Plasmoids and Thri-kreen all have a unique feature, their additional object manipulation features does not state they cannot be used to cast spells. This means Plasmoids and Thri-kreen can cast spells with their pseudopods and extra arms while still holding a weapon and a shield. They lack the "Your XXX can’t wield XXX or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell." rider found on the Loxodon's trunk. Plasmoids can use the their pseudopod to extend their Touch range spells to 10 feet, and they can keep multiple pseudopods active at a time, there is no limit. So they can have two for spellcasting, and one for touch based spells or object interaction.
I'm eager to play a Plasmoid Way of Mercy monk as though they could both synthesize healing salves and corrupting agents through their body. Also, you can't leave your stuff behind if you don't need stuff, got all the armor and weapons they need on their body, and it's not like gold coins are going to be wider than one inch :P
Plasmoid Pseudopod could be used for healing spells with a 10 foot reach. Also you can't use it to attack but perhaps you could use it to hold a Shield or use it for Somatic components!
considering it can't activate magic items, I'd probably lean towards the Pseudopod itself being able to do Somatic Components, but it could hold your spellcasting focus to allow your hands to do so. Not sure on the shield, since it doesn't specifically state it like say Loxiodon and their trunk. Probably something that'll be left to the DM, though considering it can't lift more then a Mage Hand, I'd probably lean towards doubtful.
Astral elf can chose to have proficiency in Initiative, because it‘s a dexterity skill check it counts as a skill. This can be use full to pretty much all classes. Also the pseudopod from plasmoid can be usefull for casters, that extra 10 feet range on a burning hands, for example, can be very usefull for lining up, or to be used from a longer range.
@@Gravira_ I was thinking about it, and I decided I would wait to see what feels best when I get there. We’re gonna be starting D&D Beyond’s Spelljammer Academy at Level 1, and that’s supposed to ease us into the Spelljammer campaign at level 5. I’ll choose stuff that’ll work for either subclass, and then choose what feels right from either version at third level.
I love how he starts to use the Air Bud clause "There's nothing in the rulebook that says a Druid can't shoot a dragon" Also, I can finally play a wizard, but with a gun. I love the Giff.
Assuming your DM lets you bunnyhop as a Hadozee (jump 1ft up to move horizontally 5ft), here’s a wacky build: Fastest Monkey Alive Hadozee - 15lvs in monk for +25ft and BA dash - 5lvs in totem (elk) barbarian for +25ft - longstrider, ashardalon and mobile for +40ft - potion of swiftness for +10 - boots of speed for 2x movement - haste for 2x movement and a free dash This gives us 30+50+50, or 130 base movement. Haste and boots brings that up to 520ft, so triple dashing gives us 2080ft of standard movement. However, hadozee’s can glide 5ft horizontally for every 1ft of descend, so we can spend that 2080ft in 2080 individual 1ft upward jumps, giving us a total 10400ft per turn, or 1734ft per second, aka 600ft faster than the speed of sound.
@Tuerpin No no the explode would be from smacking into a wall.... Either that or the DM decides to make the Speedforce a thing in his setting so you can become one with the Speedforce....
I think the "descent" also costs movement, this is the only sane way to avoid 2500 foot movements when falling from a great height - and check the wording change between UA and print, they specifically removed the "when you fall" part of the ability - which I think is intended to indicated that "descent" is movement not falling, and you therefore need to pay the movement cost for it. However, the rest of this I think works RAW, you just need to cut it in half since half the movement is jumping up, and half needs to be used to "descend."
@@Lord_zeel As a DM I'd require you to descend at least a distance equal to your character's height in order to glide. Jumping up 1 ft simply does not provide enough time to open up 5ft wide gliding wings.
@@bleddynwolf8463 This is simply not clear from the wording. But a reasonable interpretation is that it doesn't mean "you can glide 2500ft horizontally due to falling 500ft vertically - considering that the wording isn't crystal clear, but that the alternative interpretation is absurd, it's safe to interpret the final clause of the ability to only be referring to the horizontal component of the movement, and not to the vertical component.
I’m creating ooze specific gear in my home brew to allow my players to have there ameba fantasy come true. For instance there’s a cellular scale mail armor that can switch between a hardened or fluidic state. A plasma based bag of holding, and a mitochondrial crossbow capable of being absorbed or excreted with a bonus action.
As long time Star Frontiers fan, I think they are all welcome additions, as it seems we are getting a kind of evolution of the Vrusk (humanoid insects), Yazirian (monkey-flying squirrels), and Dralasite (amoeboid humanoids) to 5e. Definitely, Hadozee, and Plasmoids, and Autognomes are the better designs. Astral Elves are going to need some special lore to make them interesting. The Giff are generally interesting and I think will fill a double role in a high gravity/space miner and an aquatic race on a water world. But I also think the Giff and Astral Elves are the "space fantasy" trope done in an original D&D way without copying the fantasy tropes that Warhammer 40k memes to death with space Dwarves, space Elves, space Demons, etc.... Yet definitely Astral Elves need some work as they seem an example of low watt copying that elves always get (e.g. wild, high, low, dark, sea, now astral). And Giff are a tad off putting in seeming like a fantasy Dwarf with a technopunk gun, but have a lot of setting potential.
I think the Hadozee glide ability, while poorly worded, has a solid interpretation. In the UA, it said "when you fall" for this ability, which opened it up for some wild things. But in the printed ability, it says "You can move up to 5 feet horizontally for every 1 foot you descend in the air." I think the key here is that "descend" and "fall" are not the same thing. Descent is intentional movement in a downward direction, falling is forced movement. Descent costs movement speed, falling doesn't. You can therefore descend 30ft and consume all 30 feet of movement you have, and you get to move 150ft horizontally "at no movement cost to you" when you do this. This is still really string, but not totally broken as it is in the UA version. Especially given this specific change to the wording, I believe that this was the intended function. You have to spend movement to "descend" but the horizontal movement is free. You do not get to "fall" and move horizontally for free, and the "no movement cost" only applies to the horizontal movement, not to the descending movement. This also means that at the end of that movement, you do not take 3d6 fall damage, as you were not falling IMO.
So ideas for the BA manipulate an object: Triggering traps! Knocking over furniture to create cover Tieing up / manacleing someone. Extinguishing torches to create darkness Using a torch to set something on fire. Dropping a bag of ball bearings
I'm playing a Giff barbarian fighter and when I get to third level fighter I'm going to take rune knight. There's just something absurd about a giant maul wielding hippo man who comes from an aristocratic family but is a spoiled brat with anger issues. I'm really enjoying this guy. His name is Bartholomew Quincy Kingston III but he goes by Mew.
