Homebrew Gastropods Species Details
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Gastropods
Medium Aberration, Typically Neutral
Overview:
Gastropods are a unique race of magical snails transformed by a magical mishap. Originally common snails, they have grown to a height of about 5 feet, becoming sentient and highly skilled in magic. Their societies are diverse and adapt to various environments, making them renowned for their formidable arcane abilities.Physical Description:
Gastropods have greenish-yellow skin that shimmers with a subtle, magical sheen. Their shells are dark brown with intricate spiral patterns and vary depending on their environment. They possess skin flaps functioning as arms and hands, which allows them to manipulate objects and cast spells effectively.Society and Culture:
Gastropod society values magical knowledge and scholarly pursuits. Originating from a single magically-altered snail, their culture revolves around the study and practice of magic. Over time, they have spread to various regions, adapting to different environments and developing distinct subcultures. Despite these variations, they maintain a strong sense of kinship and shared heritage.Racial Traits:
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Retreat: As a reaction, a Gastropod can withdraw into its shell, gaining a +7 bonus to its Armor Class. While retracted, the Gastropod cannot take any actions that require movement or manipulation, including attacking or casting spells.
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Snail Speed: As a bonus action, a Gastropod can exit its shell to move with extraordinary speed. For 1 minute, the Gastropod’s speed increases to 50 feet. During this time, it loses its Armor Class bonus, making it vulnerable to attacks.
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Slime Skin: The Gastropod's skin exudes a magical, slippery slime. Any creature attempting to grapple a Gastropod must make a Dexterity saving throw (DC equal to 8 + the Gastropod’s Dexterity modifier + proficiency bonus). On a failed save, the creature has disadvantage on the grapple check. Additionally, the slime allows the Gastropod to climb surfaces at half its normal movement speed.
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Volcanic Gastropod
Appearance:
Volcanic Gastropods are adapted to the harsh, fiery landscapes of volcanic regions. Their shells are rugged and dark, with jagged textures and vibrant red accents that resemble molten lava. Their skin is a smoky, ash-gray color, and their slime trail glows faintly with a fiery hue.
Racial Traits:
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Molten Trail: When a Volcanic Gastropod moves, it leaves behind a trail of sticky, flammable slime. This substance can be ignited, causing the area to become hazardous. As a bonus action, the Volcanic Gastropod can set the slime alight, creating a 10-foot radius of intense heat and flames. Any creature that enters or starts its turn in this area takes 2d6 fire damage. The flames last for 1 minute or until extinguished (as an action), and the slime remains flammable for this duration.
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Lava Shell: The shell of a Volcanic Gastropod is imbued with volcanic energy, granting it resistance to fire damage. Additionally, when the Gastropod retracts into its shell (using the Retreat trait), it emits a brief burst of intense heat. Any creature within 5 feet of the shell takes 1d6 fire damage when the Gastropod uses Retreat.
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Eruption Burst: Once per long rest, a Volcanic Gastropod can channel the fiery energy within its shell to perform a controlled eruption. As an action, the Gastropod can unleash a 20-foot cone of fire, dealing 4d6 fire damage to all creatures within the area (Dexterity saving throw DC = 8 + the Gastropod’s Constitution modifier + proficiency bonus for half damage). This ability creates a hazardous zone of scorching heat, lasting for 1 minute, where creatures that enter or end their turn in the zone take 1d6 fire damage.
Cultural Notes:
Volcanic Gastropods are known for their resilience and fiery temperaments. They are often found near active volcanic regions, where they have adapted to the extreme heat and dangerous conditions. Their societies are built around the control and harnessing of volcanic energy, and their magical traditions often involve fire and heat-based spells.
Corrosive Gastropod
Medium Aberration, Typically Neutral
Overview:
Corrosive Gastrosapiens are renowned for their potent corrosive slime, which has earned them a fearsome reputation among those who venture too close. These Gastrosapiens inhabit swampy areas where acidic fumes rise from their muddy and acidic habitats.
Racial Traits:
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Metal Corrosion: As a reaction, when a non-magical metal weapon hits you, you can attempt to corrode it. After the attack resolves, the attacker must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the weapon suffers a permanent and cumulative –1 penalty to damage rolls. If the penalty reaches –5, the weapon is destroyed. This ability also applies to non-magical metal ammunition that hits you, which can be destroyed as a reaction after dealing damage. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.
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Swamp Walker: You are adept at moving through swampy and muddy terrain. You ignore difficult terrain caused by mud, swamp, or similar environments, allowing you to move through such areas with ease.
