Homebrew Slugcat Species Details

History
In the ruins, among the damp waters. Surviving in waste and remains of what was once a greater society. A race of primitive beasts arose, here in Androlynne. The remains of a land once thought to be greater than it is now. They once lived lower in this land, where the rain would pool and grant them life. The Slugcats are a separately evolved creature from others that inhabit the lands of Androlynne. Much of their lives were once spent underground among trash heaps. Such they learned to live in tandem with their environment, simple tools and evolving soft bodies able to squeeze into small spaces.

Culture
The Slugcat as a people are tribal, valuing simple things like trinkets and useful tools. Often the most common currency in their society is flint, as it is a tool valued highly for its ability to produce sparks easily. Slugcats often adorn themselves in the trinkets they value most, rarely ever willing to part with those they actively wear.

In their societies, leadership is interpreted as the ability to produce gifts. Encouraging the more adventurous of their kind to delve into danger to return with a wealth of food and trinkets. When a leader is appointed, they often take it upon themselves to become the strongest of their tribe and the most versatile. Rarely does a leader stay within the tribe, venturing out to always return with a bounty to offer their people.

Life Span
Slugcat mature at age 3 and can live up to 30 years old.

Slugcat Names
Slugcats don't typically take names until they mature or have been identified as particularly special. Through their youth they are called simple two letter names such as Bo, Gu, or Li. When they reach maturity they take a name that is given to them by their tribe as a collective. All agreeing on a name that best describes the individual. Examples the names a tribe would give one of their own are; Gugu the Fisher, Unbreakable Mimi, Flintmaster Scrumple, or Red Eye Zaza.

Slugcat Traits

As a Slugcat, you have the following traits.

Creature Type

You are a beast, you are also considered an ooze for any spells or prerequisites that require you to be one. You determine your appearance and whether you resemble any of your kin.

Size

You are Small.

Speed

Your base walking speed is 30 feet and a climbing speed of 20 feet.

Ability Score Increase

One Ability Score of your choice increases by 2 and a different Ability Score of your choice increases by 1.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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.

Languages

You can speak, read, and write Undercommon and one other language that you and your DM agree is appropriate for your character.

Slugcrafting

Because of their surroundings, Slugcats have learned how to improvise. Creating their own weapons when on the move so they may travel light. They use a natural mucus they produce to act as an adhesive for most of the tools they end up making.

As a bonus action, you may search for the materials for a simple tool you desire to make on the move. Roll a 1d8 and you acquire from the slugcraft table materials for a tool. The weapons created through this ability count as natural weapons instead of simple weapons for the purposes of class features and spells, when you would roll a natural 1 on an attack roll with a slugcraft weapon, it is destroyed and becomes unusable. You can use this ability up you a number of times equal to your proficiency bonus. Slugcraft weapons last for 8 hours, after which any crafted weapons become unusable.

You regain all uses of this ability upon completing a long rest.

Slugcraft Table

1d8 Tool Material
1  Club: This weapon deals your character level in bludgeoning damage once during each of your turns.
2  Dagger: This weapon ignores piercing resistance.
3  Greatclub: This weapon deals an additional 1d8 damage.
4  Light Crossbow: This weapon deals your proficiency bonus in fire damage on a critical hit.
5  Quarterstaff: This weapon can be used to disengage as a bonus action. Moving you 10 ft. away when you use this property.
6  Spear: This weapon reduces the movement speed of a target it hits by 10 ft. when thrown.
7  Sickle: This weapon allows you to make an additional attack with it once during each of your turns.
8  Sling: This weapon's ammunition becomes explosive, when you make an attack with this weapon the ammunition sticks to the spot it lands. Creatures that move within a 10 ft. radius sphere of the ammunition cause it to explode, forcing all creatures within range to make a Dexterity saving throw DC (8 + Proficiency Bonus + Dexterity Modifier) or take your proficiency bonus in d4s fire damage on a failed save. Taking half as much on a success.

Previous Versions

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