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## Visceralites *** ***Ability Score Improvement.*** Your Constitution score increases by 2 and any other score of your choice increases by 1. *** ***Creature Type.*** Your creature type is humanoid. *** ***Age.*** You longevity is 15 years and you reach adulthood as soon as you are born. *** ***Speed.*** Your movement speed is 25ft. *** ***Ooze Form.*** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying fits in a 1 inch area. *** ***Ooze Resilience.*** You are immune to psychic damage. *** ***Biogenic Immortality.*** Whenever you die your body turns into an ubreakable carcase that after 1 hour will crack open, inside of it is a level 1 Visceralite, the Visceralite begins in a small form. *** ***Languages.*** You can speak read and write common and ooze. *** ***Ooze Color.*** When you choose this race roll a d100 you gain a color and an ability based on your roll. | d100 | Ability | |:---:|:-----------:| | 1 | **Cold Ooze:** You are resistant to cold. Using your bonus action you can make your next attack cold damage rather than other damage types. | | 2 | **Photosynthesis:** While in the sun you can lean over or block the view of a plant to the sun. For every minute you do this the plant grows 1 day worth of growing. | | 3 | **Absorb Ammunition:** When you are shot with a ranged weapon attack you can collect the ammunition in your body, if you do this the ammunition goes to a perfect state. You can only use ammunition you are proficient with. | | 4 | **Slime Shock:** You are resistant to lightning damage. Using your bonus action you can make your next attack deal lightning damage rather than any other damage type. | | 5 | **Tireless Ooze:** You require 8 exhaustion levels to die, rather than 6. | | 6 | **Armor Proficiency:** You gain proficiency in a light armor of your choice if you aren't proficient in any armor, you gain proficiency in a medium armor if you are proficient in light armor, and you gain proficiency in a heavy armor if you are proficient in medium armor. | | 7 | **Tool Proficiency:** You gain proficiency in two types of artisans tools of your choosing. | | 8 | **Weapon Proficiency:** You become proficient in either two simple weapons of your choice or one martial weapon of your choice. | | 9 | **Earless:** You gain advantage against saving throws against being deafened. | | | | |:---:|:-----------:| | 10 | **Body Storage:** You can carry up to one quarter of your maximum carrying capacity inside of your body without them making extra weight. Items stored in you this way squeeze to fit through areas using the Ooze Form ability. | | 11 | **Intimidating Ooze:** You gain proficiency in the intimidation skill. | | 12 | **Ooze From the Forest:** You gain proficiency in the nature skill. | | 13 | **Talented Ooze:** You gain proficiency in the acrobatics skill. | | 14 | **Angry Ooze:** If you move 20 or more ft towards a creature and hit them on the same turn with a melee weapon attack, you can deal an additional 1d8+your proficiency bonus using your bonus action. | | 15 | **Curious Ooze:** You gain proficiency in the survival skill. | | 16 | **Godly Ooze:** You gain resistance to radiant damage. Using your bonus action you can make your next attack deal 1d6 extra radiant damage, when you deal said radiant damage you gain hit points equal to the radiant damage dealt. | | 17 | **Demonic Ooze:** You gain resistance to necrotic damage. On your turn if you took damage since your last turn you can use your next bonus action to make your next attack deal 1d6 + your proficiency bonus necrotic damage extra. | | 18 | **Jumping Ooze:** You gain a base standing high jump of 15ft and a base standing long jump of 25ft. | | 19 | **Light Ooze:** You require half the food and water a creature of your size would to be sustained of thirst and hunger. | | 20 | **Slime Tendrils:** You gain advantage on saving throws against being grappled. Using your action you can make a creature within 5ft of you make a DEX or STR saving throw against 8 + your STR or DEX modifier + your proficiency bonus. On a fail they become grappled until the end of their next turn. | | 21 | **Creepy Ooze:** You can make yourself appear as if you were any undead creature of your size you have seen within the last hour. Only your appearance changes. A creature can tell that you are shape shifted on a successful DC 15 insight roll. After 2 minutes of being shapeshifted or once you choose to end it as a bonus action you revert to your normal appearance. | | 22 | **Climbing Ooze:** You gain a climbing speed equal to your walking speed. | | 23 | **Scary Ooze:** You gain advantage on saving throws against being frightened. You can use your action to make one creature within 20 ft of you to make a wisdom saving throw. The DC is equal to 8 + you charisma modifier + your proficiency