User:Hermit1276/Sandbox
True plasmoid[edit]
Description[edit]
A plasmoid is a jelly mass without any distinguishing features. Their size, color, and weight vary greatly from slime to slime, but they are all acidic in nature. Slime has no internal organs. Their bodies are a homogeneous mass, each cell of which is capable of performing various functions necessary for survival, and together they are able to coordinate with frightening coherence. For this reason, the consciousness and mind of the slime (if that is) is dispersed throughout the body, which, together with its other features, makes it amazingly tenacious.
Your body is made entirely of slime, but it doesn't excrete any, so you don't leave ooze trails when you move. By consistency, you are more like jelly. You are part of and connected with Juiblex, which allows you to better understand its crazy logic, but it is more difficult for others around you to understand you. Often, you behave strangely and have difficulty explaining things.
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Usual slime |
Class Features
As a True plasmoid you gain the following class features.
- Hit Points
Hit Dice: 1d10 per True plasmoid level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per True plasmoid level after 1st
- Proficiencies
Armor: None
Weapons: Natural weapons (your body), and simple.
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose three skills from the following: Stealth, Arcana, Nature, Religion, Perception, Survival, Insight, Sleight of Hand, Acrobatics, Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- You don't have equipment or money
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Slime Tortuosity, Consuming, Mimicry |
2nd | +2 | Shape Control, Flesh Thief, |
3rd | +2 | Beloved Child, Ways of Evolution |
4th | +2 | Ability Score Improvement, Flexible Body |
5th | +3 | Extra Attack |
6th | +3 | Vampirism |
7th | +3 | Ways of Evolution |
8th | +3 | Ability Score Improvement, Genetic Thief |
9th | +4 | Slime Filter |
10th | +4 | Reactive Adaptation |
11th | +4 | Living Battery |
12th | +4 | Ability Score Improvement, Blindsight |
13th | +5 | Magic Sponge |
14th | +5 | Ways of Evolution |
15th | +5 | Magical Thief |
16th | +5 | Ability Score Improvement, Soul Thief |
17th | +6 | Flawless Adaptation |
18th | +6 | Ways of Evolution |
19th | +6 | Ability Score Improvement, Flawless Adaptation |
20th | +6 | Transcendence |
Slime Tortuosity[edit]
At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Consuming[edit]
At 1st level, you are able to absorb living and non-living matter of your size or one size smaller. You are unable to absorb energy (fire, magic, electricity, etc.). When consumed, you must move within 5 feet of the target and take the grapple action. On a success, the creature is freed and enters a space of its choice within 5 feet of you, taking 2d6 acid damage. Constructs, slime, undead, immaterial and gaseous creatures, water, air, and fire elementals automatically succeed on the save. If a creature you are trying to consume is dead and not of the different types that automatically succeed the saving throw, you automatically consume that creature. If the creature is of the large size, it takes 1 hour to consume it, then for every size category beyond that, you ad on 2 hours, so for a huge it would be 3 hours, and for a gargantuan 5 hours if you are medium sized.
On a failure, the target is grappled by you and takes 1d6 acid damage each round. When you move, the consumed creature moves with you. The trapped creature can attempt to free itself each of its turns by taking an action on a Strength saving throw, difficulty listed below.
If the target is incapacitated, unresistant, down to 1 or 0 hit points, it is consumed by you.
Mimicry[edit]
At 1st level, you can mimic any non-living object you have consumed. As an action, you can create such a copy of its object, but you cannot change its appearance and can not let go of it, if you where to try and use it as a weapon it copies the base stats for that type of weapon until level 10 where it will also copy and magic attribute. Any sapient creature can expose you by making an Intelligence (Investigation) or Wisdom (Perception) check with the difficulty listed below.
Shape Control[edit]
At 2nd level, as your strength grows, so does your size, and your ability to control body control. You are now considered a medium-sized creature. You can change your body, give yourself a head, one or two arms, one or two legs, makeshift feet and hands, or you can return to a drop shape (no action required). This allows you to use armor, use weapons, and speak. At the same time, you are look like a humanoid jelly.
With a free action, you can push the pseudopedicle out of you up to 6 inches and 10 feet, or put it back in. You can use this pseudopod to manipulate objects. As an action, you can attack, dealing 1d6 bludgeoning damage + 1d6 acid damage. If the target is nonmagical metal armor, it partially dissolves and suffers a permanent cumulative -1 penalty to AC. The armor is destroyed if its AC concentration penalty is less than 10.
Flesh Thief[edit]
At 2nd level, you can use an action to mimic any living creature you have absorbed and store its knowledge into your body you can reform this body part but fitting your body and using your own stats not the one from the creature you can only absorb one part from a creature and take 1d8 hour for each size above small.
The clothes and personal effects of the absorbed creature are part of your body. For example, if you absorbed a guard in armor and with a wound on his neck, when you transform, you will be in armor and with a wound. You will not be able to remove or use armor (clothes, personal items) and heal wounds. Wounds do not bring you any discomfort or harm, but they may cause questions from others.
Any sentient being can try to expose you by making an Intelligence (Investigation) or Wisdom (Perception) check with difficulty listed in "Mimicry".
