Myconid PC

by ConstantlyChange

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Myconid

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.

Circles and Melds

The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

Myconid Names

The lack of verbal language of myconids means that they do not often have names for themselves when in myconid communities. Names are sometimes given to myconids by outsiders based on their fungal nature, or myconid adventurers may adopt names based on sounds they find pleasant or peaceful.

Names: Breberil, Brelup, Gasbide, Hebopbe, Loobamub, Phylo, Posbara, Rasharoo

Myconid Traits

Your myconid character gains the following characteristics.

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Myconids reach maturity after about 4 years but the maximum age of myconids is unknown.

Alignment. Myconids desire to live and let live makes them often have neutral alignments.

Size. The size and shape of myconids can vary greatly between adults. Whatever your general proportions may be, your size is Medium.

Speed. Your base walking speed is 20 feet.

Type. Your type is plant rather than humanoid. You can't be targeted by spells or effects that only target humanoids.

Superior Darkvision. Accustomed to life underground, 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 color in darkness, only shades of gray.

Sunlight Sickness. While in sunlight you have disadvantage on ability checks, attack rolls, and saving throws. You die if you spend more than 1 hour in direct sunlight.

Natural Weapons. You can use your fungal appendages to make unarmed attacks. They do 1d4 bludgeoning + 1d4 poison + your Strength modifier worth of damage.

Natural Armor. When wearing no armor, your armor class is equal to 12 + your Dexterity modifier.

Languages. Myconids lack vocal chords and cannot speak any languages. They can learn to read but do not know how to read any languages by default. They can produce enough sounds using gas vents to perform vocal spell components.

Fungal Sustenance. You do not need to eat or drink as long as you spend your entire long rest in contact with a surface made from natural materials.

Spores. Myconids are capable of producing a variety of spores to affect the minds of creatures around them. You can use the Rapport Spores feature detailed below. At 3rd level you gain the ability to use Hallucination Spores, and at 5th level you gain the ability to use Pacifying Spores. Your saving throw DC for these spores is equal to 8 + your Constitution modifier + your proficiency bonus. You can use Hallucination and Pacifying Spores each once per long rest.

  • Rapport Spores: A 30-foot radius of spores extends from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
  • Hallucination Spores: You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Pacifying Spores: You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

Myconid Racial Feats

Spore Servants

You gain the ability to produce a lesser version of the Animating Spores reserved for Myconid Sovereigns.

  • Increase your Constitution or Wisdom score by 1 to a maximum of 20.
  • As an action you can target the corpse of one Large or smaller humanoid or beast that has a CR no higher than your level divided by 4 and animate it as a spore servant. The spore servant template is available in the Monster Manual. A humanoid with a CR higher than the limit may instead be raised with the statistics of a zombie. The spore servant lasts until the end of your next long rest and follows any command it is given as a bonus action via Rapport Spores. It will continue to carry out a command until it is finished or it receives a new command.
  • You can use your Animating Spores once per long rest.
 

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