Oozeling (5e Race)
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Oozelings are a race of stout humanoids that have bonded symbiotically with a unique species of ooze. Originally hailing from the Far Realm, oozelings were once the proud progenitors of a small, but powerful empire that spanned a significant portion of that plane, capable of using potent magic barriers to defend their realm from whoever or whatever ventured near.
It wouldn't be until centuries later that the oozelings would be forced out of the Far Realm, after a particularly deadly incursion of acid-resistant aberrations devastated their civilization. Homeless and desperate, oozelings wandered the cosmos, before finally settling down and creating a small city-state in a remote area of the Great Rift in the southern most part of Faerun.
Oozelings appear to be short robust and portly humanoids, tending toward thicker and wider bodies for the males, and curvy for the females. Usually tan of skin, oozelings are much denser and heavier than they appear to be, often outweighing creatures or beings close or similar in size to them. The most distinguishing and unique feature of an oozeling is its symbiotic ooze. Taking the place of its host bodies head of hair and facial hair, the symbiotic ooze has no single particular color, but rather shifts between a myriad of different shades of blue and green, often depending on on the mood of the oozeling. This ooze can help in a variety ways, often helping make the host body tougher, heal and repair minor wounds, and even sometimes manipulate small items as a small third arm. The older a oozeling becomes, the larger the symbiotic ooze grows, resulting in a large jelly like beard for the men, and flowing long jelly like hair for the women.
Preservers of History- Before the collapse of their empire, oozelings were known throughout the cosmos as a scholarly, and knowledge hungry race, unique to the Far Realm as being the only beings capable of actually forming a cohesive and lasting society in a plane swirling with random chaotic energy and alien monstrosities. oozelings usually choose to never directly influence the lives of other beings, preferring instead to record and learn as much as they can about a particular nation or kingdom without altering it in anyway. The few times a oozeling decides to interact with other races, it is almost always to trade for knowledge of different skills, stories, or unique magical items. Famous as scholars and preservers of history, oozelings would often scour ancient dead cities, in order to find some artifact thought lost to time, to suddenly appearing at the verge of a great kingdoms collapse in order to preserve precious knowledge or take a magically significant item into their safe keeping.
Oozeling Gods- While not overly religious, every oozeling has some small temple in their homes dedicated to Polyphemus and Galatea, the creator gods of the Oozelings. Polyphemus is the oozeling God of Knowledge and Life, appearing as a gigantic ooze, with magic items and books hidden away in the depths of his body. While Galatea the Oozeling Goddess of Magic and Fate, appears as a beautiful naked goddess, with beautiful onyx black hair and skin like diamonds. They were both responsible for creating a gateway large enough for the majority of the Oozeling race to escape during the collapse of their empire. They are the sworn mortal enemies of Jubilex the Faceless Lord and Zuggtmoy, the Lady of Fungi.
Mageocracy- Magic is the lifeblood of the Oozelings, with at leat half the population capable of performing some minor form of magic, or cantrips. The former Oozeling Empire was a alliance made up of many city-states, with dozens of colleges, libraries and museums dedicated to the study of magic and history. Ruled by a council of Elders, each Elder was voted into office by the general public, after first passing a series of magical and philosophical tests. With strong traditions in Conjuration, Abjuration, and Divination magic, as well as legions of eldritch knights, the Oozelings protected their empire, before succumbing to a new and dangerous breed of acid resistant abominations. It wouldn't be until a few centuries later that the Oozelings would settle in Faerun, founding the City-State of New Ainz. The few Oozelings that decided to move or explore other lands are often hired on teachers, professors, or in some very opportune cases as advisors to royalty.
Solvi Durus Legions- Before the fall of their old empire, the Oozelings had a standing army of five legions of veteran eldritch knights, led by a wizard general and officers. The Oozeling legionnaires were famous for using a combination of acid magic, and tight phalanx sheild walls, capable of almost instantaneously shifting formations while keeping the enemy away with spears and acid. Common tactics included throwing huge acid orbs into groups of oncoming enemies, before slowly grinding them into retreating with their phalanx formations.
Oozeling Heroes- Before being forced out of the Far Realm, the only Oozelings capable of leading a life of adventure were almost entirely wizards, mostly because they had the magical power to leave and return home. Since moving to Faerun, the youngest generation of Oozelings for the first time are given a chance to explore a world not nearly as harsh as their old home, with more and more Oozelings taking to a life of adventure.
Male: Albus, Agrippa, Decimus, Faustus, Gaius, Julius, Longinus, Maximus, Nero, Quintus, Septimus, Spiro, Tiberius, Vitus
Female: Alba, Augusta, Camilla, Cassia, Decima, Drusilla, Elene, Juliana, Marina, Maxima, Priscilla, Quintina, Vita, Yanna, Zenovia
A race of stout and intelligent humanoids originally hailing from the Far Realm.
Ability Score Increase. Your Constitution increases by 2 and your Intelligence increases by 1
Age. Oozelings reach maturity around 40 years of age, and consistently live to be about 600 years old.
Alignment. Commonly lawful neutral, most oozelings typically tend towards some form of neutrality, choosing to stay out of others business.
Size. Oozelings as a race range between 4 and 6 feet in height, with most commonly ranging a few inches over or just shy of 5 feet in height. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Blindsight. As a bonus action, you can gain blindsight up to 30 feet. This lasts as long as you can concentrate on it (as though it were a spell) and requires a bonus action to maintain each round.
Acid Mastery. You know the acid splash cantrip. When you reach 3rd level, you can cast the Melf's acid arrow spell once and need to finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
Healing Mantle. An Oozeling can use its symbiote to heal itself of damage, repairing the host body. You can use your action to regain hit points equal to your Constitution score. You must finish a long rest before you can use this trait again.
Acidic Nature. You have advantage on saving throws against acid, and you have resistance to acid damage.
Lifeline. If your symbiotic ooze is ever separated from your body, you fall unconscious until it is reattached. If it is not reattached within 1 minute you die. A creature grappling you can attempt to separate your symbiotic ooze by making a Strength check. The DC is equal to your Constitution score.
Symbiotic's Tell. A Oozelings symbiotic slime changes color depending on the mood of the host body. You have disadvantage on Charisma (Persuasion) checks and Charisma (Deception) checks.
Scholastic Mysticism. You are proficient in the Arcana skill.
Languages. You can speak, read and write, Common and Primordial.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 0″||1d6||180 lb.||1d20 lb.|