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**Ability Score** Your Strength and Constitution scores increase by 1 **Simple State** Due to your body naturally absorbing light plant life and small rocks, you are not affected by non-magical difficult terrain **Engulf** You can now attempt to grapple creatures of up to two sizes larger than yourself. \pagebreakNum ### Membraned Ooze You are a slime that looks far more like your everyday Humanoid, due to your outermost surface being covered in a layer of sorts, preventing you from oozing all over everything, as well as due to your more thinkitive mind allowing you to focus your shape better. Membraned Oozes tend to be quit social, enjoying talking with people, though their enjoyment of changing their appearance at times can make things more complicated between people, as realising who is who can be tricky. One trait that seperates solid sub-race from the other humanoid shaped slimes is that their previously mentioned outer layer is in fact quite solid, making their "skin" feel almoust rubbery, though if it were to be broken their more slimey innards would flow from the broken part of their body, almost as if bleeding.
**Ability Score** Your Charisma and Constitution scores increase by 1 **Empathic Instincts.** You gain proficiency in the Deception and Insight skills. **False Appearance.** You are able to cast the [**Alter Self**](https://roll20.net/compendium/dnd5e/Alter%20Self#content) spell at will using the "*Change Appearance*" option, although If you fail a saving throw made to maintain concentration on the spell, the sudden and forceful shift back to your true appearance renders you unable to cast it again until you have taken a long rest \columnbreak > ####
> > As per this variant rule, you can forgo one of the two skill proficiencies from your **Empathic Instincts** for the benefit of being able to become one size category smaller, as well as make yourself have a different basic shape. ### Royal Jelly You are a slime that deems themself a royalty among oozefolk, seeing all other creatures below them, par others of her sub-race or *actual* royalties. despite this however, they do end up as adventurers, primarily as a way to increase their personal wealth and power, as well as to gather subjects and occasionally, even learning to be humble. **Ability Score** Your Charisma score increases by 2. **Conglomerate Form.** You can cast [**Unseen Servant**](https://roll20.net/compendium/dnd5e/Unseen%20Servant#content) at will, without material components. the servants you summon are visible extensions of ooze from your own body, attached by a slimy tether. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between your main body and the extrusion. The extrusion disappears if the tether is severed. The maximum number of these extruded humanoids you can maintain at once is equal to your Constitution modifier (minimum of 1). **Royal's Resistance** As any proper royal, you have some means of defense against the foul enchantment school of magic. You have advantage on saving throws to avoid being Charmed \pagebreakNum ### Slime Monstrosity You are a slime that has developed to a more "monstrous" form, leaving your physical form to be a more of a hulking monstrosity. While generally members of this sub-race fall to neutral/chaotic evil axis, this is not due to innate nature, but instead due to this sub-race manifesting because of close proximity of monstrous beings, which generally fall to the previously mentioned axis of alignment. **Ability Score** Your Constitution score increases by 2. **True Monster** Your creature type is both monstrosity and ooze, instead of humanoid and ooze. **Menacing** You are proficient in intimidation **Monstrous Magic** You know the **Primal Savagery** cantrip. When you reach 3rd level, you can cast the [**Absorb Elements**](https://www.dndbeyond.com/spells/absorb-elements) spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [**Enlarge/Reduce**](https://roll20.net/compendium/dnd5e/Enlarge%20Reduce?fromList=Enlarge%20Reduce&Name=#content) spell once with this trait, usign the "*Enlarge*" option and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. **Sharpened Pseudopod** *(Flagged for deletion)* You are able to form your hand into a slashing appendage, which is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your attack modifier, instead of the bludgeoning damage normal for an unarmed strike, and you use dexterity instead of strength for the attack. Additionally, if you later gain the **Acidicity** feat, you may instead deal 1d4 slashing damage + dexterity modifier + 1d4 acid damage with this trait. \columnbreak ### Cranium Jelly Out of all the Oozefolk there are, Cranium Jellies are arguably closest to what an Oblex is, with their minor innate psionic abilities and their ability to read and eat memories, but however, despite these similarities, the Cranium jellies are in fact rather calm beings more often then not, not to mention they don't need to eat memories to survive **Ability Score** Your Intelligence and Constitution scores increase by 1. **Psionic Talent.