Plasmoid
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creature Type. You are an Ooze.
Size. You are Medium or Small. You choose the size when you gain this race.
Speed. Your walking speed is 30 feet.
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have Advantage on ability checks you make to initiate or escape a grapple.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in the darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hold Breath. You can hold your breath for 1 hour.
Natural Resilience. You have resistance to acid and poison damage, and you have Advantage on saving throws against being poisoned.
Shape Self. As an action, you can reshape to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic item, or lift more than 10 pounds.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating a Plasmoid
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.Creature Type. You are an Ooze.
Size. You are Medium or Small. You choose the size when you gain this race.
Speed. Your walking speed is 30 feet.
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have Advantage on ability checks you make to initiate or escape a grapple.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in the darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hold Breath. You can hold your breath for 1 hour.
Natural Resilience. You have resistance to acid and poison damage, and you have Advantage on saving throws against being poisoned.
Shape Self. As an action, you can reshape to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic item, or lift more than 10 pounds.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
Plasmoid Civilizations
Plasmoid Characteristics
Source: Spelljammer - Adventures in Space
Racial Options
There are a few options to make your character fit the ideas you may have. The Ability Score Increase, Size, and even Languages can all be customized to better fit your character's history. Maybe you come from a very hardy people, like the Dwarves, but your character can't handle even the slightest cold breeze, but they make up for it with their incredible intellect. You could have been born of the tall and long Elves, but you find yourself barely coming up to some of their hips. Your Goblin may have been adopted by a couple of loving Genasi and they taught you to speak Primordial instead of Goblin. The options listed under your chosen race are just suggestions to easily fit your character within their culture's society, but you can change things up to make your character truly yours. There may be limitations set by the DM; rarely will you find a Large Fairy or a Tiny Goliath, but if you have a good story-driven reason for different character options, anything can be possible. Below are open-ended options for customizing your race. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.Size. Your size is within one size option of your race's average size.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Choosing a Class
ArtificerBarbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
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