You Think, Therefore You Are (A 5E D&D Slime Quest)

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Blurp! Slop! Glop!

You slowly strip the remaining bits of organic material from your latest...
Mnemonic Juiblexian
Mnemonic Jubilexian

+2 Con, +1 Int

Size: Medium
Speed: 30 ft (Walking)

Amorphous Ooze:
- You can move through a space as small as 1 inch without squeezing.
- Advantage on Saves against being blinded, deafened, exhaustion, or knocked prone
- Immune to poison and poisoned condition.
- Do not need sleep, be put to sleep by magic, or suffer exhaustion due to lack of rest.

Blind Vision: Blindsight (60 ft). You are blind beyond this range.

Gelatinous Trance: 6 hr. Long Rest. Must be in an inert state. You see and hear as normal.

Language: Common, Abyssal, one language.

False Appearance: As an action, you can transform appearance. You decide what you look like, including height, weight, facial features, sound of voice, coloration, hair, sex, and other things. May look like other races, but your stats do not change. Must remain in your size category and basic shape. Clothing and equipment do not change with you.
Your ruse is usually indiscernible to even asture observers. If you arouse suspicion, or a creature suspects something, you have advantage on Charisma (Deception) checks.
You can also assume the appearance of any creature you have consumed through Mnemonic Echoes.
You can retain a number of appearances equal to your Intelligence Modifier + 3 (Note: Normally, it's only Int Modifier, minimum 1. I upgraded each subrace option for better quest experience. Praise Juiblex!)

Mnemonic Echoes. Gain one skill proficiency, one tool proficiency, and one language.
When a humanoid creature dies within five feet, you can spend reaction to consume the target. After your next long rest, you may change a proficiency or language to one that the victim had.
 
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Bard


Bard - College Unchosen

Edited By DM.

Hit Dice:
1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier
Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments (Novus Note: To prevent vote bloat, I'll choose one from what the bard had on him when you consumed him. The other two will be the first two other instruments you possess)
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment

Leather armor
Dagger
(Novus Note: The rest will be determined by your subclass choice.)
Spellcasting

Cantrips Known: 2
Spells Known: 6 (5 1st Level, 1 to be determined)
First Level Slots: 4
Second Level Slots: 2

Spell Slots Regained: Every Long Rest (6 Hours) (Novus Note: Remember, Juiblexians have shorter long rests.)
Spell Exchange: 1 Spell Upon Level Up, Must Be Same Level

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting: Yes
Spellcasting Focus: Musical Instrument
Abiliities:

Bardic Inspiration:

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades:

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
 
College of Glamour / Entertainer
College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a short or long rest


---

As a result of your choice, the Feywild exists in some form or fashion, regardless of the setting.

As a result of your choice to be a Bard, the following is unlocked to you via The Bard You Consumed. Anything that can be rolled will be

Entertainment Routines: 1, 2, 7

--


Skill Proficiencies

Acrobatics, Performance
Tool Proficiencies

Disguise kit, one type of musical instrument (Novus Note: The Bard You Consumed had the Hurdy Gurdy)
Languages

None
Equipment

A musical instrument (Hurdy Gurdy), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp
Feature: Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. (Novus Note: Already Rolled)
d10 Entertainer Routine
1 Actor
2 Dancer
3 Fire-eater
4 Jester
5 Juggler
6 Instrumentalist
7 Poet
8 Singer
9 Storyteller
10 Tumbler
Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
 
Current Winning Vote
Alright. I have dived deep into a whole mess of votes to try and figure this mess out. From now on, any vote on more then one thing will be a plan.

Skills
Deception - 15
Stealth - 13
Persuasion: 8
Animal Handling: 8

Tools:
Thieves Tool: 9

Language:
Undercommon - By a lot

Experience:
Preform: 11
Deception and Animal Handling - Tied at 8. Deception gets the nod, when the amounts of people voting for the skill is considered.

Stat Block

Tie at 8. PI's block is a more filled out version of Almost Nimble Bard, which has the same Dex and Cha.
(Str: 8 Dex: 14 Con: 11 + 2 Int: 13 + 1 Wis: 8 Cha: 15). I'll go with that to save myself the time.

Spell Block

Cantrip: Blade Ward, Vicious Mockery
1st Level Spells: Sleep, Thunderwave, Hideous Laughter, Disguise Self, Speak with Animals.
2nd Level Spell: Detect Thoughts.


--

If anyone wants to contest this, let me know. Otherwise, we go on to Settings.
 
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