** You gain the ability to extend your mental energy to the world around you, gaining the following abilities. * **Telepathy.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. * **Unseen Hand.** You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell * **Meek Psionic Blast** You learn the **Mind Sliver** Cantrip, your spellcasting ability modifier being intelligence. **Telepathic Overload** As an action, you can choose one creature within your Telepathy range. That creature must succeed on an Charisma saving throw DC 8 + your Intelligence modifier + your Proficiency bonus, or broadcast their thoughts and recollections to a number of creatures of your choice within your Telepathy range for one minute. If they succeed, they get a pounding headache and do not know you assailed them through telepathy. Regardless of the result, the target must reduce ability checks by 1d4 for the next minute. Once you use this feature twice, you cannot use it again until you finish a long rest. \pagebreakNum ### Abyssal Ooze The Abyssal Oozes are the rebellious renegades of the Oozefolk race, having denounced thr Royal Slimes in favour of the demon lord Juiblex. As a result of this change, Abyssal Ooze appearence is generally more similiar between each member of their Sub-race, having some variation of the shade of green as their slime colour and several extra eyes covering their body, with a drippy humanoid shape. **Ability Score** Your Constitution score increases by 2. **Service Speech.** Due to your connection to the juiblex, you have learned how to speak and write abyssal **The All Seeing Eyes.** Due to your body mimicking the form of Juiblex, you have developped various extra eyeballs all over your body. You gain proficiency in perception **Feeding The Eternal Hunger.** while you are out there adventuring, you can contain corpses of your slain foes inside of your body so that you may later consume them and sacrifice them to Juiblex. you can store one medium, two small, four tiny or one small and two tiny corpses of creatures, and only when you meet one of the prerequisites you can consume and sacrifice the creatures at the end of a short rest and regain Hp equal to your Constitution modifier + proficiency bonus. While you can sacrifice creatures as many times as you want, you can only regain any Hp once per long rest. **Fiendish Constitution.** Due to the abyssal energies flowing through your body, you are a Humanoid (tiefling)/Ooze, instead of Humanoid/Ooze. Thanks to this, you are able to take any feats normally exclusive to Tieflings. ### Stalker Ooze The Stalker Oozes are a type subterrain sub-race of the Oozefolk, having developed in the darkness of the Underdark, resulting in developing greater ability to sense vibrations, but in return their eyesight has trouble dealing with bright lights. Also you know, you are transparent, more or less. **Ability Score** Your Wisdom score increases by 2. **Deep Speech** Due to time spent on the underdark, you have learnt to speak, read, and write Undercommon. **Darkvision** Accustomed to the darkness of the depths, you have superior vision in dark and dim conditions. 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. **Vibration Detection** As an action or a bonus action you can close your eyes and focus on your ability to sense vibrations in the area around you or open them, ending this effect. As a result, you gain a tremorsense up to 5 feet, but are considered blind beyond this. *(note that this means you ignore Light Sensitivity)* **Smaller Gloop** You can launch of a piece of yourself as a bonus action up to 30 feet which lasts for one minute. While *Vibration Detection* is active these blobs also give you a tremorsense up to 5 feet, and you can have up to 3 of them active at a time. **Light Sensitivity** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light. **Transparency** You can attempt to hide even when you are only lightly obscured, and while in darkness you can hide as a bonus action. **Big Gloop** You are able to cast the [**Web**](https://roll20.net/compendium/dnd5e/Web) spell without material components twice per long or short rest, with the changes that it isn't flammable and that you know if any creature overlaps with the spell. Constitution is your spellcasting ability modifier ### Rubbery Ooze You are far more solid then rest of your kin, but are also far more stretchy, to the point your physiology resembles rubber. **Ability Score** Your Dexterity score increases by 1 and you Constitution score increases by 1. **Extendo Arms** Your unarmed strikes have the reach property. **Grapple shot** If during your turn you haven't moved yet and you aren't holding anything, as an action you can stretch out your arm up to a point you can see within 30 feet of yourself and then pull yourself to that point. Alternatively, you can choose a willing creature