Plasmoid Feats

by Lanavis

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Plamoid Feats

Viscous Corrosion

Prerequisite: Plasmoid, 4th level

You begin to manifest the adhesive and corrosive traits of your ooze ancestry. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • Spider Climb. You gain a climbing speed equal to your walking speed. Additionally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Corrosive Form. Your body becomes harshly acidic. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. Whenever a creature touches or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal acid damage equal to 1d8 to the creature. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a Long rest.
  • Corrosive Touch. As an action you can channel the acidity of your form to eat through up to a 2-inch thick, 2-feet wide section of nonmagical wood or metal. If the object is not a building or other structure, you can only affect it if it is not being worn or carried by an unwilling creature. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a Long rest.

Greater Viscous Corrosion

Prerequisite: Plasmoid, 8th level, Viscous Corrosion feat

You manifest the full extent of the adhesive and corrosive traits of your ooze ancestry. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • Adhesive. You develop a sticky mucus membrane around your body that makes it easier to adhere to anything you touch. You can now grapple creatures that are two sizes larger than you instead of only one. When you are using your body to grapple a creature, the grappled creature has disadvantage on ability checks it makes to escape the grapple. Additionally, you have advantage on ability checks and saving throws made to resist being knocked prone or moved against your will while you are in contact with the ground or other stationary object or creature.
  • Greater Corrosive Form. Whenever a creature takes damage from your Corrosive Form due to attacking you with a nonmagical weapon made of metal or wood, that weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. If a creature uses Smith's Tools or Tinker's Tools as well as spends at least 10 gp in resources to restore the weapon, the penalty is reduced by 1. Alternatively, casting mending on the weapon reduces the penalty by 1.

Memory Stealer

Prerequisite: Plasmoid, 4th level

You are descended from the terrifying oblexes and have begun manifesting their memory stealing traits. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Steal Memories. You learn the encode thoughts cantrip. When you cast this spell, you can choose to have the range become 5 feet and target a creature other than you without needing to read or manipulate its mind. When you do so, the creature must succeed on an Intelligence saving throw or have a random surface thought or memory of theirs copied into a thought strand that appears in an unoccupied space within 5 feet of you. The target retains knowledge of the stolen memory. A creature can choose to fail this saving throw. Creatures without a mind, such as non-sentient constructs, oozes, plants, and undead with an Intelligence score of 2 or lower, succeed on this saving throw automatically. You can cast encode thoughts in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a Long rest.
  • You learn the detect thoughts spell and can cast it without expending a spell slot. Once you cast this spells in this way, you can't cast it in this way again until you finish a long rest. You can cast this spells using spell slots you have of the appropriate level.
  • Your spellcasting ability for these spells is the ability increased by this feat.

Memory Eater

Prerequisite: Plasmoid, 8th level, Memory Stealer feat

You are descended from the terrifying oblexes and have fully manifested their memory stealing traits. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • When you cast Encode Thoughts, the duration increases to 24 hours.
  • Eat Memories. When you use encode thoughts on a creature who fails a saving throw caused by Steal Memories or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can deal 2d8 psychic damage to the target and choose to have it become memory drained. The creature remains memory drained for 1d4 hours or until it finishes a short rest. A memory drained creature must subtract 1d4 from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. Until you complete a long rest, you learn either one language, skill, or tool proficiency that the target knew. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a Long rest.
 

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