bonus. They are frightened for 1 minute. | | 24 | **Chaining Ooze:** You gain advantage on saving throws against being restrained. Using your action you can make a creature within 5ft of you make a DEX or STR saving throw against 8 + your STR or DEX modifier + your proficiency bonus. On a fail they become restrained until the end of their next turn. | | 25 | **Sneaky Ooze:** Using your action you can attempt to camouflage with your surroundings, you make a stealth check at advantage. Using your reaction you can make a stealth check, use this ability only once each long rest. | \pagebreakNum | | | |:---:|:-----------:| | 26 | **Slippery Ooze:** You gain a swimming speed equal to your walking speed. | | 27 | **Resilient Ooze:** You require 4 failed death savings throws to die, rather than three. | | 28 | **Acidic Ooze:** You gain resistance to acid damage. You can use your action to make a ranged weapon attack on a creature within 50 ft of you. This attack’s bonus to hit is your dexterity modifier, you are proficient in the attack. This deals 1d4 acid damage to the hit creature at the start of its next turn - their constitution modifier to a minimum of 1. | | 29 | **Knowledgeable Ooze:** You learn to speak, read and write any three languages of your choice. | | 30 | **Ooze Grapple:** You can shoot a string of ooze from your arm out to a distance of 45 ft. You can swing with this string like spiderman. You can only use this out of combat. Using your action you can make an unarmed attack against one creature within 15ft of you. | | 31 | **Ooze Enforced Tools:** As long as you are conscious all items you are holding and that you are wearing are unbreakable. | | 32 | **Consuming Ooze:** You can use your action to put anything that used to be living into your body to decompose it. You can only decompose dead creatures of your size or smaller, it takes you one minute to decompose something tiny you gain 5 health and it is like eating two apples, it takes you 10 minutes to decompose something small you gain 20 health and it is like eating a thanksgiving turkey whole, it takes you 1 hour to decompose something medium you gain 50 health and it is as if you ate a whole feast, it takes you 6 hours to decompose a large creature you gain 200 health and it feels un godly the amount of food you are eating, it takes you 1 day to decompose a huge creature you gain 1000 health and you don't have to eat for 6 months, it takes you 1 week to decompose a gargantuan creature you gain 10000 health, you don't have to eat for 15 years. | | 33 | **Earthly Ooze:** You have as many charges as you have your constitution modifier. You can cast mold earth at will as an action. You can spend one charge to make a 10 ft long 10 ft high rock wall sprout out of the ground, You can spend three charges to use an action to make rocky spikes emerge out of the ground, every creature within 20 ft of you excluding you must make a dexterity saving throw where the DC is your constitution score. On a fail a creature takes 3d6 damage on a success they take half as much. You regain all charges of this ability after you rest | | 34 | **Dry Ooze:** You are not required to drink liquids to live. | | 35 | **Lightning Ooze:** You learn the Shocking Grasp spell and resistance to lightning damage. Whenever another creature within your touching range uses a reaction you can cast Shocking Grasp, when you cast it this way it must target the creature that made the reaction, you can only use this ability a number of times equal to your proficiency bonus. You regain all expended uses of this ability whenever you take a rest. | | 36 | **Seductive Ooze:** You have advantage against saving throws to being charmed. You can attempt to charm a target by making them make a wisdom saving throw against 8 + your proficiency bonus + your charisma modifier. | | | | |:---:|:-----------:| | 37 | **Eyeless:** You gain advantage against saving throws towards being blinded. Using your bonus action you can attempt to blind a creature within 5 ft of you that you also have access to their eyes. That creature must make a Constitution saving throw or become blinded until the end of their next turn. You can only use this ability once per long rest. | | 38 | **Nature Speaking Ooze:** You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. | | 39 | **Not Me Ooze:** You gain proficiency in the deception skill. | | 40 | **Springy Ooze:** Falling from a high height does not cause you to take damage | | 41 | **Tough Ooze:** You gain +1 to your armor class. | | 42 | **Confident Ooze:** You gain advantage against saving throws towards being paralyzed. Once per long rest you can use your action to attempt to paralyze a creature within 30 ft of you that you can see, that creature must make a Wisdom saving throw or become paralyzed until the end of their next turn. The saving throw DC is