The plasmoid pseudopod can be used to increase the range of your touch, no? Like in the example of a plasmoid paladin, they could use Lay on Hand from 10ft away
Simply put, Plasmoids look like a character that you can specialize in touch spells that you can deliver with reach? Also use it for flavor as a grappler specialist?
It hit me today that the pseudopod is useful alongside the ability to squeeze through small gaps. You could drop small equipment, like a spell focus, squeeze through the gap and then use the pseudopod to retrieve your items from the other side.
So when Plasmoid was UA; I wanted a cool character that could actually use the "squeezing in tight spaces" and I'm pretty sure it all works RAW; Assassination Rogue/Hexblade warlock. Take Pacts of blades for weapon summoning; we no longer need to "carry" our weapons. Take "Armor of Shadows" as an invocation, so we can now drop all our armour and Summon a new set of mage armour. Dagger as my weapon, so I can sneak attack with it; this combos with the Hexblade's curse for assassination attempts, as your victim isn't aware they're cursed and it requires no verbal component to apply it. Pumped CHA and DEX and proficient in usual Rogue stuff, you're very much pulling your weight as a Sneaky guy and can double as a face if you want to since you're using CHA as your attack/spell mod. Dex also funnels into our mage armour to actually give us a fairly solid mod on that. I assume you'd just go all the way Rogue after the 3 point Warlock dip... maybe get sorc for silent casting, if you really wanna min-max, but I couldn't flavour it for myself so I avoided it. He was basically your classic Wise-cracking, trickster at first glance. I'd like to play him again when I get a chance and develop his character more, since he was only made for a one-shot.
I've found you can at least use the Plasmoid 1 inch squeeze thing RAW with a moon druid with no issues. Otherwise you'll need to talk to your DM to change it to be more balanced. Personally I ask my DMs to change it to this, and I haven't had one argue yet. "You can squeeze through a space as small as 1 inch provided mundane items your wearing or carrying can fit through that space. Items that can't fit are left behind."
Cool races, funny it only occurred to me while watching this that the Upani and Tsrang from Wizardry 7&8 are based on the Giff and Thri-Kreen, really makes me want to play a Giff
The way that I imagine the pseudopod will get used is if you play a plasmoid who carries one sword and you have to squeeze through an area you're going to be leaving your sword behind. Assuming it can fit in that area as well you can now use your pseudopod as a bonus action to grab your sword and drag it through the tiny hole.
Although it's in a gestalt campaign, the theory could still be useful for a multiclass-enabled regluar campagin. In my ToA campaign, I'm playing a plasmoid right now! The flavor for him is that he's the slime/mucus off of an aboleth given sentience. He's an aberrant mind fathomless warlock bladepact with a staff (casting focus magic weapon version made into the pact weapon) as his focus. So if need be, he can go amorphous mode and (effectively) not be disarmed of my spell focus when he gets to the other side. :3 Also the 'mcguffin' homebrew items that we're collecting he allowed them to go with my character yeah. At least one of them anyways (set of 3), probably because it was a quite small item, and could be justifiably so moved through such a space. or something like that. I do like the idea of some magic items being able to move with the plasmoid in amorphous form.
I think the Giff are interesting. I mean, who hasn't wanted to build a version of Peter Potamus in D&D, flying a ship he powers by blowing wind into it... and occasionally saying "You got that thing I sent you?"
A plasmoid druid could absorb their armor when wild shaping, and then squeeze through the small spaces as another size creature. Or a Rune Knight fighter (without armor) that's huge size could squeeze through the small space. Kind of cool, but case specific for sure.
I'm pretty sure it's been explained somewhere that certain feature types don't transfer with Wild Shape, like Darkvision and Powerful Build, and Amorphous seems like one of those, since you would physically be the animal and no longer an ooze. This would need to be clarified, otherwise I imagine it would be allowed only on a case-by-case basis depending on the DM.
I played a Giff in a jerry-rigged spelljammer using 5e. He was a gunslinger fighter - what was hilariuos was the fact that he was big. Like, you know, giff tend to be. ;) Way bigger than the others. Which was something I had a lot of fun with. He'd constantly hit his head on doorways, wreck furniture with his mass, kick halflings down the hallway by mistake, got used as an object to hide behind... one time someone asked him to get something for them off of a shelf. Some turbulence hit the ship so the item fell off, bounced off his nose, and landed in front of the guy who asked. oh and did I mention he was super posh and polite?
Looking forward to being able to play a plasmoid most of all and the others eventually. Cant wait to hear my DMs ruling on the plasmoids blob form and disguise self.
Your 10ft long pod should be able to to go through cracks, doors, vents, etc. and interact with objects so that you don’t have to change out of your human form
To be honest, I tend to get the books because they give me ideas for new characters to build. Likewise, some books provide the means to build video game, movie, book, and cartoon characters in a D&D setting. With Giff, I can build the full Cooper Gang, more or less, and with the Plasmoid, Team Monster from Monsters versus Aliens.
consider: plasmoid soulknife rogue with a 1 dip in fighter for the unarmed fighting style and a couple levels dip in monk for unarmoured defense, extra movement speed and dex based punches (if you make your soulknife your monk weapon even better). no need for armor, no need for weapons, only you, your knives and your punches
I'm not for or against these. A quick rundown: Hadozee had its Dexterous Feet changed because people realized you could use a magic item or drink a potion as a bonus action. That glide will absolutely get clarified. I don't understand why it needed to be buffed in the first place. The UA version was perfectly fine. There is no limit listed on the plasmoid, outside of its lore, on how many pseudopods it can create. It should say 5 like in the lore, but it doesn't. That could be an issue. Astral elves just feel boring to me. I get why it has the teleport, but it's not new. I don't feel like I need to play this version over the other versions. Shadar-kai is still one of the best elves to play. Thri-kreen can absolutely have a longsword, shortsword, free hand to cast/use a magic item/grapple, and a shield. That's a lot. And if you have Defensive Duelist, that's another +2 to +6 to your AC all the time without needing to dip and get the shield spell. I've seen some people complain that the autognome is too powerful and shouldn't allowed to heal, which I don't agree with. Yes, you're a construct, but you're a living construct. We had that back in 3.5 and it was fine. Back then you just healed half as much instead of full. Because 5e is more simplistic it's written that only certain spells work. That's seems perfectly fine.