within 30 feet of yourself, and then pull it to be within 5 feet of yourself. alternatively, as an action target one creature within 30 feet of you and you can do a single unarmed attack against that creature, and if the creature fails a DC strength save vs 8 + proficiency bonus + strength it is pulled 10 towards you. **Insulative makeup** You gain resistance to Lightning damage ### Smol Blob An uniquely small Oozefolk sub-race that has an innate tendency to use their intelligence to work out their short comings. While they generally strive towards more intellectual pursuits, it is not unheard of that a Smol Blob would begin to attempt to hone their physical traits, feeling fully safe to do so thanks to their ward. **Ability Score** Your Intelligence score increases by 2. **Size Dimorphism** Your size category is small, instead of Medium, and your speed is 25 feet instead of 30 feet. **Crafty Fella** You learn the mending cantrip. **Intellectual Durability** While most beings are comfortable with merely relying on their physical capabilities to determine their durability, your sub-race feels this is not enough and has managed to figure out how they can project a simple ward that block a bit of damage. You have a ward protecting your physical form, which has hit points equal to your intelligence modifier + your proficiency bonus. This ward regains its hitpoints at the end of a long rest, and it cannot be restored in any other way. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. \pagebreakNum ### Necrosis Ooze A rather bizzare Oozefolk sub-race, the Necrosis Ooze is notably more sinister then most of their brethren, largely due to the amount of negative energy surging within their bodies. One might at first wonder why would such sub-race exists, but the answer is simple: Royal Jelly who *really* wants to get more loyal subjects create Necrosis Oozes so that they may then make the Royal Jelly loyal undeads. **Ability Score** Your Wisdom score increases by 1 and your intelligence score increases by 1. **Necrotic Form** Due to the notable amount of pre-existing negative energy in your body, your **Amorphous Acid** trait now can also be triggered by necrotic damage, and when it is used you also gain resistance to necrotic damage for that attack. Additionally, you can spend one of your hit die and roll it, dealing necrotic damage equal to the roll to the attacker. **Ethereal sight** You can see into the border ethereal, thus being able to see ghosts and similar entities, within 30 feet of you. **Life Eater** When you kill a creature, you can then as a bonus action devour a portion of their soul, allowing you to regain hit points equal to your intelligence or wisdom mod and you can't use this trait again until you finish a short or long rest. ### Mimicry Jelly An interesting Oozefolk Sub-race which has developed to be quite a bit like the usual mimics. **Ability Score** Your Wisdom score increases by 1 and your dexterity score increases by 1. **False Appearance** By spending one minute, you are able to change your appearance into any object made out of wood, metal or stone making it so you cab hide in plain sight, as long as you stay roughly the same size, and your speeds are dropped to 5 feet. Your equipment does not change with you, however, it may be contained within you as long as your shape has the dimensions to accommodate it. changing back to your original form takes an action. **Pseudopod** You are able to lash out with a Pseudopod, which is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. ### Forge Ooze The Forge Ooze are quite interesting Oozes, commonly being quite hot headed , both literally and figuratively. They have a notable innnate skill when it comes to smithing things, using their very own bodies as forges, being able to carefully manipulate how they heat up a weapon. **Ability Score** Your Constitution score increases by 2. **Heat Treatment** As a bonus action, you can safely inject a metal weapon into your body, causing the weapon to glow red hot, causing it to deal an extra 1d4 fire damage for half a minute, after which the weapon has cooled down and the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. **Reforge** At the end of a long rest, you can repair damaged weapons, if you have access to water or something similar to be used for quenching and smith's tools. **Heated existence** You have resistance to fire damage. **External Heating** At 3rd level, you are able to channel a fraction of your firey essence, and can cast the [**Heat Metal**](https://roll20.net/compendium/dnd5e/Heat%20Metal#content) spell without needing material components once per long rest. ### Chaos Ooze An artifical creation, highly unstable. not actually a proper Oozefolk. **Ability Score** Your Constitution score increases by 2 **Chaotic Fluctuation** roll on the Damage Fluctuation Table twice, first roll determining the damage type you gain resistance to, the second roll determining the damage type you gain weakness to.
