Homebrew Spore Farmer Gastropod Species Details

 

 

  • Gastropods

    Medium Aberration, Typically Neutral

    Overview:
    Gastropods are a unique race of magical snails transformed by a magical mishap. Originally common snails, they have grown to a height of about 5 feet, becoming sentient and highly skilled in magic. Their societies are diverse and adapt to various environments, making them renowned for their formidable arcane abilities.

    Physical Description:
    Gastropods have greenish-yellow skin that shimmers with a subtle, magical sheen. Their shells are dark brown with intricate spiral patterns and vary depending on their environment. They possess skin flaps functioning as arms and hands, which allows them to manipulate objects and cast spells effectively.

    Society and Culture:
    Gastropod society values magical knowledge and scholarly pursuits. Originating from a single magically-altered snail, their culture revolves around the study and practice of magic. Over time, they have spread to various regions, adapting to different environments and developing distinct subcultures. Despite these variations, they maintain a strong sense of kinship and shared heritage.

    Racial Traits:

    • Retreat: As a reaction, a Gastropod can withdraw into its shell, gaining a +7 bonus to its Armor Class. While retracted, the Gastropod cannot take any actions that require movement or manipulation, including attacking or casting spells.

    • Snail Speed: As a bonus action, a Gastropod can exit its shell to move with extraordinary speed. For 1 minute, the Gastropod’s speed increases to 50 feet. During this time, it loses its Armor Class bonus, making it vulnerable to attacks.

    • Slime Skin: The Gastropod's skin exudes a magical, slippery slime. Any creature attempting to grapple a Gastropod must make a Dexterity saving throw (DC equal to 8 + the Gastropod’s Dexterity modifier + proficiency bonus). On a failed save, the creature has disadvantage on the grapple check. Additionally, the slime allows the Gastropod to climb surfaces at half its normal movement speed.

      • Spore Farmer

        Medium Aberration, Typically Neutral

        Overview: Spore Farmers are a rare sub-race of gastropod that have developed a unique relationship with fungi and spores. Adorned with mushrooms and moss on their shells, these gastropods use their spore-based abilities for both defense and offense. They thrive in damp, dark environments and are known for their resilience to poison and paralysis.

        Racial Traits:

        • Fungal Resilience: You have resistance to poison damage and advantage on saving throws against being paralyzed. This reflects your body's adaptation to handling and utilizing toxic spores and fungi.

        • Spore Infusion: As an action, you can use the mushrooms and moss on your shell to inflict harm. Make a melee weapon attack using your fungal growths. On a hit, the target takes an additional 1d6 poison damage. This damage increases to 2d6 at 11th level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after completing a long rest.

        • Spore Burst: As an action, you can release a burst of toxic spores in a 20-foot radius centered on a point you choose within 30 feet of you. Each creature in this area must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. A poisoned creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this trait once, and you regain its use after a long rest.

 

Spore Farmer Gastropod Traits

Fungal Resilience: You have resistance to poison damage and advantage on saving throws against being paralyzed. This reflects your body's adaptation to handling and utilizing toxic spores and fungi. Spore Infusion: As an action, you can use the mushrooms and moss on your shell to inflict harm. Make a melee weapon attack using your fungal growths. On a hit, the target takes an additional 1d6 poison damage. This damage increases to 2d6 at 11th level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after completing a long rest. Spore Burst: As an action, you can release a burst of toxic spores in a 20-foot radius centered on a point you choose within 30 feet of you. Each creature in this area must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is

Fungal Resilience

You have resistance to poison damage and advantage on saving throws against being paralyzed. This reflects your body's adaptation to handling and utilizing toxic spores and fungi.

Spore Infusion

  • Spore Infusion: As an action, you can use the mushrooms and moss on your shell to inflict harm. Make a melee weapon attack using your fungal growths. On a hit, the target takes an additional 1d6 poison damage. This damage increases to 2d6 at 11th level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after completing a long rest.

Spore Burst

  • Spore Burst: As an action, you can release a burst of toxic spores in a 20-foot radius centered on a point you choose within 30 feet of you. Each creature in this area must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. A poisoned creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this trait once, and you regain its use after a long rest.

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