Homebrew Slime Folk Species Details
Slimefolk are entirely composed of a gelatinous substance, that takes on a roughly humanoid form. Unfortunately for non-slimefolk, they have the ability to change this rough form with relative ease. As such, it can be very hard to keep track of the same slimefolk for more than a few days. It is known that the intelligence of a slimefolk is said to govern the accuracy of their humanoid form.
Slimefolk are able to grow in size when absorbing water, mainly through their arms or by drinking it. But falling into a body of water dilutes and greatly weaken them. It is said that exposure to large bodies like lakes or rivers could be fatal or at the very least be dangerous to the slime. When they grow in this way they have very little control over their slime. However, they don't grow more than a few feet taller and never leave the Medium creature size category. Due to slimefolk being exceedingly water-based, they react poorly to the effects of Extreme Heat. Even those that make their homes in arid lands like deserts spend most their time underground, only coming out in the cool of the night.
Slime Folk Traits
Slimefolk are entirely composed of a gelatinous substance, that takes on a roughly humanoid formDarkvision.
ccustomed to gloomy caverns and fungi lit caves. 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.
Dilution
For slim folk, water is both an essential part of life and a death sentence. If you start your turn in a body of water, such as a lake, an ocean, you take 1d6 necrotic damage at the start of each of your turns. Rain is similarly harmful, but only inflicts 1 necrotic damage per turn. If this damage reduces you to less than half of your maximum hit points, you are considered to be poisoned until your hit points are restored to over half your hit point maximum. Finally, if you are reduced to 0 hit points by this trait you die.
Ooze Nature
Your creature type is both humanoid and ooze. You don't require sleep and by moving across surfaces you can break down otherwise inedible substances to garner nutritional value.
Versatile Molds
Slimefolk are known for the various forms that they can take, appears to be tall and lean one day, and then the next, being short and curvy. Their skin could be repelling arrows one day but get pierced by them by the next. At the end of a long rest, you can change simple miscellaneous details about yourself such as your "hair"'s length or shape, or make yourself a bit taller, smaller, wider or thinner. In addition, at the end of a long rest, you can also gain a resistance of your choice from, non-magical bludgeoning, piercing, or slashing damage. This resistance lasts until you pick another damage type with this trait.
Ability Score Increse
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Adhesive
Slimefolk, being creatures of gelatinous slime you are naturally sticky. You have advantage on Strength (Athletics) checks made to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Amorphous.
Due to the fluid nature of your form, you can move through a space as narrow as 1 inch without squeezing. You leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space.
Corrosive Form
A slimefolk is naturally corrosive, as such, your unarmed strikes deal acid damage equal to 1d4 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you are resistant to acid damage.
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