**Damage Fluctuation Table** | D8 | Damage Type | |:---:|:---:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder |
**Randomised Enhancement** roll on the Enhancement Table to determine a trait that you gain.
**Enhancement Table** | D8 | Effect | |:---:|:---:| | 1 | You gain climbing speed equal to your walking speed. | | 2 | You gain swimming speed equal to your walking speed. | | 3 | Your walking speed increases by 10 feet. | | 4 | Your Armour Class increases by 1 | | 5 | You begin to hover an inch above the floor. | | 6 | You grow a pair of tentacles from your back that you can use to grapple a creature, though they lack the maneuverability to attack with weapons or do somatic components of spells. | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder |
\pagebreakNum ## Feats ### Compaction *Prerequisite: Membraned Ooze Sub-race* Once per long rest as a bonus action you can compact your slime body even further, reducing your size category by 1, as well as increase your Armour Class by 1 and giving you advantage on Dexterity(*stealth*) checks for 1 minute, or you can end it earlier by using your bonus action. ### Behemoth *Prerequisite: Viscous Ooze Sub-race* Once per long rest as a bonus action you can have your body expand rapidly, increasing your size category by one and doubling your size, as well as giving you advantage on melee attack rolls and strength checks for 1 minute, or you can end it earlier by using your bonus action. ### Royal Dominion *Prerequisite: Royal Jelly Sub-race, Level: 9* You can cast the [**Planar Binding**](https://roll20.net/compendium/dnd5e/Planar%20Binding#h-Planar%20Binding) spell once per long rest without material components targeting an Ooze. Your spellcasting ability modifier is charisma. ### Monstrous Durability *Prerequisite: Slime Monstrosity Sub-Race* Due to the growing amounts of combat you have been trough, you have become more durable to impacts and harder to kill. While not wearing any armour you may calculate your AC as 13+Constitution modifier, and you may wield a shield and still gain this benefit. Additionally, your maximum HP increases by 1 per each level. ### Acidicity *Prerequisite: Oozefolk* Your body develops higher acidity, allowing you deal damage through touch at your behest. While you are in a grapple with a creature, you deal 1d4 acid damage to that creature at the start of your turn. Additionally, when you make an unarmed strike, you can choose to use a d4 as its damage die and deal acid damage instead of bludgeoning damage. \columnbreak ### Oozing body *Prerequisite: Oozefolk* You have learned how you could purposefully secrete more slippery slime from your body. As an action, you can cast the spell [**Grease**](https://roll20.net/compendium/dnd5e/Grease#h-Grease) with constitution as your spellcasting ability, centered on you and it follows you as you move. You are immune to this effect and you can end the spell as an action. ### Split *Prerequisite: Oozefolk* ###### As an action you can split yourself in half, or as an reaction to being hit in which case you reduce the damage by 1d12, at which point you make a copy of yourself called a "Split" within an empty space 5 feet away from you. ###### Effects of this are that both you and your Split become one size category smaller, you both reduce 5 from any rolls or from any DC an ability or spell might call out, you both can only take one action, bonus action or reaction and you and your split share any concentration. Your max Hp and current hp is also evenly split between you and your Split, while if you have an uneven amount of current hitpoints, you take the extra hit point. ###### as for what things get carried over when splitting, that's really nothing. for the split to have any gear, you must carry said gear at the moment of splitting, and any buffs affecting you before the splitting only affect you after it, and they don't carry over to the Split. ###### Once the duration of this feat runs out your Split will lose shape and collapse into a puddle of ooze on the Ground, and you gain one level of exhaustion. Until you walk to the same space as the puddle which was your split, or you take a long rest, you stay one size category smaller and you keep the reduction in DC and all rolls, as well as in your max health. Until you have regained your full size, any short rest you take gives you one more level of exhaustion as your partial body overworks itself as it attempts to heal. ###### However, if you end this feat before the minute