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Myconid
It was definitely one of the strangest creatures I had ever encountered. Three, bulbous heads, flat and dull eyes that seemed lifeless. It was unnerving.
"Hello," said a soft voice in my head, "Welcome to my forest. Would you like some tea?"
What followed was one of the most interesting and calm conversations I've ever had.
-from the Tales of Mielo Far Traveller
Myconids, also known as fungus people or fungal folk, are an ambulatory plant race that are extremely rare outside their close knit, telepathically linked communities. They usually live in caves in the underdark, but also sometimes in secluded areas of deep forests. Myconids are generally a calm and unviolent race, that seek to live undisturbed in hidden places. Myconid culture is hierarchical, with the myconid sovereign reigning over the rest. The sovereign is chosen as the wisest myconid of the colony.
Secluded Pacifism
Myconid colonies are usually hidden from outsiders, and they rarely trust anyone outside of their own race. This is due to the fact that they have learnt that most other creatures will try to take advantage of their pacifistic nature and simple ways. Myconids have also learnt to defend themselves if necessary, but will do so only if they deem it absolutely necessary. Otherwise, they prefer to remain hidden or to use their spores to confuse or pacify strangers. It is not unheard of, however, for myconids to take in strangers that are in clear need of help and give them the shelter and care they need.
Myconid Adventuring Motivations
While it is rare for a myconid to leave their colony, this can happen. Often, they will have been forced to leave in some way, but not always. The Myconid Motivations Table contains suggestions on why you left your colony.
Myconid Motivations
d6 | Motivation |
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1 | You became bored of life in your colony, and left to everyone's astonishment. |
2 | Your colony was destroyed and you are one of the few survivors. You are now on a quest for revenge. |
3 | You committed a terrible crime and were exiled by the sovereign. Now you seek redemption. |
4 | The sovereign sent you out to study the outside world, and report back what you have found. |
5 | You were kidnapped from your colony long ago, now you don't know the way back. |
6 | You formed a close bond with a stranger your colony helped, and went with them when they left. |
Myconid Traits
Ability score increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. Constitution and Wisdom are the suggested choices for the average myconid.
Languages. You can speak, read, and write Common and Undercommon or one other language that you and your DM agree is appropriate for the character.
Creature type. You are a plant.
Size. You can choose between small and medium size.
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.
Telepathy. You can speak telepathically to any creature within 30 feet of you that you can see. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Spores. You can release spores to affect those around you. You can learn and unlearn how to create different types of spores based on your needs as you level up.
You have a number of Adaptation Points equal to your proficiency bonus, and you may spend them to gain the spore options listed below. Therefore, whenever your proficiency bonus increases, you gain an additional Adaptation Point. Whenever you gain a level, you may spend Adaptation Points to gain new spore options and you may choose to swap out spore options you already have to regain the Adaptation Points you spent on them.
Any spore effect that requires a saving throw has a DC of 8 + your proficiency bonus + you Constitution modifier. You can release spores a number of times equal to your Constitution modifier (minimum of once), regardless of the type of spores released, after which you must finish a long rest before you can release any spores again.
Below are the spore options you can choose from.
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Distress Spores. (1 Adaptation Point) As an action or as a reaction when you take damage you may emit spores into 90-foot radius. These spores can go around corners. Allied creatures of your choice within this radius are alerted to a sense of imminent danger. If they were asleep through nonmagical means, they are woken up.
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Illuminating Spores. (1 Adaptation Point) As a bonus action, you may emit spores into a 20 foot radius. These spores can go around corners. The area is illuminated by bright light, and dim light surrounds it for another 10 feet. These spores move with you when you move, and continue to shed light for 1 hour.
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Nourishing spores. (1 Adaptation Point) As an action you may eject spores towards an unoccupied space within 5 feet of you. Edible mushrooms grow in this space. One use of this ability creates enough mushrooms for 1 ration, however you may not consume this ration.
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Entangling root spores. (2 Adaptation Points) As an action, you may emit spores into a 15 foot radius. The terrain within this radius becomes difficult terrain for all creatures except yourself for 1 minute. The affected area does not move when you move.
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Poisonous Spores. (2 Adaptation Points) As an action you may emit spores into a 10-foot radius centered on yourself. These spores can go around corners. Each creature must succeed on a Constitution saving throw or take a number of d6s of poison damage equal to your proficiency bonus and be poisoned until the end of their next turn.
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Rapport Spores. (2 Adaptation Points) As an action you may emit spores into 30-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
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Pacifying Spores. (3 Adaptation Points) As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be charmed by you for 1 minute. While it is charmed by you, the creature may not attack or try to harm others. The target can repeat the saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
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Animating Spores. (3 Adaptation Points) If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it through your spores, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animated for 8 hours, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
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Deeproot Spores. (4 Adaptation Points) You may cast the Speak to Plants spell without consuming spell slots or material components through the use of your spores.
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Locating Spores. (4 Adaptation Points) You may cast the Locate Animals or Plants spell through the use of your spores without consuming spell slots or material components.
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Hallucinatory Spores. (4 Adaptation Points) As an action you may eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or take 6d4 poison damage and be Poisoned and Frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending all effects on itself on a success.