Shroomfolk

*"The Dragonborn reached the top of a hill,*

*now able to see within the clearing below*

*a large puddle of dark murky swamp water.*

*Within it, rested a massive creature, as*

*tall as the trees of the bog it called*

*home. Covered in fungus, vines, and mud,*

*it seemed not to notice the dragonkin. The*

*same cannot be said of the two smaller*

*Shroomfolk, who chased the Dragonborn off*

*out of the swamp. Despite her escape, she*

*went on to fall deathly ill, her lungs*

*filled with spores."*

*-Lebe Ad Cire, Tales of The Mhyrrswamp*

The Shroomfolk, born of a collective consciousness, sharing knowledge beyond death with their reincarnated family. They were created by a goddess named Maecillia when she split her spirit into the world, turning her eye into the original Shroomfolk. Blessed with nigh-infinite access to knowledge, and a slew of psionic abilities, they're quick to show thanks to their Goddess. After all, she is within them all.

## A Visual Myriad

Shroomfolk come in a large variety of shapes, sizes, and colors. The subraces primarily differentiate between visual distinctions. At their smallest, they can be 2 ft. tall, and at their largest, 10. Depending on their size and the amount of fungi growing on them, They can way as little as 20 pounds, and as much as 300 pounds. There are no noticeable differences between Male and Female Shroomfolk, and without a name, nobody but other Shroomfolk can tell. The variety of color between Shroomfolk is immense, capable of being any color on the spectrum, often more than one. This variety is only extended by the fact that the fungi growing on their body can be equally diverse in shape, size, and color. The eyes of the Shroomfolk can be very diverse as well, some having no visible iris or pupils, but those that do have visible pupils usually have three pupils in each iris. Heterochromia is not uncommon.

## Collective Consciousness

The average lifespan of the Shroomfolk is around 200 years, though they are in a way immortal. The Shroomfolk share a collective consciousness which they call The Maecilli. This is the word used in their language for both the Shroomfolk and this Conciousness. Maecillia was the name of the Goddess who split her spirit into the world, becoming all of the Shroomfolk. The Shroomfolk believe that when they die, all of their thoughts and knowledge enter the Maecilli, and they are reborn. They are able to call upon this knowledge when they need it most, in dire situations. Because of these thoughts and warnings, they have seen the good and bad of all races, and are always forced to judge non-Shroomfolk races on an individual basis instead of as a group. This a large reason for the elf's friendly disposition towards them, as the elves value individual freedom. Sometimes, the Shroomfolk will read the minds of others they meet, and this gives them a good insight on what kind of person they are.

## Murky Water for Clear Minds

Most Shroomfolk are native to swampy, bog-like areas. Though some prefer slightly different damp environments. Ultimately, anywhere fungi can grow, Shroomfolk dwell. They tend to make homes within hollowed trees, sometimes in the carcasses of large animals, and sometimes just under the edge of a cliff. As long as they're near soil, they're more than comfortable. Though this does not restrict them to the outdoors. When sleeping outdoors, they will plant roots in the ground and stand in a circle. They see this as a way to convene with The Maecilli, and they believe it makes their psionic powers stronger. Their psychic abilities make them excellent at reading others, and as a result, they make very good fortune tellers - a common job for the race. They also are great merchants, able to know what the buyer is willing to pay before offering.

## Mixed Means

The piniccal of the Shroomfolk's desires lies within expanding the Maecilli with as much knowledge as possible. This desire reigns true in the Aceae too, despite their slightly weaker connection to the Maecilli. The best way to achieve this is by adventuring. Other, more malicious Shroomfolk, may choose to adventure with the intention of manipulating others. The most common example of this, though still rare, involves the Shroom posing as a local cleric or healer, who will secretly poison others, then charge them to heal their "Sickness".

## Shroomfolk Names

At birth, before initially opening their eyes, the Shroomfolk hear a name spoken from the Maecilli. The sound they hear is thought to be from a memory within the Maecilli. It is unknown if this memory is from that spirit's past life or not, but it is certainly from the Maecilli. This name is adopted as their own, and is the first word they speak after birth.

**Male Names:**

*Evom, Etos, Avos, Hthes, Ero, Oyo,*

*Olep, Roloi, Simop, Opio, Kano, Lao*

**Female Names:**

*Doma, Mada, Evda, Mera, Sira, Avri,*

*Hthea, Loyi, Ime, Efther, Ora, Hrisi*

## Shroomfolk Racial Traits

Despite the large variety found among the Shroomfolk, they all have some things in common.

***Ability Score Increase:*** In times of need, the memories of your ancestors and past lives rush back to you from within The Maecilli.

(+2 Wis)

***Age:*** Most Shroomfolk reach physical Maturity after as short as a few months after birth. They usually die around age 200, and will be reborn within a year of their death.

***Alignment:*** On a day to day level, the alignment of any Shroomfolk is dependent on their own personality. That being said, all of them take a ***Reasonable*** approach involving their goal to bring more knowledge to the Maecilli, regardless of their other goals.

