A 5.
5 Species by DM Tuz
”Don‘t be afraid, I am a friendly ooze!”
The exact nature and origin of these strange humanoids
remains a mystery to today’s sages. The Slime Folk’s records
of their history are oral traditions, but these accounts are in-
consistent, varying widely from one colony to the next. Sli-
me Folk rarely care to verify their tales, taking each
story at face value, which often frustrates scholars
and historians seeking clarity.
Theories about the Slime Folk’s origins range
from being an errant creation of Jublex, the result of
magical refuse, or an aberrant mutation from the Un-
derdark. What is agreed upon is their shared lineage
with the monstrous oozes found around the world.
Despite their enigmatic origins, Slime Folk have car-
ved out a place in the world, dwelling between the
surface and the depths of the Underdark in spraw-
ling colonies of hundreds individuals. These colonies,
while distinct in custom, embody their adaptable and com-
munal nature, thriving in environments others would deem
inhospitable.
Slime Folk are always willing to lend a hand, and their so-
cial reach is as flexible as their amorphous bodies. Often per-
ceived as naive or whimsical due to their carefree approach
to history, their willingness to assist others makes them
beloved by many. They foster bonds through curiosity
and a genuine desire to understand others, even if they
rarely seek to understand themselves.
The physiology of the Slime Folk is as extraordi- Feral Slime Folk
nary as their origins. Their gelatinous, flexible bodies Artwork by QueenChikkibug
are their most recognizable feature. They can bend,
squeeze, and morph in ways far beyond typical humanoids,
enabling them to traverse tight spaces or manipulate their
size to suit their needs. Despite this flexibility, they are not Cozy Company
invulnerable; trauma or exhaustion can destabilize their
Excitable, curious, friendly, and affectionate are all com-
form, causing them to lose cohesion.
mon descriptions for the average Slime Folk. They are cons-
Slime Folk vary wildly in size, though they average tantly starved for stimulation, which is found in abundance
roughly human proportions. Their translucent bodies ran- on the surface. They revel in the many things they discover
ge from clear to murky, displaying an array of colors. Rare outside of their homes and quickly grow attached to any
individuals may even exhibit intricate patterns or gradients, passersby who offer them company or kindness. Slime Folk
resembling living art. Their ability to taste with their entire are straightforward and docile creatures, commonly prefer-
body—a trait inherited from their ooze lineage—is selecti- ring the path of least resistance in their decision-making.
ve, allowing them to avoid overstimulation in chaotic en- Only the most dire circumstances will force them to forgo
vironments. Additionally, Slime Folk can store significant their deep-seated desire to please others and avoid conflict.
amounts of fluid or food, allowing them to expand their size
However, the Slime Folk’s amicable nature can be both
temporarily. This storage capability is not merely practical
a blessing and a curse. For one, their malleable form lea-
but often serves as a means of self-expression, with some
ves them with a skewed or almost absent sense of personal
individuals altering their forms to convey emotion or mimic
space or physical boundaries. For another, their innate nai-
objects.
vete, coupled with their forgiving nature, often leads them
Altogether, the Slime Folk’s mutable nature—both in to be easily manipulated or taken advantage of by others.
body and spirit—ensures they remain one of the most enig- Even Slime Folk who have been repeatedly wronged, decei-
matic peoples of the world. Their adaptability is their grea- ved, or hurt remain quick to forgive and continue placing
test strength, and their existence is a testament to the beauty trust in those around them. Their boundless optimism can
of embracing life’s ever-shifting forms, thriving in places inspire admiration, but it also leaves them vulnerable to ex-
where others fear to tread. ploitation.
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Slime Folk Traits Damage Resistance
Acid
Cantrip Learned
Acid Splash
Your oozelike nature gives you plents of advantages, some of Cold Ray of Frost
which are determined by your subrace. Fire Firebolt
Creature Type. You are both an Ooze and a Hu- Lightning Shocking Grasp
manoid. You can be affected by any effect that works Poison Poison Spray
on either of these creature types. Alchemical Adaption. Your knowledge about your in-
Size. Your size is Medium. ner alchemy is vast and you learned to adapt and alter your
Speed. Your base walking speed is 30 feet. inner chemistry. You can change your inner chemistry by
consuming 50 gp worth of arcane material components and
Engulf. Instead of grappling a creature with your arms,
change your resistance and exchange the corresponding can-
you can take hold of a creature with your oozelike body.
