Myconid
Flavor
5e Racial Stats
- Ability Score Racial Traits: A myconid increases their Wisdom score by 2.
- Type: Myconids are humanoids with the plant subtype. Size: Myconids are medium.
- Speed: Myconids have a base speed of 30ft.
- Languages: You can speak, read, and write Common and Terran.
Detritivore (x)
Your special body is able to digest rotting matter without trouble for nutrition. As part of a short rest, you can absorb and break down the flesh from a Medium sized corpse. This fulfills your food and drink requirement for the day. Additionally, you have advantage on saves against disease.Plant Body (2)
You have advantage on saving throws against being poisoned, and you have resistance against poison damage.Pyrophobia (x)
You are vulnerable to fire damage.Rapport Spores (x)
Myconids cannot speak, but you can communicate telepathically with all creatures within 30 ft. of you, provided you and the creature share a language. You are not however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate telepathically with your spores, but you cannot use spells with a Verbal component.Rooted (x)
As an action, you dig your roots deep into the soil and remain motionless. In this state you appear indistinguishable from a normal mushroom of your type, your speed is 0, and you cannot take any actions except to leave this state. When you take a long rest you must enter into your rooted state, but you only need to "rest" for 4 hours a day to achieve the benefits of a long rest. While rooted you can consume nutrients from the soil instead of feeding, with a Constitution saving throw (DC 15 + 1 for each additional day) against Starving. You still need the normal amount of water.Spore (2)
You produce a powerful spore with an innate property pertaining to your subrace. You can release a puff of spores based upon your subrace. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failure, targets suffer from an effect as indicated by your subraces Spore racial trait. Once you use your spore trait, you can't use it again until you finish a short or long rest.Amanita
5e Racial Stats
- Ability Score Racial Traits: The amanita increase their Constitution score by 1.
Gentle Spores (1)
As an action, you can release your spores, targeting a creature within 30 feet of you that you can see, that creature is healed for a number of d4s equal to your Proficiency bonus Hit Points.Hallucination Spores (1)
As an action, you can force a creature within 5 feet of you to make Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, it is also incapacitated while it hallucinates. it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Hungering Plant (x)
You derive nutrients from the flesh and blood of living creatures, you do not possess the Detritivore ability, and cannot derive nutrients from decayed matter.Spread the Health (2)
Whenever you would regain hit points, you can as a reaction target a creature of your choice within 15 feet of you which can see or hear, that creature regains 1d6 + your Proficiency bonus Hit Points. You can use this trait a number of times equal to one-half of your Proficiency bonus, regaining all expended uses after completing a long rest.Fruity Smell (1)
You radiate a lovely smell within a 10 foot radius around yourself. All creatures other than yourself within this radius have advantage on all Death Saving Throws that they make so long as you are not unconscious or incapacitated. This bonus does not apply to a creature without a sense of smell.Blighted
5e Racial Stats
- Ability Score Racial Traits: The blighted increase their Strength score by 1.
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.Decaying Spores (1)
When you are targeted by a melee attack by a creature within 5 feet of you, you can use your reaction to emit poisonous spores in the creature's direction. The affected creature must make a Constitution saving throw or suffer a number of d6s equal to your Proficiency bonus in Necrotic damage and be Poisoned for 1 minute, receiving a new save to end this condition early at the end of each of their turns.Fungal Violence (1)
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your level plus your proficiency bonus, these temporary hit points remain until lost or after 1 minute has passed. Once you use this trait, you cannot do so again until you complete a short or long rest.Necrosis (2)
You are resistance to Necrotic damage, and suffer normal damage from Fire damage, but you are vulnerable to Radiant damage.Poisonous Trickery (1)
Your terrible nature leads you to a path of particular skills. You are proficient in the Poisoner's Kit and Deception checks.Fen
5e Racial Stats
- Ability Score Racial Traits: The fen increase their Intelligence score by 1.
Animating Spores (1)
Your spores, unlike other myconids can animate the dead. You can use an action to target the body of a Large or smaller creature that has a CR no higher than your level divided by 4, this otherwise functions as the spell Animate Dead. That creature rises as a zombie, which acts on your initiative and follows your telepathic orders. Elementals, oozes, undead, constructs, and plants cannot become Spore Servants. If you create a new one, the first spore servant sloughs into a pile of unusable flesh. A zombie raised using this trait, is considered a Plant instead of an Undead.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.Decaying Touch (1)
You absorb the rotting flesh from your enemies as you kill them. As a bonus action, you can make a special attack with your unarmed strike. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier plus your Proficiency bonus. You cannot use this trait again until you complete a short or long rest.Sickening Spores (1)
As an action, you can eject spores at one creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw or be Sickened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success. While sickened in this way, the target suffers 1d6 points of Poison damage at the start of each of its turns.Toxic Grasp (1)
Your fingers are tipped with toxic, contagious spores, your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal poison damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Lumous
5e Racial Stats
- Ability Score Racial Traits: The lumous increase their Dexterity score by 1.
Brave (1)
You have advantage on saving throws against being frightened.Luminescent Glow (x)
As an action you can make your cap glow brightly, making it emit 20 feet of bright light and 20 feet of dim-light beyond that. Alternatively, you may use an action to dim the light of your cap, making it only emit 10 feet of dim-light.Pacifying Spores (1)
As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw 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 early on a success.Water Sponge (2)
You have the ability to hold a lot of water in your cells, and you can excrete it as necessary. When standing in a body of water, you can absorb up to 10 pounds of it and retain it in your body as part of an action. You can excrete it as part of a bonus action. Additionally, you do not possess the Pyrophobia trait.Shrieking
5e Racial Stats
- Ability Score Racial Traits: The shrieking increase their Charisma score by 1.
Distress Spore (1)
As a reaction to taking damage, you can release your spores which let loose a low whistle, you can project this whistling sound through your telepathic connection to all creatures of your choice within 240 feet of you, alerting them to your pain.Eerie Voice (1)
As an action, you can attempt to sing a haunting song. Other creatures within 30 feet of you that can hear you must each succeed on a Charisma saving throw or become frightened of you until the end of your next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. You can use this ability a number of times equal to your Proficiency bonus. You regain all expended uses of this trait once you complete a long rest.Fungal Alchemy (1)
You have an innate understanding of alchemy, often using your spores as ingredients. You gain proficiency in Alchemists' Supplies.Shrieking (2)
You are able to let loose a loud shrieking sound, in addition to the normal noises that you can produce, all creatures up to 300 feet away can hear this sound, though environmental modifiers may adjust the distance. You know the thunderclap cantrip. When you reach 3rd level, you can cast the thunderwave spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blindness/deafness (deafness only) spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells, and you only require verbal components for these spells, regardless of what components they normally require.Sunlight Sensitivity (x)
Though exposure to sunlight will not kill you, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.Superior Darkvision (x)
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.Basic Information
Growth Rate & Stages
| Base | Intuitive | Self-Taught | Trained |
|---|---|---|---|
| 12 years | +1d4 (13 - 16) | +1d6 (13 - 18) | +2d6 (14 - 24) |
| Young | Middle Age | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| under 6 years | 35 years | 53 years | 75 years | 75 + 2d20 years |
Average Physique
| Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|
| 3' 9" | +2d4" (3’ 11" – 4’ 5") | 150 lb. | +2d4 x 7lb. (164 – 206lb.) |
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