5e SRD >Races >3rd Party Publisher Races >Arcanist Press LLP >

Psilocybe

Psilocybes are sentient, humanoid mushrooms.

Originating deep underground, many psilocybe historians say that their people emerged from naturally occurring pockets of magical energy that pool deep within the earth. Others claim, on the contrary, that the psilocybes are the children of some great fungal being, with a mycelial network that spans the world.

Ancestral Traits

Psilocybes are sentient mushrooms with a roughly humanoid shape. From their stalks sprout fibrous arms and legs, with which they interact with their environment like any other humanoid might. Their stalks end with a cap that serves as their heads, complete with a face and the ability to speak. As mushrooms can vary widely in shape and color, so too can psilocybes. Your psilocybe character has several distinctive features due to this ancestry.

Age. Psilocybes mature incredibly quickly, growing from a sprout to a mature individual in no more than a few years. Once they reach adulthood, however, they can live up to 50 years.

Size. Psilocybes are short, with a wide variety of forms; some are thick and stocky, while others are thin and willowy. In all cases, they are very light, weighing no more than 25 pounds. Regardless, your size is Small.

Speed. Your base speed is 25 feet.

Hallucinogenic Spores. When they feel threatened, psilocybes can emit spores from the gills beneath their caps. As an action, you can eject spores at a creature you can see within 15 feet that you. The creature must make a DC 11 Constitution saving throw or be poisoned for 1 minute, as vivid hallucinations begin. The poisoned target is blinded while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you have ejected spores in this way, you cannot do so again until you take a short or long rest.

Plant. The psilocybe is a sentient fungal growth. You have the type Plant.

Cultural Traits

Psilocybe communities are most often found in cool, damp, subterranean places. These communities tend to be quiet and contemplative, with their members passing their time tending to fungal forests and reflecting upon the profundities of existence. When visitors arrive, the psilocybe communities often offer mushroom stews and other mushroom-based meals, accompanied with philosophical conversation about the big questions. In general, members of psilocybe communities tend to have certain traits.

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score by 1.

Alignment. Psilocybe communities spend countless hours in contemplation, sometimes using their own hallucinogenic spores to aid their reveries. Such cerebral practices leave them with a distinctive, albeit removed, attitude about life. As such, these communities tend toward neutrality.

Fungal Friends. Psilocybe communities cultivate non-sentient mushrooms for food and supplies. Over the centuries, they have developed a remarkable rapport with the plants. You can cast speak with plants (fungi only) to speak to non-sentient mushrooms once a day. Wisdom is your spellcasting ability for this spell. You regain the ability to cast this spell once per long rest.

Psilocybe Naturalism. Psilocybe communities live close to the land and pride themselves on their fungal agriculture. You have proficiency in Nature.

Languages. You speak, read, and write Common and Primordial.

Section 15: Copyright Notice

More Ancestries & Cultures, Copyright 2020, Arcanist Press LLP.