How usefull isit to go trough a 1 inch wide space without bringing any gear: 1lvl in monk: unarmed defense and martial arts, you don't even need stuff. You could also go druid and wildshape into a frikkin' bear on the other side. Admitedly a druid could probably wildshape into a regualr spider and fit trough a 1 inch gap, but it saves on wildshapes.
Pseudopod ideas: It can't attack, but it doesn't say anything about not being able to wield a shield like with the Thri-kreen, so two handed weapon + shield combo. Shield =6lb btw. It doesn't have sensory organs, but you could use it to hold a tiny mirror to stealthily look around corners. Since it's 6 inch thick and 10ft long you can also use it to "intimidate" people. Wink wink nudge nudge.
I have the idea for a Giff body builder. He basically looks like the gigachad meme his chin is very pronounced and like half his bodyweight is pure muscle. He looks like Arnold Schwarzenegger in hos prime but with a hippo head. He loves flexing but his flaw is he will do anything to keep his physique. Even if it means not eating sometimes. This can give him a level of exhaustion sometimes.
Someone sent me a one piece 5e conversion and there is a fishman race with subrace variants. One of those variants is an octopus that has 2 legs and 6 arms. It says that you can't gain the benefit of multiple shields and it allows you to make an additional attack for a bonus action but none of your weapons can have the heavy property. My take on that would be to have a bludgeoning, piercing, slashing weapon, a shield for ac boost, a ranged weapon for distanced enemies, and a wand/staff magic casting item. The same could be applied to the thri-kreen but with 2 less arms. Basically a Swiss army knife of sorts to deal with any situation that may arise. That and I imagine it would be a decent intimidation factor. "Give us info or my bug friend over here gets to have fun" (thri-kreen pulls out several serrated knives.)
Out of all these auto gnome seems the most fun. As I've wanted to build a robot artificer and now I can ride my steel defender so this is just a straight win over warforged
I try to think of the Thrikreen language as something funny sounding to humans but sounds totally different to them. I could make a funny sound during a game and id actually be flipping someone off with my tiny claw hand XD
Plasmoid I'd probably want to play as a Monk of some kind or a Soulknife Rogue. Both don't have to worry about carrying a weapon. Monks also have unarmored defense so don't have to worry as much about armour.
so the plasmoid build im gonna go with is an open palm monk who believes that material attatchment detracts from the persut of enlightenment and so has no equipment. take a dip into fighter at 2nd lvl for the unarmed fighting style and im dealing d8s right off the bat. i feel like this is an interesting character idea and lets me play into that amorphous ability.
Plasmoid would make an interesting spell caster. Consider Sword Burst and Spirit Guardians: their ranges are 5 and 15 feet from self, respectively. You could extend the pseudopod out 10 feet and cast Sword Burst. Now your spell hits 12 squares instead of 8. This is similar to the hijinks that Druid/Clerics get into with their Spirit Guardians+ Wild Shape.
Giff Gunkata monk called Reanu Keeves. Plasmoid Barb/Fighter that just wants hugs (grapple spec) named Bob the Blob. I love spelljammer. Sure, it's light on mechanics but it's not too time-consuming to clean it up. I'm content with the content. I'm a Forever DM, btw.
Well Plasmoids seem like they would make for a decent Barbarian or Monk.... Or maybe a sorcerer..... Or a Rogue.... (I squeeze through the floorboards to break line of sight.... ) I could see a Rogue throwing a bunch of daggers all over the floor so he can ooze under the floor ooz back up through the floor, pick up a dagger and stab for a sneak attack before oozing through the floor again to once again break line of sight....
Well now that it's official, I wanna play a Path of the Beast Barbarian Plasmoid. No need for equipment, just a blob that can shape parts of itself and harden them into weapons.
Astral Elf is now one of my top contenders for a skill build soulknife, tied with Half Elf. One floating skill and one bonus skill is superior for that to 2 flat skills, though half elf +2/+1/+1 is still good. Astral elves may have become one of my favorite races, and my default elf concept over shadar-kai (though shadar kai mercy monk is still one of my fav concepts). Other than that I'm really excited about plasmoid, my wife's plasmoid armorer artificer has been a delight, and giving one a portable hole kind of solves most of the problems I feel? Other than those, the only one I really like for me personally is the Hadozee, which is hilarious because I kind of don't care fo monkeys. I might reskin it as a flying squirrel type over monkey type personally.
I don't know; I like that it establishes this trend that all the extraplanar elves have a teleport. If we ever get an Ethereal Plane elf (3.5e ghost elf, anyone?), it will also have a teleport. To me, it's a fun way to tie all those subraces together.
@@spats3641 Oh, absolutely. I was super disappointed at first as well, but then I made this (admittedly tenuous) connection, and I've come to terms with it. I honestly wish their teleport did something extra like the other ones do, especially with a name like "Starlight Step". Even if it was just "you shed bright light for 10 feet until the end of your next turn," or something ribbony like that, I think it would help in my mind. To be honest, I've already brewed a 5e update for the ghost elves, and now I'm debating whether to rework them with this new design philosophy or leave them alone. I digress. Ultimately, I was not trying to undermine your opinion, just to present a different way of looking at it. Much love.
@@pibb2474 Funny enough, I've also brewed up a 5e update for the ghost elves. I've also done one for the insectare, which are the insectoid elves from Spelljammer that I was expecting to see when this setting came out. I don't know why that race isn't present. The scro I can understand because they're literally just orcs in space, so you can use the base version and be fine.
I would without hesitation tell the person that traveled at Mach 2+ towards the ground that their character permanently dies and that their remains are spread across a 30-40 feet area.
Yeah I played a Hexblade 3/Assassin 3 Plasmoid in a one-shot. Pact of blades, Armour of shadows, Sneak attack, Hexblade's curse (which is invisible/silent RAW). Makes for a pretty fun sneaking character, that can basically go anywhere and backstab guys very hard.
You mentioned the Hadozee could use their resilience feature to reduce falling damage but if I recall correctly they can use a reaction to reduce falling damage to 0
@@NerdImmersion It's fine, it's nice too because the Hadozee would never have to worry about wasting it's limited uses of 1d6+PB damage mitigation on Falling Damage when they can just reduce falling damage to 0 though both are reactions, so that's the determining factor there.
I had hoped they would have given the plasmoid natural armor so they could at least work with a hexblade or something and still move through the cracks. I would have given the plasmoid blindsight for 10 feet instead of dark vision, thematically just a little better. Mechanically I know blindsight would be to powerful.