***Size:*** Each subrace has a different height. Pscilyte - Small (2-4 ft), Pluteus - Medium (4-6 ft), Aceae - Large (7-10ft)

***Speed:*** Each subrace also has a different movement Speed. Pscilyte - 25ft, Pluteus - 30ft, Aceae - 20ft

***Psionic Mind:*** You know the Detect Thoughts spell. Wisdom is your spellcasting ability for it.

***Telekinesis:*** You can levitate any weapons or items within 15ft and attack anything within 5ft with them as an action. If you do, your attack roll has disadvantage. Alternatively, you can pull the item to you.

***Influential Spore:*** You have proficiency in the Persuasion skill.

***Fungus Flesh:*** Your Fungi Stipe is unable to support armor. You cannot equip any armor.

***Toxic Spores:*** You're made up of fungus, toxic spores being part of your natural biology, you're immune to poison.

***Language:*** You can read Common. You can speak every language telepathically, but you cannot read or write them. You can only speak a language if you're talking to or reading the mind of someone who speaks it. You are capable of translating any such language, and communicating the translation to another telepathically.

## Subraces

There are three types of Shroomfolk, and it is not known what causes the subraces. They are all very different, but all hold the same relation to Maecillia. They are all better at different things, and live in harmony in the same groups. They are as follows:

### ***The Pscilyte*:**

Pscilyte are the smallest Shroomfolk subrace, but make up for their lack of strength in a strong attunement with Maecilli. This gives them a strong grasp of magic, and the most powerful psionic ability out of the Shroomfolk. They can have caps which barely cover their stems, or caps bigger than even some Pluteus. They often have long, curving holes in place of a mouth, which spores often leak out of. Unlike the larger Shroomfolk, it is rare for a Pscilyte to have any smaller fungi growing on them. Pscilyte can potentially have an additional mushroom cap in place of one or both of their hands. Pscilyte hands are similar to claws, with one large unmoving finger, and an opposable smaller one. Because of this, it's very difficult for them to hold weapons. They are, however, just as capable of magic and psionic abilities without hands.

***Ability Score Increase:*** Your attunement to Maecilli is stronger than other subraces. (+1 Wis)

***Handy-Cap:*** You choose if you have mushroom caps in place of one or more hands. For each hand you replace with a cap, your Telekinesis range is extended by 5ft. Your AC is 10 + your Dexterity bonus; if you choose to replace one or more of your hands with a cap, your AC is now calculated as 12 + your Dexterity bonus.

***Cantrip:*** You know one cantrip of your choice from the Bard or Druid spell list. Wisdom is your spellcasting ability for it.

***Cantrip:*** You know one cantrip of your choice from the Bard or Druid spell list. Wisdom is your spellcasting ability for it.

### **The Pluteus:**

Pluteus Shroomfolk tend to be medium in size, and very in tune with Maecilli. Because of this, they are much more capable of psionic powers than the larger Aceae. Although there is much variety in how the Shroomfolk grow, especially regarding their cap, the Pluteus have one, medium sized cap. They have a series of small, trypophobic holes where a mouth would be. It is not uncommon for them to have small fungi growing on their body, sometimes even releasing spores of their own. Pluteus have 3 fingers and a thumb, making them capable of wielding weapons; mostly light ones.

***Ability Score Increase:*** Your more durable and flexible body frame makes a big difference in non-magical, non-psionic combat (+1 Dex)

***Opposable Caps:*** Unlike your other Shroomfolk brethren, you have 3 fingers and an opposable thumb. You are able to hold items and weapons with your hands, and write in both common and Maecillian.

***Lightweight Proficiency:*** You have proficiency with Rapiers, Whips, Scimitars, and Shortswords.

***Cantrip:*** You know one cantrip of your choice from the Bard or Druid spell list. Wisdom is your spellcasting ability for it.

***Protective Fungus:*** Although you have a stronger frame than the Pscilytes, you still cannot support armor. You do, however, have a protective layer of fungus covering your body. Your AC is 12 + your Dexterity bonus. A shield's benefits can still be applied.

### **The Aceae:**

The Aceae Shroomfolk are much larger than the average Shroomfolk, with some being as tall as 8 ft. Despite their larger size, they tend to be less capable of psychic powers than the other Shroomfolk. If they had legs, the stem would struggle to hold all of the weight of the Aceae, so they instead have roots which they use to pull themselves across the ground. Aceae have the largest caps as well, ranging anywhere from 6 to 12 ft across. They usually have no mouths at all, as they still have a connection with Maecilli, and can communicate telepathically. Aceae tend to be covered in fungi, giving their stems a strong, hard shell. The Aceae are capable of using these fungi to produce their own spores. Unlike the smaller Shroomfolk, the Aceae always have a cap on the end of each arm in place of a hand. There is an equal amount of variety in these caps as what can be found in all other Rhodesian caps.

***Ability Score Increase:*** The Aceae are very large creatures, and have much stronger bodies than the other Shroomfolk. (+1 Str)

***Fungal Bulwark:*** The layer of fungus covering your body is much thicker than that of a Pluteus. Your AC is 17; do not apply a Dex bonus.

***Commanding Presence:*** You are proficient in the intimidation skill.

***Turning Spores:*** You can use your action to release spores into the air. When you use ***Turning Spores***, each creature within 20 ft must make a saving throw, the DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much poison damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use ***Turning Spores***, you can’t use it again until you complete a long rest.