Level Up (A5E) ENterplanetary DimENsions: Fungal Feornal

We’re getting funky on ENterplanetary DimENsions today with a visit to the mushroom kingdom of Fungal Feornal!

We’re getting funky on ENterplanetary DimENsions today with a visit to the mushroom kingdom of Fungal Feornal!

Feornal Level Up 5E DnD 5E BANNER shrunk.jpg

Illustration by Joyce Mauriera.

True rays of sunlight are a rare sight in this boggy plane of grand cavern complexes, fetid forests, sickly swamps, and sludged seas. Despite the dreariness of this overcast world life persists—farmers tend their crops, settlements hold festivals with the seasons, fiefdoms rise and fall—albeit amidst muck that one can never quite entirely clean from their boots. Much like the ever present filth of Feornal, the sense of drudgery and dogged perseverance felt by the denizens of this dimension clings to the soul, just as hard to wash away.

In the face of their dour surroundings the natives of this world still embrace moments of celebration and festivals of all kinds; it is rare to spend more than a week in a town in Feornal without a carnival or bit of pageantry. These displays of joy and remembrance all serve the same goal: earning the favor of the Clubbed Court. Settlements that draw their attention receive blessed harvests rather than the typical meager crops the seasons usually provide, and each competes with the next to receive the reward of full pantries and ample stores. Even so few of these people are well-fed, typically forced to subsist on the abundant yet unfulfilling fungi so common across the realm.

Planar Traits. Feornal has the following planar traits and the Narrator should make use of the brown mold, darkness, green slime, miring ground, poisonous plants, and yellow mold encounter elements. When it is possible to do so, noticing one of these encounter elements before it is too close to avoid requires a DC 15 Insight check.

Playtest Materials. Wondering how to get to Feornal? Try a webship from the Level Up (A5E) - ENterplanetary DimENsions: Amazing Archetypes & Fantastic Feats Playtest.


Clubbed Court

Made from ancient growths of feorn as old as the plane itself, these sentient plants are vagabonds seeking the greatest heights of emotional experience. Having lived so long (the royalty most of all) they have found existence to be duller with every passing century, the only bright notes in their dark realm the fleeting feelings borne from conflict, loss, and other events of import. The mortals that dwell within their domain are obsessed with achieving the brightest of emotional responses they can from the fungal creatures that secretly walk amongst them, hoping that a noble of the club will bless their harvests with magic of abundance. These celebrations and festivals can be a gambit however—many settlements have taboos in the hundreds aimed at avoiding upsetting a royal guest, the most common being the strict and violent prohibition of garlic and vinegars. Knights of the Clubbed Court travel Feornal searching for the most promising prospects, reporting back with expectations optimistic and otherwise.


Knight’s Hat

Wondrous item, rare (requires attunement; cost 850 gp)
Crafting Components: Fungus from Feornal
The fashionable feather sticking out of the back of this hat radiates a soft cyan glow. While you are attuned to and wearing this hat, you gain resistance to psychic damage and blindsight to a range of 10 feet. In addition, you are able to use the Unsettling Appearance property.

Unsettling Appearance. After you are damaged by a humanoid, you can use your reaction to transform your appearance to match the humanoid. This startling psionic response throws attackers off balance, and the humanoid has disadvantage on attacks made against you until you use Unsettling Appearance again.

Once you have used this property a number of times equal to half your proficiency bonus, you cannot do so again until you finish a long rest. While on the plane of Feornal, you can use this property a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.

Knight of Clubs FANCY.png

Knight of the Club Challenge 5

Medium plant 1,800 XP
AC 15 (natural armor)
HP 84 (13d8+26; bloodied 42)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)​
14 (+2)​
15 (+2)​
15 (+2)​
16 (+3)​
17 (+3)​
Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Cha +6
Skills Deception +6 (+1d6), Insight +6 (+1d6), Perception +6 (+1d6), Survival +6
Damage Resistances necrotic, poison, psychic; bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, strife, stunned
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 19
Languages Common

Flammable. After taking fire damage, the knight catches fire and takes ongoing 11 (2d10) fire damage if it isn’t already suffering ongoing fire damage. It can spend an action or bonus action to extinguish this fire.