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Toxic Gastropod
Medium Aberration, Typically Neutral
Overview:
Toxic Gastrosapiens are easily recognizable by their vibrant, eye-catching colors and their noxious, poisonous slime. Their reputation for venomous capabilities is so pronounced that hardened criminals often tattoo their bodies with markings resembling those of Toxic Gastrosapiens to intimidate their foes. This sub-race is commonly found in urban environments, with some attributing their toxic biology to a life scavenging city refuse.Racial Traits:
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Vibrant Warning: The bright colors of your skin serve as a deterrent and an intimidation factor. You gain proficiency in the Intimidation skill.
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Toxicity: Your skin is covered in a poisonous slime, granting you resistance to poison damage. Additionally, you can spend at least 1 hour harvesting a vial of poison from your own body. This poison is viscous, sticky, and discolored compared to standard poisons, rendering it unsuitable for sale in most conventional markets. This harvested poison remains potent until the end of your next long rest, after which it loses its efficacy.
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Gluecoat Gastropod
Medium Aberration, Typically Neutral
Overview:
Glueskin Gastrosapiens are a rare sub-race known for their unique ability to produce large quantities of adhesive slime. This defensive adaptation makes it extremely challenging for enemies to approach them without becoming ensnared in the gooey substance.Racial Traits:
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Adhesive Grip: Your slime-coated skin enhances your ability to grapple foes. You have advantage on Strength (Athletics) checks made to grapple.
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Slime Puddle: As an action, you can excrete a thick layer of slime that spreads out from you. The area within 15 feet of you becomes coated in this adhesive slime, creating difficult terrain. Any creature that starts its turn in this area or moves onto it must make a Strength saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is restrained by the sticky slime for up to 1 minute. A restrained creature can use its action to make a Strength check against the same DC on its turn; on a success, it is no longer restrained. You can use this ability once, and it recharges after you complete a long rest.
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Spore Farmer
Medium Aberration, Typically Neutral
Overview: Spore Farmers are a rare sub-race of gastrosapiens that have developed a unique relationship with fungi and spores. Adorned with mushrooms and moss on their shells, these gastrosapiens use their spore-based abilities for both defense and offense. They thrive in damp, dark environments and are known for their resilience to poison and paralysis.
Racial Traits:
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Fungal Resilience: You have resistance to poison damage and advantage on saving throws against being paralyzed. This reflects your body's adaptation to handling and utilizing toxic spores and fungi.
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Spore Infusion: As an action, you can use the mushrooms and moss on your shell to inflict harm. Make a melee weapon attack using your fungal growths. On a hit, the target takes an additional 1d6 poison damage. This damage increases to 2d6 at 11th level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after completing a long rest.
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Spore Burst: As an action, you can release a burst of toxic spores in a 20-foot radius centered on a point you choose within 30 feet of you. Each creature in this area must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. A poisoned creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this trait once, and you regain its use after a long rest.
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Adventurers:
Gastropods make for intriguing adventurers, combining their magical heritage with their unique physical traits. Whether seeking to expand their magical knowledge, explore new realms, or prove their worth in various challenges, they bring a distinctive set of abilities to any adventuring party.
Gastropods Traits
Volcanic Gastropod Appearance: Volcanic Gastropods are adapted to the harsh, fiery landscapes of volcanic regions. Their shells are rugged and dark, with jagged textures and vibrant red accents that resemble molten lava. Their skin is a smoky, ash-gray color, and their slime trail glows faintly with a fiery hue. Racial Traits: Molten Trail: When a Volcanic Gastropod moves, it leaves behind a trail of sticky, flammable slime. This substance can be ignited, causing the area to become hazardous. As a bonus action, the Volcanic Gastropod can set the slime alight, creating a 10-foot radius of intense heat and flames. Any creature that enters or starts its turn in this area takes 2d6 fire damage. The flames last for 1 minute or until extinguished (as an action), and the slime remains flammable for this duration. Lava Shell: The shell of a Volcanic Gastropod is imbued with volcanic energy, granting it resistance to fire damage. Additionally, when the Gastropod retracts into its shell (using the Retreat trait), itRetreat
Retreat: As a reaction, a Gastropod can retract into its shell, dramatically enhancing its defense. When in this defensive posture, it gains a +7 bonus to its Defense score. While retracted, the Gastropod cannot perform any actions that require movement or manipulation.
Snail Speed
Snail Speed: When the need for speed arises, a Gastropod can temporarily emerge from its shell and move with astonishing swiftness. For a limited duration, it can travel up to 50 feet per minute. However, this speed comes at a cost; the Gastropod loses all Defense bonuses while in this state, making it vulnerable to attacks.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/7/2024 2:12:52 AM
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1
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1
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5e
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Coming Soon
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