trip to the new one according to your new resistance of your
When grappling you can use your Constitution in place of
Alchemical Makeup trait after one minute of digestion.
your Strength. Additionally, as an action you can attempt to
Changing your inner chemistry might change the color of
engulf an object or creature of your size or smaller that you
your body to reflect your change. Once you use this feature,
have grappled. The creature must succeed a Dexterity saving
you can’t use it again until you have finished a Long Rest.
throw (DC is equal to 8 + your Constitution modifier +your
proficiency bonus) or be engulfed by you for the duration
of the grapple. An engulfed creature is blinded, restrained,
and has total cover against attacks and other effects outside
of you for the duration of the grapple. You can have one
creature or object grappled this way at a time.
Amorphous. You can move through a space as narrow
as 1 foot wide without squeezing. If any equipment you’re
holding or carrying is larger than the space you are attempt-
ing to pass through, it gets left behind.
Pseudopod. You have a natural weapon attack that deals
1d6 plus your Strength modifier acid damage.
Lineages. Choose one of the following lineages: Al-
chemical, Eldritch, Feral, and Mnemonic.
Your Lineage grants you additional traits.
Alchemical
Driven by their endless curiosity, the Alchemical Slime
Folk revel in experimentation. They emerged recently as
more slime folk made their home in sprawling cities and
encountered the many arcane marvels city life has to offer.
Their alchemical nature manifests in vibrant colors that
these peculiar Slime Folk feature, which might shift and
adapt with their body’s elemental balance. Unique even
among other Slime Folk, their sense of taste is highly re-
fined, able to determine the components and nature of a
material by thoroughly handling it. This innate ability for
analysis allows them to feed their ceaseless curiosity.
Focused on their pursuit of knowledge, the Alchemical
Slime Folk are scatterbrained, but smarter and more analyt-
ical than other Slime Folk. Their bodies contain alchemical
components which is a frequent subject of the Alchemical
Slime Folk’s studies. As a result of that, they gained under-
standing of their unique anatomy and learned to shift their
alchemical composition to favor one elemental balance over
the others.
Alchemical Makeup. Your inner balance of alchemical
components grants you unique perks. Choose one of the fol- Alchemical
lowing damage types: acid, cold, fire, lightning, poison. You Slime Folk
are resistant to the chosen damage type. Additionally you Artwork by
learn one of the following cantrips depending on the chosen QueenChikkibug
damage type (see table).
When you choose this lineage, you choose Intelligence,
Wisdom, or Charisma as your spellcasting ability for it.
PATREON | DMTUZ
them to struggle in discerning the difference between hu-
manoids and monsters, occasionally approaching dangerous
entities with a carefree, if not outright jovial demeanor.
Darkvision. You can see in dim light within 120 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.
Stretchy Tendrils. On your turn, your melee weapon
attacks and spells with a range of touch, have an increased
range of 5 feet.
Feral
Feral Slime Folk are creatures driven by their most primal
instincts, forsaking social interaction in favor of satisfying
their hunger through the exploration of new and unusual
foods. Lurking in caves, dense forests, and other remote lo-
cations far from civilization, they possess an insatiable curi-
osity about what they can consume. From small animals and
monsters to, at times, even unfortunate humanoids, nothing
is safe from their hunger. Their ability to rapidly digest and
absorb food ensures that they are rarely starved. Yet even if
satiated many Feral Slime Folk will continue their search for
more food, after all, it is the thrill of tasting and consuming
new things that drives them.
Meeting a Feral Slime Folk, particularly one who has just
recently emerged from their colony, can be a dangerous en-
counter. Unfamiliar with the outside world, these slime folk
may mistake travelers for potential prey and attack without
hesitation. However, once they realize their mistake, they
are deeply apologetic, quickly understanding that human-
oids are not to be eaten.
Digestion. On your turn, you can use a bonus action to
deal 1d6 acid damage to a creature you have grappled.
Consume. When taking a short rest, you can eat the
body of one creature that is not more than one size small-
er or larger than you that is not a Construct, Elemental, or
Undead. When you do, you gain one additional hit dice that
you have to spend during that short rest. If the devoured
creature is one size larger than you, you roll twice on the
gained hit dice and choose the higher result. Consuming a
creature will nourish you for one day.
