Homebrew Agarica (Mushroom Folk) Species Details
Agarica are reticent cousins of Fairies. They prefer a quiet, serene environment surrounded by nature and many friends. Many choose to build their remote communities in particularly dark and damp settings, with most choosing abodes deep within forests or along secluded, wild coastline. As a coming of age, many Agarica spore or "travel on the wind", to interact with the rest of society for what is almost always the first and last time they leave home. If they do not return home, they establish new communities in untouched parts of the world, surrounded by those they consider platonic soulmates.
Varied Physiques
Agarica come in many shapes and sizes, though most stand no taller than 4.5 feet tall. They generally have a large cap, or pileus, atop their heads, which may contain small folds on the underside, containing magical spores. Some pilea caps are bulbous and colorful, dotted with white; others are earth toned and frilly, or even condensed and nearly translucent looking. On occasion, Agarica may even glow green or blue in the pitch dark.
Their skin may be any color but is generally very porous, and thus requires humid environs or at least frequent hydration. They have large eyes with no sclera or pupil, which due to their water content appear particularly luminous and perhaps even teary.
Their clothing is often made of thick materials like wool or even moss, which can contain water to protect them from dehydrating. They cherish adornment.
Reticent but Curious
Agarica are generally quiet but open up among those they fully trust, often surrounding themselves with like-minds. They harbor few dreams of gold or glory, instead preferring a rough-hewn but relaxing atmosphere. They generally consider themselves as part of a larger cycle of nature and take any challenges in stride, welcoming rather than fearing death. They are generous, sharing what they have and favoring community over the individual. However, their reserved nature can deter groups which prize charisma over utility.
Making Use of the Old
Agarica pride themselves of reusing and recycling as many items as they can. They prefer to barter than to trade gold, and tout their survival instinct and skills with nature to others. They are generally welcomed into communities with humans or elves, making themselves valuable but prone to being taken advantage of. They thrive at night, and often are roped into doing dirty jobs solely because they are more comfortable in those roles than most.
They work readily with others, are loyal to their friends, and can display remarkable ferocity when their friends, families, or communities are threatened. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.
Magic Mushrooms
Related to Fey, Agarica have an affinity for magic and an innate sense of trickery that they may try to resist until provoked. The spores hiding under their caps are one of many ways to channel their magic, and can be either communicative or poisonous.
Agaric Names
Agaric folk have given names, family names, and possibly a nickname.
Male Names: Basidio, Augustus, Gill, Toad
Female Names: Amanita, Cocorra, Lamilla, Toadette
Family Names: Stipe, Muscaria, Rhizallis, Russula
Agarica (Mushroom Folk) Traits
Your Agaric character has a number of traits in common with all other Agarica.Muscarinic Magic
You know the Poison Spray cantrip. You also know the Color Spray spell, and can cast it once per short rest. You can use Charisma, Intelligence or Wisdom as your spell modifier.
Hydrate or Die-drate
In dry or hot climates, or if you are otherwise unable to access water, you have disadvantage on Constitution saving throws and your speed decreases to 15 ft.
Hallucinatory Trance
Similarly to elves, Agarica do not sleep but rather enter a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are aware of your surroundings and notice approaching enemies and other events as normal.
Age
Agarica reach adulthood at the age of 20 and generally live no longer than 75 years.
Ability Score Modifiers
You gain proficiency in Nature and Arcana.
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 can't discern color in Darkness, only Shades of Gray.
Languages
You can speak, read, and write Common, Sylvan, and Elvish.