Amniot

Arising from primordial ooze, the Amniot have come bearing the faces of those long thought dead. So many lost to war and the darkness of the Depths have been made anew by two amoebic collectives. In the Somberhome where pale cilia have cradled those lost to its power, and in the Ended Fields where waste and rot gives way to this new life.

Almost childlike in their enthusiasm for new things and ideas they can make their own, Amniot appear as an amalgam of that which entered to their collective. Still ooze-like to the touch, they constitute themselves in the guise of other races, though a distinct hollowness in the eyes, making them unmistakable.

Sympathetic Collectives

The places from whence the Amniot sprung are among the most dangerous in the world, but they share little with the other denizens of the darkness below the world. The Amniot had been hidden away within their amoebic collectives, but the power of the Sundering forced the collective to finally awaken to the cries of countless thousands as they felt the terror of the Scions descend on the world. The Amniot collective expressed from itself individuals that could now venture on to protect both it and others from this cataclysm.

Living Memories

Into the collective the Amniot had drawn countless creatures and objects, but it was the peoples of Kyme that changed the collectives. Over the ages the Amniot themselves gained sentience from constituting the memories of people that passed on near their collectives. The Amniot sought to preserve all the memories they could, and now as the Amniot go forth as extensions of the identities they hold within themselves.

Ooze Impersonators

Some believe the Amniot are blasphemous in taking on aspects of those that have died, while others believe them to be a living testament to those whose memories they carry on. The Amniot themselves seek only to preserve the memories as they are. When Amniot first came to interact with the rest of Kyme’s peoples, they faced severe persecution. Arkyme, though barely able to maintain the peace after the Sundering, fought to protect the emergent Amniot. The Amniot now wander far and wide to seek out connections to the memories they hold, or to come to understand their own identity.

Amniot Names

Amniot take on names of others that intrigue them, will often change them, or add it to a long list of names they will go by.

Amniot Traits

Ability Score Increase. Your Intelligence score increases by 2.

Age. The Amniot lead short lives relative to the existence of their collectives. Amniot can live up to a century.

Alignment. Amniot are creatures of curiosity and suspicion. They tend towards the chaotic due to a lack of normal humanoid aspects, but favor good alignments due to their desire to preserve what they can of those who are gone.

Death. The Amniot are beholden to no planar influence and many, even the Amniot themselves are uncertain of their souls whether they are their own or gained from others.

Size. Amniot are amorphous in mind and body. They can swell to appear larger in size, but are considered size Small.

Speed. Your base walking speed is 20 feet and you have a climb speed equal to your walking speed. You do not need to make an ability check to climb up difficult surfaces or ceilings.

Amorphability. Your body can move through or stay within a space as small as 1 foot without squeezing. Any equipment you are wielding or carrying are subject to their usual space requirements. You also cannot be knocked prone and have advantage on checks to escape being grappled or restrained.

Caustic Born. You are resistant to acid damage.

Deepvision. Risen from the darkness you have the ability to see up to 90 feet in dim light as if it were bright light, and in darkness as if it were dim light. You also have blindsight out to 30 feet.

Identity Osmosis. You can draw identities into your collective form. A humanoid that has been dead no longer than 10 days, you can, over a long rest, remain in contact with the corpse and assume its physical form and limited aspects of its personality. This does not disturb or desecrate the creature. You can have a number of identities up to half your proficiency bonus (rounded down), taking on the appearance, speech, and simple knowledge of the humanoid. Though your appearance has a hollowness to it that can be found out by a contested Intelligence (Investigation) or Wisdom (Insight) check. Also when you take on an identity you roll a d20 for the table below to determine a gained trait adjudicated by the DM, rerolling a result that yields no gain.

Osmosis Trait

1. Your appearance as the creature's identity is altered significantly.

2. You take on the appearance of another humanoid the creature knew, and gain only secondhand knowledge of the individual.

3. You gain a tool proficiency the creature had.

4. You understand one language the creature knew.

5. You gain a sense the creature possessed.

6. You gain significant knowledge of the creature.

7. You gain a weapon proficiency the creature had.

8. You gain an armor proficiency the creature had.

9. You gain proficiency in one skill the creature had.

10. You know a spell the creature knew and you are able to cast it as if it were a spell for your class.

11. You gain a fighting style the creature knew.

12. You gain a deep secret held by the person.

13. You gain the creature's walking movement speed.

14. At the end of a long rest, you gain temporary hit points equal to the creature's number of hit dice.

15. You gain the creature's Intelligence modifier as a bonus to any Intelligence check you make without proficiency.

16. You gain two skill proficiencies the creature had.

17. You gain one racial trait from the creature.

18. You gain a saving throw proficiency the creature had.

19. You gain 1 point in your lowest ability score.

20. You get to roll on the chart twice, gaining two traits, but no more than two.

You can only use this feature once every 30 days, as the strain of taking on an identity can cause a mental dissonance between various identities.

Languages. You can speak, read, and write Common and two other languages.

Subrace. There are two subraces for the Amniot. The Ende Amniot and the Sombre Amniot

Ende Amniot

The coloration of the Amniot born in the terrain of the Depths known as the Ended Fields are that of ochres, greens, and browns. Constituted of rot and decomposition of the Rotmire above. Tougher and more brash than their counterpart Amniot.

Ability Score Increase. Your Constitution score increases by 1.

Fester Formed. One pound of any organic material consumed once per day can serve to sustain you as if you had consumed one pound of food and one gallon of water.

Sombre Amniot

The coloration of the Amniot originating from the region of the Depths known as the Somberhome appear more translucent, monochromatic and gray. Constituted of salty foam from the Blight Sea and the cilia of the Somberhome, can appear as braided cilia. Melancholic and far more pensive than their southern kin.

Ability Score Increase. Your Wisdom score increases by 1.

Sedating Mind. Your mind is able to benefit all the more from rest. You only require 1 hour of sleep during a long rest.

Note on Amniot Identity Osmosis

The table below shows possible identities that an amniot character could gain from the collective. Roll first on the race table, and subrace if it applies, to determine which race your identity would be. Then roll on the NPC stat block table to determine what abilities your identity would have had. Then roll on the Amniot Identity Osmosis Trait table to determine your gained trait.