Maashuu

You are Maashuu, the second eldest race in the entire realm of Abraeas’Dor, and an accidental creation of Habrintom during the rebirth of the plane upon the arrival of Arsham and Habrintom. Born out of pure natural magic and natural powers, your people are regarded as the origin of natural species in the world, and your leaders, heroes, and adventurers are regarded as some of the greatest in the world. 

Having lived for all 12 ages of Abraeas’Dor, your people can trace their magical lineage all the way back to the the first age, the age of rebirth, all the way through until modern day, and while your species is indeed quite different than it used to be, your people remain true to their mission to protect and cherish the wilds. 

Some of your people live deep down in the Depths of the world, some live in the beautiful realm of Ibanakar, some have large communities in Abirria, and there are many of your kind in the empire of Roth.


Your people range from small(3ft Tall) to large(15ft tall), and you come in several colors; Black, White, Green, Red, Blue, with each color being an identifier of abilities. Your bodies are strong and bulky, made up of moss, fungi, tree roots, vines, and flowers, topped with vibrant mushroom caps. 

When you travel throughout the forest, your natural abilities kick in, and you are able to camouflage yourself better than most besides the Naven, and your bodies can meld into trees to hide yourselves.


Ability Score Improvements

  • 5e - You gain a +2 bonus to Strength or Dex(Choose one) and gain a +1 in Wisdom or Intelligence(Choose one). 

  • 3.5e - You gain a +1 bonus to Constitution, +1 bonus to your Strength or Dex, a +1 bonus to your wisdom, and a -1 debuff to your charisma.


Proficiencies - You are proficient in the Survival Skill(5e & 3.5e) and the Perception(5e)/Spot and Listen(3.5e) skill/skills. 
Nathura Arcanum
- At 1st level, you can pick a cantrip from the druid spell list and add it to your list of known spells, using your Wisdom as your spell save DC.
Immune to Plagues of Vibarii - The Maashuu are completely immune to the plagues of Vibarii.
Natural Armor - Maashuu do not often wear armor made of metal, but can wear light armor. The Maashuu have a great natural armor bonus, making their armor class formula; 10+Constitution Modifier+Dexterity Modifier(5e)/ or a +4 Natural Armor bonus to Armor Class while not wearing armor(3.5e)


Sporemakers:

As you level up, you unlock more spore variations to use to your advantage. Starting at 1st level, you have two spore variations that all Maashuu are born with. At 5th, 10th, 15th, and 20th level, you can add two more spore variations onto your Maashuu.

At first level, you have access to the following spore variations. 

  1. Memory Sharing Spores - As an Action(5e)/Standard Action(3.5e), you are able to share your memories with up to three creatures within 20ft of yourself. The targets can make a DC 14 Wisdom Save(5e)/Will Save(3.5e) to resist this effect. Your memories can be felt, seen, smelled, heard, and interacted with, though the outcome never changes. You can share up to 1 week's worth of memories with your chosen targets in 1 hour of real time. This memory sharing technique has granted the Maashuu many lifetimes of success and multiple golden ages, as the young never forget the plights of the old. 

  2. Plantspeaker Spores - As an Action(5e)/Standard Action(3.5e), you are able to spread your spores to the plants, trees, fungi, and moss around yourself, and become able to speak to the plants as if they were intelligent and sentient. You can do this for 1 minute at a time. 

Maashuu Spore Options:

Maashuu Characters can choose spore options every time they reach a feat level(5e)/reach every other feat level(3.5e). Your spores may have a DC for the targets to pass in order to ignore your spores effects. This DC is called the Spore Save DC and follows this formula;

  1. 5e -  8 + Constitution Modifier + Proficiency Bonus

  2. 3.5e - 10 + Your Constitution Modifier + Your Wisdom Modifier

You can use spore effects 3/Long Rest(5e) or 3/Day(3.5e). 

  1. Telepathy Spores - Telepathy Spores enable you and up to three targeted creatures to speak telepathically for the next 1 hour as if you all share a common language. Enemies can resist this by making a Wisdom Save(5e)/Will Save(3.5e) against your Spore Save DC.

  2. Rage Spores - Rage Spores are a disorienting and mind altering spore type. You release these spores towards a single target within 20ft of yourself. The target must make a Wisdom Save(5e)/Will Save(3.5e) against your Spore Save DC. On a failed save, the creature is disoriented and filled with a strange rage and anger. The creature is unable to cast spells and unable to tell friend from foe. The target must make melee attacks against the nearest available target. 

