Step into the haunting beauty of the Shroomkin, a race born from the depths of the ancient forest floor. Legend tells of their origin, intertwined with the tears of the Arboreal Seraph, a divine entity whose sorrow imbued the hidden grove with mystical energy. From this union, the first Shroomkin emerged, their ethereal bodies and luminescent features embodying the melancholy of their arboreal patron.
Beneath their mushroom-like caps, the Shroomkin possess delicate, otherworldly forms, their eyes swirling with mist and skin as smooth as midnight velvet. They hold a profound bond with nature, drawing power from the forest's life force and communicating with its inhabitants. As guardians of the woodland, they protect its secrets and offer guidance to those in need.
Throughout history, the Shroomkin have played a role in the rise and fall of civilizations, their serene existence shrouded in mystery. Revered as healers and seers, they use their connection to nature to mend wounds and foresee the threads of fate. Yet, they carry a deep sorrow for the disappearance of their arboreal patron, tasked with safeguarding the sacred groves and deciphering her cryptic prophecies.
In the world of Crusaders, the presence of the enigmatic Shroomkin adds an ethereal element to the tapestry of races. Their quest for understanding and protection against encroaching darkness weaves an intricate tale within this gothic and engaging fantasy realm. Join the Shroomkin on their journey to preserve the balance of nature and unravel the mysteries of their ancient woodland home.
You gain 2 levels of proficiency in Nature and Analysis skill checks.
You have Resistance to poison, and suffer no negative effects from poisoned.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Your body emits a faint, natural glow, providing dim light in a 10-foot radius. You can control this light, dimming it or extinguishing it at will.
As an action, you can activate a cloud of noxious gas. All creatures within 15 feet of you must succeed on a Fortitude saving throw against your Spellcasting DC or take (PM)d6 + SM Poison damage and are poisoned.