Slurp (5e Race)
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Slurp[edit]
"Your value is not in your appearance, what matters is what's inside you - even if it is just a bunch of goo." - by Someone Probably (some time ago)
Physical Description[edit]
A Slurp can exist in various colors, shapes and sizes. Typically, they are just round, slightly translucent balls of goo with eyes and a mouth, but some of them have adapted into creating appendages like arms, legs, heads, or they are able to shape into an entire body. They are, however, not able to change color.
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History[edit]
Nobody knows where they came from, but theories exist that Slurps most likely originated from Juiblex, who scattered them around the world. Some Slurps, due to the absence of their creator, turned peaceful and started evolving their own abilities and developing goals, thus Slurps of any alignment exist.
Society[edit]
Some Slurps work together and life in small groups that build havens where they mostly feed on plants and insects. Others have become solitary and wander around in pursue of their goals.
Slurp Names[edit]
Ha! Slimes do not even know what the words 'Female' or 'Male' could mean. They are far from having any gender debates or identification problems. So most of them are named simple: Slob, Gobs, Knobb, Forps, Klug, Slupp, Quog, etc.
Slurp Traits[edit]
Ability Score Increase. Your Constitution score increases by 4 and your Intelligence score decreases by 2. Unlike normal, you can increase an ability score above 20 using this feature.
Age. Since you are a Slurp you don't really age. If you grow large enough and are willing to produce more of yourself, you will split into two or more smaller Slurps. Part of the Knowledge the splitting Slurp had is inherited by the new small Slurps which is why they are matured almost as soon as they are "born".
Alignment. Any alignment.
Size. Slurps vary widely in height and build, from barely 2 feet in diameter to well over 16 feet. Your size is Small or Medium.
Speed. Your base walking and climbing speed is 20 feet.
Darkvision. 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.
Dilute. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying larger than one inch. You also have advantage on ability checks you make to escape a grapple.
Pump Up. If you are not incapacitated, you can reshape your body 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 (no action required). As an action, if you are beside a large body of water you can increase your size small to medium and from medium to large, by absorbing a huge amount of water. Decreasing your size doesn't require a body of water, but you release all the stored water (75 gallons released from large to medium, 30 from medium to small). For every size category over small, your reach extends by 5 feet.
Avoidance. If the Slurp is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Engulfing Water. The Slurp counts as one size larger for the purposes of its grapples and carrying capacity.
Water Susceptibility. Even though Slurps are made mostly of water and are able to absorb a lot of it, to keep it suitable for themselves they mix it with a certain type of mucus to make it slightly more viscous and keep it at a very specific temperature of about 32 °C. A Slurps skin toughens up if they come into contact with water that is colder than that. For every 5 feet the Slurp is moved through water or for every gallon of water splashed on it that is colder than the Slurp, it takes 1 cold damage.
Freeze. If the Slurp takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn, and it falls if it is flying.
Resonant. The Slurp is easily vibrated by loud sounds and blunt impacts, causing its body to lock up momentarily. If it takes thunder lightning or bludgeoning damage, it vibrates uncontrollably; its speed is halved until the end of its next turn, and it has disadvantage on perception checks.
Languages. You can speak, read, and write Common and one other language of your choice.
Swamp Slurp[edit]
Ability Score Increase. Instead of the base race's Ability Score Increase, choosing this subrace; Your Dexterity score increases by 1 and either your Intelligence or Wisdom score increases by 2.
Predator. As an action, you can devour anything that is dead for no longer than one day, consents to be devoured, and has a size category of small, medium or large. When devoured, you can consume it in an attempt to gain hit points; You can roll a number of hit dice to regain hp equal to half your level. If the amount exceeds your hit point maximum, you gain temporary hit points instead, these temporary hit points cannot exceed twice your level.
Swamp Camouflage. You are considered proficient in the Stealth skill. If you already are proficient from a different source you gain expertise. Whenever you make a Dexterity (Stealth) check, you have advantage on that roll.
Ambush. If you Surprise a creature and hit it with an Attack on your first turn in Combat, the Attack deals an extra 2d6 damage to it. You can use this trait only once per Combat.
Magma Slurp[edit]
Ability Score Increase. Your Strength score increases by 1 and your Dexterity score increases by 1.
Magmatic (replaces Water Susceptibility, Freeze and Resonant). Instead of water, you have magma inside of you; You radiate bright light in a radius of 30 feet and dim light in a radius of 60 feet. Whenever a creature hits you with a melee attack, it suffers fire damage equal to your proficiency modifier. To increase your size, you now have to drink molten rock or metal and also release hot goolike fluids when you decrease your size. Ending your turn in water or similar fluids will harden your skin without you taking damage. While your skin is in a hardened state, you are incapacitated; you have an armor class of 24 and resistance to physical damage. It takes an action for you to crack this shell and get out of it.
Molten Ball. As a bonus action when you hit with a ranged or melee attack, you can improve this attack by shaking off some of your molten insides to deal fire damage to the target. The extra damage is 1d8. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this feature a number of times equal to your proficiency modifier per long rest.
Mountain Slurp[edit]
Ability Score Increase. Your Strength score increases by 2.
Brockig. You carry around most of your belongings within you rather than on the outside. You can do so with all items that require to be on the outside in order to work e.g. like weapons and armor.
Resistant. Starting at 7th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.
Strong Skin. Due to your though and strong skin, you gain a +2 to your AC, and 2 additional hit points for each level you have.
Mountain Born. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait a number of times equal to your proficiency modifier, you can’t use it again until you finish a short or long rest.
High Altitude Rest. Due to the traveling through mountain terrain, you have gained the skill to quickly gain back strength through resting. You can finish a short rest much faster than others by covering yourself in dirt or stones; You fall unconscious when you are fully covered and if you stay unconscious for the full duration, you gain the benefits of a short rest. You can’t rest in this manner again until you finish a long rest.
Dark Slurp[edit]
Ability Score Increase. Instead of the base race's Ability Score Increase choosing this subrace; Your Dexterity score increases by 2 and your Charisma score increases by 2.
Spider Climb. The Dark Slurp has tentacle like dark appendages and can climb difficult surfaces, including upside down on ceilings.
Pseudopod. As one of your attacks during your attack action you can bundle up your tentacles to make a slimy melee weapon attack: you can use your Strength or Dexterity, reach 15 ft., one target. on hit: 1d8 + modifier, acid damage. In addition, armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Quick. Your base walking speed is 30 feet when choosing this subrace.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
2′ 0'' | +2d12 | 25 lb. | × (2d100) lb. |
*Height = base height + height modifier |
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