Mycelinid (3.5e Race)
From D&D Wiki
Mycelinid's[edit]
Personality[edit]
The Mycelinid's, a fascinating race of mushroom people, embody a unique blend of nature's wisdom and quirks. These beings are deeply connected to the forest floor, thriving in the damp, enriched soil of their vibrant habitats. Their personalities reflect the gentle, yet resilient characteristics of the fungi from which they derive. Mycelinids are inherently nurturing, often described as gentle caregivers to the flora and fauna around them. They possess an intuitive understanding of the natural world, able to communicate with plants and animals in a silent, symbiotic language that promotes harmony within their ecosystems.
However, Mycelinid's are not without their eccentricities. Their whimsical nature signals a love for laughter and play, often reflected in their elaborate celebrations that mimic the life cycles of mushrooms. They revel in the joy of spores dancing in the air, embracing spontaneity and creativity. Despite their lightheartedness, Mycelinids can be fiercely protective of their territory, showing a strong sense of community and loyalty towards one another. This duality of nurturing kindness and fierce protectiveness makes them formidable allies, as they stand firm against threats to their habitat. In essence, the Mycelinids embody a rich tapestry of traits, melding serenity with spirited resilience, making them a truly enchanting race in the realm of fantasy.>
Physical Description[edit]
On average, they stand between four to five feet tall, and they become adults at 150 years, and old around 550 years. Their slender forms often resembling elegant stalks of mushrooms. Weighing around 80 to 120 pounds, they possess a lightweight yet sturdy build, allowing for both agility and resilience. Their skin exhibits a range of earthy tones, typically displaying hues of deep browns, muted greens, and soft grays, reminiscent of the forest floor and the mycelium network they are deeply connected to.
The eyes of Mycelinid's are particularly striking, often glowing with bioluminescent shades of blue or green but can also be black, providing them with excellent vision in their dimly lit, forested habitats. Their caps are adorned in shades ranging from irridecent ruby to the darkest of blacks.
Relations[edit]
These remarkable beings possess an innate ability to communicate with flora and fauna, utilizing a network of mycelium that extends like an underground web to convey messages across great distances. This organic network not only allows them to share resources and information but also fosters a mutually beneficial relationship with other races. When they interact with elves, for instance, the Mycelinid's often exchange rare fungi that enhance the elves' natural magic, while receiving guidance in the ways of the arcane in return.
Their aptitude for diplomacy extends to humans and dwarves as well, where they are often seen as healers and keepers of ancient wisdom. In human settlements, Mycelinid's offer herbal remedies and mushroom-based delicacies that greatly enrich local cuisine, leading to a thriving trade in fungal goods. Dwarves, with their affinity for crafting and mining, find allies in the Mycelinid's, who help guide them to buried treasures hidden beneath the forest floor, ensuring a mutually prosperous relationship. Yet, the Mycelinid's are also fiercely protective of their forest home acting as though they are sentries, making it clear to any who would exploit its resources that they will not stand idly by while their ecosystem is threatened. In this way, the Mycelinid's illustrate a delicate balance of cooperation and guardianship, embodying the fundamental interconnectedness of all life within the magical tapestry of their world.
Alignment[edit]
Mainly Neutral but can be influenced by outside sources or threats.
Lands[edit]
The Mycelinid's thrive in the damp depths of the forest or underground preferring to be close to their flora.
Religion[edit]
Their religion, known as Mycelism, is centered around the deep connections between life, death, and regeneration found in nature. Mycelinids believe that all living beings are interconnected through a vast network of mycelium, the unseen fungal web that serves as the foundation of their ecosystem. This belief manifests in their rituals, which honor the cycles of decay and rebirth, encouraging a harmonious relationship with their environment.
Central to Mycelism is the Great Spore, a divine entity representing the primordial essence of life. The Mycelinids hold ceremonies during the Moonflower Festival, where luminescent fungi bloom beneath the full moon, illuminating the forest. During this sacred time, the inhabitants gather to share stories of their ancestors, celebrate the nourishing powers of the earth, and offer gratitude for the spores that give rise to new life. Symbols of growth, such as twining vines and encircled roots, adorn their sacred spaces, reinforcing their commitment to stewardship over their woodland home.
The Mycelinids also practice a form of ancestral veneration, wherein they believe that the spirits of those who have passed return as guiding mycelium, shaping the growth and health of future generations. They maintain elaborate burial rites, interring their loved ones in fungal groves which provide nourishment to both the land and the community. This cyclical understanding of existence underscores their respect for life’s impermanence, fostering a profound sense of unity among the Mycelinids and their environment, as they navigate their existence through the wisdom of the fungi that surround them.
Language[edit]
Automatic Languages: Common and Sylvan. Bonus Languages: Elven, Gnome, Undercommon, Ignan and Terran
Names[edit]
Names are usually derived from the Flora they care for or named after the Flora:
- Female names: Flor, Moon, Sunspire, Nightshade, FeyDust
- Male: Thistle, Thorn, Wraith, Galestraw
Racial Traits[edit]
- +2 Intelligence, +2 Wisdom, -2 Strength
- +2 craft checks relating to plants and/or herbs
- +4 to Knowledge (nature) checks
- Cannot wear metal armor and has no proficiencies with any weapons other than natural
- +2 Handle Animal
- They cannot leave the ground, or they suffer the same effects as if they were in a Desert or Arctic Biome
Plant Traits:
- Low-light vision.
- Immunity to all mind-affecting effects (Charm, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
- Not subject to critical hits.
- Proficient with its natural weapons only.
- Proficient with no armor.
- Plants breathe and eat, but do not sleep.
In Forest Biomes only:
- +10 to Hide Checks
- +10 Move Silently
Desert and Arctic Biomes:
- They become Exhausted, Each day they are in these Biomes they lose 2 points of Constitution,
- -2 to all stats
Mycelinid's are extremely intelligent and full of wisdom due to their connections to the Mycelium allowing them all the knowledge the world has to offer as well as the inherent skills they have with all plant life. However, their plant-like bodies are weak and not suitable for melee combat. They are also not capable of sustaining their life if in a Desert or Arctic Biome, causing them to weaken and eventually die if left out there for long periods of time. There plant-like bodies also allow them the advantage in hiding as they hold still and almost become another mushroom on the forest floor.
- Plant: Due to the nature of their typing they cannot be critically hit but are extremely weak to any fire damage.
- Medium Creatures: They do not gain any size related Bonuses
- Mycelinid: base land speed is 30ft feet
- (Ex) Ability to speak with plants and animals silently through the Mycelium at will.
- Spell-Like Ability: Once every 5 days — The Mycelinid can grow a small mushroom that allows the Mycelinid to communicate with whomever the mushroom is attach to (The mushroom may not be passed around and can only be connected to one person until it is destroyed). The mushroom can only communicate as long as the wearer is in terrain with roots, as the mushroom is connected to the Myclium in the ground. The mushroom must be taken care of as it is a living plant and can die.
- Automatic Languages: Common and Sylvan. Bonus Languages: Elven, Gnome, Undercommon, Ignan and Terran.
- Favored Class: Herbalist.
Back to Main Page → 3.5e Homebrew → Races