Myconid

Myconid Traits
The mushroom folk all share the same couple of traits

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

'Age. 'Myconids are sprouts until they are 4 years old and they live up to 65 years old.

'Size. 'Adult myconids vary greatly in shape and size and can be anything between 5 and 8 feet tall. Your size is Medium.

'Speed. 'Your base walking speed is 30 feet.

'Nonverbal Magic. 'Although you have no conventional language, you may still cast spells that require verbal components. When you do so you still produce a sound.

'Rapport Spores. 'As an action you can release spores in a 15 foot radius, these spores spread around corners. To be affected a creature must have an Intelligence score of 2 or higher and it has no effect on undead, constructs, and elementals. Those affected by your spores can communicate telepathically with one another while within 30 feet of each other. You can end this effect as an action.

'Meld. 'When taking a long rest in the presence of two or more myconids, you can meld with them. When you do so you regain all expended hit dice and you can choose one of the following effects:

- You gain advantage on your next saving throw made before the end of your next long rest.

- You can end one disease or one of the following conditions affecting you: Blindened, Deafened, Paralyzed, or Poisoned.

- You gain temporary hit points equal to your level.

'Pacifying Spores. 'As an action you can shoot spores at one creature within 15 feet of you. The target must succeed on a Constitution saving throw against a DC equal to 10 + your proficiency bonus or it is stunned for 1 minute or until it takes damage. The creature can repeat the saving throw at the end of its turns, ending the effect on a success.

'Distress Spores. 'As a reaction upon taking damage you can release distress spores. When you do so, all creatures under the effect of your Rapport Spores and all myconids within 240 feet of you are aware of your pain.

'Superior Darkvision. 'You are accustomed to life in the caverns of the Underdark and can see better in darkness. While in dim light you can see up to 120 feet as if it were bright light and in darkness as if it were dim light. When you do so you only see in shades of grey.

'Sun Sickness. 'You become poisoned if you spend more than 1 minute in direct sunlight, this ends when you spend 1 minute in dim or dark conditions. You also have disadvantage on attack rolls and Wisdom (perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.

'Languages. 'You understand, read, and write Undercommon but you can't speak.