1. Ancestries (old Races)

Myconid / Mycelian / Fungril

Myconid / Mycelian / Fungril header image

For the Daggerheart version, see the post below.

Description

Myconids resemble humanoid fungi, with wide cap-like heads, rootlike claws, and luminous eyes that emit soft sporelight. They do not age in a linear sense but instead cycle through physical states — sporeling, stalkgrown, bloomform, and decayform — each representing stages of life, memory, and purpose.

Society and Beliefs

Myconid society is deeply communal and contemplative, guided by the philosophy of Symbiogenesis — the belief that all beings are interconnected through cycles of mutual transformation. Their greatest leaders are Sporeseers, individuals who can channel the ancestral Sporemind and commune with Unknown, Laia and Zeriax, often interpreting visions rooted in the natural decay and renewal of ecosystems. They believe that decay is not the end but the revelation — that all knowledge lies beneath the rot, waiting to be unearthed by those patient enough to listen. They are not expansionist and seldom interact with surface societies unless the balance of nature is threatened. However, they are deeply respected in Emerald-aligned cultures and sometimes sought by Unknown's faithful for wisdom in crafting resilient, living structures, or by Oromne’s devotees for insight into the metaphysical roots of dreams.

Origins

The first Myconids were created by accident, in Unknown underground study. During the 1st era, while the major Fragments were battling for dominance, he retreated deep underground to find peace and quiet and study the species that also fled there to escape the surface devastation. He often visited a mushroom garden kept by the elven societies to cultivate food and his overflowing magic presence, imbued sentience to the garden over time. When the time came for the surface dwellers to return back home, the garden stood up, literally, and took over that place.

Genetics

They do not have genders as perceived by other humanoids, as each of them is capable of leaving spores that have a chance of developing sentience. They are the only humanoid species that can reproduce without a pair. Naturally, they gravitate towards Good alignments, although those who embark on journeys to the surface get influenced by other cultures and might stray from their previous alignment.

Lifespan

They live up to 200 years.

Homeland

They are mostly found deep in the Unknown, but on exceptional circumstances, some of them decide to venture on the surface.

Also found in

Unified Caldar

Reputation

Those mysterious creatures of the depths are known as peaceful beings. They have good relationships with Dark Elf, Tenebra and Duergar people. To the surface dwellers, they are seen as an exotic plant with sentience. 

Alive/Extinct

As of the 4th era, they are still alive.

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Myconid Traits

As a myconid, you have the following racial traits.

Ability Score Increase: Your Constitution score increases by 1.

Type: You are considered humanoid (and plant, see below).

Size: You are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Organic: In addition to Humanoid. you are considered a Plant creature for the purposes of abilities, items, or spells that have additional effects on Plant creatures, such as the Blight spell or the Locate Animals or Plants spell. Moreover, you don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Darkvision: You have Darkvision with a range of 60 feet.

Fungi Fortitude: You have Advantage on Constitution saves

Spores: As a Bonus Action, you eject spores in a 10-foot-radius around you, causing one of the effects below. If an effect requires a save, the DC is 8 + your Constitution modifier + your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.

  • BLINDING. Each other creature in the spores must succeed on a Wisdom save or be Blinded until the start of your next turn.
  • POISONOUS. Each other creature in the spores must succeed on a Constitution save or be Poisoned for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself a success.
  • TELEPATHY. You and each creature of your choice in the spores gains the ability to communicate telepathically with each other as long as you are within 30 feet of each other. The effect lasts for 1 hour.

Languages: You can speak, read, and write Common and one Standard language of your choice.