Hi, it's actually deadPan. Long story short, I had to post through my sibling's D&D Beyond account instead of mine. Slug/snail/wormfolk:
Gastrosapiens live in meduim-sized colonies in the Underdark, gathering quietly so as to avoid confrontation with the more hostile creatures that dwell in the great cavern's depths. When a Gastrosapien reaches adulthood, they often leave the colony to persue a monastic lifestyle, slowly making their way to the surface, while many choose to stay with their group.
Gastrosapien:
-Age: Gastrosapiens reach adulthood at about the age of 30 and generally live into the middle of their second century.
-Languages: You can speak, read, and write Common and your choice of either Aquan or Terran.
-Size: Medium or Small, chosen when you select this Race.
-Speed: Your base walking speed is 25 feet.
-Ability Score Increase: Your Constitution score increases by 2.
-Sticky: You have advantage on checks used to initiate or maintain a grapple.
-Gastropodic Resillience: You have advantage on saving throws against poison, and you have resistance to poison damage.
-Poor Eyesight: You have disadvantage on Wisdom (Perception) checks that rely on sight.
-Dehydration: You take 1d8 acid damage for every pound of salt you come into contact with at the start of your turn.
There are three subraces of Gastrosapiens: Slugfolk, Snailfolk, and Wormfolk.
Slugfolk:
-Ability Score Increase: Your Wisdom score increases by 1.
-Climbing: You gain a climbing speed of equal to your walking speed.
-Slime: As an action, you can cover a 5-foot wide, 15-foot long line originating from you with slick slime, turning it into difficult terrain. The slime lasts for 1 minute. When the slime appears, each creature standing in its area must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or fall prone. A creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Snailfolk:
-Ability Score Increase: Your Intelligence score increases by 1.
-Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
-Shell Defence: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
-Slime: As an action, you can cover a 5-foot wide, 15-foot long line originating from you with slick slime, turning it into difficult terrain. The slime lasts for 1 minute. When the slime appears, each creature standing in its area must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or fall prone. A creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Wormfolk:
-Ability Score Increase: Your Dexterity score increases by 1.
-Burrowing: You gain a burrowing speed of 10 feet.
-Mucus: Your body is covered in a thin layer of poisonous mucus. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-Split: If one of your limbs is sliced off, the limb continues to live, writhing around on the floor. On each of your turns, you can use a bonus action to mentally command the limb if it is within 60 feet of you. A severed limb can only take the Attack action, and only to make an unarmed strike. A severed limb has an AC of 10, a speed of 10 feet, 5 hit points, and uses your Strength modifier for its attacks.
Hi, it's actually deadPan. Long story short, I had to post through my sibling's D&D Beyond account instead of mine. Slug/snail/wormfolk:
Gastrosapiens live in meduim-sized colonies in the Underdark, gathering quietly so as to avoid confrontation with the more hostile creatures that dwell in the great cavern's depths. When a Gastrosapien reaches adulthood, they often leave the colony to persue a monastic lifestyle, slowly making their way to the surface, while many choose to stay with their group.
Gastrosapien:
-Age: Gastrosapiens reach adulthood at about the age of 30 and generally live into the middle of their second century.
-Languages: You can speak, read, and write Common and your choice of either Aquan or Terran.
-Size: Medium or Small, chosen when you select this Race.
-Speed: Your base walking speed is 25 feet.
-Ability Score Increase: Your Constitution score increases by 2.
-Sticky: You have advantage on checks used to initiate or maintain a grapple.
-Gastropodic Resillience: You have advantage on saving throws against poison, and you have resistance to poison damage.
-Poor Eyesight: You have disadvantage on Wisdom (Perception) checks that rely on sight.
-Dehydration: You take 1d8 acid damage for every pound of salt you come into contact with at the start of your turn.
There are three subraces of Gastrosapiens: Slugfolk, Snailfolk, and Wormfolk.
Slugfolk:
-Ability Score Increase: Your Wisdom score increases by 1.
-Climbing: You gain a climbing speed of equal to your walking speed.
-Slime: As an action, you can cover a 5-foot wide, 15-foot long line originating from you with slick slime, turning it into difficult terrain. The slime lasts for 1 minute. When the slime appears, each creature standing in its area must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or fall prone. A creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Snailfolk:
-Ability Score Increase: Your Intelligence score increases by 1.
-Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
-Shell Defence: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
-Slime: As an action, you can cover a 5-foot wide, 15-foot long line originating from you with slick slime, turning it into difficult terrain. The slime lasts for 1 minute. When the slime appears, each creature standing in its area must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or fall prone. A creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Wormfolk:
-Ability Score Increase: Your Dexterity score increases by 1.
-Burrowing: You gain a burrowing speed of 10 feet.
-Mucus: Your body is covered in a thin layer of poisonous mucus. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-Split: If one of your limbs is sliced off, the limb continues to live, writhing around on the floor. On each of your turns, you can use a bonus action to mentally command the limb if it is within 60 feet of you. A severed limb can only take the Attack action, and only to make an unarmed strike. A severed limb has an AC of 10, a speed of 10 feet, 5 hit points, and uses your Strength modifier for its attacks.
they/them
FIREBALL
you're welcome
cool stuffs (click):
modron playable lineage
dralox playable lineage
mind flayer playable lineage
gastrosapiens playable lineage (snail people :D)
Unsure about the Slugfolk. Idk if a climbing speed is as useful as the Snailfolk's Shell Defence trait. Let me know what you think.
I have a few more homebrew lineages lying around. Might post them later.
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Oh I should mention that the name is taken from another 5e homebrew lineage (not mine)
https://www.dandwiki.com/wiki/Gastrosapien_(5e_Race)
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Dang, just noticed the redundant "of" in the Slugfolk's Climbing trait
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