Darshroom (5e Race)
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Darshrooms are a small humanoid shaped race of mushroom peoples with large caps. Although the caps vary wildly in color, the most common colors are red, purple, blue, brown, and white. Darshroom's body consists of a short stem with 2 small black beady eyes that glow in the dark, relatively thick stubby legs and thin arms with hands consisting of 4 digits.
It is said that darshrooms came from a much smaller race of mushroom creatures who came upon a patch of land laden with magic and rich in nutrients. After several generations, the early darshrooms' size and intelligence grew exponentially and became the darshrooms known today.
Due to the numerous skirmishes between differing darshroom factions before they had an established any semblance of an organized society, darshrooms drew the ire of elven society, and were hunted down almost to extinction. The few remaining darshrooms fled to the dwarven town of Pickworth, where it is said that a Lumous Shroom asked the dwarves in broken Dwarvish for protection from the tall ones with bows. The dwarves accepted on the condition that darshrooms were to learn their ways and that the darshrooms would consider it a favor.
Several decades passed and the darshroom population rebounded back from the brink of extinction. Since then, numerous successful darshroom have left with others to establish their own villages with a loose connection to Dwarven society.
Darshroom society consists of numerous small villages in forests or swamps, often formed by older darshrooms who are successful in their endeavors. These villages often run into conflict with each over whenever new villages are formed, established villages set up affiliate villages, or when resources are scarce. The goal of these conflicts is never to kill others but to gain more land or to take over other prosperous villages. A few darshroom can still be found in Dwarven towns, often fitting in perfectly with the local population and severing as a connection between the two societies.
Most darshrooms hold little attachment to their place of sprouting and are frequently known to leave their village for one reason or another.
Darshrooms take their names from various types of mushrooms and the Dwarvern script. Due to being humanoid mushrooms, the race lacks genders.
Names: Bazmek, Cythrus, Hezumin, Marasmius, Nebaeni, Shortspore, Telflor, Vostelin
A race of small humanoid mushrooms with mushroom caps that grant them various powers.
Ability Score Increase. Your Constitution score increases by 2.
Age. Darshrooms reach maturity around 5 years old, yet can live well over three hundred years, although it is rare to see one above two hundred.
Alignment. Darshrooms tend to be chaotic, and are never lawful.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Plant. Your creature type is considered to be both humanoid and plant.
Porous Regeneration. Drinking water lets you regain hit points equal to your level. If you have more hit points left, you can put the extra hit points as temporary hit points. You regain use of this trait after you finish a long rest.
Languages. You can speak, read, and write Common and Dwarvish.
Subrace. Amanita, Humongous Cap, and Lumous Shroom
Amanita are darshrooms with caps of strange and exotic colors that can emit poisonous spores. These, darshrooms are usually shunned in towns due to the correct assumption that they are poisonous, but they promise people they won't poison them too much once you get to know them.
Ability Score Increase. Your Wisdom score increases by 1.
Poisonous Spores. When you are targeted by a melee attack, you may use your reaction to emit poisonous spores in the creature's direction. The affected creature must make a DC 8 + your proficiency bonus + your Wisdom modifier Constitution saving throw to take half of the 2d6 poison damage and not be poisoned for 1 minute. They may repeat the saving throw at the end of their turn to end the poisoned condition. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). Once you use this trait, you can not use it again until you finish a short or long rest.
Plant Body. You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
These large capped darshrooms take after dwarves in their curious nature and love of crafting and are often times the backbone of darshroom society due to their excellent craftsmanship. It is said that these darshrooms get their large cap from a sub species of the early darshrooms that lived in colder climates.
Ability Score Increase. Your Strength score increases by 1.
Thick Capped. Due to your frost resistant fibers, you gain resistance to cold damage.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Lumous Shrooms are the most jovial of darshrooms, and are known to frequently known to never stay in one place for too long. Their distinct characteristic is their spotted white or light blue cap which glows in the dark. While not the most inconspicuous of darshrooms, they make up for with their thirst for adventure and excellent story telling.
Ability Score Increase. Your Charisma score increases by 1.
Luminescent Glow. As an action you can make your cap glow brightly, making it emit 20 feet of bright light and 20 feet of dim-light beyond that. Alternatively, you may use an action to dim the light of your cap, making it only emit 10 feet of dim-light.
Brave. You have advantage on saving throws against being frightend.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|3′ 6″||+2d4"||60 lb.||× (2d4) lb.|