The plasmoid does sound dope and endless possibilities for a 3rd appendage. I would go to town with that. But..... In our Spelljamer game coming up I'm not playing any of the new character races. I'm playing a githyanki because I've been excited about playing one since before the 5e Spelljamer. I have such an amazing backstory and personality worked out. I'm going to steal the show. LOL However if we do another space game the thri-kreen sounds amazing too. I am sure I can come up with a really cool story and personality to match. Who knows. I have to keep everyone guessing as to what I'll do next! Haha 😄 Now if only I can find a game and dm to allow me to play a tree-person that would be cool too. 😎
IMO plasmoids gotta be monks, beast barbarians, maybe some multiclass of fighter and monk, also, warlocks... anything you can make with no equipment (or bigger that an inch by one inch equipment) is good. Gotta be able to fight while in both forms imo.
I wanna know what you guys think about the Thri-kreen and the Dual wielder feat. It sais: "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand." so does that mean RAW they gotta wield 4 weapons?
I’d let a Thri-Kreen get the +1 if they’re wielding two weapons, until they try to gain some substantial benefit. A main hand shield and two extra arm lights wouldn’t cut it for me, if someone is trying to stack a shield with Dual Wielder. I wouldn’t begrudge a +1 AC to a character with two weapons in their regular hands, if they aren’t doing anything fancy with the extra arms. Basically, I think it’d be wrong to make those extra arms into a disadvantage. I’d let a T-K draw or stow four weapons with Dual Wielder, just to make life easier. That’s more of a functionalist than formalist argument, though. At some tables, it might be best to require each and every hand with a weapon, depending on how give-an-inch-take-a-mile the players are. I think It’d still be fair to let them draw a weapon with each hand at once, tho.
I noticed something odd about the Auto-gnome. They left out the feature the Warforged has that says they don't need to sleep. That's a weird omission considering that they decided to make them Constructs, and even gave the Thri-kreen that feature.
@@videogollumer I did. It's not the Sertry's Rest feature that is different, it's the Mechanical Nature feature. It leaves out the "You don't need to sleep, and magic can't put you to sleep" part from the Warforged's Constructed Resilience feature. The Waforged don't need to sleep, and the Thri-Kreen don't need to sleep or even go inert at all, but the Autognomes don't have that trait for some reason.
The Giff make excellent Rogues. Even with just a pistol, you get to sneak attack from 90 feet away with a 1d10 weapon. Plus extra damage based on your proficiency! Sneaky hippo for the win! Ironically I think Strength-based builds will be the least appealing to the Giff.
LoL I want to play a Giff Mandalorian... I don't think that Astra Spark work with Firearms as it is own proficiencie... can't wait for the inevitable question can Autognomes be Druids
Random question but don't Racial features carry across to your Wild Shapes? So couldn't you Wild Shape into a combat form (say a Brown Bear) and *then* squeeze through a gap? In theory that would take all your gear, possibly your party of you had a bag of holding, inside.
Only some where your anatomy allows for it I think? So sure an orc druid can shrug off a hit with relentless endurance, but if you're a plasmoid who has wildshaped into a bear you're no longer an ooze you're a beast, so you can't do ooze things
Plasmoids would have loved after you eat a creatures corpse you can cast disguise self at will to pose as this creature. You can store proficiency times different disguises.
Check out WayStar on Kickstarter! bit.ly/3Qxf5Y6
Thanks for the shout out, Ted!
Paddy Finn from PDG (the WayStar guys) :)
Astral Elf - 3:15
Autognome - 6:10
Giff - 10:12
Hadozee - 13:35
Plasmoid - 15:45
Thri-kreen - 18:16
Final Thoughts - 20:10
Plasmoids and Thri-kreen all have a unique feature, their additional object manipulation features does not state they cannot be used to cast spells. This means Plasmoids and Thri-kreen can cast spells with their pseudopods and extra arms while still holding a weapon and a shield. They lack the "Your XXX can’t wield XXX or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell." rider found on the Loxodon's trunk.
Plasmoids can use the their pseudopod to extend their Touch range spells to 10 feet, and they can keep multiple pseudopods active at a time, there is no limit. So they can have two for spellcasting, and one for touch based spells or object interaction.
I'm eager to play a Plasmoid Way of Mercy monk as though they could both synthesize healing salves and corrupting agents through their body. Also, you can't leave your stuff behind if you don't need stuff, got all the armor and weapons they need on their body, and it's not like gold coins are going to be wider than one inch :P
Plasmoid Pseudopod could be used for healing spells with a 10 foot reach. Also you can't use it to attack but perhaps you could use it to hold a Shield or use it for Somatic components!
Ooh nice catch.
considering it can't activate magic items, I'd probably lean towards the Pseudopod itself being able to do Somatic Components, but it could hold your spellcasting focus to allow your hands to do so. Not sure on the shield, since it doesn't specifically state it like say Loxiodon and their trunk. Probably something that'll be left to the DM, though considering it can't lift more then a Mage Hand, I'd probably lean towards doubtful.
@@demonzero677 A Shield is only 6 pounds!
Astral elf can chose to have proficiency in Initiative, because it‘s a dexterity skill check it counts as a skill. This can be use full to pretty much all classes.
Also the pseudopod from plasmoid can be usefull for casters, that extra 10 feet range on a burning hands, for example, can be very usefull for lining up, or to be used from a longer range.
I am excited to Thri-Kreen again. Back in my youth, I had a Dark Sun Thri-Kreen gladiator named Zorak. Time to remake him!
Nice reference.
I could see myself wanting to play all of these races.
I’m in the process of making a Giff Ranger- either Hunter or Gloom Stalker(I’m not sure which yet, both could fit)- named Basil Expedition.
Id say gloom stalker
The though of a massive hippo man emerging from the darkness is terrifying and amazing
@@Gravira_ I was thinking about it, and I decided I would wait to see what feels best when I get there. We’re gonna be starting D&D Beyond’s Spelljammer Academy at Level 1, and that’s supposed to ease us into the Spelljammer campaign at level 5. I’ll choose stuff that’ll work for either subclass, and then choose what feels right from either version at third level.
A plasmoid healer would be very interesting as he can extend the range of his spells with a tentacle reaching out ten feet extra.
I love how he starts to use the Air Bud clause "There's nothing in the rulebook that says a Druid can't shoot a dragon"
Also, I can finally play a wizard, but with a gun. I love the Giff.
