Homebrew Slimefolk Species Details
Slimefolk Data
Gender
This race technically has no gender, instead, they tend to choose a gender for their bodies. That does not make them male or female, this is just their preference in human form.
Age
Slimefolk grow and mature incredibly rapidly. While no outsider has ever seen a newborn Slimefolk, ones as young as five have been met, having already reached full maturity. Similarly, it is unknown just hold old Slimefolk can live to. Indeed, the oldest known Slimefolk is well over 800 years old.
Alignment
Slimefolk, given their natural adaptability they tend to adapt to the alignment of the group they are in. When they do form groups with each other, they tend towards Lawful Neutral. They do so to have a social structure and hierarchy for social cohesion more than a tenancy towards rule following.
Size
Slimefolk are able to change their shape at will. However, they cannot increase or decrease their total mass. As such, the are unable to change their size. In general, they stand between five and six feet tall.
Your size is Medium.
Speed
Slimefolk are not particularly fast or slow. Given that they tend to be quite sticky, they are able to scale even sheer walls with ease, although slowly.
Your walking speed is 30ft, and your climbing speed is 10ft
Languages
Slimefolk speak Common and Primordial.
Engulf
As a slime you have an ability called Engulf. When you attempt to Grapple an opponent, you instead engulf them inside of your body. Depending sub-race engulfing has different effects.
Slimefolk Traits
Your Slimefolk has the following in common with other SlimefolkLanguages
Slimefolk speak Common and Primordial.
Slime Body
A Slimefolk's body is made of a thick viscous fluid. As such Slimefolk have resistance to bludgeoning damage.
Ooze Nature
Your creature type is both humanoid and ooze. You don't need to sleep and don't suffer exhaustion from lack of rest.
(WARNING: I was unable to add this to the automatic stat block, so you will just need to keep this in mind)
History of Servitude
While the exact origins of the Slimefolk are widely, and sometimes hotly, disputed, there is one thing that has been discovered. The Slimefolk were originally a servant race. In time, however, they threw off their chains, the intervening years having built up their resistance to charms. Now, they are loath to be charmed, and harbor an innate distrust of any who use such magics.
You have advantage on saves against being charmed.
Corrosive form
Do to your naturally acidic body, you have resistance to acid damage and all unarmed damage is acid type, instead of bludgeoning
Ooze Resilience
Slimefolk are notoriously hard to kill. Even when unconscious, they don't loose their innate ability to hold themselves together. In addition, being struck while unconscious is much less of a threat, as they have no vital organs to protect.
You have advantage on death saving throws. In addition, strikes against you while you are unconscious do not critically hit, though they do still always hit.
Amorphous Body
Slimefolk are made of a gelatinous substance, which they have full control over. Because of this, they can remold their body. While it does take some time, they can do it at will.
They can cast alter-self, targeting only their looks, at will.
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Feral Slime
Feral slimes look more like slimes out of all the subtypes. They have less control over their form, and as such they look humanoid from the waist up and slime from the waist down.
Ability Score Increase
Strength +3 intelligence-2
Engulf Effect
As a Feral slime, when you engulf in opponent, you deal 1d4+1 acid damage after every creatures turn, or every 6 seconds
When the ability engulf is used, you are unable to attack, and your speed is reduced by half. As of Level 10 you are able to play your character like normal, regardless to the fact of whether or not you have engulfed somebody.
Your opponent must make a dexterity saving throw to avoid your engulf ability, after they are engulfed they must spend every one of their actions to make a strength saving throw to break free.
Devour
Feral slimes can eat any organic or inorganic substance (dissolvable by acid) and gain HP. They gain 1d4 HP for tiny, 1d6 for small, 1d8 for medium, 1d10 for large, 1d12 for huge, and 1d20 for gargantuan. The time it takes to dissolve the substance is equivalent to its HP divided by 5.
At level 10, They gain 2d4 HP for tiny, 2d6 for small, 2d8 for medium, 2d10 for large, 2d12 for huge, and 2d20 for gargantuan. The time it takes to dissolve the substance is equivalent to its HP divided by 10.
At level 20, They gain 4d4 HP for tiny, 4d6 for small, 4d8 for medium, 4d10 for large, 4d12 for huge, and 4d20 for gargantuan. The time it takes to dissolve the substance is instantly on contact.
Morphling Slime
Morphling slimes tend to look almost identical to the humanoid races and they are the most intelligent of the Slimefolk.
Ability Score Increase
Intelligence +2
Engulf
Your opponent must make a dexterity saving throw to avoid your engulf ability, after they are engulfed they must spend every one of their actions to make a dexterity saving throw to break free.
When the ability engulf is used, you are unable to attack, and your speed is reduced by half. As of Level 10 you are able to play your character like normal, regardless to the fact of whether or not you have engulfed somebody.
You may spend an Action to analyze the form of any creature or object you have engulfed. With an Action, you can change into or out of any form you currently have analyzed. While you are in these forms you have advantage on Deception checks to avoid being discovered as anything other than the form you’ve taken. If the form is a creature, you have the senses and movement of that creature, And ONE of its other abilities (Chosen when you first analyze that creature). While in creature form you cannot cast spells, unless you have an ability that would allow you to do so. If the form is an object, you have the appearance and hardness, but no other properties or abilities of the object. You also have Blindsight out to 25 ft while you are formed into the object.
Replication
Morphling slimes can take raw materials, and recreate other items. For example: If they take in (engulf) a mithril longsword, and they managed to have one or two mithril ingots, maybe add some gold coins and little bit of leather, and they can create a perfectly identical copy. If the material longsword happens to be enchanted, they can replicate that too at the sacrifice of some of its innate spell slots, which can only be used for this purpose. Morphling slimes gain slots at the same pace as Wizards.
Royal Slime
Royal slimes are the rarest of the Slimefolk they have the ability to alter their form between that of a feral slime and that of a morphling slime. Meaning they can look either like a traditional slime, humanoid from the waist up slime from the waist down, or full humanoid. They are also the only Slimefolk race that is able to breed.
Ability Score Increase
Charisma +2
Engulf
Your opponent must make a dexterity saving throw to avoid your engulf ability, after they are engulfed they must spend every one of their actions to make a strength saving throw to break free.
When the ability engulf is used, you are unable to attack, and your speed is reduced by half. As of Level 10 you are able to play your character like normal, regardless to the fact of whether or not you have engulfed somebody.
The slime that makes up Royal slimes causes euphoria and disorientation. Due to this when a royal slime engulfs a creature for a number of minutes equal to the creatures challenge rating, that creature is charmed to the Royal slime for as long as it and the Royal slime are in direct physical contact. Creatures that consume the slime of a Royal slime have disadvantage on all charisma saving throws involving the Royals slime, and have disadvantage on dexterity, intelligence and wisdom checks and saving throws due to being in a partially euphoric state.
Slime Summoning
At level 10, due to your status as royalty, you are able to summon a small Ooze which will arrive within the next 5 minutes. (the DM can choose any small Ooze to answer your call)
At level 20, due to your status as royalty, you are able to summon a medium Ooze which will arrive within the next 5 minutes. (the DM can choose any medium Ooze to answer your call)
The summoned Ooze obeys all your commands, and will automatically attack anyone that you attack. When out of combat you can choose to absorb the summoned Ooze to gain temporary hit points equal to the Ooze's remaining hit points.
Previous Versions
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