Invertebrate. Your soft, boneless body is able to absorb blows better than other bodies. You have advantage on saving throws against taking non-magical bludgeoning damage.
Slime Coated. Checks to grapple you roll with disadvantage . You cannot use this trait while using shell defense or when you have not fulfilled your daily water requirement.
Shell Defense. As an action or a reaction, you can withdraw into your shell. Until you emerge, you gain a +3 bonus to AC, and you have advantage on Strength and Constitution saving throws . While in your shell, you are prone , your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Monstrous Nature. You are a blobby snail that only vaguely has some limb arrangement. Your creature type is monstrosity instead of humanoid. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids.
Metal Corrosion. As a reaction, when a non-magical weapon made of metal hits you, you can attempt to corrode it. After dealing damage, the holder of the weapon must make a Dexterity saving throw (DC = 8 + your Constitution modifier + proficiency bonus . On a failed save, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition made of metal that hits you can be destroyed with this reaction after dealing damage. You can use this ability a number of times equal to your proficiency bonus , regaining all use after you finish
Vibrant Warning. Your vibrant skin serves to warn others of your toxic capabilities. You're proficient in the Intimidation skill.
Toxicity. Your skin is covered with a poisonous coating of slime. You are resistant to poison damage. Additionally, you can spend at least 1 hour to harvest one vial of poison from your own body. This poison is slimy, sticky, and discolored comparison to normal, refined poisons, making it pretty much unable to be sold in normal stores. This poison loses its potency at the end of your next long rest . Glueskin Gastrosapien Although quite rare, there are gastrosapiens who have developed the ability to produce copious amounts of their adhesive slime. This strange form of self-defense makes it difficult for
Adhesive Grip. Your slime coated skin makes it easier for you to take hold of your opponents and overpower them. You have advantage in Strength ( Athletics ) checks to grapple.
Slime Puddle. As an action, you can produce a mass of slime which fills the area surrounding you. Surfaces within 15 feet of you become coated in this slime and are considered difficult terrain. A creature that starts its turn standing on the slime or that walks onto it during its turn must make a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature is restrained by the sticky goo for up to one minute. A creature restrained by the slime can use its action to make a Strength check against the same DC on its turn. If it succeeds, it is no longer
Otherworldly Transparency. As an action, you can alter your slime's coloration to become transparent until you move, make an attack, fall prone, or cast a spell with a somatic component, either voluntarily or because of some external effect. While using this ability, you are considered invisible and can attempt to hide even when only lightly obscured or even in plain sight. While lightly or heavily obscured, Wisdom ( Perception ) checks made to see you have disadvantage . You can also use this ability as a bonus action while using your Shell Defense . You can use this ability once, regaining use after you finish a long
Silent. You have proficiency in Stealth . Nomadic Gastrosapien Perhaps the most recognizable of their kind, these gastrosapiens are travelers who will wander tirelessly across the land in search of the perfect place to make their home.
Well Traveled. You are proficient in the Nature or Survival skill and can hold your breath for up to 1 hour at a time. Gastrosapien Personality When creating a Gastrosapien character, you can use the following table of traits to help flesh out your character. Use this table in addition to or in place of your background's characteristics. d8 Personality Trait 1 You don't like to be in one place for too long, you always have to be on the move. 2 For some reason, you have an affinity for befriending creatures others would consider ugly. You just feel more comfortable around them than those who are considered "b