Assuming your DM lets you bunnyhop as a Hadozee (jump 1ft up to move horizontally 5ft), here’s a wacky build:
Fastest Monkey Alive
Hadozee
- 15lvs in monk for +25ft and BA dash
- 5lvs in totem (elk) barbarian for +25ft
- longstrider, ashardalon and mobile for +40ft
- potion of swiftness for +10
- boots of speed for 2x movement
- haste for 2x movement and a free dash
This gives us 30+50+50, or 130 base movement. Haste and boots brings that up to 520ft, so triple dashing gives us 2080ft of standard movement.
However, hadozee’s can glide 5ft horizontally for every 1ft of descend, so we can spend that 2080ft in 2080 individual 1ft upward jumps, giving us a total 10400ft per turn, or 1734ft per second, aka 600ft faster than the speed of sound.
@Tuerpin No no the explode would be from smacking into a wall....
Either that or the DM decides to make the Speedforce a thing in his setting so you can become one with the Speedforce....
I think the "descent" also costs movement, this is the only sane way to avoid 2500 foot movements when falling from a great height - and check the wording change between UA and print, they specifically removed the "when you fall" part of the ability - which I think is intended to indicated that "descent" is movement not falling, and you therefore need to pay the movement cost for it. However, the rest of this I think works RAW, you just need to cut it in half since half the movement is jumping up, and half needs to be used to "descend."
@@Lord_zeel As a DM I'd require you to descend at least a distance equal to your character's height in order to glide. Jumping up 1 ft simply does not provide enough time to open up 5ft wide gliding wings.
@@Lord_zeel to quote "at no movement cost to you", this costs no movement AT ALL
@@bleddynwolf8463 This is simply not clear from the wording. But a reasonable interpretation is that it doesn't mean "you can glide 2500ft horizontally due to falling 500ft vertically - considering that the wording isn't crystal clear, but that the alternative interpretation is absurd, it's safe to interpret the final clause of the ability to only be referring to the horizontal component of the movement, and not to the vertical component.
I’m creating ooze specific gear in my home brew to allow my players to have there ameba fantasy come true. For instance there’s a cellular scale mail armor that can switch between a hardened or fluidic state. A plasma based bag of holding, and a mitochondrial crossbow capable of being absorbed or excreted with a bonus action.
As long time Star Frontiers fan, I think they are all welcome additions, as it seems we are getting a kind of evolution of the Vrusk (humanoid insects), Yazirian (monkey-flying squirrels), and Dralasite (amoeboid humanoids) to 5e. Definitely, Hadozee, and Plasmoids, and Autognomes are the better designs. Astral Elves are going to need some special lore to make them interesting. The Giff are generally interesting and I think will fill a double role in a high gravity/space miner and an aquatic race on a water world. But I also think the Giff and Astral Elves are the "space fantasy" trope done in an original D&D way without copying the fantasy tropes that Warhammer 40k memes to death with space Dwarves, space Elves, space Demons, etc.... Yet definitely Astral Elves need some work as they seem an example of low watt copying that elves always get (e.g. wild, high, low, dark, sea, now astral). And Giff are a tad off putting in seeming like a fantasy Dwarf with a technopunk gun, but have a lot of setting potential.
You know what I was thinking D&D needed? More animal hybrid races. That was we can play a zoo based game. Sweet.
The pseudopod is considered a limb so astral arms could come from it giving u a 15 range.
Been playing an autognome wizard and it's been a lot of fun. Great flavor and fun to have a higher AC vs standard wizards.
I think the Hadozee glide ability, while poorly worded, has a solid interpretation. In the UA, it said "when you fall" for this ability, which opened it up for some wild things. But in the printed ability, it says "You can move up to 5 feet horizontally for every 1 foot you descend in the air." I think the key here is that "descend" and "fall" are not the same thing. Descent is intentional movement in a downward direction, falling is forced movement. Descent costs movement speed, falling doesn't. You can therefore descend 30ft and consume all 30 feet of movement you have, and you get to move 150ft horizontally "at no movement cost to you" when you do this. This is still really string, but not totally broken as it is in the UA version. Especially given this specific change to the wording, I believe that this was the intended function. You have to spend movement to "descend" but the horizontal movement is free. You do not get to "fall" and move horizontally for free, and the "no movement cost" only applies to the horizontal movement, not to the descending movement. This also means that at the end of that movement, you do not take 3d6 fall damage, as you were not falling IMO.
exactly. they are GLIDING not FALLING.
So ideas for the BA manipulate an object:
Triggering traps!
Knocking over furniture to create cover
Tieing up / manacleing someone.
Extinguishing torches to create darkness
Using a torch to set something on fire.
Dropping a bag of ball bearings
I'm playing a Giff barbarian fighter and when I get to third level fighter I'm going to take rune knight. There's just something absurd about a giant maul wielding hippo man who comes from an aristocratic family but is a spoiled brat with anger issues. I'm really enjoying this guy. His name is Bartholomew Quincy Kingston III but he goes by Mew.
The plasmoid pseudopod can be used to increase the range of your touch, no?
Like in the example of a plasmoid paladin, they could use Lay on Hand from 10ft away
The Plasmoid amorphous ability is excellent for classes that don't rely on a lot of equipment, like wizards, Sorcerers, and Soulknife Rogues.
I want to play a giff hexblade with my magic gun called "Gun" and it's magic ability is that it kills people
Simply put, Plasmoids look like a character that you can specialize in touch spells that you can deliver with reach? Also use it for flavor as a grappler specialist?
It hit me today that the pseudopod is useful alongside the ability to squeeze through small gaps. You could drop small equipment, like a spell focus, squeeze through the gap and then use the pseudopod to retrieve your items from the other side.
So when Plasmoid was UA; I wanted a cool character that could actually use the "squeezing in tight spaces" and I'm pretty sure it all works RAW; Assassination Rogue/Hexblade warlock.
Take Pacts of blades for weapon summoning; we no longer need to "carry" our weapons. Take "Armor of Shadows" as an invocation, so we can now drop all our armour and Summon a new set of mage armour.
Dagger as my weapon, so I can sneak attack with it; this combos with the Hexblade's curse for assassination attempts, as your victim isn't aware they're cursed and it requires no verbal component to apply it.
Pumped CHA and DEX and proficient in usual Rogue stuff, you're very much pulling your weight as a Sneaky guy and can double as a face if you want to since you're using CHA as your attack/spell mod. Dex also funnels into our mage armour to actually give us a fairly solid mod on that.
I assume you'd just go all the way Rogue after the 3 point Warlock dip... maybe get sorc for silent casting, if you really wanna min-max, but I couldn't flavour it for myself so I avoided it.
