Doomspore Myconids (4e Race)

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Scales.png This page is of questionable balance. Reason: Though the communication is interesting it just provides a huge hindrance with role play and generally limits the player and DM. Having no additional traits other than the interesting telepathy. However the Racial power is far to strong, The zone it'self for only the one turn would be an amazingly powerful racial, but the sustaining and it being an Encounter makes it incredibly overpowered.

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Doomspore Myconids[edit]

Sentient fungusfolk from the swamps and caverns of the Feywild

Racial Traits
Average Height: 3'9"' to 4'6"
Average Weight: 50-80 lb.
Ability Scores: +2 Constitution, +2 Wisdom or +2 Intelligence
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: None (See below)
Skill Bonuses: +2 Dungeoneering, +2 Nature
Rapport Spores: You can communicate telepathically with any creature that has a language, telepathy, or a similar trait and has been adjacent to you within the last 5 minutes. This group of creatures may also communicate with one another instantaneously, although you are privy to all that is said.
Plant Traits: You are are considered a plant for any effects that relate to the plant keyword.
Language Ineptitude: The mechanisms of language are completely inimical to the myconid mind. While they understand spoken language as though it had been delivered telepathically, they cannot read, write, or speak any language. Even with the aid of the most powerful magic, this barrier cannot be circumvented.
Fey origin: The Doomspore strain of Myconids is native to the swamps and under ground pools of the Feywld. You are considered a fey creature for purposes of creature origin.
Stun Spores: You can use Doomspore Cloud as an encounter power.

Doomspore Cloud Myconid Racial Power
In response to aggression, you release a cloud of toxic, black spores to defer your attackers.
Encounter Star.gif Poison
Minor Action Close Burst 3
Target: All creatures in Blast
Attack: Constitution, Wisdom, or Intelligence +2 Vs. Fortitude
  • Level 11: Constitution, Wisdom, or Intelligence +4
  • Level 21: Constitution, Wisdom, or Intelligence +6
Hit: Constitution, Wisdom, or Intelligence modifier poison damage. Creates a zone in the burst that grants allies total concealment and is difficult terrain for your enemies.

Sustain Minor: The zone persists

Myconids are race of humanoid fungus who hail from the most remote of swamps, but many of their circles originate in the Feywild's infamous Murkendraw. As a society, they are reclusive and extremely cautious in their dealings with other races, and as such are rarely seen by any other than their neighbors. Most individual myconids are diligent workers that singlemindedly spend their entire lives working for the colony, but they do have a sense of individualism - no matter how small - and occasionally decide to become adventurers.

Play a myconid if you want...

  • To play a race with an unconventional method of communication.
  • To play as a creature from a swampy, often dull, background.
  • To be a member of a race that favors the cleric, invoker, shaman, druid, and wizard classes.

Physical Qualities[edit]

Myconids are stocky humanoids with bloated, spongy flesh. Their skin tones tend towards shades of grey, dulls tan, or rarely white, but occasion they grow in varieties of reds, blues, and purples if exposed to arcane power or similar effects. While their bodies are typically dull shades of tan, their caps are always unique varieties of bright and vibrant colors with very definite geometric patterns used to identify individual Myconids. Their heads are barely separate from their body,the two are only distinguishable as such by a pair of large eyes. Myconids have no mouths and no visible ears. They eat by standing on their food, usually while they sleep, and prefer their food slightly rotten. Often adventuring myconids, especially beginning adventurers, are very unused to the intense emotions of the out side world. These new stimuli will typically cause some sort of nervous habit, whether it be quiet stammering or releasing a harmless puff of spores into the air.

Young myconids are immobile and mature rapidly, reaching their equivalent of adolescence within a year. Once they reach this point they begin to move about and work for the colony, and slowly grow to full size in the next four or five years. After this point, their ageing is unpredictable: they grow as needed to fill roles missing in their colony. Myconids typically live about fifty years before showing any signs of age. At this point their movement begins to slow and within five years they become immobile and begin to decay. A decaying myconid releases spores that grow into new myconids.

Playing a Myconid[edit]

Myconids are quick to listen, slow to talk, and even slower to act. Although they are willing to act without planing, they are much less willing to act without a firm grasp of their surroundings and situation. Recklessness is unknown to them. Those who have adventured for some length of time will learn to act with less information if the situation forces them to, but a myconid straight from the colony is likely to be cautious to a fault.

Myconids, especially those removed from their colony, are hard workers, and prefer to finish an entire day's work in one continuous action. When the day's work is done their preferred form of recreation is a type of telepathically shared hallucination, but without other myconids to share the experience with they are likely to attempt to join in whatever form of recreation is common among those hosting them.

Myconids consider most people to be their friends, and enjoy large gatherings. Though loyal, they will not fight to help a friend unless to defend that friend. An enemy of a friend is not an enemy to a myconid, but someone who attacks that friend is.

Myconid Characteristics: Cautious, diligent, pacifistic, friendly, calm

Names: Myconids have no language of their own, and thus have no name in the conventional sense. Adventuring myconids typically choose a name from the first culture they visit, or remain identified by the geometric patterns on their caps.

Myconid Adventurers[edit]

Most myconids never leave their colony, but instead spend their life working. However, though most never visit the outside world, they still prefer to keep track of events outside the colony. Colonies occasionally send scouts to explore the world and come back with stories; these scouts often join groups adventurers and spend most of their lives abroad before returning with what they know. Not all myconid adventurers are scouts - myconids have free will independent of their colony and on occasion get wanderlust. These individuals typically stay with their colony until a season where they are not needed, then strike off on their own.

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