  3. Hallucinogenic Spores - Hallucinogenic Spores are spores that can make enemies and allies hallucinate. Targeting one creature with the spores, the target must make a Wisdom Save(5e)/Will Save(3.5e) against your Spore Save DC to ignore the effects of the spores. An affected creature has disadvantage on melee/ranged attacks and concentration checks to maintain spells(5e)/gets a -5 debuff to their attack roles and a -5 debuff to their concentration checks to maintain spells(3.5e)

  4. Sleep Spores - Sleep Spores are spores that can make enemies fall asleep into the unconscious condition. The Sleep Spores are shaken from your mushroom cap in a 10ft radius. Creatures within the radius must make a Constitution Save(5e)/Fortitude Save(3.5e) against your Spore Save DC to resist the effects and not fall asleep. 

  5. Fatigue Spores - Fatigue Spores are spores that can afflict a target with levels of Exhaustion. The creature must make Constitution Save/Fortitude Save to ignore the effects of the spores. Those who fail the save are afflicted with one level of Exhaustion. Repeated failures from these spores can stack levels of exhaustion, but a pass against these spores renders the target immune to the spore’s effects for the next 24 hours.

  6. New Life Spores - New Life Spores are capable of bringing new life to dead and dying plants, wounded mortals and animals, and can grant an extended period of time before resurrection spells no longer work by putting a dying person in a state of resistance to decay. These spores target a single creature. 

  7. Wealdwalker Spores - Wealdwalker Spores are spores that enable you to become connected to the forest around you in a spiritual and ethereal way. You are able to spread your spores in a 30ft radius to gain a massive bonus to your Survival(5e & 3.5e), Perception(5e)/Spot and Listen(3.5e), and Investigation(5e)/Search(3.5e). For the listed skills, while these spores are active, you have advantage on those checks(5e)/a +5 bonus to those listed checks. These spores last for 1 hour. 

Maashuu Body Types:

The Maashuu can have a larger array of body types that enable different things to be done.

  1. Growth Type - Certain Maashuu are able to grow food on their own backs, which are always able to grow small amounts of food as long as the Maashuu is not sick, diseased, dying, or dead. The body of the Maashuu facilitates rapid growth and can produce food capable of being eaten by humanoids within 1 month from when the food was planted. 

  2. Vined Type - Certain Maashuu have more vines growing from their bodies than other maashuu, and these vines have a symbiotic relationship with the Maashuu, following their commands and acting as additional limbs. These vines can be commanded with the Maashuu’s thoughts. These allow the maashuu to carry more weapons, grapple enemies more easily, but make the Maashuu more susceptible to fire damage. 

  3. Healing Type - Certain Maashuu have healing sap-like blood that facilitates disease control and healing. These maashuu are often the healers of their colonies, towns, villages, and treetop cities. This healing sap heals 2d4+2 hitpoints when used as part of wound treatment with a medicine kit. These Maashuu have a shining sheen to their skin that other maashuu do not have, and their bodies are more slender and often smaller than their counterparts. 

  4. Melding Type - Certain Maashuu have much taller and more slender builds that make them similar to certain treants, and these maashuu are known for having the ability to meld into trees temporarily and travel between trees by teleporting through them as Bonus Actions(5e)/Swift Action(3.5e).

Maashuu Subspecies

There are a number of sub-species of Maashuu in the world of Abraeas’Dor, including multiple different colored Maashuu that have unique abilities. These colorings include; White, Black, Red, Blue, Green Maashuu. 

  1. Green Maashuu - Origin Maashuu - The very first type of Maashuu. These Maashuu carry the strongest resistance to poison and acid, and have resistance to Poison damage and are immune to the poisoned condition. 

  2. Red Maashuu - Fireheart Maashuu - The most warlike of the Maashuu within their own culture, who are known as the most aggressive of the Maashuu. Many adventurer Maashuu are red Maashuu. These Maashuu have resistance to fire damage(5e)/Fire Resistance 2(3.5e) and have extended dark vision, extending standard darkvision from 60ft to 120ft.

  3. Blue Maashuu - Aquan Maashuu - The water-breathing amphibious maashuu with a much more watery and seaweed like appearance. These Maashuu are often found around jungle rivers, small lakes in the forests and in large forests bordering the ocean. Their society is much more travel oriented and Blue Maashuu are more likely to be sea-fairers and naval adventurers. These Maashuuu have resistance to Cold damage(5e)/Cold Resistance 2(3.5e).  Aquan Maashuu can breathe on land and underwater.

  4. White Maashuu - Divan Maashuu - The white maashuu are the species of maashuu most closely connected to divinity and the gods that made their species. Divan Maashuu are resistant to radiant damage and have slight regenerative capabilities. White Maashuu restore 1 hit point every hour after they have been injured until they are full health once again. 

  5. Black Maashuu - Naercoss Maashuu - The black maashuu are the species of maashuu most likely to be hunters, rangers, pirates, and melee fighters. These maashuu are commonly found roaming the roads and forests at night, hunting prey for their maashuu allies in their villages. These Maashuu are resistant to Necrotic damage(5e)/have Necrotic Resistance 2(3.5e), have darkvision out to 60ft, and are capable of teleporting through shadows within 30ft of each other 1/Day.

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