Fungal Weaponry. The knight’s weapon attacks are magical, and it deals an extra 3 (1d6) necrotic damage and 3 (1d6) poison damage with weapon attacks (included below).

Glamered. The knight appears to be a normal humanoid until it is bloodied, smells an overwhelming odor of garlic or vinegar, or is infuriated by a successful Persuasion check opposed by its Insight check.

Keen Smell. The knight has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.


ACTIONS
Multiattack. The knight attacks three times.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) magical slashing damage plus 2 (1d4) necrotic damage and 2 (1d4) poison damage.

+1 Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) magical bludgeoning damage plus 2 (1d4) necrotic damage and 2 (1d4) poison damage.

Lobbing Spores. Ranged Weapon Attack: +7 to hit, range 90/360 ft., one target. Hit: 6 (1d4+4) magical bludgeoning damage plus 2 (1d4) necrotic damage and 2 (1d4) poison damage.


BONUS ACTIONS
Lobbing Spores. The knight causes 1d4 precarious growths to appear on the head of its greatclub. Until the knight grows more lobbing spores its blindsight functions through each of them.


REACTIONS
Unsettling Appearance (Recharge 4–6). After the knight is damaged by a humanoid, it can transform its appearance to match the humanoid. This startling psionic response throws attackers off balance, and the humanoid has disadvantage on attacks made against the knight until it uses Unsettling Appearance again.


Royal Clubs.png

Noble of the Club Challenge 15

Legendary Medium plant 13,000 XP
AC 18 (natural armor)
HP 240 (32d8+96; bloodied 120)
Speed 45 ft., climb 45 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)​
16 (+3)​
17 (+3)​
17 (+3)​
18 (+4)​
19 (+4)​
Proficiency +5; Maneuver DC 17
Saving Throws Str +9, Cha +9
Skills Deception +9 (+1d8), Insight +9 (+1d8), Perception +9 (+1d8), Survival +9
Damage Resistances necrotic, poison, psychic; bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, strife, stunned
Senses darkvision 120 ft., blindsight 90 ft. (blind beyond this radius), passive Perception 23
Languages Common

Fungal Weaponry. The noble’s weapon attacks are magical, and it deals an extra 3 (1d6) necrotic damage and 3 (1d6) poison damage with weapon attacks (included below).

Glamered. The noble appears to be a normal humanoid until it is bloodied, smells an overwhelming odor of garlic or vinegar, or is infuriated by a successful Persuasion check opposed by its Insight check.

Innate Spellcasting. The noble’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: calm emotions, detect magic, grapevine, misty step
3/day each: blight, detect thoughts, plant growth
1/day each: confusion, contagion, phantasmal killer

Keen Smell. The noble has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). When the noble fails a saving throw, it can choose to succeed instead.

Magic Resistance. The noble has advantage on saving throws against spells and other magical effects.


ACTIONS
Multiattack. The noble attacks four times, or it casts a spell and attacks twice.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning damage plus 3 (1d6) necrotic damage and 3 (1d6) poison damage.

Exploding Spore. Ranged Weapon Attack: +9 to hit, range 40/80 ft., one target. Hit: 7 (1d6+4) force damage plus 3 (1d6) necrotic damage and 3 (1d6) poison damage.


BONUS ACTIONS
Disruptive Odor (Jack Only). The noble emits a fetid scent in a 60-foot radius. Each non-plant creature in the area makes a DC 17 Constitution saving throw or becomes rattled until the end of the noble’s next turn.

Slothful Scent (Queen Only). The noble emits a soporific odor in a 20-foot radius. Each non-plant creature in the area makes a DC 17 Constitution saving throw or becomes slowed until the end of the noble’s next turn.

Stunning Spray (King Only). The noble blasts a potent aroma in a 5-foot radius. Each non-plant creature in the area makes a DC 17 Constitution saving throw or becomes stunned until the start of the noble’s next turn.


