Homebrew Amoeboid (Credit To Jacoloped) Version 4 Species Details
Scientists and Mawkeepers
Above all else, amoeboids value logical thinking as a lens to analyze the world. They keenly believe that the multiverse is founded on an objective, concrete reality defined solely by magic and physics, all of which can be understood. All things, including the elusive mystery of the maw stations, can be unraveled with proper attention, experimentation, and reasoning. Most amoeboids regard no subject as taboo and have few qualms about any kind of research, as long as its methodology is sound and is reasonably likely to produce useful data.
Most amoeboids live on the maw stations themselves, researching the maw's activities, repairing ships and Dark Matter engines, and trading information with other scientists and wizards the 'verse over. With their keen intellect, amoeboids make excellent alchemists, gadgeteers, and wizards, and can find no better place to live than the maw stations.
Strange Visitors
Amoeboids have taken to visiting settled worlds in secret, disguising their saucers and themselves to perform experiments on the inhabitants. By and large, these experiments are noninvasive, but are nonetheless unwelcome. As a result, many worlds have ancient tales of strange visitors from the stars, looking much like them, but strangely distorted, who steal individuals away by night and subject them to strange rituals in brightly lit rooms. Amoeboids will also vivisect the odd head of livestock, but these occurrences are more likely to be blamed on predators than on men from the stars.
Amoeboid Names
Ever concerned with efficiency, amoeboid names can traditionally be represented by a single unusual character, to differentiate it from the rest of a particular alphabet. Amoeboids don't differentiate between males and females, nor are their names particularly masculine or feminine.
Amoeboid Names. Ash (Æ), Chevron (Λ), Digamma (Ͷ), Eth (Ð), Ezh (Ʒ), Gangia (Ϫ), Kai (ϗ), Pilcrow (¶), Psi (Ψ), Shei (Ϣ), Solidus (/), Thorn (Þ), Tilde (~), Yr (Ʀ)
Amoeboid (Credit To Jacoloped) Version 4 Traits
Ability Score IncreaseAbility Score Improvement
Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age
Amoeboids swiftly reach maturity, growing to full size in a mere 3 years, and have especially long lifespan, living as long as 200 to 300 years.
Alignment
Natural-born scientists, amoeboids tend to be skeptical and deductive. They lean toward neutral alignments.
Size
Amoeboids have a roughly similar mass to other humanoid creatures and stand 4 to 5 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flexible Form
You can use your action to stretch, compress, and mold your body into a myriad of shapes. You can transform into any static form that you choose that is no larger than 10 feet in any dimension. When you assume this form, you can replicate something’s basic shape but not its color, texture, moving parts, or fine details. You can’t change your body’s volume, nor can you move, attack, or cast spells while you’re transformed into a static shape.
You can also use your action to touch a living creature and assume its general form. Your size and other statistics don’t change. You gain the ability to speak and understand that creature’s language, and if the target has a burrowing, climbing, or swimming speed, you gain those with the same speed, up to a maximum of 40 feet.
Your transformation ends after 1 hour, or when you choose to end it on your turn (no action required.) If you transform into a form incapable of wearing armor, your armor falls off. You can only take actions while you’re transformed if you are in the form of a creature, and you can only take actions that creature would be able to take.
Amorphous
You can compress your body enough to squeeze through a 1-inch wide space. You can't expand inside a space that offers any resistance.
Reform
Whenever you take bludgeoning, piercing, or slashing damage from a non-magical weapon and don't drop to 0 hit points, you can use your reaction to immediately regain 1d4 hit points, this amount increases by 1d4 every level.
Languages
You can speak, read, and write Common and Amoeboid. Most creatures are only able to approximate speaking Amoeboid, for its burbling words are made using the amoeboid’s fluid body. If you are transformed into a creature that has a language, you can speak and understand that language.
Added Fluidity
when you touch a fluid of any kind, your flesh takes color off said liquid. Additionally, you gain a slight buff based on the liquid you touched.
Ex. If you touch milk, your flesh turns a milky white, you take 1d6 less cold damage, and have a +1 to strength saves, these effects last for one hour, or untill you absorb a different liquid.
Acidic Touch
when a living creature touches you, they take 1d6 acid damage
Needle-Like Tendril
As an action, you can form a tendril to take the form of a needle, and use it to extract blood from any living creature, dealing 1d6 piercing damage. Similar to added fluidity, your flesh turns a deep crimson, and you can choose 1 of 6 stats (STR, DEX, CON, INT, WIS, CHA) from the creature you're drawing from to replace yours.
this effect lasts for 2 hours, unless you absorb a different liquid, and using this action will replace any fluid you have absorbed.
the damage of this ability increases by 1d6 every 4 levels, allowing you to extract more blood, which allows the duration to increase by 1 hour every 4 levels
Extended Form
As an action, This ability allows you to move a tendril/tentacle from your body up to 10 feet away. given that most amoeboids don't have arms, they usually use this to have a more humanoid appearance.
Plasmodic Resistance
your sad single-celled experimental existence isn't SO bad, look on the bright side! Your unstable body allows resistance to both poison and acid damage.
Corrosive Experamentaition
your experimental body is capable of rapid self replication, but sometimes it goes wrong.
you can remove a chunk of your ooey gooey jelly-like flesh, dealing 1d10 damage, you can place this chunk on any surface you want, if it is placed on a living creature, they must make a dexterity saving throw (dc 17) otherwise, they take 1d4 acid damage for every turn it is on them (anyone's turn, not just their's)
this chunk can also be detonated, the explosion has a 10 foot radius. this explosion deals 1d10 explosive damage, and 1d10 poison damage.
Cellular Divison
your sad pathetic single-celled painful experimental existence couldn't get worse. Oh wait, it just did, there's two of you.
you can cut yourself in half, dealing 1d12 damage.
all of your clones have their own turn, and must roll initiative.
you and your clone have half your original: max health, movement speed, carrying capacity, size, and stats.
every 4th level, you can increase the amount of times you can split in half by 1.
as an action, you can absorb one of your clones, should they be within melee range of you, restoring some of your stats, if these clones are apart from you for too long, they will try to become the original, if the original(you) dies, you take control of one of the others, you can absorb dead clones.
Experimental Dark Vision
out of all 5 of your eyes, you can see up to 40 feet in darkness as if it were bright light, and an additional 40 feet as if it were dim light.
due to your experimental eyes, you can see color in dim light, but not bright light while using dark vision.
Previous Versions
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1/22/2024 3:46:39 AM
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1/22/2024 3:54:02 PM
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1/22/2024 6:27:16 PM
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