Homebrew Capfolk Species Details

Capfolk may have sprouted from the ground, fell from the ethereal plane, or emerged from the Feywild, but their true origin is unknown. They are born from spores that can travel in the wind, and can live for 150 to 200 years. Wherever the Capfolk came from, when they arrived on the material plane they quickly became bound to fungi, forming an inseparable symbiotic relationship.  

In Capfolk culture each individual is not one being, but two, both fighting for survival. This creates an emphasis on togetherness in a Capfolk's mind, making their small tribes strongly connected. Their communities settle deep in woodlands and jungles where fungi are most abundant, and threats are least. Still, if something should endanger the tribe, they become a vicious force of skilled warriors. 

Once every century, or when something greatly endangers a tribe, a single member will be chosen. This individual must venture out to discover a new home in which release the spores of their people, and start a new generation of Capfolk. This is the most sacred mission of a Capfolk, and the chosen will put the protection of the spores over their life.  

Capfolk Traits

As a Capfolk, you have these special traits.

Forest Survivor

You have proficiency in the stealth and survival skills. 

Mushroom Protection

You have resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Mushroom Disguise

When you take the hide action you can attempt to look like a regular mushroom, rolling either dexterity (Stealth) or charisma (Deception). You have advantage on this roll.

Spore Cloud

As an action, create a 15-foot-radius sphere of spores centered on you. The sphere spreads around corners, and its area is lightly obscured. Creatures other than you within the sphere must make a constitution saving throw at the beginning of each of their turns. The DC of this saving throw is equal to 12 + you proficiency bonus. A creature that fails this saving throw takes 1d8 Poison damage and gains the Poisoned condition. A creature that succeeds takes half as much damage and ends the Poisoned condition. The cloud lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can do this a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

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