He was basically your classic Wise-cracking, trickster at first glance. I'd like to play him again when I get a chance and develop his character more, since he was only made for a one-shot.
I've found you can at least use the Plasmoid 1 inch squeeze thing RAW with a moon druid with no issues. Otherwise you'll need to talk to your DM to change it to be more balanced.
Personally I ask my DMs to change it to this, and I haven't had one argue yet. "You can squeeze through a space as small as 1 inch provided mundane items your wearing or carrying can fit through that space. Items that can't fit are left behind."
Cool races, funny it only occurred to me while watching this that the Upani and Tsrang from Wizardry 7&8 are based on the Giff and Thri-Kreen, really makes me want to play a Giff
The way that I imagine the pseudopod will get used is if you play a plasmoid who carries one sword and you have to squeeze through an area you're going to be leaving your sword behind. Assuming it can fit in that area as well you can now use your pseudopod as a bonus action to grab your sword and drag it through the tiny hole.
Although it's in a gestalt campaign, the theory could still be useful for a multiclass-enabled regluar campagin.
In my ToA campaign, I'm playing a plasmoid right now!
The flavor for him is that he's the slime/mucus off of an aboleth given sentience. He's an aberrant mind fathomless warlock bladepact with a staff (casting focus magic weapon version made into the pact weapon) as his focus. So if need be, he can go amorphous mode and (effectively) not be disarmed of my spell focus when he gets to the other side. :3
Also the 'mcguffin' homebrew items that we're collecting he allowed them to go with my character yeah. At least one of them anyways (set of 3), probably because it was a quite small item, and could be justifiably so moved through such a space. or something like that. I do like the idea of some magic items being able to move with the plasmoid in amorphous form.
Natural armor no longer works when wearing armor that would give a lower AC, apparently.
I think the Giff are interesting. I mean, who hasn't wanted to build a version of Peter Potamus in D&D, flying a ship he powers by blowing wind into it... and occasionally saying "You got that thing I sent you?"
A plasmoid druid could absorb their armor when wild shaping, and then squeeze through the small spaces as another size creature.
Or a Rune Knight fighter (without armor) that's huge size could squeeze through the small space.
Kind of cool, but case specific for sure.
I'm pretty sure it's been explained somewhere that certain feature types don't transfer with Wild Shape, like Darkvision and Powerful Build, and Amorphous seems like one of those, since you would physically be the animal and no longer an ooze. This would need to be clarified, otherwise I imagine it would be allowed only on a case-by-case basis depending on the DM.
@@EitherProductions literal gummybear
New options are always a good thing!!! Always excited for more 😁
I played a Giff in a jerry-rigged spelljammer using 5e. He was a gunslinger fighter - what was hilariuos was the fact that he was big. Like, you know, giff tend to be. ;) Way bigger than the others.
Which was something I had a lot of fun with. He'd constantly hit his head on doorways, wreck furniture with his mass, kick halflings down the hallway by mistake, got used as an object to hide behind... one time someone asked him to get something for them off of a shelf. Some turbulence hit the ship so the item fell off, bounced off his nose, and landed in front of the guy who asked.
oh and did I mention he was super posh and polite?
Looking forward to being able to play a plasmoid most of all and the others eventually. Cant wait to hear my DMs ruling on the plasmoids blob form and disguise self.
thanks for covering this. I want to make a thri-kreen for sure. Also waystar looks cool
Your 10ft long pod should be able to to go through cracks, doors, vents, etc. and interact with objects so that you don’t have to change out of your human form
To be honest, I tend to get the books because they give me ideas for new characters to build. Likewise, some books provide the means to build video game, movie, book, and cartoon characters in a D&D setting.
With Giff, I can build the full Cooper Gang, more or less, and with the Plasmoid, Team Monster from Monsters versus Aliens.
A Thri-Kreen fighter could be fun. Big weapon and shield in your main hands and two light weapons in the secondary arms
consider:
plasmoid soulknife rogue with a 1 dip in fighter for the unarmed fighting style and a couple levels dip in monk for unarmoured defense, extra movement speed and dex based punches (if you make your soulknife your monk weapon even better). no need for armor, no need for weapons, only you, your knives and your punches
"theres no reason you couldn't be a Giff Wizard with a musket"
So an artificer?
I'm not for or against these. A quick rundown:
Hadozee had its Dexterous Feet changed because people realized you could use a magic item or drink a potion as a bonus action. That glide will absolutely get clarified. I don't understand why it needed to be buffed in the first place. The UA version was perfectly fine.
There is no limit listed on the plasmoid, outside of its lore, on how many pseudopods it can create. It should say 5 like in the lore, but it doesn't. That could be an issue.
Astral elves just feel boring to me. I get why it has the teleport, but it's not new. I don't feel like I need to play this version over the other versions. Shadar-kai is still one of the best elves to play.
Thri-kreen can absolutely have a longsword, shortsword, free hand to cast/use a magic item/grapple, and a shield. That's a lot. And if you have Defensive Duelist, that's another +2 to +6 to your AC all the time without needing to dip and get the shield spell.
I've seen some people complain that the autognome is too powerful and shouldn't allowed to heal, which I don't agree with. Yes, you're a construct, but you're a living construct. We had that back in 3.5 and it was fine. Back then you just healed half as much instead of full. Because 5e is more simplistic it's written that only certain spells work. That's seems perfectly fine.
It's worth noting that Defensive Duelist's AC bonus only applies to the attack that you use the reaction for, it doesn't behave like the Shield spell.
How usefull isit to go trough a 1 inch wide space without bringing any gear: 1lvl in monk: unarmed defense and martial arts, you don't even need stuff. You could also go druid and wildshape into a frikkin' bear on the other side. Admitedly a druid could probably wildshape into a regualr spider and fit trough a 1 inch gap, but it saves on wildshapes.
I really like this idea of a Plasmoid monk. Just embracing being totally itemless, never being held back.
@@Lord_zeel Empty your mind. Be formless, shapeless, like water. - Bruce Lee
Pseudopod ideas: It can't attack, but it doesn't say anything about not being able to wield a shield like with the Thri-kreen, so two handed weapon + shield combo. Shield =6lb btw.
It doesn't have sensory organs, but you could use it to hold a tiny mirror to stealthily look around corners.
Since it's 6 inch thick and 10ft long you can also use it to "intimidate" people. Wink wink nudge nudge.
the plasmoid made me excited to play some games again. its just so different. :)
So... best Plasmoid classes/subclasses - Beast Barbarian, Most Monks, Bladelocks with the Armor of Shadows invocation.