Ways of Evolution[edit]
At 3rd level, you can choose the path of further evolution as a slime, and get its benefits at levels 3, 7, 14 and 18.
- Optional
- You can take abilities from different evolution paths, but only at the appropriate level. For example, you can take a level 3 ability from the Path of Immortality at level 3, a level 6 ability from the Path of Assimilation at level 6, and a level 14 ability from the Path of Madness at level 14. Note that you can't take an ability from any path that doesn't match your level! Be sure to discuss with the GM the possibility of using this rule.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, as part of the Attack action, you can push another pseudopedicle out of yourself to make two pseudopedicle attacks instead of one, or make two weapon attacks.
Vampirism[edit]
At 6th level, having tasted the taste of flesh, you become its true connoisseur. Now, using "Consuming" you grapple the target with advantage. The captured creature takes an extra 1d6 damage for 6, 12, 16 levels. At 20th level, your damage dice becomes 5d10. Half of the damage dealt this way is converted to your hit points.
Genetic Thief[edit]
At 8th level, you have learned to better assimilate and store the genetic memory of other beings. This allows you to copy one racial ability or one damage resistance after "Consuming" for 1d8 hours. You cannot use this ability until you finish long rest.
Slime Filter[edit]
At 9th level, you have evolved to the point where you can now completely filter most of the harmful substances and pathogens out of your body. You make a saving throw to resist any poisons and ill effects with advantage.
Reactive Adaptation[edit]
Your ability to control your mind and your body doesn't stand still. At the 10th level, you can cause specific changes in your body in response to environmental changes. This makes you immune to the blinded, deafened, and knocked down conditions.
You can also make an action to rummaging through the genetic memory archives, creatures that you ever absorb and use their DNA.
Blindsight[edit]
NO
Magic Sponge[edit]
On the 13th level, by gradually absorbing magical particles into each living being and object, you have developed the ability to absorb magical energy. Now using the once-per-long rest reaction, you can absorb a spell of 5th level or less, thus nullifying its effect.
In addition, you gain benefits with Living Battery'. If you are hit by a spell, up to a number of times equal to your proficiency, you can absorb energy equal to half the level of the magic, at least 1.
Magical Thief[edit]
At the 15th level, you have absorbed so much magical energy that you are now able to hold it in yourself. As a reaction, you can absorb a spell of 5th level or less and keep it on you until the end of the next round. The spell can be cast on any target within the radius of the spell absorbed, or consumed, gaining the benefits of the "Living Battery". This feature can only be used once for long rest.
You can't hold a living creature and a spell at the same time. .
Soul Thief[edit]
At 16th level, your magical evolution continues. You can now absorb elemental and intangible beings. They are also can be affected by "Mimicry", "Reactive Adaptation", "Genetic Thief" and "Vampirism" abilities.
Flawless Adaptation[edit]
At 17th level, your physiology has adapted under the influence of magic and now your body is able to partially absorb it at the slightest contact. You also no longer need sleep, and your daily food intake becomes equal to a normal human.
Alpha[edit]
At the 19th level, your physiology is far superior to that of any member of your species. This allows you to choose between using the value of your Constitution or Wisdom skill score instead of the check result if it is less than the value of these characteristics.
Transcendence[edit]
At 20 level, you have evolved to a point beyond what is to been possible for your species. Now you can absorb an infinite amount of energy, matter and creatures of any kind. What gives you next benefits:
- Immunity to necrotic and psychic (except mental attacks) energy and force field damage;
- The temporary hit dice provided by the "Living Battery" ability becomes d8 instead of d4.;
- The value of X when collecting a "Living Battery" can reach any value;
- You don't need food anymore;
Path of Assimilation[edit]
Your evolution follows the path of mimicry of others in order to draw your strength from them.
- Partial Mimicry
At 3rd level, you learned to gain the consumed living creature's memories for the last 24 hours. You also can change the size of an object/creature you have absorbed in the last 24 hours from its original size to one larger or smaller, change its color, and combine the appearances of different objects/creatures.
- Improved Mimicry
At 7th level, you learned to gain the consumed living creature's memories for the last few years, as well as some important memories such as relationships, places, turning points, etc. You have also learned how to imitate texture, smell, density and other properties, which allows you to easily impersonate a simulated object/creature. You add double your proficiency bonus to the difficulty of your expose checks.
- Full Mimicry
At 14th level, you learned to gain the consumed living creature's all lifetime memories. When using the "Genetic Thief" ability, you may copy of your choice:
- two racial abilities;
- one skill and one language;
- two damage resistances;
You have no time limit for "Genetic Thief" benefits, but still no more than once a day until a long rest. When reused, all copied aspects of the creature are nullified and replaced with new ones.
- Perfect Mimicry
At 18th level, you can become an exact copy of another creature whose CR does not exceed your level. This mimicry is similar to using the Shapechange spell, except:
- you can use the creature's legendary actions, but no more than once per transformation;
- the number of your hit points does not change and is not transferred to a new form. If your new form hit points will drop to 0, it means the same for you;
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