Myconid 5e d&d beyond

25.03.2021 By Samulkree

Distress Spores.

myconid 5e d&d beyond

When the myconid takes damage, all other myconids within feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse.

In 24 hours, the corpse rises as a spore servant. Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it.

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The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pacifying Spores. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute.

myconid 5e d&d beyond

The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

Rapport Spores. A foot radius of spores extends from the myconid. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Myconids This monster is a member of the Myconids group.

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Recent News Jan 1st, Nuke The Earth has been nominated for adminship. Vote, discuss, and help decide whether Nuke should become an admin here. Browse the previous news itemsA spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. The following characteristics change or are added to a creature that becomes a spore servant.

Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.

Lost Characteristics.

Myconid (5e Race)

The servant loses its original saving throw and skill bonuses, special senses, and special traits. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Ability Scores. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores.

The servant gives highest priority to orders received from the most powerful myconid. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. This wiki. This wiki All wikis.

myconid 5e d&d beyond

Sign In Don't have an account? Start a Wiki. Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign.

The servant is unaligned. Categories :. Fan Feed 0 Star Spawn 1 Khenra. Universal Conquest Wiki.All rights reserved. Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others.

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myconid 5e d&d beyond

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Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown. This post has been closed. You can still view previous posts, but you can't post any new replies.As your character grows in experience and notoriety, you would expect them to grow in power. Why is that? Whenever you slay enough monsters, finish enough quests, or really any time your DM sees fit, you can achieve a level up. It does a phenomenal job explaining the step by step nuances of your classes level up.

So for specifics, head to your classes section of your PHB. Just skim through until you find your applicable level. This means a 10th level wizard is not merely twice as powerful as a 5th level wizard. This is generally because of more access to better options. For wizards that looks like more spell slots and better spells. Your ability scores are the primary stats on the left side of your character sheet, Strength, Dex, etc.

Essentially you get two points added to whatever score you want. Either two points to one score, or one point to two different ones.

If you have any sort of gaming experience, this is probably exactly what you were expecting. The only stats that are relevant are Charisma, which will affect a skill we get, and our Constitution, which changes how much health we get on a level up. Our adjusted median would be 5, plus our Constitution is 6, so for every level until our Constitution changes or we multiclass into different hit dice we get 6 more health. At level 3 I get to pick my Bard Collegewhich is the bardic subclass. Subclasses are basically specialties inside of your class.

Imagine it like the different medical professions you can have: Neurosurgeons and Pediatricians are both doctors, but in vastly different ways. Every class gets a subclass at either level 2 or 3. And this drastically shapes how your character will play, so give it lots of thought.

I like the idea of a combat heavy bard, so I decide to subclass into the College of Valor. At level 3 this gives me proficiency with medium armor, shields, and martial weapons, which basically means when I use any of those I can add my proficiency bonus to them.Ranging anywhere from 4 to 6 feet Myconids are brightly coloured fungi creatures who come in all shapes and sizes.

Their physical features vary greatly from circle to circle and even within the circles themselves. The inside of a myconid has a soft texture similar to that of a mushroom however their bones are near the surface, and are hard and have a seemingly metallic feel.

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Because of their fungi origins myconids are very light, however, their endoskeleton does contribute something and they are usually between pounds 9 to 14 kg Though they are of a similar height to humans they are slow to move, however, their tough natural hide makes up for the disadvantage.

All myconids have an aversion to sunlight and most do not wear clothes. Not much is known about myconid history as it is passed down telepathically from generation to generation, and not generally shared with outsiders.

Myconids live in the underdark in various colonies called circles, a circle consists of twenty or more myconids who live together work together and meld together. A meld is usually presided over by a sovereign which is the largest in the myconid colony. A sovereign can preside over multiple circles. When approached peacefully myconids will very happily allow safe passage provide shelter and give advice about the surrounding area.

Most time spent in a circle is devoted to melding. A meld is a form of communal meditation in which myconids are able to transcend their boring underground existence. The myconids have special spores called rapport spores which are used to communicate telepathically.

During a meld, they use these spores to bind into a group consciousness. Hallucinogenic spores are then introduced to create a shared dream which provides social interaction and entertainment. Many myconids consider this to be the sole purpose of their existence. They meld in pursuit of collective union spiritual apotheosis and higher consciousness.

Myconids reproduce through carefully controlled sporing so as to not overpopulate the colony. Myconids do not identify as one sex or the other and thus do not have male or female names.

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Because myconids usually communicate telepathically, they do not have names for each other, however, members of other races who are not as fond of telepathic communication will give names to their myconid friends. Thus nicknames vary greatly. A group of fungi humanoids who inhabit the underdark Ability Score Increase.

Your Wisdom score increases by 2 and your Constitution score increases by 1. Myconids reach maturity at 6 years old and can live to be a little over with the oldest ones becoming sovereigns. Most myconids are True Neutral with good myconids are fairly common and evil myconids are very rare. Myconids range from 4 to 6 feet and weigh 70 to lbs.

Your size is Medium. Your base walking speed is 30 feet.Special: When you gain this power, choose Constitution, Wisdom, or Charisma as the ability score you use when making attack rolls with this power.

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Myconids are race of humanoid fungi who hail from the most remote of underground caverns. 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.

Myconids are stocky humanoids with bloated, spongy flesh. Their skin tones tend towards shades of grey and tan, but occasionally include dull shades of red and purple. Their heads are topped with a fungal cap, which is usually a darker shade of the same color as the rest of their skin. Their heads are barely separate from their body, and their faces 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.

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 aging 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. Myconids are quick to listen, slow to talk, and even slower to act.

Although they are willing to act without planning, 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. In fact, they find their method of communication through telepathy preferable than speech particularly because they are cautious of the misinterpretations and problems with linguistics in speech.

To them, it is an insufficient method of communication. Myconids, especially those removed from their colony, are hard workers and prefer to finish an entire day's work in one continuous action.

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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. They are very quick to learn the ways of the outside world when they develop an eagerness for it after getting over their suspicions.

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.

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An enemy of a friend is not an enemy to a myconid, but someone who attacks that friend is. 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. 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.