Homebrew Ascended Slime Species Details

Slime

Through the never-ending engulfment of other creatures, the race of slime's not only evolved to absorb the physical nutrients of their prey but also developed the ability to consume their memories. As a result, these slime's have achieved something their more primitive cousins - oozes - could not: intelligence and sentience. How exactly the slime's learned speech and even magic remains a mystery. What is certain, however, is that a former species of round blobs of translucent goop has become a capable and civilized race with their own quirks and abilities.

Ascended Slime Traits

Your slime character has the following traits

Ability Score Increase

Your Charisma increases by 2, and another stat by 1

Age

Slimes physically mature rapidly, though their mental development depends a lot on the type of prey they consume and absorb memories from. The longest living slime is said to have been over 100 years old though the suggested average lifespan is close to 80 years.

Size

While slimes can fit into various spaces, the mass of a full grown slime is similar to a human’s. A slime naturally appears as a round-ish blob but can also take on the form of a humanoid between five to six feet tall. Your size is Medium.

Speed

As a blob or humanoid, your base sliding/walking speed is 30ft.

Languages

Slimes speak Common and Primordial.

Absorb Memories

As a blob, you may consume a creature of size Medium or smaller over the course of a long rest (or an equivalent amount of time) and peer into their memories as long as they had memories. As the creature's life flashes through your mind, you learn the most important memory from their life. You can also actively glean additional information; you may ask the DM one question, and the DM must answer truthfully though they may couch the answer in figurative language representative of the memory's qualities. Once you have used this trait, you may not use it again until you have taken a long rest.

Resilient Slime Body

Your slime body has very few internal organs and is made mostly of adaptable fluid. When you are hit by an attack, you may use your reaction to gain resistance to all nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn including against the attack that hit you. This can be used proficiency bonus number of times per long rest.

Malleable Form

You are able to squeeze through spaces as narrow as one inch wide. You are considered prone as you do so. Any equipment or objects that are not in your slime core or attuned must be able to fit within the space you are moving through or be ejected from your body. You exit the space as a blob.

As an action, you are able to morph into the appearance of a medium-sized humanoid that you have seen or consumed. You are still translucent though you appear superficially anatomically correct. As a humanoid, you may wield weapons, use tools, and wear armor similar to other humanoids. You can also form in and out of any armor or clothes while morphing and ignore the time required to don/doff the equipment. You revert to your blob form as an action or if you are knocked unconscious. Doing so automatically forces you to exit and drop any equipment you are using that requires a humanoid body.

Slimes cannot wear traditional armor as a blob. You may have armor crafted/modified specifically for that form. As a guideline, DMs should consider at least twice the cost of traditional armor if purchasing from a normal smith.

Slime Core

Slime Core: This one inch diameter hardened clear sphere enables unattuned items, equivalent to one individuals worth of equipment, to be stored and carried as normal, even in blob form.

Internal Pockets

Slimes can form pockets within their gelatinous body to carry objects. While you can have several pockets within your body, they collectively have up to a volume of 1 cubic foot. For example, you can hold a single short sword or several small pouches or a handful of arrows or a pair of daggers. Another creature can attempt to wrestle an object from inside your body through an Athletics check contested by your Acrobatics or Athletics check. You may use this trait even as a humanoid though the objects must fit within your body.

Slimey Reach

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. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. Normally unable to be used as a weapon they can provide an advantage while grappling a target and do allow for spell casting provided they are able to preform the somatic movements

Slime constitution

You do not eat or drink as most creatures do, but instead receive nutrients from material dissolved within you. You cannot become intoxicated from ingesting alcohol, and have advantage on saving throws against ingested poison. You do not sleep and magic cannot put you to sleep. Instead, you enter a torpor during which time you remain semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Waterphobic

While able to withstand water in a more humanoid form, their true slime form is weakened thus creating a fear of water amongst the slime races. With sufficient water such as being completely submerged or in a heavy rain storm the slime will start to dissolve, failing a DC 13 Con + Proficiency while submerged or a DC 11 while in heavy rain will deal 1 necrotic damage at the beginning of your turn.

Bouncy

Do to the slime's malleable nature it can ignore fall damage to a certain point and resist it after. While falling 15ft or less you can negate fall damage, Falling 30ft to 15ft halves fall damage. Distances 30ft or above cause the slime to break a part and take a turn to reform while taking half fall damage.

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