Mushoid (5e Race)

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Mushoid[edit]

Physical Description[edit]

You look like the body/being you possess with the cap of the sub race you choose. The skin of the body/being gains a slight tint of the color of the stem of the mushroom the sub race you choose. Your chest gains a 1 inch thick mushroom hide. If you are possessing a body that has already died, there is a faint but distinct smell of rotting flesh.

History[edit]

Mushoids are groups of mushrooms that, due to an unknown source, gained semi-sentience. Due to this semi-sentience, they're able to possess an animal or humanoid. It might be a bored patron wanting chaos, it might be the thrown out potions of a wizard who didn’t get what they wanted, then again it might be a lich or necromancer, after all they do have the mysterious ability to possess the dead. Whatever happened, most don’t find out, or even want to for that matter.

Mushoid Names[edit]

Since mushrooms have more than 17,000 genders, Mushoids don't have gender based names. Their names are usually one to two syllable words.

Mushoid Traits[edit]

Mushoids are groups of mushrooms that, due to an unknown source, gained semi-sentience. Due to this semi-sentience, they're able to possess an animal or humanoid. It might be a bored patron wanting chaos, it might be the thrown out potions of a wizard who didn’t get what they wanted, then again it might be a lich or necromancer, after all they do have the mysterious ability to possess the dead. Whatever happened, most don’t find out, or even want to for that matter.
Ability Score Increase. You can choose between your Dexterity score increasing by 1 or your Constitution score increaseing by 1. If the main ability score improvement is Dexterity or Constitution, you take the +2 instead of the +1. If the body/being only has minor ability score improvements, then you take one of the two the ability score improvements that the body/being has in addition to one of your two. If the body/being you possess doesn’t have an ability score increase, for whatever reason, you take a +1 in both Dexterity and Constitution.
Age. If you are not possessing a body/being, you can survive for 1 week. If you are possessing a body that has already died, you roll a d12 to see how many weeks you can survive in the body. If you are attuned to a being that was alive, roll a d8 +2 to see how many months you can survive in the being. If you keep finding a body/being to possess you could live forever as you can keep feeding. When first possessing a body/being, you must make a nurture check or a survival check to see how well you're able to "preserve" a body. If you roll a 1-8 you get a -2 to your roll, if you roll a 9-13 you get a -1 to your roll, if you roll a 14-18 you don't get a bonus your roll, if you roll a 19-20 you get a +1 to your roll, If you roll a 20+ you get +2 to your roll. Small bodies/beings have a -1 to the roll and Medium bodies/beings don’t have a modifier.
Alignment. Most Mushoids are True Neutral, however there are the outliers like in any race.
Size. This depends on the being you’re possessing, small or medium.
Speed. If you are outside a body/being your movement is 5ft, if you’re possessing a body that was already dead, use that creature’s movement, if you’re attuned to a being that’s living add 5 to the creature’s base movement speed.
While not possessing a body/being, you can see 10ft around you thanks to your roots. While possessing a body, you can see what that race is able to at base.. {{{description1}}}
Body/Being Possession. In order to survive, a Mushoid must possess a body/being. While possessing a body/being the Mushoid eats the skin of the body/being. This means the do not need to consume rations. In order to do this, they need to “attune” to said body/being as someone would have to attune to a magic weapon. This takes 1 and a half hours to complete. After 24 hours, the body/being will gain the cap and skin tint of the mushroom sub race the player chose. During this time the body/being slowly gains their Mushoid abilities. If the being is living, it needs to be willing in order to possess. When transferring from one body to another directly, the time to fully transform is cut in half. The Mushoid retains the class levels it itself gains from previous bodies/beings. If a Mushoid possesses a body/being that had/has class levels, they don’t gain said levels. The two beings share a psychic connection. A Mushoid can willingly leave a body/being before the body becomes fully unusable. A Mushoid can not possess a being that another Mushoid is at the same time.

If a Mushoid, while possessing a being that is living (specifically a player character), enters combat, both players must make opposing charisma or wisdom saving throws against each other. If the two get the same number, both are able to attack but only the original owner of the body has control of where the body moves spaces, unless the Mushoid is first in initiative between the two then they can choose where to move, afterwards the original owner moves spaces for the following rounds. If one of the two isn’t surprised, for any reason, in a surprise round, both aren’t surprised as the two share a psychic bond. Both beings have their own stats and can take their turns as normal, with only one being able to move spaces. If the being that is living wants to not be attuned to the Mushoid while the 2 are in the same body, and doesn't tell the Mushoid, the Mushoid is unwillingly forced out.

