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# Myconids Dwellers of caverns overgrown with molds and mushrooms in remote reaches of the Underdark. With a natural sensitivity to the sun, Myconid cave-centric society revolves around tedious cultivation. Cultivation of agricultural fungal blooms, artesinal skills, and knowledge. Myconid culture stresses the importance of communal knowledge and praises individuals for their contributions to the collective. Whether they are researching the mysteries of life and death, the psionic frontiers, or the mastery of their own forms, Myconids seek to learn about the end state of all things. ____ - **Creature Type:** Plant - **Size:** Medium (about 5-8 feet tall) - **Speed:** 30 feet ## Ancestry Traits As a Myconid, you gain the following traits: ***Sun Sickness.*** While in direct sunlight, you have Disadvantage on all Skill Checks and Attack Rolls. ***Mycelial Memory.*** You spend 10 minutes to extend your mycelium through the ground and plant yourself. Afterward, you must take an Action to uproot yourself from the ground. While planted, you gain the effects of the Speak With Plants spell. The spell immediately ends if you are uprooted before its duration expires. If you are uprooted by force or if you choose to move without taking the uproot action, you take 1d6 slashing damage as the mycelium is ripped from your body. ### Fungal Lineage There are three lineages of the Myconid species, each having evolved their own specialized spores. When you choose the Myconid species, select one of the following lineages: *Cordyceppian, Muscariae,* or *Psilocybes.* You gain the additional traits listed for whichever lineage you choose. #### Cordyceppian Cordyceppians cultivate parasitic spores that have necromantic properties. Their villages are full of salvaged corpses from around the Underdark, reanimated and shambling about performing menial tasks and acting as their research subjects in their quest to understand the \pagebreakNum true nature of Life and Death. As a Cordyceppian, you gain the following traits: ***Animating Spores.*** You release spores at a Medium or Small corpse within 5 feet of you that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a *Myconid Spore Servant.* The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way. You may use this ability a number of times equal to your Proficiency Bonus until you finish a Long Rest. ***Myceleech.*** When you make a successful Unarmed Strike against a creature that isn't a Construct or Undead, you may expend one of your Hit Dice to regain HP and deal the same amount of additional Necrotic damage to the target creature. ***Healing Spor'd.*** As an Action you release a cloud of spores that has the same effect as the *Healing Word* spell. The amount of healing provided by this Action is determined by rolling a number of d4s equal to your Proficiency Bonus. You may only use this Action once before finishing a Long Rest. ___ > ## Myconid Spore Servant >*Small or Medium Plant, Unaligned* >###### PHB 5e 2024, p.223 > ___ > - **Armor Class** 13 > - **Hit Points** 37 (5d8+15) > - **Speed** 20 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|2 (-4)|6 (-2)|1 (-5)| >___ > - **Damage Immunities** Poison > - **Condition Immunities** Blinded, Charmed, Frightened, Paralyzed, Poisoned > - **Senses** Blindsight 30 ft., Passive Perception 8 > - **Languages** Telepathy 30 ft. > - **Challenge** 1 (XP 200; PB +2) > ___ > > ### Actions > > ***Slam.*** *Melee Attack Roll* +5, 5 feet, one target. *Hit:* 6 (1d6+3) Bludgeoning damage #### Muscariae The Muscariae are eugenically-minded genetic experimentalists. They have spliced and cross-bred themselves in pursuit of physical perfection. As a result, a Muscari not only possesses an enhanced body, but deadly and potent neurotoxins it uses for defense and attack. They are fascinated by and appreciative of unique ____ evolutionary solutions to biological niches in other organisms. As a Muscari, you gain the following traits: ***From Good Stalk.*** You may add an additional +2 to either your Strength, Dexterity, or Constitution Score (to a maximum of 20) when you choose this Lineage. You may not distribute this bonus between two different Ability Scores. ***Pacifying Spores*** As an Action, you make a Ranged Attack against a creature you can see within 10 feet. DC = 8 + Proficiency, Constitution Save. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. You may use this ability a number of times equal to your Proficiency Bonus until you finish a Long Rest. ***Toxic Plume*** When another creature hits you with a Melee Attack, you may use a Reaction to release a thick cloud of all your toxic spores. All other creatures within 15 feet make a DC = 8 + Proficiency + Constitution Modifier, Constitution Save. Failure: Roll a number of d4 equal to your Profiency Bonus and deal that much poison damage to each target. All targets are Poisoned and Blinded, repeating the save at the end of each of their turns. After 1 minute, they succeed automatically. You may only use this ability once before finishing a Long Rest. After using this ability, you also lose your ability to use Pacifying Spores until finishing a Long Rest. #### Psilocybes When Psilocybes, notorious intellectual psychonauts, encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts, cause them to see illusions, or use their mycelium to probe deeply into the minds of creatures they find particularly fascinating. As a Psilocybe, you gain the following traits: ***Rapport Spores.*** As a Bonus Action, you expel spores in a 30-foot Emanation originating from yourself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs or Undead gain *telepathy* with a range of 30 feet for 1 hour. You may use this ability a number of times equal to your Proficiency Bonus before finishing a Long Rest. ***Psychedelia.*** You know the *Minor Illusion* and *Druidcraft* cantrips. These do not count towards your prepared Cantrips. Your Spellcasting Skill for these Cantrips is Wisdom. ***Mind-cylium.*** You extend mycelium from your hand into the brain of a nearby creature. When you make a successful Unarmed Strike against another creature that isn't a Construct or Undead, you may cast *Detect Thoughts* without expending a spell slot. The range is Touch. The Duration is Instant. You automatically attempt to probe deeper. Instead of a Wisdom Save, target makes DC = 8 + Proficiency + Attack Modifier, Dexterity Save. Success: Only Surface Level Thoughts are detected. Failure: You probe deeper as if the target failed the Wisdom Save from the spell. You may use Mind-cylium a number of times equal to your Proficiency Bonus before finishing a Long Rest.