Homebrew Myconid Species Details

Myconids are a race of ambulatory fungus creatures. They were known for their peacefulness and appreciation of quiet, making their homes in the darker corners of the world.

Fungus Folk

Fungus folk were unique amongst the Underdark races for their complete aversion to violent behavior. A general distrust of outsiders was common among the Myconids due to their experience with most of other entities. Despite their suspicions however, Myconids were a thoughtful race willing to give shelter or allow passage through their colonies to those who approached with peaceful intentions. The life of a Myconid was strictly scheduled and split evenly between sleep, work, and 'melding'. Melding was the core of Myconid society, with separation from the process viewed as a frightening and pitiful fate. Violence and disharmony was near unheard of within Myconid societies as it adversely impacted the melding process and was largely unneeded.
 

Burdened by Time

Though Myconids enjoy life to the fullest, it’s not without reason. Because a Myconid only lives for 24 years, this might sadden the friends around a Myconid, but to a Myconid, this only encourages a Myconid to see the world more!
A constant thing a Myconid could worry about is whether or not they’ve done enough in their life or left an impact on the world. Some adventurous Myconids seek to leave their mark on the world through exploration and becoming a well-known adventurer. Other simpler Myconid folk reside home and “do their part” for their community. Regardless of their life choice, they make it with confidence and typically stick with it.
  Family and friends is a huge thing for Myconids. Through communicating often with their community each night, Myconids never miss the talk around “town”. Some look into developing poisons and helping out alchemists by providing spores. However, they are not oblivious to corruption as they are slow to trust folks that come only asking of things. It’s rare a Myconid can’t see through someone’s intentions as they have a strong sense of character. With how often they socially interact with one another, they easily can get read on people.

Myconid Traits

As a myconid, you have the following traits

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Age

Myconids reach adulthood at age 2 and live up to round 24 years.

Alignment

Myconid culture consists of stagnation and not really leaving outside their small civilizations, because of this myconids typically tend towards lawfulness and order to uphold their culture and tradition. Most are peaceful, friendly, and typically good natured creatures. However, expansionist myconids who almost obsess with expanding their community may lean towards neutrality or even evil.

Size

Myconids range from 2 feet tall at shortest to 12 feet tall at the highest, and are reasonably heavy regardless of height. You are Small, Medium, or Large (choose when you select this species).

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.

Earthbound

You can finish a long rest in 4 hours if you spend those hours rooted in loose soil and dirt, during which you are alerted and may wake up if any new creatures move within 30 feet of you. If you are part of a colony, you can spend that time telepathically communicating with them.

Fungal Disposition

You know one druid cantrip of your choice other than shillelagh. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this species).

Spore Speaker

When you talk, you can speak telepathically to creatures within 30 feet of yourself. The creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language.

As an action, you can distribute mind altering spores in that same range. For 10 minutes, you and creatures you choose can telepathically communicate with each other, so long as they speak a language and are within 30 feet. You can take this action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
    At 3rd level, this extends to beasts, even if they lack a language. At 5th level, this extends to plants in the area, as if speak with plants was cast. 

Languages

You can speak, read, and write Common and Undercommon.

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