If a fifth of the total time you had to be attuned to a being that's living is left, the body now is dead and will now take the dead attributes instead of the living attributes.
Transformation Spores. If a Mushoid willingly leaves a being that is still alive, that being is granted properties from the Mushoid for a fourth, to a max of two weeks, of the time the being was possessed or until the being uses all of their spore spread abilities. The properties the being gains are a weaker Spore Spread ability, the cap of the Mushoid, and a psychic bond. The spore spread ability uses a d6 instead of a d8, and is the same damage type as the Mushoid’s who possessed them. The one who was possessed gets ⅓ of the uses as the Mushoid’s level. If a Mushoid unwillingly leaves a being that’s living, the transformation is unstable and will have half the normal time and half the amount of Spore Spreads (rounding down). The psychic bond fades with the transformation.
Spore Spread. You shake your cap and spread your spores in a 10ft radius that will do 1d8, depends on sub race, damage to creatures you decide. This takes an action. The damage of your spores increases by 1d8 every 5 levels. You have half of your level in charges. If you use Spore Spread while possessing a living being, add 1d4, this scales with the d8.
Cap Effect. Your cap can be eaten in small pieces but needs to replenish. If eaten, your cap will have a different effect based on your sub race. The amount of time it needs to replenish depends on how much is missing. If 5 or less pieces are missing then it replenishes in 24 hours. If 6-10 pieces are missing then it replenishes in 48 hours. If 11-25 pieces are missing then it replenishes in 72 hours. 26+ pieces missing will cause permanent damage and will only replenish 25 pieces, resulting in less total pieces able to be taken off in the future before permanent damage. It takes 1 health point for the first 5, 2 health points for 6-10, 4 for 11-25, and 16 for every piece over 25. This does not apply if pieces fall off from enemy attack.
Learnt Languages. After possessing enough bodies/beings that have the same languages, the Mushoid retains the language as if it were second nature. This takes anywhere from 25 - 100 bodies/beings with the same language, depending on how hard and rare a language is (usually the rarer, the more difficult it is to learn), to learn. The amount of bodies is to the DM’s discretion.
Base Confusion. You must choose a sub race because of the 14,000 different species of mushrooms, without a specific species you aren't able to fully focus.
Resistance/Weakness. The Mushoid resists the damage their Spore Spread does. All Mushoids are weak to fire taking double damage from it. If a Mushoid is hit with fire while possessing a body/being, it unwillingly leaves the host’s body.
Mushroom Enhancements. Due to your inch of mushroom hide on your chest, you gain +1 to your armor class, and a +5 to speed if the being is living.
Magical Knowledge. You gain a cantrip based on your sub race. This is refreshed by a short rest.
Languages. Mushoids on their own only know the language they use through roots. Without possessing a body/being, Mushoids are not able to verbally speak any language, they are only able to speak with plants through connected roots. They do understand other languages while not possessing a body/being, if that language is known. They are able to hold a coherent conversation with other wide rooted plants such as trees, multiple different vegetables, and cacti, even when not connected. While possessing a body/being they know the languages the body/being did/do know.

Subraces[edit]

Horn of Plenty[edit]

Cap. It looks like a Black Trumpet facing up.
Skin Tint. A black tint.
Spore Spread. Your Spore Spread ability becomes Necrotic damage.
Magical Knowledge. The cantrip you know is Spare the Dying.
Cap Effect. Counts as half a day’s rations.

Death Cap[edit]

Cap. Light gray wide, thin top with an ultra thin vail coming off the edge.
Skin Tint. A yellow tint.
Spore Spread. The die increases from a d8 to a d10 and the d4 increases to a d6. Your Spore Spread ability becomes Necrotic damage.
Magical Knowledge. The cantrip you know is Decompose.
Cap Effect. Within 6 to 12 hours, Terrible things that I’m not going to describe, but you can look up for yourself, will happen. This eventually leads to death.

Webcaps[edit]

Cap. Deep Brown wide, thin top with thin slits as the bottom of the cap.
Skin Tint. Deep Brown tint.
Spore Spread. Your Spore Spread ability becomes Poison damage.
Magical Knowledge. The cantrip you know is Acid Splash
Cap Effect. Anywhere from 2 days to 3 weeks before symptoms start and ultimately death of liver failure.

False Morel[edit]

Cap. Many would and will mistake that it’s hair in an afro, in reality it’s a wrinkly orange cap.
Skin Tint. White tint
Spore Spread. Your Spore Spread ability becomes Psychic damage.
Magical Knowledge. The cantrip you know is Vicious Mockery.
Cap Effect. 6 to 48 hours after eating confusion and delirium will set in with the possibility of seizures and comas.

