Myconid

Created by GabeGrimoire
An odd race of fungus people, the myconids dwell in the dark corners of Agathok, and are said to have originated from the Underdark. They are peaceful creatures who are deeply rooted in their colony, with each given a task at birth which is reflected in their bodies and natural abilities. In general, there are those who make the colony, those that defend it, and those that expand it.   Myconids share many noticeable characteristics often seen in fungus, with pudgy and broad bodies, arms and legs, and stubby fingers and toes. The number of fingers and toes, much like their size, can vary from one myconid to another. Their “skin” and caps often take white or brown shades, though it’s not unheard of for some to be birthed with unique coloration like blue or red. Additionally, some myconids can appear more mushroom or fungus like, while others appear more humanoid (though still very fungus appearing).  

For the Colony

It is very rare for a myconid to leave their colony, but not unheard of. Myconids are born and raised within a colony, with natural instincts and expectations that urge them to continue to care for it. They grow quickly, and gain the ability to reproduce (via spores), just as quick. Many exist simply to sleep, work, meld (meditate via spores), and repeat.   A select few however, might leave the colony for one reason or another. Consider why your myconid character turned to a life of adventuring. What happened to their colony? Why are they separated from their colony? Are they trying to make a new colony?  

Myconid Names

Myconids don't inherently use names as they've never required one. If one needs to speak to another, their spores enable them to do so and as such, a name is rarely needed. Only when a myconid interacts with other species, would they then perhaps inherit a name. When they do, it is usually one suggested to them by others, or something easy to pronounce. Regardless, though a myconid's name may give an indication of gender, they usually see no difference as they are born agender.  

Myconid Traits

Your myconid character has the following traits.  

Myconid

Ability Score Increase Wis +2; Con +1
Size Medium
Speed

Alignment. Choose one of the alignments approved by your GM. Typical Myconids tend towards Lawful and Good alignments.   Creature Type. You are a Plant.   Size. You are Medium (about 4-8 feet tall) or Small (about 3-4 feet tall), and weigh about 25-250 pounds.   Speed. Your land Speed is 25 feet.   Languages. You can speak, read, and write Common and Deep Speech (Undercommon), but you can only speak using your Rapport Spores trait.   Life Span. Myconids mature around the age of 8, and live on average about 180 years. Myconids are considered Elders at around the age of 120.  


  Superior Darkvision. You have Darkvision with a range of 120 feet.   Pyrophobia. Whenever you take Fire Damage, you take additional damage equal to half the Fire Damage taken, rounded up.   Carnivorous. You can consume and digest rotting, organic matter without issue. As part of a Short or Long Rest, you can absorb and break down the flesh of a Medium Size or smaller corpse. This fulfills your food and drink requirements for the day.   Rapport Spores. You cannot speak, but you can use special rapport spores to communicate telepathically to other creatures. You release these spores naturally within 30 feet of you, they do not go through walls but do go around corners, and you can choose to stop releasing them at will for up to 1 hour (almost like sucking in your stomach). A creature affected by your Rapport Spores stays affected for 1 hour after no long being exposed to them. You can still communicate with affected creatures even if you stop releasing spores.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ You can speak telepathically to any number of creatures affected by your spores, provided that one such creature:
  • Is within 300 feet of you.
  • Shares a language with you.
  • Has an Intelligence score of 2 or higher.
  • Isn’t a Construct, Elemental, or Undead.
Though you speak this way, you are not nonverbal; you can still hum and whistle (as well as any noise a person can make with their mouth closed), which forms the verbal components for your spells. If you are Silenced, you can still communicate telepathically with your Rapport Spores, but you cannot cast any spell with a verbal component.   Eject Spores. You can produce and eject different spores with varying effects. You have access to the spore options listed below, as well as any spores gained from your Heritage. If your spore effects require a Saving Throw, the DC is equal to 8 + your Constitution modifier + your Proficiency Bonus. You can eject spores this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Distress Spores. As a Reaction, you eject spores that telepathically let out a whistling sound that all creatures of your choice who are affected by your Rapport Spores can hear, provided they are within 300 feet of you. Creatures that hear this sound learn of your location, your current Hit Points, and of any Conditions affecting you.
  • Tinmask Spores. As an Action, you eject poisonous spores at a creature within 60 feet of you, forcing it to make a Constitution Saving Throw. On a failure, the creature takes a number of d4s worth of Poison damage equal to your Proficiency Bonus, and becomes Dazed until the start of your next turn. On a success, the creature takes half damage but is not Dazed.
 

Heritages

There are three types of Myconids: Colonist Myconids, Expansionist Myconids, and Blighted Myconids. Choose one for your character.    

Colonist

Colonist Myconids are naturally born to nurture their colony and to survive. They tend to be farmers, caretakers, and crafters, and very community-driven. In appearance, they tend to be smoother in shape, and appear with brighter colors.   Haste Spores. Starting at 3rd level, as an Action, you eject restless spores at a creature you can see within 30 feet of you. The target gains the benefits of the Haste spell until the start of your next turn. Once a creature benefits from these spores, they can’t benefit from it again until you finish a Long Rest.   Of the Colony. You have Proficiency with the Medicine or Nature Skill, and Proficiency with one of the following Tools of your choice: Alchemists’ Supplies, Herbalism Kit, or Weaver’s Tools.   Pacifying Spores. As an Action, you eject spores at one creature you can see within 15 feet of you. The target must suceed a Constitution Saving Throw or be Stunned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.    

Expansionist

Expansionist Myconids are born to expore the wilderness and to expand their colony. These tend to be the most independent of myconids, and the most attuned to interacting with non-myconids. In appearance, they tend to be rougher in shape—almost "wave-like", and appear with more darker colors.   Pacifying Spores. As an Action, you eject spores at one creature you can see within 15 feet of you. The target must suceed a Constitution Saving Throw or be Stunned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.   Resilient Mycelium. Your body is built to move and to maintain water better than other myconids. Your base land Speed increases by 5 feet, and you lose the Pyrophobia trait.   Rotpriest. Once per Long Rest, when a creature affected by your Rapport Spores you can see takes damage within 300 feet of you, you can as a Reaction, reduce that damage to 0 and then take True Damage equal to the damage the affected creature would’ve taken. This often looks like a kind of necrosis is overtaking your body.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Additionally, you know the Infestation cantrip. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this spell when you cast it (choose when you select this heritage).    

Blighted

Sometimes called "Deathcaps", Blighted Myconids are born to protect their colony and to eliminate perceived threats. They tend to be more aggressive and toxic than other myconids, and are naturally fit to serve as guards. In appearance, they tend to be the most sporadic in terms of shape and color, but often tend to extremes, and often possess eerie physical characteristics of skulls or bones.   Bibberbang Spores. When you use your Tinmask Spores on a creature and that creature fails the Saving Throw, they become Poisoned for 1 minute. A creature Poisoned this way takes 2d4 Poison damage at the start of each of its turns, and can repeat the Saving Throw at the end of each of its turns, ending the condition on itself on a sucess.   Blight Resistance. You have Resistance to Necrotic and Poison damage. You also have Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself.   Born for Violence. When you reduce a Hostile creature to 0 Hit Points, you can choose to gain a number of Temporary Hit Points equal to your level. Once you do, you can’t use this trait again until you finish a Short or Long Rest.   Decaying Spores. As an Action, you eject necrotic spores at a creature you can see within 60 feet of you, forcing it to make a Constitution Saving Throw. On a failure, the creature takes a number of d6s worth of Necrotic damage equal to your Proficiency Bonus. On a success, the creature takes half damage.