runs out, by having either the Split walk into the same space as your main existence, or by your main existence walks into your split, you do not gain the one level of exhaustion if you pass a DC 15 Constitution check. \pagebreakNum ### Mental Casting *Prerequisite: Cranium Jelly Sub-Race* * Increase your Intelligence score by 1, to a maximum of 20. * Choose a 1st level spell from any class' spell list. Once per long rest, you can spend 1 hit die to cast that spell, requiring no spell components, as long as the material components don't have a cost or get consumed by the spell. intelligence is your spellcasting ability for this spell. ### Mental Override *Prerequisite: Cranium Jelly Sub-Race, Level: 5* When the target of your Telepathic Overload has the Spellcasting feature and fails its charisma saving throw against Telepathic Overload, you can learn one cantrip or spell it knows of up to third level. The target forgets the chosen spell until it takes a short or long rest. The chosen spell becomes part of your spell list until you use this feature again. Additionally, up to one minute after the target failed its charisma saving throw, you can use the target's remaining spell slots once to use the stolen spell. You must still be able to supply the required spell components to cast the spell. Once you use this feature, you must finish a short or long rest before using it again. ### Disease Of Oozing *Prerequisite: Abyssal Ooze Sub-race, Level: 9* You can cast the [**Contagion**](https://roll20.net/compendium/dnd5e/Contagion#h-Contagion) spell once per day, using the **Slimy Doom** option. Constitution is your spellcasting ability for this spell. ### Sudden Strike *Prerequisite: Stalker Ooze Sub-race* You are able to attack from your separated pieces of yourself, using a natural melee weapon with the finesse trait, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your Strength or dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and if you surprise a creature and hit it with an attack on the first round in combat, the attack deals an extra 3d6 damage to it. ### Greater Ward *Prerequisite: Smol Blob Sub-Race* You have done research on how to make your ward more durable. The hit points of your ward now equal to your level + your intelligence modifier. *Maybe* +1 int? Or maybe you gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it? \columnbreak ### Possess Corpse *Prerequisite: Necrosis Ooze Sub-Race, Level: 4* The Necrosis Ooze disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and can't have a Cr higher then 1/3 your level. The Necrosis Ooze is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. While possessing the corpse, The Necrosis Ooze retains its hit points, alignment, Intelligence, Wisdom and Charisma. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost or The Necrosis Ooze ends its possession using a bonus action. When the possession ends, The Necrosis Ooze reappears in an unoccupied space within 5 feet of the corpse and the body melts away. You may use this ability once per long or short rest. ### Item Ambusher *Prerequisite: Mimicry Jelly Sub-Race* You have advantage on grapple checks. In addition, whenever a Large or smaller creature interacts with you or enters a space within 5 feet of you, while you have shape changed into an object, you can use your reaction to attempt to grapple that creature. ### Improved Reforging *Prerequisite: Forge Ooze Sub-Race* When you use your *Reforge* racial trait, you can give a single metallic weapon a +1 to attack and damage rolls until you take a long rest. *(this is not magical)* Increase the bonus at some point? 10th level? You also gain immunity to fire damage. ### Merge *Prerequisite: Oozefolk* You and an another Oozefolk can combine. \pagebreakNum ### Credits: ##### Images: * [Monster 3, by myrmirada](https://www.deviantart.com/myrmirada/art/Monster-3-Slime-335888508) * [Suu, by paleo27](https://www.deviantart.com/paleo27/art/Suu-639185787) ##### Special Thanks: * For [u/cat-i-on](https://www.reddit.com/user/cat-i-on) for basically just creating a race from nothing, when asked for feedback on this * For [u/Enigmatic_Lake](https://www.reddit.com/user/Enigmatic_Lake/) for his very thorough feedback on the entirety of the race! ### Note Regarding The "*Flagged for deletion*" Thingies So yeah, as one might be able to guess, the traits with the tag "*Flagged for deletion*" are flagged for potential deletion, as there has been some or another form of complaint regarding said traits, advocating