REACTIONS
Bewildering Mist (3/Day). When a creature damages the noble with a melee attack, it emits a burst of gas at its attacker. The creature makes a DC 17 Charisma saving throw or it becomes confused for 1 minute. At the end of each of its turns, a confused creature can repeat the saving throw, ending the condition on itself on a success.


LEGENDARY ACTIONS
The noble can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Attack. The noble makes an attack.

Sapping Spores (Jack Only). The noble flings out sticky spores that explode with magical sap in a 15-foot cone. Creatures in the area make a DC 17 Dexterity saving throw or become covered in sap. While covered in sap, a creature can’t cast spells with seen components, drop an object it is holding, or pick up a new object until a bonus action is spent scraping the sap away.

Spell (Queen Only). The noble casts a spell.

Trapping Shroom (King Only). A creature the noble can see makes a DC 17 Dexterity saving throw or becomes restrained by a mushroom (AC 14, 20 hit points) that suddenly grows up and around it (escape DC 17).

Royal Aroma (Costs 2 Actions; Bloodied Only). The noble uses Disruptive Odor, Slothful Scent, or Stunning Spray.

Royal Plea (Costs 2 Actions). The noble casts calm emotions.


Fungal Feelings

Across the realm there grows an abundant fungus that reappears no matter how thoroughly it is cleared, its spores always finding once more the nooks and crannies most apt for their growth. This plant—called feorn after where it originates—feeds off of empathic energies, subsisting off of the environment but growing with great alacrity from the mere presence of creatures. What the feorn does not consume it regurgitates in waves that reverberate in the souls of the feeling creatures it feeds upon, creating cycles of happiness, regret, fear, and more that can bring bane, boon, or doom.

Emotional Anchor

At the end of a short or long rest in Feornal, the creature with the highest hit dice (if all creatures have equal hit dice then the oldest creature or creature with the highest Charisma score) becomes the emotional anchor for every creature within its sight. The emotional state of creatures matches that of their emotional anchor—when the emotional anchor is sad, creatures anchored to it are sad, and so on. When the emotional anchor is charmed, confused, frightened, or rattled, creatures anchored to it also have those conditions. An anchored creature cannot be charmed, confused, frightened, or rattled as long as its emotional anchor does not have that condition.


Spoiling Spores

Although feorn feeds upon emotions it is anathema to most organic life and rapidly spoils food kept at hand, forcing commoner and noble alike to store their food away from their homes. At the end of every long rest, each creature loses 1d4 Supply (or 1 Supply if kept in an extradimensional space such as a rod of security).

Feorn Infestation

When a creature consumes Supply that has been ruined by Spoiling Spores, it makes a Constitution saving throw (DC 10 + 3 per previous save). On a failure, the creature becomes infested with feorn that grows from out of its eyes and ears. Any sight-based senses (like darkvision) are lost and the creature gains blindsight to a range of 60 feet (after which it is blind). Only a casting of greater restoration or heal can rid a creature of a feorn infestation.
 

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Mike Myler

Mike Myler



gelf

Explorer
How would those of the Mycelial heritage (Dungeon Delver's Guide) fare in this dimension? curious They might actually like the place. ;)
At an individual level, some Mycelials would like Feornal, and others would dislike it, but as a heritage Mycelials probably exist in Feornal, and would fare pretty well as fungal lifeforms. They prefer to eat rocks and ore, so you could argue that they're unlikely to be affected by Feorn Infestation, though they might choose to consume spoiled Supplies anyway, and get infected.

On the other hand, paragon level Mycelials' spore abilities are not likely to affect creatures anchored to an emotional anchor, so some of their unique defences are less effective on the plane.

I hope this helps 🍄
 

Selganor

Adventurer
Doesn't Supply stored in Bags of Holding and the like lose their nourishing qualities anyway? So Spoiling Spores don't really have any effect inside those bags (at least for the A5E versions)
 


Selganor

Adventurer
It is also a way to make people really dead. Put them in the bag for a moment and revivify and raise dead (and similar magic so I assume you'll need Resurrection or more) don't work on the corpse.

Makes one think what power feeds on this nourishments/life force/...
 

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