Myconids

Homebrew

Myconid

Hidden beneath the vast caves of the Fargrow Depths are large mushroom forests of glowing fungus and algae which act as a home to a peculiar species: the myconids. Myconids — fungal folk of odd circumstances — steward these magical lands, crafting home and hearth within the deeps of the forest. Because these lands were left alone until the Great War, it is wholly unknown how these creatures first appeared nor how they managed to survive the horrid Underdark for so many years. Furthermore, because the myconid culture does not dwell on the past and instead chooses to focus on surviving the future, there is a shocking lack of any written records. All that remains for their ancient history is simple legends and oral tales handed down over the years.
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The Mysterious Mushrooms

Myconids are somewhat tall and stocky humanoids, evolved from the mycelium of the Underdark. While their forms are not typically consistent, with little pattern between their shapes and colors, their main bodies are always made of a spongy substance similar in texture to a mushroom's stem. Furthermore, a mushroom cap — which may vary in shape, color, and pattern — crowns the head of each and every myconid, functioning to hide their face. This face, with bright yellow eyes without irises, only serves to accent the cap which the mycoid bears with pride. While some caps are brimmed and red, others may be tall with a striped blue pattern. Overall, myconids are as plentiful and varied as the mushrooms their appearance so resembles.

Secrets of the World Below.

For years, myconids tended the soil of their homes. In the Underdark, one can not tell the passage of time, and as such, even the oldest and most venerable of myconid sovereigns can not precisely tell how long their species have tended the fungal forests. Until recently, their sedentary and solemn race has had no interaction with the surface world, and as such, many myconids lack the knowledge of the societies above. Furthermore, since no god claims to be their progenitor, and there are no proper records which detail their ancestry, scholars have long debated just how old the myconid species is. The myconid species is a mystery — a race of creatures born and raised in the secluded undergrowth, now raised into the light.

While little is known of the species as a whole, one of the most key elements to their history and culture is that they were discovered after the Great Devastation of Fargrow. When the resulting crater opened a portal into their sprawling, secret homeland, the Underdark, the sporadic, separate circles of myconids were revealed to the surface. In the resulting years, adventurers and elven archeologists who would dare brave the new world first came in contact with the peaceful circles of the myconids. After their first contact, efforts have been made by many different groups to make relations with the myconids. These efforts, which have been largely successful, have inspired the idea that the myconids could act as ambassadors to the newly discovered world. This idea, which is generally accepted amongst surface dwellers, hopes to make the Fargrow Depths into an embassy for the seemingly new, alien world. Alongside the wood elves, the myconid circles have managed to create this embassy, now dubbed Umberhul. This outpost now holds the few scholars and adventurers willing to brave the untamed mutated wilds, risking life and limb for the tantalizing taste of adventure and the everlasting glory that would come from besting the dangerous unknown. Today, curious myconids venture to Umberhul to climb to a world completely estranged to their way of living. Farmers and druids, hounded by the vile natures of the Underdark, will uproot their farms and plant themselves in these new safer lands, greener pastures, and safer soil. Similarly, many myconids take up new lives in these lands, unfettered and unbothered by the strange glances of their new neighbors.

 

Those that Dream Awake

One of the most notable things about myconid society is that they are much more unified than almost any other race. Because they almost unanimously believe in a greater solidarity, they share a fundamental belief in a greater force. This force is known as “The One Dream”, a paraphysical force that ties all living things together through their subconscious mind. The myconids’ wisest and eldest sovereigns spend a dozen lifetimes pondering and contemplating this force, hoping that through their meditations, they will tap into the world’s deepest memories, forgotten hopes, and even the afterlife. Because of this belief, myconid circles are uniquely amicable as they believe that they share a place of origin and are only separated through distance alone.

A circle, or grouping of myconids, are led by the eldest and most experienced of their tribe. Typically, this elder is a myconid sovereign, a being that comes not from a royal lineage, but from a magical mutation that occurs when a myconid reaches a true understanding of “The One Dream”. Because myconid sovereigns can live hundreds or even thousands of years, they will continue to grow exponentially. Even more peculiar, their spores also change, becoming uniquely attuned with the weave and life itself. These magical spores gain the ability to reanimate the dead as zombies and loyal servants. Rather than using these spore servants for nefarious purposes, sovereigns will simply use them as assistants and muscles to protect the circle and aid in everyday life. While certain surface cultures abhor the reanimation of the dead, myconids view the creation of spore servants as a natural part of the circle of life, solely serving to help those alive continue to survive.

Underneath the sovereign, there are two types of myconids, each of which serve a different purpose for their tribe. Firstly, there are the Baba-Cluth, a stockier and wider myconid type that protect and guard the circle. In contrast, the second type of myconid — the Naga-Douth — are much lighter beings with thinner frames. Instead of focusing on defense like the Baba-Cluth, the Naga-Douth are naturally gifted healers that cultivate the farms and fungal homes.

 

Myconid Names

Myconid don’t have names, instead noting distinct patterns or properties through their spores with one another. As these spores are untranslatable, they will refer to themselves or each other as “that one” or “this one”. However, some myconids have attempted to put the strange sense of spore language to common, yet this just resulted in bizarre or wholly individual names.

Translated Names: Mxylprt, Uouou, Oiyow, Vrtykplk, Glrkg, Smchv’v’v, hhhhhhrkl, Zxcvb, fghjk.
ability score increase:
age: Myconids live fleeting lives compared to most humanoids. They grow exponentially quickly and are considered adults after 6 or 8 months, and can continue to grow well into their 4th or 5th year. They only live to be about 30 or 40. A rare few can live to 300 or 400.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Undercommon.
race features:

Darkvision. Having evolved in the deep caves of the Underdark, 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.
The Dream. Myconids don't sleep, instead, they remain in a semi-conscious meditation state where they reconnect with their ancestors. You gain the benefits of a long rest after only 4 hours. During this time you can complete simple tasks.
Rot Resistance. Myconids are especially resistant to rotting. You gain advantage on saving throws you make to avoid or end the Poisoned condition.
Stunning Spores. Upon taking damage, you can use your reaction to expel a cloud of toxic spores. All creatures within 5 feet of you must make a Constitution saving throw. On a failure, they become stunned for 2 rounds. At the end of each of their turns, they may attempt the saving throw again.
The save DC for this is 8 + your Proficiency Bonus + Your Constitution Modifier.
Once you use this trait, you can't use it again until you finish a long rest.
Myconid Caste. Myconids come in two castes. Choose one of the following.

Baba-Cluth

Thick, sturdy myconids built to protect their homes.


Fungal Wallop. Your melee weapon attacks carry savage strength behind them. On a critical hit, you can knock a creature of size Medium or lower prone and 5 feet away from you.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Naga-Douth

The natural leaders of the myconid clans. Built for farming but also understanding.

 
Understanding the Weird. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Gifted Nurturer. Whenever you make a Medicine check to stabilize a creature, add double your proficiency bonus instead of your normal proficiency bonus.
Extra Language. You can speak, read, and write two extra languages of your choice.

Lifespan
on Average 30-40, some gifted Myconids can live 10 times that average, if blessed by a Myconid Sovereign.
Average Height
Varies
Average Weight
Varies