I played an Autognome in a UA game and it was really fun.
Also would love to play an Ooze
I have the idea for a Giff body builder. He basically looks like the gigachad meme his chin is very pronounced and like half his bodyweight is pure muscle. He looks like Arnold Schwarzenegger in hos prime but with a hippo head. He loves flexing but his flaw is he will do anything to keep his physique. Even if it means not eating sometimes. This can give him a level of exhaustion sometimes.
Someone sent me a one piece 5e conversion and there is a fishman race with subrace variants. One of those variants is an octopus that has 2 legs and 6 arms. It says that you can't gain the benefit of multiple shields and it allows you to make an additional attack for a bonus action but none of your weapons can have the heavy property. My take on that would be to have a bludgeoning, piercing, slashing weapon, a shield for ac boost, a ranged weapon for distanced enemies, and a wand/staff magic casting item. The same could be applied to the thri-kreen but with 2 less arms. Basically a Swiss army knife of sorts to deal with any situation that may arise. That and I imagine it would be a decent intimidation factor. "Give us info or my bug friend over here gets to have fun" (thri-kreen pulls out several serrated knives.)
Out of all these auto gnome seems the most fun. As I've wanted to build a robot artificer and now I can ride my steel defender so this is just a straight win over warforged
You can choose to be small as a warforged, it has the option
@@benjordan1971 no there size is Medium
I try to think of the Thrikreen language as something funny sounding to humans but sounds totally different to them. I could make a funny sound during a game and id actually be flipping someone off with my tiny claw hand XD
cool how ooze have advantage on abilty check for grapple and now they release an UA where ability check are gone for grapple XD
Plasmoid I'd probably want to play as a Monk of some kind or a Soulknife Rogue. Both don't have to worry about carrying a weapon. Monks also have unarmored defense so don't have to worry as much about armour.
I just want to play as Shlock from Shlock Mercenary.
so the plasmoid build im gonna go with is an open palm monk who believes that material attatchment detracts from the persut of enlightenment and so has no equipment. take a dip into fighter at 2nd lvl for the unarmed fighting style and im dealing d8s right off the bat. i feel like this is an interesting character idea and lets me play into that amorphous ability.
Plasmoid pseudopod uses:
Cheat at cards
pick pockets
retrieve snacks while using normal hands
ding-dong-ditch
Oh, and reach for Lay on Hands as a plasmoid paladin as you say!
A plasmoid monk would be fun since you don´t need armor or weapons most of the time
I hate how the Giff have normal hippo feet but wear human shaped boots 10:21
Plasmoid would make an interesting spell caster. Consider Sword Burst and Spirit Guardians: their ranges are 5 and 15 feet from self, respectively. You could extend the pseudopod out 10 feet and cast Sword Burst. Now your spell hits 12 squares instead of 8. This is similar to the hijinks that Druid/Clerics get into with their Spirit Guardians+ Wild Shape.
This is quite interesting
I was gonna argue this with you, but after reading the spell descirption; yeah this could work.
Seems it’s time to finally play a Thri Kreen named Beats, and be the ultimate drummer in the world and Tinkerer
I love all these weird new races.
Giff Gunkata monk called Reanu Keeves.
Plasmoid Barb/Fighter that just wants hugs (grapple spec) named Bob the Blob.
I love spelljammer. Sure, it's light on mechanics but it's not too time-consuming to clean it up. I'm content with the content.
I'm a Forever DM, btw.
Ascended dragon monk plasmoid so you deal acid damage and go full gelatinous cube.
Well Plasmoids seem like they would make for a decent Barbarian or Monk.... Or maybe a sorcerer..... Or a Rogue.... (I squeeze through the floorboards to break line of sight.... )
I could see a Rogue throwing a bunch of daggers all over the floor so he can ooze under the floor ooz back up through the floor, pick up a dagger and stab for a sneak attack before oozing through the floor again to once again break line of sight....
Well now that it's official, I wanna play a Path of the Beast Barbarian Plasmoid. No need for equipment, just a blob that can shape parts of itself and harden them into weapons.
moon druid plasmoid
If you want to see how broken the races are, check out this playlist of 2 designers reviewing them
ruclips.net/p/PLyCq1BS5-GnfMeRYRArWSFQ_OKvXKG_LT
Astral Elf is now one of my top contenders for a skill build soulknife, tied with Half Elf. One floating skill and one bonus skill is superior for that to 2 flat skills, though half elf +2/+1/+1 is still good. Astral elves may have become one of my favorite races, and my default elf concept over shadar-kai (though shadar kai mercy monk is still one of my fav concepts). Other than that I'm really excited about plasmoid, my wife's plasmoid armorer artificer has been a delight, and giving one a portable hole kind of solves most of the problems I feel?
Other than those, the only one I really like for me personally is the Hadozee, which is hilarious because I kind of don't care fo monkeys. I might reskin it as a flying squirrel type over monkey type personally.
Another Elf with another teleport. Groundbreaking stuff there.
Astral elves are just space eladrin, huh
I don't know; I like that it establishes this trend that all the extraplanar elves have a teleport. If we ever get an Ethereal Plane elf (3.5e ghost elf, anyone?), it will also have a teleport. To me, it's a fun way to tie all those subraces together.
@@pibb2474 that's a fine and valid interpretation of it, the design path just isn't my cup of tea. I like seeing more unique features, that's all.
@@spats3641 Oh, absolutely. I was super disappointed at first as well, but then I made this (admittedly tenuous) connection, and I've come to terms with it. I honestly wish their teleport did something extra like the other ones do, especially with a name like "Starlight Step". Even if it was just "you shed bright light for 10 feet until the end of your next turn," or something ribbony like that, I think it would help in my mind.
To be honest, I've already brewed a 5e update for the ghost elves, and now I'm debating whether to rework them with this new design philosophy or leave them alone.
I digress. Ultimately, I was not trying to undermine your opinion, just to present a different way of looking at it. Much love.
@@pibb2474 Funny enough, I've also brewed up a 5e update for the ghost elves. I've also done one for the insectare, which are the insectoid elves from Spelljammer that I was expecting to see when this setting came out. I don't know why that race isn't present. The scro I can understand because they're literally just orcs in space, so you can use the base version and be fine.
I would without hesitation tell the person that traveled at Mach 2+ towards the ground that their character permanently dies and that their remains are spread across a 30-40 feet area.
