Mycelion (Myconid Descendant)
Mycelions in D&D lore do not speak. In order with this to be a viable option for a character race, this version of the Mycelion does speak, they developed the ability to speak from their years spent out of the underdark, yet still hold the true beliefs and desires of the Mycelions in D&D lore.
This is adapted from Myconid Race (5e)
History
Mycelions live in the underdark in various colonies called circles, a circle consists of twenty or more Mycelions who live together work together and meld together. A meld is usually presided over by a sovereign which is the largest in the Mycelion colony. A sovereign can preside over multiple circles. Mycelions are intelligent fungi who seek enlightenment and deplore violence. When approached peacefully Mycelions will very happily allow safe passage, provide shelter and give advice about the surrounding area. Most time spent in a circle is devoted to melding. The melding that Mycelions do is much different from Myconid melding. Melding helps Mycelions grow and evovle They meld in pursuit of collective union spiritual apotheosis and higher consciousness. Mycelions reproduce through carefully controlled sporing so as to not overpopulate the colony. Mycelions are a more evolved species of Myconids, they have developed the ability to speak and no longer have their Rapport spores as they no longer need them, this version of Myconids came to life from a few Myconids deciding that they had enough of the underdark, after leaving and breeding above ground for years, they developed mouths and the ability to speak.
Appearance
Ranging anywhere from 4 to 6 feet Mycelions are brightly coloured fungi creatures who come in all shapes and sizes.Their physical features vary greatly from circle to circle and even within the circles themselves. The inside of a Mycelion has a soft texture similar to that of a mushroom however their bones are near the surface, and are hard and have a seemingly metallic feel. Because of their fungi origins Mycelions are very light, however, their endoskeleton does contribute something and they are usually between 20-30 pounds (9 to 14 kg) Though they are of a similar height to humans they are slow to move, however, their tough natural hide makes up for the disadvantage. All Mycelions have an aversion to sunlight and most do not wear clothes.
Mycelion Names
Mycelions do not identify as one sex or the other and thus do not have male or female names. Mycelions are usually not given a name at birth and decide themselves if they want a name or not. Some Mycelions who do not choose to have a name are granted a nickname by friends of other races.
- Mycelion Names: Yurk, Hisra, Galder, Pysilia, Picirus, Malri, Maldric Hadar, Stemb, Shroomi, Shrom, Shrimp
Mycelion Traits
As a Mycelion you have a variety of natural abilities from your time spent living in the underdark.
Ability Score Increase. Your wisdom ability score increases by 2 and your charisma ability score increases by 1.
Age. Mycelions reach maturity at the age of 6 and can live to the age of 1000 and older with the oldest ones becoming sovereigns.
Alignment. Most Mycelions are True Neutral and good Mycelions are fairly common. An evil Mycelion is extremely rare.
Size. Mycelions range from 4 to 6 feet and weigh 80 to 120 lbs. Your size is Medium.
Speed. As a Mycelion Your base walking speed is 30 feet.
Superior Darkvision. Accustomed to the darkness of the underdark, 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 colours in darkness, only shades of grey..
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Meld. As an action you can meld into the ground, during this time you become paralyzed until you end your melding as a bonus action. While melding you regain 1d6 hit points at the end of each of your turns. You can meld for up to 10 minutes a day. Melding causes you to age quicker and each time you meld you grow 2 inches until you are 6 feet. Once you meld you cannot do so again until you complete a long rest regardless of your time spent melding.
Pacifiying Spores. As an action, you can eject spores at one creature you can see within 15 foot of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + 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.
Languages. You can speak, read and write Common, Undercommon and one other language of your choice.
Racial Feat
Fungal Regeneration
Prerequisite - Mycelion Race
You inherit the abilit to preserve life from your ancestors
Each day 1d4+1 mushrooms grow on your mushroom cap. When a creature eats one of these mushrooms as an action they regain 1 hit point. You can have a maximum of 10 mushrooms on your mushroom cap at anytime.
Custom Lineage/Racial bonus rule
If your DM uses the new rules from tashas cauldron you can instead apply your +2 abiltiy score increase and your +1 ability score increase to different abilites as long as they are not the same.