Homebrew Myconid Species Details
Myconids are intelligent, ambulatory fungi that live in the forests, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.
Circles and Melds
The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.
A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.
Cultural Pacifism
From a very early age, myconids are taught the virtues of empathy and pacifism. Material and worldly possessions are not chiefly important to myconids, so there is very little motivation for violence.
Myconid Reproduction
Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. Unlike most other humanoids, myconids take no pleasure from reproduction and feel very little connection to their offspring. Child rearing is a responsibility shared by the entire circle, and it is rare if young myconids can even identify their parents.
Myconid Traits
Lots of sporesAbility Score Increase
Your Wisdom score increases by 2 and your Constitution score increases by 1.
Natural Terrain Navigation
Movement speed is not effected by difficult terrain of a natural origin (With the exception of things like snow, knee deep water, ect).
Rapport Spores
All creatures within 60 feet of you with an Intelligence of 2 or higher that aren't undead, constructs, or elementals can communicate telepathically with you and with each other. You can suppress this ability at will.
Pacifying Spores and Hallucination Spores.
Pacifying - As an action, you can ejects spores at one creature you can see within 5 feet of you. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. Undead, constructs, and elementals automatically succeed this save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hallucination - As an action, you can produce spores that effect all creatures within 30 feet of you that aren't undead, constructs, or elementals. These creatures are all affected as per the cantrip minor illusion while you concentrate on the effect. The spell save DC for this effect is 8 + your Intelligence modifier + your proficiency bonus.
After using either of these traits, you cannot do so again until you finish a long rest.
Meld
When you take a long rest in the presence of two or more other myconids, you can meld with them. After melding, you regain all expended Hit Dice and gain one of the following benefits:
- You have advantage on the next saving throw you make in the next 24 hours.
- You can end one disease or one condition effecting you from among: blinded, deafened, paralyzed, or poisoned.
- You gain one inspiration point.
Fungal Regeneration
Myconids can extend their forms in to the ground to recover at an increased rate. Whilst you are in an appropriate outdoor area, with access to dirt or something similar, you only need 4 hours to complete a long rest.
Comments