A soul knife ooze, an eldritch knight, or a hexblade would all do relatively well as the plasmoid
Yeah I played a Hexblade 3/Assassin 3 Plasmoid in a one-shot. Pact of blades, Armour of shadows, Sneak attack, Hexblade's curse (which is invisible/silent RAW).
Makes for a pretty fun sneaking character, that can basically go anywhere and backstab guys very hard.
I’m not sure I’d let a Druid use a fire arm . Maybe with a backstory. Can a plasmoid grapple someone from the inside?
You mentioned the Hadozee could use their resilience feature to reduce falling damage but if I recall correctly they can use a reaction to reduce falling damage to 0
Oh you're right, yeah so that was a little redundant
@@NerdImmersion It's fine, it's nice too because the Hadozee would never have to worry about wasting it's limited uses of 1d6+PB damage mitigation on Falling Damage when they can just reduce falling damage to 0 though both are reactions, so that's the determining factor there.
I had hoped they would have given the plasmoid natural armor so they could at least work with a hexblade or something and still move through the cracks. I would have given the plasmoid blindsight for 10 feet instead of dark vision, thematically just a little better. Mechanically I know blindsight would be to powerful.
Plasmoid. A sheild is less then 10lbs. So is a hand crossbow. So is a health potion
The plasmoid does sound dope and endless possibilities for a 3rd appendage. I would go to town with that. But.....
In our Spelljamer game coming up I'm not playing any of the new character races. I'm playing a githyanki because I've been excited about playing one since before the 5e Spelljamer. I have such an amazing backstory and personality worked out. I'm going to steal the show. LOL However if we do another space game the thri-kreen sounds amazing too. I am sure I can come up with a really cool story and personality to match. Who knows. I have to keep everyone guessing as to what I'll do next! Haha 😄
Now if only I can find a game and dm to allow me to play a tree-person that would be cool too. 😎
IMO plasmoids gotta be monks, beast barbarians, maybe some multiclass of fighter and monk, also, warlocks... anything you can make with no equipment (or bigger that an inch by one inch equipment) is good. Gotta be able to fight while in both forms imo.
I wanna know what you guys think about the Thri-kreen and the Dual wielder feat. It sais: "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand." so does that mean RAW they gotta wield 4 weapons?
I’d let a Thri-Kreen get the +1 if they’re wielding two weapons, until they try to gain some substantial benefit. A main hand shield and two extra arm lights wouldn’t cut it for me, if someone is trying to stack a shield with Dual Wielder. I wouldn’t begrudge a +1 AC to a character with two weapons in their regular hands, if they aren’t doing anything fancy with the extra arms. Basically, I think it’d be wrong to make those extra arms into a disadvantage. I’d let a T-K draw or stow four weapons with Dual Wielder, just to make life easier.
That’s more of a functionalist than formalist argument, though. At some tables, it might be best to require each and every hand with a weapon, depending on how give-an-inch-take-a-mile the players are. I think It’d still be fair to let them draw a weapon with each hand at once, tho.
I noticed something odd about the Auto-gnome. They left out the feature the Warforged has that says they don't need to sleep. That's a weird omission considering that they decided to make them Constructs, and even gave the Thri-kreen that feature.
No, they have sentry's rest, just like the Warforged; take another look.
@@videogollumer I did.
It's not the Sertry's Rest feature that is different, it's the Mechanical Nature feature. It leaves out the "You don't need to sleep, and magic can't put you to sleep" part from the Warforged's Constructed Resilience feature.
The Waforged don't need to sleep, and the Thri-Kreen don't need to sleep or even go inert at all, but the Autognomes don't have that trait for some reason.
@@brantheilman8178 If it has sentry's rest, then it doesn't need to sleep. Why would it, even? It's a Construct!
@@videogollumer You are correct, I missed that part of Sentry's Rest. Can't believe I didn't see that.
I want to play a plasmoid hexblade warlock that’s basically venom or carnage and my pact weapon is their arm transforming into a blade or claws.
giving the circle of dreams 10th level ability as a free race trait is harsh,
You could use the psuedopod to pickpocket an NPC while talking to them to distract them
The Giff make excellent Rogues. Even with just a pistol, you get to sneak attack from 90 feet away with a 1d10 weapon. Plus extra damage based on your proficiency! Sneaky hippo for the win! Ironically I think Strength-based builds will be the least appealing to the Giff.
I mean... Hippos are Hella stealthy in water
Well, the "typical" bard could make use of that pseudopod, but I'll just leave it at that. ;)
You missed a trick. Plasmoid Paladin would have a ten foot range for lay on hands....
LoL I want to play a Giff Mandalorian... I don't think that Astra Spark work with Firearms as it is own proficiencie... can't wait for the inevitable question can Autognomes be Druids
Random question but don't Racial features carry across to your Wild Shapes? So couldn't you Wild Shape into a combat form (say a Brown Bear) and *then* squeeze through a gap?
In theory that would take all your gear, possibly your party of you had a bag of holding, inside.
Only some where your anatomy allows for it I think? So sure an orc druid can shrug off a hit with relentless endurance, but if you're a plasmoid who has wildshaped into a bear you're no longer an ooze you're a beast, so you can't do ooze things
I see sage advice getting mad pummeled in the next couple of weeks for clarification on just about everything included in this set.
How does one gain a faster way to cast Mending??
Ooze stealth grappler!!!
You can be a plasmoid paladin just keep your oozy fingers off the autognome.
Autognome Monk/Barbarian multi class be like
Plasmoids would have loved after you eat a creatures corpse you can cast disguise self at will to pose as this creature. You can store proficiency times different disguises.
Don't understand the reason behind being immune to disease but not poison especially since you don't breathe! How does poison affect an automaton?
For the Plasmoid can they pick a lock with the pseudopod?
"to manipulate an object, open an unlocked door or container." I'd allow it.
Huh, all the revival spells don't seem to differentiate between creature types, all it cares about is that it's a dead creature, so it should work.
Could a plasmoid ooze into an enemies mouth or nose and suffocate them?
when Hadozee glide they still take fall damage right??? as they are still falling
they are not falling, they are gliding,
Personally, I'm most interested in Astral Elf and Thri-kreen. The Autognome sounds cool, not super fond of the Plasmoid tho
Surprised no one has thought to use the plasmid to enter the the mouth of people and burst them from inside.
Lol, sounds cool but I don't think it will work. You would be restrained, similar to what would happen if you used Polymorph to do the same thing.
So out of curiosity... can a plasmoid dive into the lungs of someone and suffocate them?
no, a trachea is less than an inch in diameter, so they wodn't even be able to get past the mouth.
Nice