Eldritch Slime Folk
Artwork by QueenChikkibug
Eldritch
Rising from the deep, shadowy recesses of the Un-
derdark, Eldritch Slime Folk possess a distinctly unearthly
appearance, often reflecting the alien and abyssal creatures
they share their domain with. Their gelatinous bodies are
not only more flexible but also almost rubberlike, allowing
them to contort and reshape with ease. This unique physical
trait is complemented by a calm and adaptable nature, mak-
ing them far more at peace than their more primal cousins.
Their upbringing in the unpredictable and hostile depths
Check out these other Species!
of the Underdark has honed their ability to adapt both men- Aside from the Slime Folk I also have created 2 other
tally and physically. This remarkable flexibility makes them player races: the Lamia, ambitious snake folk who are
natural charmers, attuned to the strange workings of the so often misunderstood, and the Holstaur, the gentle
underground and capable of easily understanding the intri- giants who traverse the land to foster the meak.
cacies of the human mind. However, their exposure to the
myriad monstrous beings of the Underdark often causes
PATREON | DMTUZ
Adopt Memories. When you successfully read the
thoughts of a creature using your Read Memories trait, you
obtain some of its memories and skills. When you do, you
can choose one of the following boons:
• You learn to speak and write one language the creature
Artwork by DM Tuz speaks.
• You become proficient in using a tool that the creature
is proficient with.
• You become proficient in wielding a weapon the crea-
ture is proficient with.
• You become proficient with one skill the creature is pro-
ficient with.
You retain the boon until you use this trait again, or you
finish a Long Rest.
Mnemonic
Enigmatic and withdrawn, the Mnemonic Slime Folk
stand in stark contrast to their other cousins. While their
origins are unknown, a lineage with the mysterious Oblex
ooze is suspected, with whom the Mnemonic Slime Folk
share many traits.
Mnemonic Slime Folk are natural mind readers, as they
are able to tap into the memories of cognitive beings by a
single touch of their gelatinous bodies. A trait which makes
the Mnemonic Slime Folk empathic and more thoughtful
than their cousins.
The Mnemonic Slime Folk understand the weight of an
ability to delve into the inner being of another creature.
While physical boundaries are a hard concept for them
to grasp, they recognize secrets and personal memories as
something better left untouched. This makes Mnemonic
Slime Folk appear unapproachable at first, but once those
initial barriers are breached, their relation to the other affa-
ble Slime Folk becomes more than apparent.
Read Memories. Touching a creature allows you to read
its memories. As an action, you can touch a creature in your
reach and have it make a Wisdom saving throw (DC is equal
to 8 + your Wisdom modifier + your proficiency modifer).
On a failed save you read the memories of the creature,
learning of one specific memory important to the creature
(DMs discression), or a specific memory of your choosing
(for example the creature’s memories about meeting
another character). You can use this action a num-
ber of times equal to your proficiency bonus before
you have to finish Long Rest to use it again.
Oozes, Plants, and Undead creatures automatically
succeed the saving throw. Mnemonic Slime Folk
Artwork by QueenChikkibug
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Cubie Slime Folk
Artwork by Ceehaz
Cubie Clear-Bodied. When you are not wearing armor, carry-
ing any equipment, or holding objects, you can hide even if
Cubies are a distinctive lineage of the Slime Folk, easily you are neither obscured nor behind cover.
recognized by their cube-like bodies. In their natural form,
Cube Form. As an action you enlarge your compressed
Cubies are often mistaken for the infamous dungeon-dwell-
form. In this form you take up the entirety of the space that
ing oozes. Contrary to their monstrous cousins, Cubies are
you occupy. When you are in your cube form your move-
far more affable and possess the unique ability to assume
ment speed is halved. You may return to your normal form
a humanoid form. However, in this form, their true cube
as an action.
nature is unmistakable, resembling rectangles awkwardly
stacked to imitate a humanoid structure. Despite this clumsy Cubie Rush. You can choose to activate this trait as part
appearance, Cubies move with the same fluidity and preci- of the same action when you enter your cube form or as an
sion as their kin; however, their condensed gelatinous bod- action when you are in your cube form. If you do so, you are
ies make them firmer and less flexible. able to enter another creature’s space of your Size or smaller
until the beginning of your next turn. If, in that duration,
Another notable trait of Cubies is the clarity of their gelat- you enter another creature’s space (or vice versa), you force
inous bodies, which is more transluscent compared to other that creature to make a Dexterity saving throw using the
Slime Folk. Their clear bodies allow them to blend into their same DC as your Engulf. On a failed save the creature is
surroundings like a universal camouflage. Although useful, grappled and engulfed by you (see Engulf). On a successful
the clear bodies of Cubies often pose a constant vexation as save the creature can choose to be pushed 5 ft. back or to
they easily reveal small objects or debris suspended within your side, or can’t enter your space if it attempted to enter it.
