Homebrew Sporebound Species Details
Sporebound
The Sporebound are not born — they are made. Whether raised by the will of deep-circle myconid colonies, awakened by ancient druidic rites, or woven back into life by strange arcane magic, each Sporebound carries the undeniable mark of fungal transformation. Some were revived from death, their essence changed by spores that now course through their bodies. Others were reshaped willingly, seeking communion with the weave of life that pulses through mycelial networks across the world.
A Sporebound may still recall fragments or even much of their former life — a name, a face, a buried sorrow — but those memories blur within the hive-dream of their fungal rebirth. They walk with a foot in both worlds: the natural and the unnatural, the individual and the collective.
Though often raised by subterranean myconid colonies who cannot endure sunlight, Sporebound are able to traverse the world above, below, and in between. They act as envoys, scouts, or even quiet guardians, communicating dangers and discoveries to the mycelial network that created them through psychic spores or root-deep communion. In some cases, they’ve gone on to become adventurers, scholars, or even prophets of an emerging symbiosis between fungal life and mortal ambition.
Mycelial Nature
Sporebound often appear mostly humanoid, but their bodies carry visible signs of their altered nature. Iridescent fungal patterns bloom across their skin. Their eyes may glow faintly in the dark. Some develop bark-like growths, bioluminescent spores, or tendrils that twitch in rhythm with unseen networks. They do not breathe, do not sleep in the traditional sense, and they experience trance-like visions — sometimes prophetic, sometimes maddening.
In truth, the Sporebound are more than servants or vessels. They are evidence that the boundary between life and decay is not a barrier, but a door.
Sporebound do not age in a traditional sense. Some may appear preserved from the moment they were reanimated; others slowly change as the fungi within them grow stronger. While Sporebound do not reproduce, their existence suggests that new ones may always be made — willingly or otherwise.
Sporebound Traits
As a Sporebound, you have these special traits.Darkvision
You have Darkvision with a range of 60 feet.
Deathless Nature
- You don’t need to breathe.
- You have resistance to poison damage and resistance to saves against the poisoned condition.
- You don’t need to sleep, and magic can’t put you to sleep.
- You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness. Shared visions may occur during trance.
Rapport Spores
Invisible microbes in the air allow you to communicate where others cannot. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within 120 feet of each other. To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for 10 minutes. It ends early if you use this feature to connect with a different creature.
Speech of Spore and Root
You have the ability to communicate with fungi, plants, and vegetation through your connection to the underground mycelial network. They can understand the meaning of your words, though they may or may not respond back. You have advantage on all Charisma checks you make to influence them.
Fungi Magi
Your fungal awakening grants you limited access to natural magic and knowledge. From this knowledge, you gain proficiency in the Nature skill, and you can cast the cantrip Druidcraft. When you cast this spell, you can choose to make yourself glow in iridescent dim light for 10 minutes after you cast the spell, out to a range of 20 feet.
You start with a level 1 spell known when you choose this species, and when you reach character levels 3 and 5 you learn higher-level spells, as shown on the table below. You always have these spells prepared. You can cast each of them once without using a spell slot, and you regain the ability to cast each in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
| Character Level | Spell | Uses |
|---|---|---|
|
1 |
You know the Faerie Fire spell. | Once per day |
| 3 | You can cast Find Familiar. Your familiar may take a reanimated fungal familiar form. | Once per day |
| 5 | You can cast Locate Animals or Plants. | Once per day |
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Posted Jun 20, 2025Version 1. If and when the player gets to level 5 I will add the level 3 and 5 spells to the species. Still looking for a cool fungal familiar option to replace find familiar, so feel free to throw out any suggestions. :)
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Posted Jul 8, 2025This is an incredible homebrew species, thanks for creating!