Homebrew Emissary Species Details

Thought to only reside in the underdark with their colonies, myconid emissaries serve their sovereigns mysterious goals above ground. Recent expeditions into the underdark revealed some colonies adapting their myconids to represent their interests far away from the colony. These rare myconids, given the name: "Emissaries" by explorers, have been empowered by strange magic that would otherwise cause them to suffer from the same sunlight sickness that all other myconids do. This magic allows them to travel above ground without much hazard. Emisarries particularly excel in the darkest of caverns and dungeons and are regarded as intrepid and resilient explorers.

Like all myconids, Emissaries utilize spores to communicate with others and possibly pacify or combat them if those communications go sour.

Emissary Traits

Creature Type: Plant
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species. You can make this choice again when you gain a new character level.
Speed: 30 feet

As an Emissary, you have these special traits.

Effulgent Adaptability

Because of your magical adaptation, you do not die after one hour of sunlight exposure like other myconids do. This adaptation grants you advantage on saving throws against spells and magical affects that would otherwise expose you to sunlight or bright light. You are, however, not immune to all harmful effects that the sun brings and suffer a 5 ft penalty to your movement speed when exposed to sunlight. Until you reach 3rd level, you have disadvantage on all skill checks made when exposed to sunlight. 

This magical adaptation advances over time. Until you reach 3rd level, you have disadvantage on all skill checks made when exposed to sunlight. You gain resistance to fire damage when you reach this level. At 5th level, you have advantage on saving throws to resist or end the blinded condition on yourself.

Spell Examples: You have advantage on saving throws made to resist the effects of the Sacred Flame, Conjure Bonfire, Fireball, Daylight, Sunbeam, and Sunburst spells

Underdark Advantage

Living in the hazardous conditions in the underdark, you gain proficiency in one saving throw of your choice. When you make a check with a skill associated with the saving throw you chose, you have advantage on that roll. You only benefit from this trait when in darkness.

At level 5, you can see through 10 ft of magical darkness as if it were dim light.

Fungal Infestation

Your connection to your colony is strong despite your distance from it. You can cast the Infestation Cantrip using fungal spores as the material component. This does not count against the number of cantrips known. Using the spores from your own body you can cast the following spells, when you reach the appropriate character levels. You can do so without expending a spell slot once each per long rest.

  • At 3rd level, you can cast False Life
  • At 5th level you can cast Animate Dead

Your spores replace the material components needed for these spells.

Superior Darkvision

Because you are native to the underdark, you have darkvision at a range of 120 ft.

Telepathic Spellcaster

Because inability to speak, you meet the verbal requirements for casting spells with your telepathic communication. Casting spells in this way is not audible to others.

Languages

Your character knows at least two other languages: Common plus one language you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages. You communicate telepathically with other creatures at a range of 120 ft.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

Standard Languages
1d12 Language Origin
— Common Sigil
1 Common Sign Language Sigil
2 Draconic Dragons
3-4 Dwarvish Dwarves
5-6 Elvish Elves
7 Giant Giants
8 Gnomish Gnomish
9 Goblin Goblinoids
10-11 Halfling Halflings
12 Orc Orcs

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes