Toadstool (3.5e Class)

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Toadstool[edit]

Toadstools, also known as mushroom retainers and mushroom people, are a peaceful race of mushroom-like humanoid characters and the dominant species of the Mushroom Kingdom. Toadstools reside in many towns and cities throughout the workd and have a capital named after them called Toad Town. Most Toadstools are citizens of the Mushroom Kingdom, and many also work as loyal servants of the kingdom's ruler Princess Peach. Toadstools are an industrious people and that's why most of the best towns and businesses exist where Toadstools live. Most Toadstools do not appreciate the spotlight and thus tend to play supporting roles in adventures.

Making a Toadstool[edit]

Racial Traits: +2 Cha, -2 Str; 30 ft speed; Small; Toadstools are born with a large mushroom cap on their head. These can vary into 6 different colors which each have their own unique characteristics.

Red: Red Toadstools are the most common and the most diverse in their skill set. +4 skill points at 1st level and then +1 skill point at every level after 1st.

Yellow: Yellow Toadstools are historically messengers because they tend to be faster. +5ft to movement speed.

Blue: Blue Toadstools are excellent shroomcrafters. Shroomcraft only cost twice normal mp cost.

Green: Green Toadstools seem to be full of life. +1 to max hp at every level.

Purple: Purple Toadstools are rare and mysterious. +3 to max mp at every level.

Orange: Orange Toadstools fulfill the military roles in a Toadstool society. Proficient with Martial weapons.

Abilities: Charisma is largely the most important ability for a Toadstool because it increases the potency of their shroom-magic. Toadstools are also great in social situations and running businesses. The better their Charisma, the better they are at these.

Alignment: Toadstools place a lot of value on structured society and therefore mostly lawful.

Table: Toadstool

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Magic
Points/Day
Special
Fort Ref Will
1st +0 +0 +0 +2 12 Spells
2nd +1 +0 +0 +3 15
3rd +1 +1 +1 +3 33 Spells
4th +2 +1 +1 +4 38 Shroomcraft
5th +2 +1 +1 +4 43
6th +3 +2 +2 +5 69 Spells
7th +3 +2 +2 +5 76
8th +4 +2 +2 +6 83
9th +4 +3 +3 +6 90
10th +5 +3 +3 +7 117 Spells
11th +5 +3 +3 +7 126
12th +6/1 +4 +4 +8 135 Advanced Shroomcraft
13th +6/1 +4 +4 +8 144
14th +7/2 +4 +4 +9 153
15th +7/2 +5 +5 +9 186 Spells
16th +8/3 +5 +5 +10 197
17th +8/3 +5 +5 +10 208
18th +9/4 +6 +6 +11 219
19th +9/4 +6 +6 +11 230
20th +10/5 +6 +6 +12 269 Spells, Expert Shroomcraft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Toadstools are proficient in History, Investigation, Nature, Insight, Medicine, Perception and Persuasion.

Class Features[edit]

Weapon Proficiency: Toadstools are proficient with simple weapons.

Class Defense: Toadstools have a B column Defense bonus.

Shroomcraft: Using shroom-magic, Toadstools have learned to concentrate their spores into solid substances called shrooms. These shrooms contain the magic power of the Toadstool who crafted the item. Some Toadstools use this craft as a profitable business and others use it to help fellow adventurers. Shroomcraft is a major reason why the best hospitals in the world are in the Mushroom Kingdom.

Beginner: Toadstools can craft shrooms at three times the mp cost of 1st and 3rd level Toadstool spells.

Advanced: Toadstools can craft shrooms at three times the mp cost of 1st through 10th level Toadstool spells.

Expert: Toadstools can craft shrooms at three times the mp cost of any Toadstool spell.

Toadstool Spells[edit]

Toadstools are unique in utilizing their shroom-magic. A Toadstool naturally produces spores with their body and then converts these substances into their shroom-magic. As a Toadstool matures, his/her spores progress and diversify allowing for greater strength and variety in a Toadstool's shroom-magic.

Difficulty Class: Toadstool spells have a DC of 10 + 1/2 Spell level + Cha Mod

Cha Mod Effects: A Toadstool's Cha Mod is added to his/her healing magic affects and other factors in their shroom magic. For example, Netty has a Cha Mod of +3 and casts Salve. The healing effect will be 1d8+3. See spell Descriptions for further information.

1st level: - mp cost = 4: Salve - 1d8 healing, touch. Grow - increases target's size by one, touch, Fort save negates. Shrink - decreases target's size by one, touch, Fort save negates. Poison - target takes damage equal to caster's Cha Mod each turn until healed, touch, Fort save negates. Rainbow - target becomes a random color of the rainbow for 1 min, touch, Will save negates. True Strike - target's chance has a 100% chance of landing next attack, 30ft range but target must be visible.

3rd level: - mp cost = 8: Cure - 3d8 healing, touch. Heal - removes minor negative statuses. Insight - gives knowledge on target such as hp and vulnerabilities, Will save negates, target must be within sight. Haste/Slow - increases/decreases target's initiative score by caster's Cha Mod, may affect combat turn order, 50ft range but target must be visible, Reflex save negates. Might - target's Str increases by caster's Cha Mod, touch. Quicken - target's Dex increases by caster's Cha Mod, touch. Tough - target's Con increases by caster's Cha Mod, touch. Learn - target's Int increases by caster's Cha Mod, touch. Sage Advice - target's Wis increases by caster's Cha Mod, touch. Bolden - target's Cha increases by caster's Cha Mod, touch.

6th level: - mp cost = 15: White Wind - 3d8 healing, all within 20ft radius of caster. Life - resurrect a fallen target at 1/4 max hp, touch. Regen - target heals #(1d8+caster's Cha Mod) each turn for 5 turns. Frighten/Confuse/Enrage - range 100ft and target must be visible, target must succeed on Will save or take on chosen negative status by caster for #(caster's Cha mod) of turns. Shell - all friendly targets within a 10ft radius increase AC by 2, lasts # of rounds = caster's Cha Mod.

10th level: - mp cost = 30: Cura - 10d8 healing, touch. Panacea - removes most negative statuses. Blind/Silence/Sleep - range 100ft and target must be visible, target must succeed on Will save or take on chosen negative status by caster for #(caster's Cha mod) of turns. Venom - target takes damage equal to caster's Cha Modx3 each turn until healed, touch, Fort save negates. Stop - causes target to become motionless for #(caster's Cha mod) of turns, 50ft range but target must be visible, Reflex save negates.

15th level: - mp cost = 60: Curaga - 15d8 healing, touch. Remedy - removes all negative statuses. Phoenix - resurrect a fallen target at 1/2 max hp. Reflect - causes spells to reflect off target back at caster. Protect - all friendly targets within a 20ft radius increase AC by 4, lasts # of rounds = caster's Cha Mod. Flames of Rebirth - casts Regen on all friendly targets within a 20ft radius of caster.

20th level: - mp cost = 90: Grace - resurrect all fallen targets within a 20ft radius of caster at 1/4 max hp. Mustard Bomb - any movement by affected target causes it's body to overheat and target dies, touch, Reflex save negates. Petrify - target turns to stone, 30ft gaze range, Fort save negates. Death - upon a successful physical attack target instantly dies, Will save negates instant death but attack does normal damage. Ruby Light - casts Reflect on all friendly targets within a 20ft radius of caster. Holy - shoots a holy ray at a target and upon contact does 20d6, 75 ft range, Reflex save for half damage.


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