Slime-Folk
Ability Score Increase +1 Dex, +1 Con
Size Medium
Speed 30ft walking speed
Alignment. Slimes will tend to Chaos rather than Order, But can be anywhere between the two extremes.
Languages. You can speak Common and Ooze, a dialect of Primordial.
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.
Adhesive. You have advantage on Strength (Athletics) checks to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Absorb. As long as you're grappling a creature, the target takes 2d6+ your Constitution Modifier in Acid Damage at the end of your turn.
Acidic. You have resistance to Acid Damage and Poison Damage.
Ooze Nature. You're classified as an Ooze, not a humanoid. You don't need to sleep, and you can break down anything to garner nutrients should it have the necessary nutrients to survive.
Sub-species. Choose one of the following sub-species
Colored
This slime is extremely basic in form and function, but that lack of specialty makes it flexible in almost any situation and circumstance.
You can add a +1 to any stat and gain proficiency in any one skill.
Firefly
This sub-species has superior darkvision after living entirely in the dark, and
can see up to 120 feet in the dark. You get proficiency in Perception. This species emmits light within a 20 foot radius around them in the day, and a 30 foot radius at night. But by being so accustomed to the dark, you gain disadvantage on any actions involving sight while in direct sun.
Rock
This slime is reinforced with heavy metals and gain a
+1 to strength and +2 to their Armor Class but suffer a -10 to Walking Speed. You are proficient in Intimidation and Athletics.
Water
This slime
regains 1d4 + your Constitution Modifier Health Points when in water, can breath Air and Water, and have a swimming speed of 30 feet.
Bramble
This slime has absorbed nutrients from the magical forest it inhabits, and
can cast the Thorn Whip Cantrip at will, using Wisdom as the Spellcasting Ability. You gain proficiency in Nature and Animal Handling
Crystal
This sub-species has a shiny membrane, liken that to a clear crystal or glass. You gain
a +1 to Charisma and proficiency in Persuasion and Performance.
Fire
This sub-species has a membrane that absorbed the heat energy of the earth in order to protect itself. It has a
resistance to fire, has proficiency in Intimidation, and unarmed attacks deal an additional 1d4 Fire Damage