Myconid

## Statistics

### Age

Myconids reach maturity at 6 years old and can live to be a little over 1000 with the oldest ones becoming sovereigns but generally they don't last that long due to environmental changes from the Deep Core beings

### Languages

You speak Common, Undercommon, and Mycelli

## Racial Traits

### Trait 1

Superior Darkvision: Accustomed to the darkness of the Deep Core, you have superior vision in dark and dim conditions. 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 colours in darkness, only shades of grey.

### Trait 2

Pacifiying Spores: As an action, you can eject spores at one creature you can see within 15 foot of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier 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 on itself on a success. You regain use of this trait once you have completed a short or long rest.

### Trait 3

Sun Sickness: due to living in the Conditions of the Deep Core While in direct sunlight, unless otherwise concealed, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.

### Trait 4

Glowlight Regen: As a Action you release spores in a 10ft radius around you that lets you and your allies regain hit points equal to your level. If you have more hit points left, you can put the extra hit points as temporary hit points. You regain use of this trait after you finish a long rest.

### ***Lore:***

*One of the original denizens of the Deep Core Myconids are very Social creatures enjoying group smoking sessions and meeting new travelers.*

### ***Subraces:***

#### ***Deathcaps:***

* ***Animating Spores:*** As an action, you can target one corpse of a humanoid or a Large or smaller beast within 5 feet and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant(MM p.231). The corpse stays animated for 1d4 + 1 days or until destroyed, and it can't be animated again in this way. You can only have one spore servant at a time. You regain spent use of this trait when you complete a long rest.
* ***Contagion Spore(Replaces Pacifying Spore):*** Close contact with your body makes a creature vulnerable to your spores. When you grapple a creature successfully, the grappled creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, they become paralyzed until the end of their next turn. On a successful save, they are unaffected and are considered immune to your spores for the next 24 hours.

#### ***Portocaps:***

* ***Hardy Cap:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.*
* ***Clawed Fist:*** Your clawed fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Stepping Stool:*** Your head is such a strong surface that someone could comfortably stand on top of you. Creatures of size medium or smaller can stand on top of your head, treating it like an empty space. If you move while a creature is on top of you, they will stay on top of your head. If you or the creature are knocked prone, you are both knocked prone and the creature on top lands on another space within 5 feet of you. You can only benefit from this ability while standing up.

#### ***Mycelicap***

* ***Psionic Speech:** You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. When you are communicating with another Myconid, this range extends to 120 feet.*
* ***Mental Fortitude:*** Your mind is not so easily beguiled by normal means. You have advantage in saving throws against illusions and being charmed.
* ***Bolstering Spores ( Replaces Glowlight Regen):** You may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other and have advantage against mental saving throws. The effect lasts for 1 hour.*
* ***Debilitating Spores (Replaces Pacifying Spores)**: You may as a action eject harmful spores out these spores effect the minds creatures within a 15 radius around you must make a Wisdom Saving throw verses your DC of 8+ Intelligence Mod + Proficiency. on a Failure the creature is charmed for 4 rounds and on their turn they will do a simple command Attack, Move, Sit, Stand, ETC,*

#### ***Bellacaps:***

* ***Bio-Luminescent Glow:** 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.*
* ***Cave Navigators:** You are well versed to finding your way even when cut off from natural signs of direction. You have advantage in Wisdom (Survival) checks to navigate cave systems and similar surroundings.*
* ***Bouncy:** When a creature makes a standing or running high or long jump while within 5 feet of you, also you can use your reaction to allow them to bounce off of your head, adding an additional 10 feet to their jump distance until the end of their turn.*