Homebrew Slime Forged 2.0 Species Details
At some point during the last great war, a platoon of War forged, came across a Slime tribe, with neither side understanding what the other was, a battle resulted in the defeat of both groups. With nobody left to claim the defeated their bodies laid intermingled in the swamp. Many years passed and eventually the some slime's were able to assimilate the broken bodies of the Warforged troops. whilst this gave the lucky few new life. They belonged to neither side, and so one by one left the grave site to start their own adventures.
2.0:
Moved away from UA Content
Made some huge balancing changes
Added more options to the race
Slime Forged 2.0 Traits
The racial traits are based of a symbiosis between the two racesAbility Score Increase
Coupling parts together, the Slime forged is more organic than the Warforged frame it used to be, with the essence of Slimefolk oozing through its body, it has retained the greater health both physically and visually but lost the mobility it once had as a singular slime entity.
Age
nobody really knows just how many Warforged were built and dispatched during the last war. On top of that nobody even knows what the life cycle of Slimefolk. As a Result, Slime Forged may view their age differently depending on their understanding on the concept of Life and Time.
Alignment
Neither Slimefolk nor Warforged are inherently good or evil. yet slims can be seen as chaotic in nature whereas Warforged as Lawful. Based on this deepening on the background and Class of the character, because Slime forged can be considered a bio organic machine, players can spread the morality and behaviour of the character anywhere they like.
Size
The Size is dependent on the Warforged frame used when the forms combined. for more adventurous builds which use broken segments of Warforged, the size can be adjusted to account for missing body parts that are replaced with lime limbs.
Speed
Your base walking speed is 30 feet. (adjustable based on weight and other configurations e.g.Slime Forged Centaur)
Slime Forged Symbiosis
- You must consume objects which have an organic component to feed the slime element of the Slime forged
- You don’t need to sleep to reduce the effects of exhaustion due to lack of rest, however your body will be physically inactive for 6 solid hours during a long rest unless altered by another effect
- Magic can put you to sleep because of the additional organic material coursing through your body.
Symbiotic Hibernation
When you take a long rest, to fully benefit from it you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Thanks to the symbiosis, you can also communicate with companions and study resources that are within your immediate vicinity but you cannot interact with the world without cancelling your long rest at which point you will instead qualify for a short rest if you were resting for at least 1 hour
Languages
Common
Primordial
Organic Tradeoff
Based on your Slime Colour, you get a damage resistance
- Cold - Blue Slime
- Radiant - Gold Slime
- Acid - Green Slime
- Thunder - Grey Slime
- Necrotic - Obsidian Slime
- Psychic - Pink Slime
- Poison - Purple Slime
- Fire - Red Slime
- Lightning - Yellow Slime
Symbiotic Protection.
- You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.
- While you live, your armour can’t be removed from your body against your will.
optional rules: DM discretion
- if your choose a slime that grants resistance to a damage type, apply the following effect:
- Acid: the armour is eventually consumed by the slime parts of the body as food to sustain it you.
- cold: the armour eventually becomes brittle and may shatter when hit by non magical means.
- Fire: the armour eventually degrades and leaves a pile of ash.
- Necrotic: the armour eventually degrades breaking apart into nothing.
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