Myciliate
A 4 foot tall mushroom stands motionless in the shade of the forest floor until an unsuspecting Chellisean knight approaches. With a puff, a cloud of spores is exhumed at the knight, and the mushroom produces arms from seemingly nowhere, ready to strike at the knight.
The Myciliates are a race of humanoid mushrooms that come in varying shapes and sizes. Commonly they sport pale to white bodies with a colored cap atop their heads. With black corneas and white iris’ their petite features seem alien to most other races.
Minimalistic, Practical, Adaptive
Myciliates are created with inherent nature magic, and as such many of them feel a strong affinity for it. Myciliates generally don’t understand concepts of fashion or wealth, and value things that are simple and practical. So while a Myciliate would rarely wear jewelry or ball gowns, they might wear armor to protect themselves in combat. In the same vein, the few Myciliates communities that exist thrive with only their bare necessities.
As long as they have food, water, and shelter, a Myciliate community is unlikely to seek further development or growth. Myciliates are quite adaptable to changing situations; if a forest fire suddenly threatens their community they have no qualms with abandoning a site. Myciliates often share these kinds of useful information amongst themselves, on how to best avoid harm or danger.
Questions of Uncertainty
Myciliates have doubted their own existence since they first sprouted. Who created them, why, and to what purpose? Myciliates don’t have gods of their own, and are keen to take what knowledge, be it practical, religious or even philosophical, they can learn from other races. Other races whisper rumors of the Myciliates origin. Were they created by nefarious druids? Dangerous beings spawned by hags deep in the Free Marches? Shady beings clawing their way from the Underdark?
Noone truly knows the origins of the Myciliates, and they haven’t recorded their history themselves. In fact it is only in recent history that their communities have been documented by anyone. Previously they’ve lived simple lives, and much of their technology is directly adopted from other, more developed races and kingdoms. Due to their questioning nature, Myciliates might become adventurers simply to seek out a purpose with their lives.
Art credits, in order:
Myciliate Names
Myciliates, within their local communities, don’t use conventional names. They recognize each other through the way individuals phrase themselves, or their mannerism. When dealing with outsiders they usually adopt whichever nickname is given to them. Usual nicknames include Redcap, Funguy, Dewdrop, Inkcap, Truffles, Bellcap, Puffball, Twiglet, Candlesnuff, Toad, Aga, Dusty, or simply the color of their caps.
Personality Quirks
d6 | Quirks |
---|---|
1 | You don’t understand money, and usually throw away this dead weight. |
2 | The unanswered questions about your existence bother you greatly. |
3 | Sometimes you stand still and try to seem like a regular fungus, just to mess with strangers. |
4 | Everything about the world at large excites you, and you try to gather as much knowledge as you can. |
5 | You usually take the most practical approach to dealing with any problem. |
6 | Unlike most of your kin you prefer to wear clothes, however your sense of fashion is terrible. |
Racial Features
Myciliates have certain common characteristics that they share across subspecies.
Ability Score Improvement. Your Dexterity score increases by 1.
Age. Myciliates mature within a year of being spored. They can live to about 50 years of age before they collapse and die, forming a now spore patch where they so fall.
Alignment. Myciliates tend towards positive outlooks on life, and rarely understand laws and norms of civilized nations. They are usually Chaotic Good.
Size. Myciliates measure between 3 and 4 feet tall and average 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Plant Being. Your creature type is Plant as well as Humanoid.
Decay Resistance. Due to your mushroom nature you have resistance to necrotic and poison damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Decompose. Your body is an adept decomposer. If you are in direct contact with soil or dirt for at least one hour a day, you don’t need to eat or drink.
Spore Sight. You are constantly surrounded by an invisible cloud of spores that extends your vision, allowing you to perceive things others wouldn’t normally. You gain advantage on perception checks to perceive things that are within 30 feet of you.
Languages. You can speak, read and write Common and Sylvan.
Subspecies. Three subspecies of Myciliates are found amongst the worlds of D&D: Amanitas, Mycenas and Conks. Choose one of these subspecies.
Amanita
The Aminata subspecies of Myciliates all have brightly colored caps with spots. The colors vary greatly from Amanita to Amanita.
Ability Score Improvement. Your Wisdom score increases by 2.
Spore Cloud. When you are hit by an attack, you can release a puff of spores at them as a reaction, granted they are within 30 feet of you. The target must make a Constitution Saving Throw. It takes 2d8 poison damage on a failed save, or half as much damage on a successful one. The DC for the saving throw is equal to 8 + your Proficiency Bonus + your Wisdom modifier. You must finish a short or long rest before you regain the ability.
Toxin. You know the Poison Spray cantrip. Wisdom is your spellcasting ability for it.
Mycena.
Mycena are a subspecies of Myciliates that usually have bright blue, green, or turquoise caps. They are able to control light magic surrounding their own bodies.
Ability Score Improvement. Your Charisma score increases by 2.
Bioluminescence. You know the Light cantrip. Charisma is your spellcasting ability for it. Additionally, if you cast it on your own cap you can dim the light as an action, choosing to only emit 5 feet of dim light, or anything in between that and the normal effects.
Bioluminescent Spore Cloud. Starting at 3rd level, you learn the Color Spray and Faerie Fire spells, and can cast them each once using Charisma as your spellcasting ability. You must finish a long rest to regain the ability to cast them again. You can also cast either of those spells using any spell slots you have of the appropriate level.
Conk.
Conks, commonly referred to as Ironcaps, are a hardier subspecies of Myciliates. They usually come in shades of dulled, earthy green or brown colors.
Ability Score Improvement. Your Constitution score increases by 2.
Iron Capped. When you are hit by an attack made by a creature that is atleast a size larger than yours, you can use a reaction to attempt to deflect the blow using your hardened cap. Roll a d4 and add the result to your Armor Class for that attack, potentially causing the attack to miss you. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Natural Armor. You have tough, hardened skin. When you aren’t wearing armor, your base AC is 13+Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.