equal to 8 + your proficiency bonus + your constitution modifier. | | 43 | **Earthquake Ooze:** You have an amount of charges for this ability equal to your strength modifier. You can spend one charge to stomp your foot and every creature standing on the ground in a 30 ft cone in front of you takes 1d6+ your strength modifier. You can spend two charges to hit a shield you are wielding to send a shockwave in a 30 ft circle around you. Each creature disincluding you take 2d6+ your strength modifier force damage. You can spend 5 points to shockwave every creature that is touching the ground within a 100 ft cone in front of you. They take 3d6+your strength modifier force damage. You regain all expended charges after a long rest. | | 44 | **Regenerative Ooze:** You gain two additional hit dice that you can use for regaining health during a short rest, however these hit dice each reagan 1d6 + your proficiency bonus when you use them. | | 45 | **Alert Ooze:** While in a rest you remain semi-conscious and are still roughly aware of your surroundings. | | 46 | **Poisonous Ooze:** You gain advantage against saving throws towards poisoning you. Additionally whenever a creature attempts to give you the poisoned effect and fails you gain temporary 1d12 + your Constitution modifier temporary hit points. | | 47 | **Reflexive Ooze:** You gain a +1 bonus to your initiative rolls. | | 48 | **Ooze Aim:** You gain a +2 bonus to hit while using a ranged weapon. | | 49 | **Charismatic Ooze:** You get +1 to charisma. | | 50 | **Bludgeoned Ooze:** You gain resistance to slashing and piercing damage, however you gain vulnerability to bludgeoning damage. | | 51 | **Slashable Slime:** You gain resistance to bludgeoning and piercing, however you gain vulnerability to slashing. | \pagebreakNum | | | |:---:|:-----------:| | 52 | **Pierceable Slime:** You gain resistance to slashing and bludgeoning damage, however you gain vulnerability to piercing damage. | | 53 | **Unphased:** Whenever a creature hits you you gain a +1 AC when being attacked from the same creature until end of turn. | | 54 | **Ooze Acceleration:** You can use your bonus action to double your speed and no one can make opportunity attacks against you, however on your next turn all creatures have advantage attacks against you until your next turn. | | 55 | **Acid Punch:** Your unarmed strikes now deal acid damage. Additionally as an action you can make an unarmed strike, however this strike deals additional damage equal to your Constitution modifier. You can use this feature an amount of times equal to your Constitution modifier per long rest. | | 56 | **Undead Ooze:** You learn the Toll the Dead spell. Additionally you can cast Toll the Dead using your bonus action by spending an amount of life equal to your proficiency bonus in addition to its other casting costs. | | 57 | **Natural Order:** You can use your action to slip inside a dead beast. You gain control of the beasts body, you use its stat block as your own, if you take 10 total slashing or piercing damage you fall out of the body and you cant go back into it. | | 58 | **Liquid Form:** You gain advantage against saving throws towards being petrified. Additionally using your action you can turn a tiny object that is not living in your hand into stone. | | 59 | **Ooze Weapons:** Using your bonus action you can transform one of your arms into a one handed weapon that you are proficient in. You can use the weapon arm like the weapon it is transformed into except its damage is magical. Using your bonus action you can return your arm to its normal state. | | 60 | **Seeing Ooze:** You gain darkvison 90 ft. If you already had darkvison it increases by 30 ft. | | 61 | **Renewing Slime:** Whenever you reduce a creature to 0 hit points you gain temporary hit points equal to your Constitution modifier + 1. | | 62 | **Flaming Ooze:** You gain resistance to fire damage. Using your bonus action to light your weapon on fire, until the end of your turn it deals fire damage and deals an additional 1d8 damage. | | 63 | **Fearless Ooze:** You gain advantage against saving throws towards being petrified. Once per long rest you can use your bonus action to make the next creature hit by your attacks this turn make a Constitution saving throw or become stunned until the end of their next turn. The saving throw DC is equal to 8 + your proficiency bonus + your constitution modifier. | | 64 | **Multi-Ooze:** Choose a skill, you become proficient in it, if you were already proficient in it you can double your proficiency bonus while using that skill. | | 65 | **Ooze Intelligence:** Your Intelligence score increases by 1. | | 66 | **Ooze Dexterity:** Your Dexterity score increases by 1. | | 67 | **Ooze Wisdom:** Your Wisdom score increases by 1. | | 68 | **Powerful Ooze:** Your Strength score increases by 1. | | 69 | **Slime