Homebrew Awakened Oozefolk V1.8 Species Details
A strange race Consisting of liquid based Humanoids, The Oozefolk belong to a tightly nit Tribe bases societal structure, Following a Grand ooze or a mother which spawned the tribe's ancestral members. Often taking the form or colouration of their homelands, The Oozefolk do not tend to stray far from their homelands unless they are sent out by the Tribe shaman or oracle As they do not tend to follow the ways of 'modern' society due to their lack of need for sustenance or sleep, or even shelter from the elements. They are the true embodiment of 'Take only that which you need', as being born by the wonders of nature has let them stay close to its fauna and flora in a symbiotic relationship. While they still belong to the ooze race and as such, can be seen as evil for their unique appearance and unwilling link to Juiblex, The faceless lord, The Oozefolk Races are in truth, a Neutral race devoid of 'extreme' emotions. While they are not emotionless, capable of showing love, compassion, anger and the like, You would be hard pressed to find one that displays signs of insanity or Complex emotions such as jealousy without being under the Influence of magic.
This is where the Awakened Oozefolk are considered both the superior and also the Lesser of the Oozefolk kind. A mutation in their kind, A sort of recessive gene in the terms of humans, the Awakened Oozefolk are born with a natural link to the ways of magic and A drop of arcana beyond that which allows them to live. Through the birthing process of two Oozefolk sacrificing a majority of their mass to create a new consciousness, It is possible to bring an awakened Oozefolk into existence if the birthing is performed in a location saturated in energies from an arcane or planar source. These Oozefolk are capable of feats far beyond their simpler ancestors or cousins, using the power deep within to guide themselves into a role most common amongst the realms. The role, of adventurer.
Awakened Oozefolk V1.8 Traits
Oozefolk TraitsAcidic Surface
As Oozefolk have come to rely upon absorbing liquids as the method of which they maintain their form; they have learnt to maintain and store a dense amount of moisture within their body mass. Any that they cannot maintain, is released via the surface of their liquid skin in the form of a potent and deadly acidic nature. While most render this inert so as not to damage their armour or disguises to hide themselves from their environments; An oozefolk is capable of releasing this acid at will from their skin in the form of a defensive mechanism. As a reaction; You may force a creature locked in Grapple with you, as the one grappled or it's initiator, to make a Constitution saving throw (DC: 8+proficiency+constitution modifier) or Take 2d4 Acid damage. You can also apply this acid to any Piece of ammunition as part of an attack with with a ranged weapon a number of times equal to your proficiency modifier, though the action causes the piece of ammunition to dissolve beyond repair.
You may also release this acid on contact with a solid object at will, Damaging a 1ft by 1ft square, up to 1ft deep in said object. This acid is not strong enough to eat through surfaces on initial contact and must be placed under sustained exposure using your action, requiring one action to eat through plant or flesh matter, 1 minute to eat through glass, 10 minutes to eat through metal or steel and cannot eat through treated surfaces that are made to withstand acid; such as alchemist vials. the act always creates a hissing sound that can be heard from up to 15ft away.
Ooze Origin
Much like certain races throughout the realms come in many types; be they dragonborn with their scale colouration, or Tieflings with their devilish lineage; or even elves and their many bloodlines; so too are the oozefolk separated by type, with place of birth effecting or rather influencing their Biological traits. while each Oozefolk can seem the same; their birthplace can effect them in the finest details that, while miniscule; help each oozekin discern tribe members from outsiders; invaders from friends And grant each Oozefolk a unique skill that helps them survive their home territories. Due to the evolution of the world, these types are separated down into Forest, Tundra, Desert, Underdark, Mountainous and Oceanic.
Your Origin decides which advantage you carry within.
Ability Score Increase.
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Appearance and Biology
The Oozefolk Race, as one can probably tell, Are Not what one can call humanoid in terms of looking at all like humans. They do not possess any type of organs other than their core and mimicked facial structures such as a nose, eyes and a mouth; with Their 'skin' being nothing than a Thin Membrane controlled by their mind to shape them as they see fit. Much like Amoeba's, They are not multi cell creatures But rather a single cell formed of billions of nucleoli, Much like coral, allowing for mutated appearances such as eyestalks, vertical mouths or similar changes to the humanoid norm; sometimes even mimicking other races with tendrils mimicking the spikes of a dragonborn's crown or even a gelatinous insectoid form befitting that of a thrikreen. An ooze's 'Base' appearance relies on how Charismatic they are and how far their imagination spreads to control their form's shape, with some only able to form a basic body with four limbs, while others can control their forms to the smallest detail. However, without spells such as alter self, The ability to transform their membrane to mimic the appearance of colour and texture of other races or humanoids like one might expect from a changeling, is but a fantasy to them, with any changes always possessing their natural ooze-like appearance.
An Oozefolk may change their colour and base shape along these guidelines however they wish; some even loosing control of these changes with their emotional states.
