Race ‐ Slime Folk - Red-Pandaaa/sodapop GitHub Wiki
Slime Folk Traits
Your ooze-like nature gives you plenty of advantages, some of which are determined by your subrace
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Age. Slime Folk mature within the first six years of their life, but can mature quicker if plenty of nourishment is available. Once matured, they live up to 200 years, though some Slime Folk are known live way past this age.
Size. Slime Folk vary widely in size between 4 to 7 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Ooze Nature. You are considered both an ooze and a humanoid. You can be affected by a game effect if it works on either of these creature types.
Engulf. Instead of grappling a creature with your arms, you can take hold of a creature with your ooze-like body. When grappling you can use your Constitution in place of your Strength. Additionally, as an action you can attempt to engulf an object or creature of your size or smaller within 5 ft. of yourself. The creature must succeed a Dexterity saving throw or be grappled by you. A creature grappled this way is partially engulfed in your body and restrained for the duration of the grapple. You can have one creature or object grappled this way at a time. The DC is equal to 8 + your proficiency modifier + your Constitution modifier.
Pseudopod. You have a natural weapon attack that deals 1d6 plus your Strength modifier acid damage.
Amorphous. You can move through a space as narrow as 1 foot wide without squeezing. If any equipment you’re holding or carrying is larger than the space you are attempting to pass through, it gets left behind.
Subraces. Slime Folk come in several shapes and colors. More importantly, they come in different types. Choose one of the following subraces to determine your exact slime folk nature: Alchemical, Eldritch, and Feral.
Alchemical
Alchemical Makeup. Your inner balance of alchemical components grant you unique perks. Choose one of the following damage types: acid, cold, fire, lightning, poison. You are resistant to the chosen damage type. Additionally you learn one of the following cantrips depending on the chosen damage type:
Damage Resistance | Cantrip Learned |
---|---|
Acid | Acid Splash |
Cold | Ray of Frost |
Fire | Firebolt |
Lightning | Shocking Grasp |
Poison | Poison Spray |
When you create the character, you choose Intelligence, Wisdom, or Charisma as your spellcasting ability for it.
Alchemical Adaption. Your knowledge about your inner alchemy is vast and you learned to adapt and alter your inner chemistry. You can change your inner chemistry by consuming 50 gp worth of arcane material components and change your resistance and exchange the corresponding cantrip to the new one according to your new resistance of your Alchemical Makeup trait after one minute of digestion. Changing your inner chemistry might change the color of your body to reflect your change. Once you use this feature, you can’t use it again until you have finished a long rest.
Eldritch
Darkvision. Your eyes are adapted to the darkness, you have superior vision in dark and dim conditions. 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.
Stretchy Tendrils. On your turn, your melee weapon attacks and spells with a range of touch, have an increased range of 5 ft..
Flexibility. You have advantage on checks to escape grapples and restraints.
Feral
Digestion. At the beginning of your turn you can deal 1d6 acid damage to a creature engulfed by you.
Consume. When taking a short rest, you can eat one creature that is not more than one size smaller or larger than you that is not a construct, elemental, or undead. When you do, you gain one additional hit dice that you have to spend during that short rest. If the devoured creature is one size larger than you, you roll twice on the gained hit dice and choose the higher result. Consuming a creature will nourish you for one day. You can use this trait a number of times equal to half of your proficiency modifier (rounded down) before you have to finish a long rest to use it again.
Slime Blob Variant
Size. You are a small blob of slime, varying between 2 to 3 feet. Your size may be either Small or Tiny.
Ooze Nature. You are considered an ooze.
Engulf. Instead of grappling a creature with your arms, you can take hold of a creature with your oozelike body. When grappling you can use your Constitution in place of your Strength. Additionally, as an action you can attempt to engulf an object or creature of medium size or smaller within 5 ft. of yourself. The creature must succeed a Dexterity saving throw or be grappled by you. A creature grappled this way is partially engulfed in your body and restrained for the duration of the grapple. You can have one creature or object grappled this way at a time. The DC is equal to 8 + your proficiency modifier + your Constitution modifier.