Mycena manipularis[edit]

Cap. Light grey or Light grey wide, thin top. In the dark, it glows green.
Skin Tint. Your skin tint is Light grey or Light grey and slightly glows green in the dark.
Disadvantage. Due to glowing in the dark, you have disadvantage on stealth checks while in the dark.
Spore Spread. Your Spore Spread ability becomes radiant damage.
Magical Knowledge. The cantrip you know is Hand of Radiance.
Cap Effect. Glows for 5 minutes.

Cordyceps[edit]

Cap. Anywhere from 0-5 brown balls. Roll a d6 to see how many you get, 1 on the die being 0 and 6 on the die being 5. Each ball counts as a separate cap. The pull off limit does not count here.
Skin Tint. White tint
Spore Spread. Your Spore Spread ability becomes psychic. The d8 becomes a d4 but it stuns 1 creature within the range, this takes a wisdom saving throw equal to your level to break out of. Due to you having multiple caps, you have the amount of charges you have as caps to use this ability. This refreshes after a long rest where you will have to roll your d6 again.
Magical Knowledge. The cantrip you know is Encode Thoughts.
Cap Effect. This makes any being that is living that eats your cap under your control for 10 minutes. If you try to attune to this being, you will not be able to while, or 50 minutes after the effect you lose the cap until the time is up for it to regenerate. This does not override the d6 role.

Doll's Eyes[edit]

Cap. 1-2 red stems, roll a die odd is 1 even is 2, that each have multiple red out spurts with eye-like berries on the end. You have 20 berries times the amount of stems. Due to this you have a -1 to Charisma.
Skin Tint. Red skin tint.
Spore Spread. Your Spore Spread ability becomes Poison damage.
Magical Knowledge. The cantrip you know Poison Spray.
Cap Effect. 16 hours after eating a heart attack accrues. This takes anywhere from 1-4 berries. In order to chose, roll a d4.

Octopus Stinkhorn[edit]

Cap. Looks like a thin version of the inside of the Demogorgon's mouth without the teeth.
Skin Tint. Red fade into White from top to bottom tint.
Spore Spread. Instead of spores, your Spore Spread ability lets out a black ooze. This does 1d6 the end of your turn. This lasts for 3 rounds and ends at the end of your 3rd turn after dealing damage, or when the target successfully removes the ooze with a wisdom 16 save.
Magical Knowledge. The cantrip you know Infestation.
Cap Effect. The one that eats it has to roll a d100 see if they like it. 1-45 they think it's the worst thing they've eaten and have to make DC 16 constitution saving throw that if they fail they take 1d6 Poison damage and throw up, 46-70 they think it's pretty bad and have to make DC 13 constitution saving throw they fail they take one poison damage, 71-89 they think it's ok, 90-99 they think it's amazing and heal 1 health point, 100 they think it's the best thing they've eaten and they heal 1d6 health.
Pungent Smell. The smell of rotting flesh increases to the point that all creatures within 5ft have to make a constitution saving throw, starting at 10 and increasing by 1 every turn they’re in range. If they fail their save, they take 1d6 Poison damage increasing by 1d6 every consecutive turn they fail.

Accepting Pure Confusion[edit]

Cap. As an amalgamation of all the other sub races you roll a d8 at the start of a day to decide what cap you get. 1 Horn of Plenty, 2 Death Cap, 3 Webcap, 4 False Morel, 5 Mycena Manipularis, 6 Cordyceps, 7 Doll's Eyes, 8 Octopus Stinkhorn.
Skin Tint. As an amalgamation of all the other sub races you roll a d8 at the start of a day to decide what Spore Spread you get. 1 Horn of Plenty, 2 Death Cap, 3 Webcap, 4 False Morel, 5 Mycena Manipularis, 6 Cordyceps, 7 Doll's Eyes, 8 Octopus Stinkhorn.
Spore Spread. As an amalgamation of all the other sub races you roll a d8 at the start of combat to decide what Spore Spread you get. 1 Horn of Plenty, 2 Death Cap, 3 Webcap, 4 False Morel, 5 Mycena Manipularis, 6 Cordyceps, 7 Doll's Eyes, 8 Octopus Stinkhorn.
Magical Knowledge. As an amalgamation of all the other sub races you roll a d8 at the start of combat to decide what cantrip you get. 1 Horn of Plenty, 2 Death Cap, 3 Webcap, 4 False Morel, 5 Mycena Manipularis, 6 Cordyceps, 7 Doll's Eyes, 8 Octopus Stinkhorn.
Cap Effect. As an amalgamation of all the other sub races you roll a d8 at the start of a day to decide what cap effect you get. 1 Horn of Plenty, 2 Death Cap, 3 Webcap, 4 False Morel, 5 Mycena Manipularis, 6 Cordyceps, 7 Doll's Eyes, 8 Octopus Stinkhorn.

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