for their removal. ### Extended Fluff So on, in here I’ll be attempting to write in some lore bits, in an attempt to “slime” out the race. ##### So Let's go! Originally, the oozefolk race originated from the Oblex, as a result of Mindflayer experimenting further with the Oblex spawns, attempting to be able bind the free willed Oozes to their will, but this resulted in a less “stable” Oblex, which was abandoned due to the previously mentioned instability, however this unstable slime eventually grew more stable, as it matured, into the very first Royal Jelly oozefolk. Despite having grown more stable, the Royal Jelly is internally still somewhat unstable, as it’s insides are in a continual state of motion and changing, fluctuating between different types of slime. As for how they “*reproduce*”, this is an act done by a Royal Jelly, where they purposefully produce an unstable “Oblex”, which then on is groomed to develop into a certain type of oozefolk, albeit the creature can be left to mature by itself. in which case it will develop depending on external stimulus \pagebreakNum # Scraped stuff that I deemed too cool to just delete from the face of the earth, treat as something that basically doesn't exist ### Mental Burning *Prerequisite: Cranium Jelly Sub-Race* As a bonus action, you can use any number of your hit dies, and then you gain as many **Stress Points** as is the maximum number on the dies used this way. These **Stress Points** can be used to simulate spell slots, as per the Spell point variable, up to certain level depending on your total Level
| Stress Point Cost | Spell Slot Level | PC Level required | |:---:|:---:|:---:| | 2 | 1 | 1 | | 3 | 2 | 3 | | 5 | 3 | 5 | | 6 | 4 | 7 | | 7 | 5 | 9 | | 9 | 6 | 11 | | 10 | 7 | 13 | | 11 | 8 | 15 | | 13 | 9 | 17 |
Additionally, you can increase the power of **Meek Psionic Blast** by using up Spell slots. by using a spell slot of level 1-9 you can increase the amount of used dice used to determine damage of said ability, and nevertheless the level of the spell slot, the range increases to 120 feet from 30 feet and it now deals half the damage if the target succeeds on their saving throw. Further more, you can spend an extra seccond level spell slot to change the action required to use **Meek Psionic Blast** to a bonus action, instead of an action, though you can't use **Meek Psionic Blast** as both your bonus action and action during the same turn. \columnbreak > ####
> > If you consider this feat too powerful, there are a few simple ways to nerf it. >* You only gain half of the maximum of the hit die, so wizard hit die would give 3 **Stress Points**, or a barbarian hit die would give 6 **Stress Points** >* Upon using one or more of your hit dies, you roll them and take that much damage, or half of so much depending how much of a nerf is needed >* You could cap this feature at creating 5th level spell slots ### Spell Drain *Prerequisite: Cranium Jelly Sub-Race, capability to use spell slots* When you use the *Brain Food* ability, you may copy a cantrip or a spell of level 1-3 you have a spellslot for that the target knows instead of eating away at a memory, and after you succeed in using the ability the cantrip or spell gets added to your spelllist(s) in known spells and it doesn't count against maximum known spells. The target is unable to cast the cantrip or spell, even if they were willing to share it, until they take a short or long rest, and you know the cantrip or spell until you use this feat again to copy a different cantrip or spell. ~~If your source of spell slots is the **Mental Burning** feat, you can use them with this feat, using Intelligence as your spell casting modifier~~ > ####
> > This feat is somewhat similiar with the arcane trickster rogue 17th level ability, "*Spell Thief*", which *might* be problematic. it probably is. this probably could use a time limit for how long you know the spell, I guess. \pagebreakNum **Brain Food** *Originates from Cranium jelly* You can eat memories of other people, either by enveloping them, or during a spell or another effect that allows one to read the targets mind, such as by [**Detect Thoughts**](https://roll20.net/compendium/dnd5e/Detect%20Thoughts#content). During grappling a creature, or using a some spell or effect to read their mind, you can as an action to attempt to begin to eat their memories, forcing the target to roll an Intelligence, charisma or a wisdom save, depending on how they attempt to resist you, against a DC Equal to 