User:Ganteka Future/Mushroompeople

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Author: Ganteka Future (talk)
Contributors: Leziad
Date Created: 22 December 2021
Status: Fung
Editing: Clarity edits only please
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Mycokin[edit]

Mycokin are ambulatory fungal creatures. The statistics and traits presented here could represent a single race with diverse individuals or a multitude of races and cultures of similar but distinct peoples depending on the needs of the setting.

Typically, these creatures possess a basic humanoid body plan; two arms, two legs, a head with eyes and nostrils and mouth. Their head is topped with a cap (pileus) that houses gills and spores. Their trunk holds their organs and they pump a blood-equivalent fluid through their bodies (which might be red, white, black or some other color). Their structure is supported by wood-like mycelial bones and muscular tissues.

Since they are fungal creatures they are capable of consuming various food stuffs and nutriment sources other creatures would not. Their sexes are... complicated, and depend entirely on the species, sometimes numbering in the thirties. They may adopt more humanoid-typical cultures and personalities depending on how and where they were raised.

When an individual dies, and the body is placed in fertile soil, they are known to form new mycelial colonies from which new mycokin develop after multiple years underground.

  • Note: The race is balanced to Pathfinder. For 3.5e, simply remove one of the +2 ability score bonuses of your choice.

Mycokin Racial Traits[edit]

  • +2 Constitution, –2 Intelligence, +2 Charisma
  • Plant: They lack the immunities to critical hits, mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects the type usually has. They breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a mycokin can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
  • Medium
  • Base Land Speed 30 feet.
  • Low-Light Vision.
  • Spores (Su): Mycokin can shake out spores from their caps. Shaking out spores is a move action (which provokes an attack of opportunity) and can be performed a number of times per day equal to its Constitution modifier (minimum 1/day). Spores cover an area of 10 feet around the mycokin unless otherwise noted. Any save DC is DC 10 + 1/2 HD + Constitution modifier. At character creation, choose one of the following spore powers.
  • Allergen Spores: These spores cause creatures in the area who fail a Fortitude save to suffer from itching curse and take a –2 penalty on saves against poisons. These effects last for 1d4 rounds. This is a poison effect. The mycokin is immune to their own allergen spores.
  • Enriching Spores: These spores act as the Enrichment effect of plant growth. Additionally, these spores degenerate and break down corporeal undead, dealing 1 damage to afflicted creatures each round for 1d4 rounds. Any negative energy effect applied to the afflicted undead kills the spores and stops the degeneration.
  • Euphoric Spores: These spores grant a +1 morale bonus on attacks, saves and skills for 1 round. With two uses, these spores can grant a creature a reroll against an effect that causes a negative change in mood or morale penalty (such as crushing despair). This is a mind-affecting compulsion effect.
  • Hallucinogenic Spores: These spores cause creatures in the area to suffer a –2 penalty on Spot, Search and Listen checks for 1 minute as well as making a Will save against lesser confusion. This is a mind-affecting compulsion effect.
  • Nurturing Spores: These spores grant Fast Healing 1 (or 2 for nonlethal damage) for 1d4 rounds to living creatures in the spore's area. This effect also reduces bleed by 1 per round (to a minimum of 0).
  • Toxic Spores: Creatures in the area are dealt poison damage equal to your HD total with a Fortitude save for half damage.
  • Special Trait: Each mycokin has a special trait. Choose a single trait from the list below.
  • Bioluminescence (Ex) and (Su): Mycokin with this special trait can choose to have their bodies shed light at will. They can shed light as a candle or torch as a free action, changeable once a round. The color of this light depends on the individual and is chosen at character creation. Additionally, they gain bright-light vision as a supernatural ability.
  • Blindsense (Ex): These mycokin gain Blindsense out to 15 feet. They detect vibrations in the air and ground that allow them to feel the presence of creatures nearby.
  • Darkvision (Ex): These mycokin gain Darkvision, allowing them to see in the dark up to 60 feet.
  • Natural Armor: These mycokin gain a +1 natural armor bonus to AC.
  • Psionic Attunement: These mycokin gain the Wild Talent feat (and subsequently the Psionic subtype). Additionally, over the course of 1 hour, they can replicate the effects of psionic identify once per day.
  • Scavenger and Decomposer (Ex) and (Su): These mycokin gain a +4 bonus on saves against foul smells and stench abilities. They can consume spoiled or rotten food or even rich soil (needing 4 pounds for a meal) for nutrition. They are immune to filth fever. These mycokin can replicate the effects of decompose corpse as a supernatural ability on a single corpse, rapidly decomposing the body and absorbing its nutriment within 1 minute. A Medium creature provides the mycokin nourishment for 8 days (half that for each size category smaller and double that for each size category larger). The mycokin cannot use this aspect of this ability again until after that time passes.
  • Secondary Spore: Mycokin with this trait have two kinds of spores. They share the same pool of uses per day, but they gain an additional use as well with this special trait.
  • Toxic (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a mycokin with this special trait can envenom a weapon that it wields with its toxic saliva. It is immune to its own venom. Applying venom in this way is a swift action and they never risk poisoning themselves.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  • Weaknesses (Ex): Each mycokin has a particular weakness. Choose a single weakness from the list below.
  • Delicious: These mycokin take a –2 penalty on checks and rolls to escape a grapple against a creature that succeeded on a bite attack against them. Additionally, they give off a delicious smell, which can be used to locate their position by Scent from twice a creature's normal listed range.
  • Humidity Dependent: These mycokin dry out quicker. They require twice as much water to avoid dehydration and last only 1 day plus a number of hours equal to half their Constitution score before needing to make checks for dehydration.
  • Light Sensitive: These mycokin treat exposure to sunlight in the same way as exposure to very hot conditions, making a Fortitude save each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. If they take any nonlethal damage from this sun exposure, the character is fatigued until the nonlethal they took from sun exposure is recovered. This is treated as severe weather for the purposes of the Survival skill.
  • Slow: These mycokin have a base speed of 20 feet (or 15 if Small) and suffers a –1 penalty to Initiative.

