Myconid SproutSmall plant
Distress Spores. When the myconid sprout takes damage, all other myconids within 100 meters of it can sense its pain.
Spellcasting. The myconid sprout uses Primal (wis) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It can cast the following spells:
Sun Sickness. While in sunlight, the myconid sprout has disadvantage on skill checks and saving throws. The myconid sprout dies if it spends more than 1 hour in direct sunlight.
Fist. Melee Weapon Attack: +0 to hit. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (1/turn). A 5-meter radius of spores extends from the myconid sprout. These spores can go around corners and affect only creatures with an Intelligence of −4 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 5 meters of each other. The effect lasts for 1 hour.
As an action, you beguile a creature within 10 meters who can hear you to ignore an ally. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.
On a failure, it is charmed by one of your allies within 5 meters of it for the duration.
The spell ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.
As an action, you exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you and friendly to you for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
As an action, you cause a creature that you can touch or see within 5 meters to fall asleep. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.
On a failure, you lull it into a magical slumber, causing it to fall unconscious for the duration.
This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.