Homebrew Original Plasmoid Species Details
Plasmoid Biology
- Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. Plasmoids can alter the fibers of their bodies to form interior pouches for carrying items or storing air, limbs to use as legs, arms, tails, heads, etc. Their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
- Plasmoids breathe by absorbing oxygen through exposed plasma. Thus, they must have an oozy area exposed to the air. They eat by surrounding food like an amoeba. Thus, they need no real mouths. Yet, it is not uncommon for them to form a mouth-like cavity simply to appease other races and to protect their plasma. Since they can store air within their bodies, they can "hold their breath" for up to an hour. Furthermore, their resistance to poison and other toxins enables them to treat each category of air quality as one better.
- Plasmoids don’t have internal organs of the usual sort. The only constant organ of a plasmoid is its brain, or Nucleus, which is simply a giant mass of nerves like a huge ganglion. Their bodies are composed of cells, fibers, plasma-like ooze, and the Nucleus. Their nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.
- When plasmoids sleep or lose consciousness, they lose their rigidity and spread out and are thus sometimes mistaken for a puddle or another wet feature of the environment. Due to this, most plasmoids are very careful when selecting their sleeping chambers.
Plasmoid Traits
- Most plasmoidal societies are of the clan type. There is a hierarchy among the clan, but it is rarely enforced or attended to. Plasmoids have very strong ties to others of their species. It is very rare for plasmoids of enemy camps to directly combat one another. Space sages theorize that this is because all plasmoids came from a single original plasmoid of its species and thus they are all pseudo-clones of one another.
- Plasmoid loyalty is a thing of legend. Thus the saying, "If you want a friend to stick with you into the void, choose a plasmoid." However, this doesn’t mean that they are beyond deceit
- Plasmoids love treasure and power. Thus adventuring has attracted their attention, particularly space with its endless possibilities. Plasmoids enjoy philosophical debates, storytelling, and they are commonly employed in the political arena because of their near-tireless ability to speak about nothing at great length.
- Plasmoids are easily entertained and nearly as easily fascinated. They have a child-like curiosity that frequently lands them in undesirable situations. A final bad habit of plasmoids is their tendency to eat (absorb) things at random, occasionally things of importance to other beings..
- Plasmoids have a near scavenger-like appetite. Since they cannot taste or smell and are immune to disease, poison, and most acid, they eat virtually anything. Nondigestible matter is simply expelled at a later time. Their body acids are strong enough to eat through anything but metal, stone, and glass. In fact, the first plasmoid venture into space failed simply because they used a wooden vessel, which they absentmindedly snacked upon when bored. Plasmoids have been banished from the organic elven ships.
Creating Your Character
Plasmoid Names
Plasmoid society does not have a conventional naming structure, many of them simply being referred to by titles, and many of these titles are not pronounceable by other races due to the fluidic nature of Plasmoid-to-Plasmoid speech. Many plasmoids who keep non-ooze company adopt common names or nick-names to keep communication and introductions simple.
Ability Score Increases
Due to a Plasmoids versatile nature, they receive a +2 to one skill of your choice and a +1 to another.
Languages
As oozes are generally social creatures, they adopt languages easily based on the company they keep. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Creature Type
You are an Ooze
Life Span
It is unknown if Plasmoids age, or how long it takes for one to expire. Due to the nature of their reproduction, an ooze can impart its major memories into its offspring and essentially live on forever through this process.
Height and Weight
Due to the versatile nature of your being, your height is variable. All plasmoids tend to be rather light due to their moslty liquid composition.
Original Plasmoid Traits
You have the following racial traits.Creature Type
You are an Ooze.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Amorphous
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hold Breath
You can hold your breath for 1 hour.
Natural Resilience
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
As an ooze, your body is more resilient to slashing and piercing damage.
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 humanlike 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.
Aversion to Heat
A moslty Liquid composition leaves Plasmoids more susceptible to Fire Damage, dealing an additional 1d4 for any fire damage taken.
Any time spent in a dry climate (deserts, volcanic, etc) without protective covering or a way to consistently rehydrate, a plasmoid will take 1d8 damage per day from drying out.
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Posted Mar 19, 2025hello
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Posted Nov 4, 2026Peak