8 + your proficiency modifier + your Intelligence Modifier. After you successfully manage to do this three times in a row, you manage to eat away at the memories, up to 48 hours old, and now the target must reduce 1d4 from skill, attack and save rolls for 24 hours, or until they take a long rest, as their mind is recollecting itself from the mental assault, while you can now perfectly recall information regarding the memory you ate at. Alternatively, a willing creature can share their memories, making them automatically fail the saves, they don't suffer the usual drawbacks as they were willing in letting you in their mind and there is no limit on how old the memory is, as long as the target remember the memory themself at least to some degree and you remember it as well as they do. You can use this ability twice , before needing to take a long rest. \pagebreakNum ## Exosuit Crafter An Exosuit Crafter exists in a middle ground between creating wondrous armors and mechanical implants, creating a special mechanical suit for themselves to wear, though it is more so a new "skin" then your normal armor, granting various properties depending on how exactly it was built and out of what. When built, the suit seals around the crafter, unable to be forced open by anyone else, though how it links with the wearer's mind makes it so there's little to no difference if they were to wear the said armour or not, even allowing non-organic materials used to create the suit still send haptic feedback to wearer allowing for a sense of touch. ### Exosuit Crafter Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Exosuit Crafter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell | |:---:|:---:| | 3rd level | Mage armor, magic missile | | 5th level | Melf's Acid Arrow, Barkskin | | 9th level | Conjure Barrage, Thunder Step | | 13th level | Sickening Radiance, locate creature | | 17th level | Steel Wind Strike, Destructive Wave |
#### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Mechanical suit Also at 3rd level, You gain the ability to build a mechanical suit for yourself to use during a long rest, giving a benefit based on the material used. At the end of a short or long rest, including the one spent building your suit, you can change the material it is made out of, assuming you have access to said material. at 5th level, you also can change the imitation type during the rest and at 9th level you can change the body style during the rest. You can wear armor over your Mechanical suit ###### **Material** * **Stone**: You gain +1 AC, but now have a weakness to bludgeoning damage. * **Metal**: You gain resistance to piercing and slashing damage, but now have a weakness weakness to lightning damage and -5 movement speed. * **Wood**: You gain +5 movement speed, but now have a weakness to fire damage. * **Arcane**: You gain advantage on saves vs spells and your AC equals 10+intelligence modifier, but you can't concentrate on spells. * **Leather**: a simple material, giving no changes. \columnbreak #### Fighting style imitation At 5th level, the time spent on tinkering your Suit and fighting with others has granted you a deeper understanding of how to incorporate imitations of fighting styles into your suit. ###### Some of your abilities require the target to make a saving throw to resist it's effects, The saving throw DC is calculated as follows: Physicality DC = 8 + your proficiency bonus + your Strength or Dexterity modifier *(your choice)* ###### **Imitation Type** * **Warrior**: You gain the Dueling or Great Weapon Fighting Fighting Style and you can attack twice, rather than once, whenever you take the Attack action and make a melee weapon attack. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier + Proficiency Bonus. * **Archer**: You gain the Archery Fighting Style and when you make a ranged weapon attack, both its normal and maximum range are doubled and you deal an extra 1d6 damage. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier. * **Spellcaster**: you learn one Artificer or Wizard cantrip of your choice, it counts as an Artificer cantrip for you and the cantrip doesn't count against your max number of cantrips known. Additionally, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Artificer cantrips. