Homebrew Spore Species Details

There are many varieties of fungi, and each troop is different. Generally they are peaceful and secretive, preferring remote areas to form communities. The entire troop contributes to raising new Spores and caring for existing Spores. A Spore’s entire goal is to contribute to their troop and make life better. Spore’s are generally not interested in violence, although some troops have been known to form raiding parties and ransack entire villages.

Spore Traits

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Ability Score Increase

Your Wisdom increases by 2, and your Constitution increases by 1.

Age

Spores grow quickly reaching maturity around 10. They can live incredibly long lives, and it is very rare that a Spore dies old age. However, older Spores, usually in their hundreds, tend to return to care for their troop and share their life experiences. In other cases, they go on to form new troops, taking with them the wisdom of their long life.

Alignment

Spores have a strong sense of community and morals, so they tend to be good or neutral aligned. They will follow their troop’s moral code, which may not always align with the law. In many cases, they are neutral to chaotic.

Size

Spores can be between 2 and 4 feet, your size is Small.

Speed

Your base walking speed is 25 feet. You have a climbing speed of 15 feet on natural surfaces, slippery surfaces do not impose disadvantage on your climbing speed. You have a climbing speed of 5 feet on synthetic surfaces.

Darkvision

You are accustomed to life underground and have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Fungal Nature

You have a resistance against poison damage and advantage on Constitution saving throws.

Spore Cloud

You can release a cloud of spores that fills a 10 foot sphere centered on yourself. Each creature within the sphere must make a Constitution saving throw equal to 8 + you Constitution modifier + your proficiency bonus. The creature takes 1d10 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. Once you use this feature, you cannot use it again until you finish a short or long rest.

Languages

You can speak, read, and write Common. Additionally, you can cast speak with plants at will.

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