Homebrew Agarics Species Details

Agarics originate from fungi in swamplands and bogs. No-one knows the exact requirements for a regular mushroom to turn into an Agaric but it is generally agreed that some latent magical energy must have gathered in the vicinity when they sprout.
VARIED AND FAR-REACHING
Agarics can spring up in the middle of a vast swamp or at the edge of a small boggy pond. Anywhere that fungi can naturally be found, so can Agarics. They are typically genderless, however some choose to identify as male, female or some combination of the two. With the vast differences in origin locations and fungi species there are no stereotypes in this race. An Agaric could be extremely cheery and agreeable, very grumpy and rude or anywhere in between.
AGARIC NAMES
Agaric name themselves and therefore names tend to reflect their personality. They do not have family names as they are not born in the traditional sense, instead they consider all other Agaric a part of their family.

Agarics Traits

Agarics have the following traits

Ability Score Increase

Your Constitution score increases by 2.

Age

Agarics instinctively know how old they are when they spring into existence and can live for up to 500 years. When they reach around 400 years old they start to meld into the environment, producing offspring that would grow from their body.

Size

Agarics can range from 3 to 6 feet tall, and your weight can be anywhere from 40 to 160 lbs. You can be Medium or Small. You choose your size when you gain this race.

Speed

You have a walking speed of 25 feet.

Spore Telepathy

You emit small, barely perceptible spores in a 30-foot radius around you. These spores allow you to communicate telepathically with creatures who can understand at least one language. Most Agaric prefer to use this telepathic, non-verbal form of communication.

Superior Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you 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 gray.

Evergrowing Harvest

You grow small mushrooms over your body as a side effect of your rapid growth. You can harvest these to provide enough food to feed a Medium creature for 1 day. Once you use this ability, you cannot use it again until you finish a long rest.

Nocturnal Growth

If you take a long rest at night while in contact with soil, you may enter a period of deep sleep for 4 hours. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Languages

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

Bitor

Bitor agarics have developed to use their spores to a tactical advantage when trying to stop an enemy from attacking them.

Ability Score Increase

Your Charisma score increases by 1.

Pacifying Spores

As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your
Constitution modifier or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. You regain use of this trait once you have completed a short or long rest.

Fetid

Fetid Agarics have evolved to create a balance of toxins, using their power over the toxins that course through themselves to cure others of being poisoned, and poisoning others with their spores.

Ability Score Increase

Your Intelligence score increases by 1.

Detoxify

Once per long rest you can use an action to touch a creature and end the poisoned condition on them.

Toxic Spores

You can use a reaction to let out a pulse of poisonous spores from your body. Each creature in a 15-foot radius must make a Constitution saving throw, DC equals 8 + your Constitution modifier + your proficiency bonus. You may choose a number of creatures up to your proficiency bonus to avoid these spores. You are immune to your own poison spores. On a failed save, a creature takes 2d6 poison damage and is poisoned for one minute. On a success, a creature takes half as much damage and is not poisoned. A creature affected by the Spore Cloud poison effect can repeat the saving throw at the end of their turn each round. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your spore cloud, you can't use it again until you have completed a long rest.

Fettle

Fettle Agarics have evolved a way to use their spores to heal themselves and others.

Ability Score Increase

Your Wisdom score increases by 1.

Rejuvenating Spores

When you see a creature take damage you can use a reaction to cause a flurry of spores to rush out of you and into the skin of all creatures in a 15-foot radius. These spores are regenerative and cause creatures they touch to regain a number of hit points equal to your proficiency bonus. You cannot use this ability again until you have completed a long rest.

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