D&D Race Guide: How to Play a Plasmoid
If you’re looking for a character who’s a little different, a little weird, and very able to do anything, take a trip to space for Plasmoids.
Spelljammer: Adventures in Space brought a more galactic approach back to Dungeons & Dragons, 5E. And with it came all sorts of new ways to play, ships, and of course, monsters and playable races. Among these are the Plamoids, a species of translucent amorphous beings. These are far from one of the most popular character picks for D&D, especially if your game has more of a world-bound fantasy genre as opposed to a ‘surprise! We’re in a sci-fi now!’ theme. But for those brave space explorers willing to become the blob, Plasmoids can be very fun characters to bring to the table.
Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.
Plasmoid Traits
Considering how recently Plasmoids have been added to the 5E family, it’s not surprising that their ability score increase style is the more recent you-pick style. Two points are given to any one ability score of your choice, with another single point to another score. Or, of course, you can add one point to three separate scores.
Plamsoid’s size is small or medium, while their creature type is simply, “ooze.” They have a very average walking speed of 30ft, but can change shape and squeeze through spaces as narrow as one inch when carrying nothing. This ability can also give them advantage to escape a grapple.
Sixty feet of darkvision and the ability to hold their breath for up to an hour will allow Plasmoids to survive and even take successful missions almost anywhere. Plus they have a natural resistance to acid and poison damage.
But most importantly, Shape Self allows them to reshape their body at will between humanoid-ish and limbless-blob.
Best Classes
I was very interested to see what other people had to say about a Plasmoid’s best class. And everyone has me convinced–there are almost no bad choices for a Plasmoid character. Their figurative and literal flexibility lets them do almost anything.
Barbarian or Monk could be a good choice as they won’t have to worry about any armor when sliding through those one-inch gaps. But weaponless spellcasters (Wizard, Sorcerer, etc.) would similarly not have to worry about traveling with their weapons.
Shapeshifting, existing as a puddle on the ground, and fitting through small gaps would also make the Plasmoid a great choice for a Rogue.
Tips & Tricks
If you’re creative and ready to have a lot of fun with it, picking to play a Plasmoid character will give you a ton of freedom to do almost anything. There isn’t a single way to go with this one, so instead just figure out what it is you want to do and jump in with both blob feet. But just like any time a player race has truly unique or wild abilities like this one, don’t forget to use them!
Have you ever played a Plasmoid character? Has one been in your adventuring party? Would Alex Mack–y’know, from the ’90’s Nickelodeon show–be a Plasmoid? Let us know in the comments!
Happy adventuring!