"Born from spores and thriving in the dark, Vegepygmies—sometimes called Moldfolk—are creatures of the wild, a curious blend of sentience and fungus. They grow where decay and life intertwine, learning from the world around them in ways both alien and instinctive. Their language is one of scents and gestures, their culture shaped by the cycles of growth and rot. While many prefer the safety of their fungal warrens, others venture into the wider world, seeking knowledge, territory, or simply following the will of their mysterious spore-born instincts."
Vegepygmy Traits
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Vegepygmies sprout from spores and reach full maturity within 6 months. However, they do not age naturally, instead living indefinitely unless destroyed.
Size. Vegepygmies stand between 2 and 4 feet tall, with spindly but flexible bodies covered in moss, bark-like plating, and fungal growths. Your size is Small.
Speed. Your walking speed is 30 feet.
Creature Type. You are a Plant, rather than a humanoid. You are immune to spells that specifically target humanoids, such as Hold Person, but may be affected by abilities that affect plants.
Moldborn Resilience
· You are naturally resistant to disease and decay.
· You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
· You do not need to eat in the traditional sense. Instead, you absorb nutrients from decomposing organic matter over the course of a long rest.
Spore Speech
· You do not speak in the traditional sense, but you can communicate telepathically with creatures within 30 feet by releasing spores that transmit emotions, concepts, and simple words.
· This functions as telepathy but does not work through barriers or airtight containers.
· You can understand Common and Sylvan, and you can read and write in Druidic or Undercommon (your choice).
Fungal Regeneration
· Once per long rest, when you drop to 0 hit points, you instead drop to 1 hit point as tiny spores knit your wounds closed.
· Immediately after using this trait, you gain temporary hit points equal to your level + your Constitution modifier.
Moldstep (Recharge on Short or Long Rest)
· As an action, you can release a burst of spores and instantly move up to 30 feet to an unoccupied space you can see, ignoring difficult terrain. This movement does not provoke opportunity attacks.
· If you move into dense plant life or dimly lit areas, you can attempt to Hide as a bonus action.
Sunlight Sensitivity. Your fungal nature makes you ill-suited to bright light.
While in direct sunlight, you have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Languages. You understand Common and Sylvan, though you communicate primarily through spore telepathy.
Vegepygmy Culture & Roleplaying Notes
· Born of the Rot. Vegepygmies do not reproduce traditionally, instead emerging from the remains of creatures overrun by fungal spores. Their society is communal and instinctive, valuing survival and shared knowledge over individual ambition.
· Quiet and Observant. They are naturally cautious, preferring to watch and listen before engaging with the world.
· A Strange Morality. Vegepygmies do not see death as an end, merely a transformation—making them curiously neutral when discussing life, decay, and the balance of nature.
· Bound to the Wilds. Most are found in deep forests, swamps, and underground caves, though some have bonded with druids, rangers, and hermits who appreciate their unique perspective.
Vegepygmy Subraces
While all Vegepygmies share common fungal origins, different environmental factors and symbiotic relationships shape their unique adaptations. The three primary subraces—Rotkin, Glowspore, and Barkhide—each exhibit distinct traits depending on the mold and fungi that influenced their development.
Rotkin Vegepygmy (Children of Decay)
"From death, we are born."
Rotkin Vegepygmies thrive in the darkest corners of nature, where death and decay are strongest. Often found in graveyards, abandoned battlefields, and rotting swamps, their spores consume organic matter rapidly, and their bodies are laced with necrotic energy.
Additional Traits:
Ability Score Increase. Your Intelligence increases by 1.
Rotten Resilience.
You have resistance to necrotic damage.
You have advantage on saving throws against disease, and you are immune to the effects of natural decay, such as rot or gangrene.
Death Bloom. (Recharge on Long Rest)
As an action, you can release a cloud of spores in a 10-foot radius around you.
Each creature of your choice in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d8 necrotic damage. On a success, they take half damage.
Creatures that die within 1 minute of being affected by this ability sprout fungal growths, becoming difficult terrain in a 5-foot radius around their bodies.
Glowspore Vegepygmy (Keepers of the Bioluminescent Glades)
"The light is within us, even when the world is dark."
Glowspore Vegepygmies dwell in luminous caverns, phosphorescent swamps, and enchanted groves. Their bodies emit a soft glow, and their spores are attuned to mystical energies, making them favored by druids and fey beings.
Additional Traits:
Ability Score Increase. Your Charisma increases by 1.
Luminous Form.
You shed dim light in a 10-foot radius. You can suppress or resume this glow as a bonus action.
You gain proficiency in Arcana.
Fairy Lantern. (Recharge on Short or Long Rest)
As a bonus action, you can cause your glow to brighten and pulse, creating a disorienting effect.
A creature of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute.
The charmed creature is fascinated by your glow and will not willingly move away from you.
The effect ends if you or your allies harm the creature or if it takes damage.
Barkhide Vegepygmy (The Rooted Guardians)
"We do not break. We endure."
Barkhide Vegepygmies grow in dense forests, jungles, and ancient ruins, developing hard, bark-like exteriors that make them more resilient than their moldfolk cousins. While slower than other Vegepygmies, they are sturdy and nearly immovable.
Additional Traits: Ability Score Increase. Your Strength increases by 1.
Barkskin Defense. When you are not wearing armor, your AC equals 15 + your Dexterity modifier.
Rooted Endurance. (Recharge on Long Rest)
As a bonus action, you can root yourself in place, making you nearly unmovable. Until the start of your next turn:
· You gain temporary hit points equal to your level + your Constitution modifier.
· You cannot be knocked prone or moved against your will.
· Your speed becomes 0, but you can still take actions as normal.
Choosing a Subrace
Each Vegepygmy subrace represents a different evolution of fungal adaptation. Choose a subrace based on the kind of Vegepygmy you want to play:
1. Rotkin Vegepygmies are perfect for those who like a darker, decay-focused survivalist with necrotic resistance.
2. Glowspore Vegepygmies make for great mystical and social characters, offering support abilities and a charming presence.
3. Barkhide Vegepygmies excel at tanking and durability, offering a more stoic and unmovable playstyle.