Alternate Racial Traits[edit]

Presented below are some alternate racial traits that modify or replace one or more traits or features from above.

  • Short: These mycokin are Small. In addition to the racial ability modifiers above, apply –2 Strength and +2 Dexterity to their racial ability modifiers. This replaces Medium size.
  • Short and Stout: These mycokin are Small. Their carrying capacity is calculated as if they were Medium. They gain Powerful Build even if they do not meet the prerequisites. This replaces Medium size and Special Trait.

Favored Class Options[edit]

The following are favored class options for Pathfinder-style favored class bonuses. For a class that isn't listed, the mycokin has the option of gaining 1 hit point or 1 skill point per level instead for that class.

  • Barbarian: Add +1/4 bonus on Trap Sense.
  • Bard: Add 1/2 spell from the druid spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
  • Cleric: Add 1/3 to the effective caster level of spells that target plants or plant creatures for the purpose of determining duration.
  • Druid: Add 1/3 to the effective caster level of spells that target plants or plant creatures for the purpose of determining duration.
  • Fighter: Add +1/2 bonus on checks to resist grapple and forced movement (such as bullrush and overrun) while standing firmly.
  • Monk: Add 1/6 of a bonus Monk feat which you meet the prerequisites for.
  • Paladin: Add 1/5 use of Smite per day.
  • Psion: Add 1 power point.
  • Psychic Warrior: Add 1 power point.
  • Ranger: Add a +1/4 bonus on initiative checks and Survival checks when the ranger is in a favored terrain.
  • Rogue: Add +1/4 bonus on Trap Sense.
  • Sorcerer: Add 1/2 spell from the druid spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
  • Soulknife: Add 1/2 Hardness and 2 hit points to the soulknife's mind blade.
  • Wilder: Add 1 power point.
  • Wizard: Add a +1/2 competence bonus on any two Knowledge skills (maximum +4).

Vital Statistics[edit]

Table: Mycokin Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Mycokin Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +4d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Mycokin Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Any 4' 8" +3d6 120 lb. × (2d4) lb.



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