speak telepathically to any creature within 30 feet of you that you can see. The creature understands you only if the two of you share a language.

Spores

  • Animating Spores

If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it through your spores, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animated for 8 hours, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

  • Poisonous Spores

As an action you may emit spores into a 10-foot radius centered on yourself. These spores can go around corners. Each creature must succeed on a Constitution saving throw or take a number of d6s of poison damage equal to your proficiency bonus and be poisoned until the end of their next turn.

  • Pacifying Spores

As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be charmed by you for 1 minute. While it is charmed by you, the creature may not attack or try to harm others. The target can repeat the saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.

Tethered Trance

Myconids don’t need to sleep. Instead, tether themselves to the earth, even on vertical surfaces, and meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, they gain tremorsense to the range of 30 feet and cannot be surprised. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fungal Fortitude

You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Myconid (Bedlam) Traits

They are mushrooms idk

Telepathy

You can speak telepathically to any creature within 30 feet of you that you can see. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Spores

Spores:

Any spore effect that requires a saving throw has a DC of 8 + your proficiency bonus + you Constitution modifier. You can release spores a number of times equal to your Constitution modifier (minimum of once), regardless of the type of spores released, after which you must finish a long rest before you can release any spores again.

  • Animating Spores

If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it through your spores, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animated for 8 hours, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

  • Poisonous Spores

As an action you may emit spores into a 10-foot radius centered on yourself. These spores can go around corners. Each creature must succeed on a Constitution saving throw or take a number of d6s of poison damage equal to your proficiency bonus and be poisoned until the end of their next turn.

  • Pacifying Spores

As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be charmed by you for 1 minute. While it is charmed by you, the creature may not attack or try to harm others. The target can repeat the saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.

Tethered Trance

Myconids don’t need to sleep. Instead, tether themselves to the earth, even on vertical surfaces, and meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, they gain tremorsense to the range of 30 feet and cannot be surprised. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fungal Fortitude

You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Ability Score Increase

Myconids gain a +2 bonus to one ability score of their choice and a +1 bonus score to another ability score of their choice.

Darkvision

Myconids can see in the dark up to 60 ft.

Languages

Myconids know Common and Undercommon.

Speed

Myconids have a move speed of 30 feet.

Size

You are a medium creature.

Type

Myconids are both humanoids and plants.

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