Pseudopod. You have a natural weapon attack that deals 1d6 plus your Strength modifier elemental damage. The elemental damage is determined by your current alchemical makeup. If you have no current alchemical makeup, you deal Bludgeoning damage.
Alchemical Makeup. Your inner balance of alchemical components grant you unique perks. Choose one of the following damage types: acid, cold, fire, lightning, poison. You are resistant to the chosen damage type. Additionally you learn one of the following cantrips depending on the chosen damage type:
Damage Resistance | Cantrip Learned |
---|---|
Acid | Acid Splash |
Cold | Ray of Frost |
Fire | Firebolt |
Lightning | Shocking Grasp |
Poison | Poison Spray |
Alchemical Adaption. Your knowledge about your inner alchemy is vast and you learned to adapt and alter your inner chemistry. You can change your inner chemistry as an action and change your resistance and exchange the corresponding cantrip to the new one according to your new resistance of your Alchemical Makeup trait. Changing your inner chemistry might change the color of your body to reflect your change.
Additionally, if you cast a spell with a range of Self and a clearly defined element, you may attune to the defined element.
Element | Cantrip |
---|---|
Force | Eldritch Blast |
Necrotic | Chill Touch |
Psychic | Vicious Mockery |
Radiant | Sacred Flame |
Thunder | Thunderclap |
You may only attune yourself without harm an amount of times equal to your Proficiency modifier per long rest. Attunements via spells consume charges. Attempting further to attune yourself will deal 1d6 damage, with the element being your last attuned element.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a human-like shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Slime Blobs gain all of the traits that Slime Folk do, unless otherwise specified.
Slime Folk Feats
Slime Folk characters have access to unique feats when they level up in a class. Some DMs allow the use of feats to further customize a character, see chapter 6, “Customization Options”, of the Player’s Handbook.
The following special feats allow your character to deepen and expand upon their ooze heritage, as each feat represents an evolution of your character’s innate power and ooze nature.
Bouncy
Prerequisite: Slime Folk
You learned to capitalize on your flexible form and tap into your ooze ancestry to shrug off blows and impacts.
- Increase your Constitution by 1, to a maximum of 20.
- When jumping you can use your Constitution score in place of your Strength score to determine how far and high you can jump.
- When you take the dodge action you become resistant to bludgeoning damage until the beginning of your next turn.
- When you take bludgeoning damage, you can use your reaction to gain resistance to bludgeoning damage until the end of your next turn. If you use this feature to gain resistance to bludgeoning damage caused by falling, you do not fall prone after landing. Once you use this feature, you can’t use it again until you finish a short or long rest.
Luminescence
Prerequisite: Slime Folk
Your gelatinous body develops an innate bioluminescence as well as the ability to control it.
- As an action you can glow and emit 20 ft. of bright light and additional 20 ft. of dim light. As a bonus action on each of your turns, you can regulate how much light you give off, reducing the bright light and dim light to up to a minimum of 5 ft. each. You can end emitting light altogether as a bonus action.
- As an action you can emit a powerful flash of light. Each creature within 20 ft. of you must succeed a Constitution saving throw or be blinded until the end of your next turn. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. Once you use this feature, you can’t use an action to emit bright light or use this feature again until you have finished a short or long rest.
- You gain resistance to radiant damage.
Vibration Sense
Prerequisite: Slime Folk
Oozes are known to perceive the world by sensing the tiniest vibrations in the air. You learned to tap into your ooze heritage to develop a limited vibration sense.
- You gain advantage on Perception skill checks that don’t rely on sight or smell.
- You gain tremorsense, allowing you to detect and pinpoint the origin of vibrations within 10 ft. of yourself.
- As an action, you can focus your senses to gain blindsight, allowing you to perceive your surroundings within 30 ft. of yourself without relying on sight, until the end of your turn