Kaboom:** Whenever you reduce a creature’s hit points to 0 that creature’s corpse explodes with ooze, all creatures other than you within 10ft of the creature take 1d10 acid damage and have their movement speed reduced halved. | | 70 | **Ooze Sight:** You gain proficiency in the Insight skill. Additionally using your action you can make a creature’s next persuasion or deception roll made with a -2 penalty. | | 71 | **Bouncy Slime:** Rather than taking damage from falling you bounce half the distance you fell up. While falling from this ability you can move 5ft for every 10ft you fall. This ability also works for running into solid things (if you run 50ft at a wall you bounce 25ft back the way you came). | | 72 | **Ooze Piercing:** All ranged damage you deal is increased by 1. | | 73 | **Natural Shielding:** You gain an Ooze shield that is always connected to you, it gives a +1 AC and can squeeze using the ooze form ability. However you can still use heavy weapons while this shield is active. Additionally you can cast the shield spell an amount of times equal to your proficiency bonus -1. | | 74 | **Ooze Armor:** If you are not wearing armor your armor class becomes 12 + your constitution modifier | | 75 | **Faceless:** Insight rolls made against you have disadvantage. | | 76 | **Ooze Surprise::** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat. | | 77 | **Tough Slime:** You gain an additional 2 hit points each time you level up and when you gain this ability. | | 78 | **Evasive Ooze:** Creatures cannot make opportunity attacks against you. | | 79 | **Ooze Caster:** You gain any first level spell and a cantrip, you use Constitution modifier for those spells. | | 80 | **Solid Ooze:** Whenever you take damage you take 1 less. | | 81 | **Swift Slime:** Your movement speed increases by 5ft. | | 82 | **Ooze Accuracy:** You gain a +2 bonus to hit while using a simple melee weapon. | | 83 | **Ooze Destruction:** All melee damage you deal is increased by 1. | | 84 | **Ooze Understanding:** Choose one: you can read all languages, or you can understand all languages verbally. | | 85 | **Greedy Ooze:** At the start of each day your body makes an amount of gold equal to your level. | | 86 | **Natural Sense:** You gain proficiency in the perception skill. Additionally whenever you hit a creature that creature gains a -3 penalty to its stealth rolls until the start of your next turn. | | 87 | **Ooze Sustenance:** You dont require any food to survive. | | 88 | **Ooze Ammunition:** Using your bonus action you can turn a chunk of your body into any type of ammunition however it deals magical acid damage. | \pagebreakNum | | | |:---:|:-----------:| | 89 | **Ooze Sleeplessness:** When you take a long rest it only takes you 6 hours to gain the same effects as normal. When you take a short rest it only takes you 30 minutes for you to gain the same effects as normal. | | 90 | **Mini Ooze:** When you rest you can become a tiny size, if you do your movement speed is increased by 5 ft and you gain a +1 to hit on all of your melee attacks. However it takes you one month to become a small size. | | 91 | **Giant Slime:** When you rest you can make your self become large, to do this you must be medium size. While you are large you deal an extra 1d6 damage with all your melee attacks and have a plus one bonus to your strength. At the end of the day you become small. | | 92 | **Magical Mind:** You can mentally communicate back and forth with any creature within 30 ft of you that you can see and that they can see you. | | 93 | **Overslime:** Whenever you reduce a creature to 0 hit points if excess damage would be dealt you can instead redirect it to another creature within your melee range and within 5ft of the killed creature | | 94 | **Oozeport:** Using your action you can teleport to an unoccupied space you can see within 35 ft of you. You can use this ability a number of times equal to your proficiency bonus and you regain all uses of it after a long rest. | | 95 | **Parachute Ooze:** When you fall at least 10 feet above the ground, you can use your reaction to extend your ooze like a pair of wings to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. | | 96 | **Ooze Luck:** At the beginning of each day roll a d20 and note the result. One time during that day you can replace any roll you or a creature you can see with the noted number. | | 97 | **Stretchy Arms:** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. | | 98 | **All Seeing Ooze:** You gain a blindsight range of 15ft. | | 99 | **Double-Mini:** Roll a d100 for this table once more, if the result is 50 or lower you may roll an additional time. If you roll multiple times you gain both the colors and abilities of your two results. | | 100 | **Color Refractor:** Roll a d100 for this chart two more times you gain the abilities and colors of both of your rolls. |