5e SRD >Races >Ancestry and Culture: An Alternative to Races >Alternate Ancestries >

Fungi

Fungi are mushroom-like humanoids that live in damp, cool places. They form close-knit colonies, rarely venturing outside of their communities.

Fungi have a wide variety of appearances, even within the same colony. Some common features might include cap-like heads, twisting tendrils, or puffy lumps.

Direct Communication

Fungi lack the anatomy required to physically speak. Within their colonies, they stay connected through a constant flow of spores that allow for telepathic communication over long distances. Outside of their colonies, however, their telepathic range is much shorter. Because of their telepathic link, fungi are very open and straightforward about how they feel or what their emotions are. While a human might hold onto or suppress feelings of anger toward someone, a fungi would just state “you are making me feel angry.”

Collective Families

Fungi reproduce through the release of spores at reproduction rituals. Any fungi that wishes to participate may, with the understanding that they are also volunteering to raise any sprouts (young fungi) that grow. Sprouts are assigned to volunteering individuals evenly, and they care for and raise the sprout to adulthood.

Community is very important to fungi. They share equally and evenly among the community.

Old Monarchy

Each fungi colony used to have a monarchy, but they did away with that system after a revolt. The colonies still have a monarch, but it is a symbolic role now. The monarch mostly organizes the festivals and public events.

Fungi Traits

You gain the following traits as a fungi.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. You age faster than a human and rarely live longer than 60 years.
  • Size. Fungi come in many different shapes and sizes. On average, they range from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Dual Type. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.
  • Telepathy Spores (Major Feature). As an action, you release a 20-foot radius of spores that extend from you, going around corners. Creatures with an Intelligence score of 2 or higher are affected by the spores for 1 hour. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. Creatures immune to the poisoned condition are immune to this effect.
  • Languages. You can understand, read, and write Common and Undercommon but can’t speak except through your telepathy spores.

Major Features

Choose one of the following major features. You can exchange this major feature for two minor features. You can only have one option with the (magic) tag.

  • Fungal Magic (Magic). You know the poison spray cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Wisdom is your spellcasting ability for these spells.
  • Fungal Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Pacifying Spores. As an action, you can eject spores at a creature you can see within 5 feet of you. The creature must succeed on a Constitution saving throw or be charmed by you for 1 minute. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus. A charmed creature will not attack you. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If you or your companions attack the creature or the creature takes any damage, the charmed condition ends. Once you use this ability, you can’t use it again until you finish a short or long rest.

Minor Features

Choose two of the following minor features, or four if you didn’t choose a major feature.

  • Dancing Mushrooms. As an action, you can summon a tiny dancing mushroom that does your bidding. This functions like the unseen servant spell, but the mushroom is visible instead of invisible. Once you use this ability, you can’t use it again until you finish a long rest.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Fungal Mind. Your mind doesn’t work like most humanoids. You have advantage on saving throws against being charmed and other mind-controlling effects.
  • Fungal Roots. You have advantage on any checks or saves against forced movement, and when you would be forcibly moved, you reduce the amount moved by 5 feet, to a minimum of 5 feet moved.
  • Nature Magic. You know the druidcraft cantrip. Wisdom is your spellcasting ability for this spell.
  • Poison Resistance. You have resistance to poison damage.
  • Sovereign Rule. You have proficiency in the Persuasion skill.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez