Polymander, D&D 5E Race

This is the page for the Dungeons and Dragons 5th Edition homebrew Race, Polymander.

NOTE: This page is IN DEVELOPMENT. Use of this content may result in a character that is not properly balanced for your campaign or have traits that do not work as expected. You may use this race for testing it or for just fun (with your DM's approval).

NOTE 2: Any testing results ARE NOT to be included on the page (you may use the Comment Section to do so, or via the Discord chat). Do not make edits to the page if you are not part of the race's development team.

## Polymander

### Physical Description

Polymanders appear similar to a large, slimy salamander with six limbs. They can rear up the front part of their body and use their front limbs as hands, maintaining a physical orientation reminiscent of a low-set centaur.

## Polymander Traits

**Suggested Ability Score Increase**: +2 Constitution, +1 Dexterity

* **Size**: You are a Medium creature.
* **Creature Type**: You are a Beast.
* **Age**: ???
* **Speed**: Your Speed is 30 ft. You have a Swim speed equal to double your Speed. You have a Crawl speed equal to your speed.
* **Vision**: You have normal vision.
* **Languages**: You can speak Common (aka: Hoomsh) and (Polymanderish? or one appropriate language of your choice).

**Water Breathing**: You breath both air and water.

**Slimy Body**: As a result of the great amounts of slime your body secretes, you gain the following:

* After traveling (walking, running, long jumping) in a straight line for 15 or more feet, you may slide along the ground for an additional 10 ft. in a line in the same direction. This additional movement does not count against your Movement for your turn, however you cannot end it early (such as to avoid a cliff, trap, wall, etc.).
* You have Advantage on checks to escape being Restrained or Grappled.

**Low-set Body**: As a result of your body being set so low to the ground, you gain the following:

* You can end the Prone condition on yourself by spending 5 ft. of movement.
* Ranged attacks against you have Disadvantage if the attacker is not within 10 feet of you.
* You can fit through spaces for a creature one size smaller than yourself without penalty.

**Regenerative Limbs**: If you lose a limb, roll 1d12+4. You slowly regrow that limb over a span of that many months (your head is not a limb).

* Prosthetics: Within a month of losing a limb, it can be replaced with a prosthetic limb. Doing so will prevent it from regrowing any further, even while the prosthetic is removed. If the lost limb is fully restored by magic such as the Regenerate spell, you will regain the ability to regrow it should it be lost at a later time.

**Mushroom Patch**: Your back is a fertile space for growing mushrooms. As part of a Short or Long Rest, you can plant one species of mushroom to begin cultivating that type. After it reaches maturity, you can harvest them as part of a Short or Long Rest. You can start a new cluster as part of the same rest.

* A mushroom must be fully ingested within one minute to have an effect (part of a mushroom is not enough). It could be eaten whole or in pieces or dried then ground and mixed into a drink. Constructs and other creatures that don't need to eat to survive are unaffected.
* Duration: Each harvest of mushrooms lasts for one week from harvesting. As part of a Short or Long Rest before they expire, they can be dried to last for one year.

Types of mushrooms (non-exhaustive list):

* Support/healing (A Lesser Restoration spell or similar effect will also remove any ongoing effects unless the effect states otherwise.)
	+ (Basic, food): Takes 1 month to grow and produces 10 (1d10+5) mushrooms each harvest. When eaten, provides enough sustenance to feed that creature for the entire day.
	+ (Healing property): Takes 2 months to grow and produces 4 (1d4+2) mushrooms each harvest. When eaten, restores 3 (1d4+1) HP.
	+ (Poison Resistance): Takes 1 month to grow and produces 6 (1d6+3) mushrooms each harvest. When eaten, the creature gains Resistance to Poison damage and has Advantage on Saving Throws against being Poisoned for the next hour.
* Offensive effects (A Lesser Restoration spell or similar effect can end this early unless the effect states otherwise.)
	+ (Toxin): Takes 1 month to grow and produces 6 (1d6+3) mushrooms each harvest. When eaten, the creature is Poisoned for the next 24 hours. A Lesser
	+ (Narcotic): Takes 2 months to grow and produces 4 (1d4+2) mushrooms each harvest. When eaten, the creature falls asleep for the next hour. A Lesser Restoration spell or similar effect can end this early.
	+ Deathcap: This rare type of mushroom takes 3 months to grow and produces 4 (1d4+2) mushrooms each harvest. When eaten, the creature becomes Poisoned and takes 40 (10d8) Poison damage. At the end of each minute afterwards, they make a Constitution Saving Throw. They take 40 (10d8) Poison damage on a failed save, or half as much damage on a successful one. This Poison can only be cured by a Greater Restoration spell or similar effect.
* Magical Mushroom effects (A Lesser Restoration spell or similar effect can end this early unless the effect states otherwise.)
	+ There are very rare mushrooms that carry magical properties. If you attempt to cultivate one, roll a d20. On a 5 or higher, they root without issue. On a 1-4, the mushroom is killed and loses its effects.