Plasmoidian Composition Image
Prerequisite: Plasmoid
 

While most associate plasmoids with the tools and tinkering of the Astral Sea, at one point they, too, were planet-born like the other races of the realms. Specializing their compositions to the environment of their planets, plasmoids were uniquely suited to adapting, and therefore, overcoming.

While most modern plasmoids don’t face these challenges of primal survival, the ancestors they descend from still informs some traits of their biology. You have managed to awaken these dormant traits, and choose one of the following benefits:

Living Stomach:

Your ancestry spawns from a planet of plenty; plenty to eat, to drink, and more importantly to compete with. Your ancestors evolved to digest and consume at a faster rate than other species, and in turn evolved in a manner to be able to contest competitors.

- You increase in size to Large.
- You may grapple a creature without needing to use your hands, If a creature is a size equal to yours or smaller, you may choose to move them inside of your space when you grapple them in this way. When you grapple in this way, you may use your Constitution modifier instead of your Strength for your Athletics check. You can only grapple one creature at a time in this way.
- If a creature ends their turn grappled by you and inside of your space, they take acid damage equal to your level.

Soothing Gel:

Your ancestry spawns from a highly competitive planet, though one of more complex social dynamics. The plasmoids of this ancestry had to cooperate with another race to acquire the resources integral to their survival. In turn, they have evolved traits suited to social interaction.

- Creatures within 5 feet of you, other than yourself, have advantage in saving throws against the frightened condition.
- As an action, you may touch a creature within 5 feet of you to soothe their pain and bolster their resolve. You may spend and roll an amount of Hit Die up to your proficiency bonus, and take that amount of necrotic damage. Your target gains temporary hit points equal to twice the damage you took. These temporary hit points cannot exceed their missing health. You may use this trait twice per long rest.

Kinetic Sponge:

Your ancestry spawns from a planet that’s biggest threat was not other creatures, but instead gravity. These plasmoids were forced to survive in a rocky and mountainous climate where the landscape caused the death of most unadapted creatures. They, in turn, found ways to redistribute the kinetic energy of both the fall, and things falling on them.

- When you take fall damage, you may use your reaction to halve the damage you take, rounding up. If you do this while falling onto a creature, they must make a Dexterity saving throw or take damage equal to the halved fall damage. The DC of this save is 8 + your proficiency bonus + your Constitution modifier,
- When you take Bludgeoning, Piercing, or Slashing damage, you may use your reaction to reduce that damage by a roll of 1d10. If the damage you reduced was Bludgeoning, the attacker takes the damage equal to the result of the previous 1d10 roll. You may use this feature a number of times equal to your Constitution modifier every long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2024 3:11:54 PM
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Plasmoidian Composition Image

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