Alignment
The Oozefolk race does not belong to an alignment such as the Yuanti, Lizardfolk or Drow. Their Society is based of a very simple ideal of unity and outside of that, they grow and shape their lives however they wish. A lawful good Awakened Oozefolk may spawn a Chaotic Evil child should the child grow up with those experiences to nurture it. However... the Nature of the Oozefolk can be heavily shaped by the land on which they were born. Should one be born to a land that has seen much bloodshed or war, They will retain the feeling of anger and aggression by taking it in from the 'Imprint' Those lives left upon the land. If an oozefolk is born in holy land where men and women of the cloth strive to improve the lives of others, The Oozefolk shall strive to do the same, Imprinting on the Good nature and kindness that has soaked the land in its influence.
Age and Birth
The Oozefolk do not age in terms of years like humans or elves, But instead count their years through Their core. An Oozefolk's core is always no larger than a marble but acts as the focus for their life force, the same way a humanoid's organs keep their bodies functioning. To destroy an Ooze's core is to Drain them of all magical essence, essentially ageing their bodies The same way an artefact can lose its magical property over time. An Awakened Oozefolk can Avoid this demise however by returning to its place of birth and essentially grow younger the more their arcane battery is refilled. If an awakened ooze should perish and the core is returned to the earth, There is a chance their core can saturate the land for a a mile in each direction, making it a possible breeding ground for Oozefolk at a later time.
Due to this; Oozefolk do not consider their age in years like most creatures and instead count it in 'cycles', one cycle being how many times an Oozefolk has rejuvenated themselves, The base time limit for an Oozefolk's age before they start to degrade is ten full years; 15 if they are lucky and/or healthy. An Oozefolk who has lived for '5' in their terms, could be closer to 50 or more. Maturity in this case tends to fluctuate, as the mind reverses along with the body but experiences and memories remain; often resulting in shaman or wisemen that look no older than mere adolescents who could be close to their 10th or similar cycle.
Languages
You gain the ability to speak Common and one other language of your choice, through your rare trading with other races for materials, And the natural language of the ooze races, A strange combination of movements, colour shifting and bubbling sounds that is limited to a few sentences; relying more off a gesture system of intents, directions and emotional shows to put across their messages.
Amorphous
Due to your natural lack of bones, Skin, Organs or even muscle, You can find yourself moving through spots that require no more than an inch gap to move through. As long as an object does not provide full cover, has at least a single inch size gap or is not further up from the ground, than your height. if these circumstances are met, You can move through it as if it were simply difficult terrain, leaving any clothes or objects you may be carrying on the other side. As part of this, You may also attempt to fit yourself inside of spaces or containers that can hold your mass; bottles and the like for a smaller oozefolk or barrels and scroll tubes for larger ones; by condensing your mass down and discarding your equipment. doing this requires your action and full movement speed to both enter and exit these spaces.
Membrane Consumption.
While it is not something you will ever find an Oozefolk bragging about, Their link to the faceless lord has allowed them to retain their gelatinous ways. For an Oozefolk, Eating or breathing is a Subconscious act; Something one can do simply by walking about on their day to day activities. As their body does not possess blood, or organs, Oxygen and food are not absorbed the same way as a humanoid with their lungs. Instead; Their acidic membrane breaks down surfaces and absorbs oxygen straight from the environment around them; allowing them to maintain their nutritional needs from simply walking and consuming bacteria, certain soils, plant life or small insects; while breaking down foreign contaminants such as poison or pathogens, and neutralising natural chemicals that could cause them harm. for breathing, they are capable of drawing the oxygen from liquids or the air; using their membrane to isolate and separate air from their environment. All they need to maintain is a state of hydration, which is attained through their Dormant resting states. Instead of sleeping; An Oozefolk enters a State of motionlessness, allowing dew and moisture to rest on their skin for consumption. in this state, an Oozefolk must rest for a full long rest to fully nourish themselves. During this state, They can Hear clearly; but cannot see.
- You do not need to eat & - You can Breath in water and on land
- You have resistance to acid and poison damage, and you have advantage on saving throws against being poison; as your membrane acts as a corrosive filter; eating away at most contaminants.
- When asleep, You are considered aware of your surroundings, removing any penalties to your passive perception that sleeping may cause you.
Oozekin Arcana
Being born from a Mother pool; your very nature as an oozefolk has always been one charged with arcana and overflowing with magic in the sense of it being what maintains and keeps you alive. While such magic is cut off from the outside world in how you cannot simply be slain by the act of anti-magic cones or dispelling; You are capable of releasing it in small forms by adapting your body to it; using your own Magically enriched body as the focus for these bouts of Arcane energy.
You may choose one Cantrip from the sorcerer or druid Spell lists, As you share in their innate inner magic that is linked heavily to the forces of nature And the Weave alike. The act of casting however, will look Be of a bodily adaption rather than a spell. (for example, Mage hand being a tendril of ooze, Shocking grasp being a form of bio-electricity like a jellyfish, Firebolt being a natural Napalm ect). At third level; You may cast disguise self at will upon yourself but the act does not hide your gelatinous appearance, simply allowing you to change your shape; colouration and general features.
The spellcasting stat for these spells Are Charisma, Wisdom or Intelligence
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