them. To the common Cubie, pointing out floating objects You can use this trait an amount of times equal to your
in their bodies is deeply embarrassing to them. Hence, Cu- proficiency bonus before you have to finish a Long Rest to
bies make considerable efforts to avoid carrying visible de- use it again.
bris, choosing to uphold a pristine appearance at all times.
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Slime Folk Unique Feats
Slime Folk characters have access to unique feats when
they level up in a class. Some DMs allow the use of feats to
further customize a character, see chapter 5, “Feats”, of the
Player’s Handbook.
The following special feats allow your character to deep-
en and expand upon their ooze heirtage, as each feat rep-
resents an evolution of your character’s innate power and
ooze nature.
Spawn of Jublex
Origin Feat (Prerequisite: Slime Folk), You can replace your
Origin Feat from any Background with this.
You gain the following benefits.
Lethal Tendrils. Your pseudopod’s attack damage is in-
creased to 1d8.
Foul Touch. A creature that start its turn grappled by you
or that grapples you must succeed a Constitution saving
throw (DC is equal to 8 + your proficiency + your Consti-
tution modifier) or be poisoned until the end of your next
turn. You can supress this effect at will. Spawn of Jublex
Artwork by DM Tuz
Spider Climb. You gain a climbing speed equal to half of
your walking speed and can use it to climb difficult surfaces,
including upside down on ceilings without needing to make Memory Thief
an ability check as long as your bare body remains in contact
with it. General Feat (Prerequisite: Mnemonic Slime Folk, Level 4+)
You gain the following benefits:
Hungry Hungry Goo Ability Score Increase. Increase your Constitution or
Wisdom score by 1, to a maximum of 20.
General Feat (Prerequisite: Feral Slime Folk, Level 4+)
Mnemonic Appetite. Whenever you successfully engulf a
You gain the following benefits.
creature (see Engulf trait), you can use a bonus action to use
Ability Score Increase. Increase your Strength or Consti- your Read Memories trait against the creature for as long
tution score by 1, to a maximum of 20. as it is engulfed by you.
Big Appetite. You now can engulf (see Engulf trait) crea- Memory Thief. When you successfully read the mind of a
tures that are one size larger than you. creature you have engulfed, you can steal one of its mem-
Grab and Swallow. When you hit a creature with a pseu- ories and leave creature’s memories drained for one hour.
dopod attack, you can use a bonus action to attempt to grap- The memory must be some specific piece of information,
ple the same creature until the end of your turn. like a name or a location. When the creature attempts to
remember the stolen memory, it must succeed a Wisdom
Mimic Kin saving throw (DC is 8 + your Constitution modifier + your
proficiency bonus) or fails to do so and must wait 10 min-
General Feat (Prerequisite: Eldritch Slime Folk, Level 4+)
utes before it can attempt to remember it again.
You gain the following benefits:
Ability Score Increase. Increase your Constitution or Ooze Potion
Charisma score by 1, to a maximum of 20.
General Feat (Prerequisite: Alchemical Slime Folk, Level 4+)
Assume Form. You can use an action to change your shape
You gain the following benefits:
and appearance, to decide what you look like, including your
height, weight, facial features, sound of your voice, hair Ability Score Increase. Increase your Constitution or In-
length, coloration, and other characteristics. You can ap- telligence score by 1, to a maximum of 20.
pear as a member of another race, appear as a beast or plant, Alchemical Body. Your own body becomes a usable set of
or as an object, though none of your statistics change. You alchemist’s supplies only you are proficient with.
must assume the appearance of a creature or object of your Ooze Potion. When you finish a Short or Long Rest, you
own Size. When you take damage, become incapacitated, or can spend one hit die to create a potion from your own
die, you return to your original form. You can use an action body. A creature can use an action or bonus action to drink
or bonus action to transform back into your orignal form. the potion to regain an amount of hit points equal to your
Once you use this feature, you must finish a Short or Long spent hit die plus your character level. This potion lasts for
Rest before you can use it again. 24 hours before losing its effect.
PATREON | DMTUZ
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