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier. * **Melee brawler**: You are able to make a natural weapon attack, which counts as an unarmed strike. if the attack hits, you deal 1d6 bludgeoning, piercing or slashing damage, chosen at the moment you picked this imitation type, and you may use dexterity instead of strenght when using it. When you roll a 20 when making an attack roll with a natural weapon granted by this subclass the target must make a Constitution saving throw or be stunned until the start of your next turn. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier + Proficiency Bonus. \pagebreakNum #### Body style schematics. At 9th level through your adventuring you have learned how to incorporate various different features of different creatures to your suit, allowing you to replicate them to some effect. ###### **Body Styles** * **Basic humanoid**: You gain proficiency in any combination of three skills or tools of your choice. * **Tauric**: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your tauric body. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot and your walking speed increases by 5 feet. Finally, a Medium or smaller creature can ride you. * **Arachnid**: you gain a climbing speed equal to your walking speed and your standing long jump is up to 25 feet and your standing high jump is up to 15 feet. * **Winged One**: When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You also can cast Gust of Wind twice per long rest without expending a spell slot, with intelligence as your spellcasting ability modifier. * **Bestial One**: You add half your Artificer level to your max hp and you are able to make a natural weapon attack, which counts as an unarmed strike. if the attack hits, you deal 1d6 bludgeoning, piercing or slashing damage, chosen at the moment you picked this body style, and you may use dexterity instead of strength when using it. Additionally, if you picked the melee brawler Imitation Type, the damage die of this ability goes up by one to 1d8 #### Enhanced Modification At 15th level your various choices made on your suit are enhanced. **Material** * **Stone**: gain resistance to slashing damage. * **Metal**: your speed is no longer reduced. * **Wood**: the movement speed increase increases by +10, instead of +5. * **Arcane**: the base Ac is now 12+Intelligence, and you can now concentrate on things. * **Leather**: You gain +1 Ac **Imitation Type** * **Warrior**: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead once per long or short rest. * **Archer**: Your Ranged weapon attacks score a critical hit on a roll of 19 or 20 and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack. * **Spellcaster**: you choose one 1st-level Artificer or Wizard spell, and you can cast it at its lowest level. Once you cast it, you must finish a long rest or short before you can cast it again using this ability and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Artificer leveled spells. * **Melee brawler**: When you hit a creature with your unarmed strike granted by this subclass you can once per turn do one of the following: * You can attack the target again with an unarmed strike As a bonus action. * You can knock the target prone, if they fail a dexterity saving throw. * You can push the target 10 feet away, if they fail a strength saving throw. * You can prepare to block an incoming strike from the target, granting you +3 AC against the next attack it makes against you. **Body Styles** * **Basic Humanoid**: You gain expertise with the skill or tool you chose * **Tauric**: You are effectively always mounted by yourself when it comes to in terms abilities and your size is doubled, increasing your size category by 1. * **Arachnid**: You can now climb on ceilings and can cast the web spell once per short or long rest without expending a spell slot, with intelligence as your spellcasting ability modifier. * **Winged One**: You gain a flying speed equal to half your walking speed. * **Bestial One**: When you reduce a creature to 0 Hit Points with a natural weapon attack, you can use your reaction to move up to half your speed and make a natural weapon Attack. > ###
things worth noting, for dm and player to talk about
**Small and Tiny Exosuit crafters**
> Small and tiny Exosuit crafters may fancy building their mechanical suit at medium size, which would make their size category into medium, but in return certain racial abilities would reasonably not work anymore due to the fact you are now basically far different size. also see the thing below for more of the same reason. > #####
**Brand new "skin"**
> due to the fact you are covered entirely in whatever your suit is made out of, this might lead to some racial features not working or being disabled.