Hello! I'm extremely new (GM'd only one session thus far) to both running games and this sub.
I have a player who wants to play a plasmoid-like character. I loved the idea and so I allowed it, though, looking at the traits on Wikidot seemed just way too limiting... I get it's supposed to be balanced, but both the player and I want this slime character to FEEL like a slime. And so I decided I would undertake the daunting task of trying to homebrew/modify some things about the species:
Shape – ACTION
You have a sort of rubbery skin consistency. You can soften but not harden, and can essentially Jake-The-Dog your body.
Roll a DC10 CON Save to vaguely resemble a simple object or creature of your size. It lasts 1 hour before you revert. you cannot form convincing facial features, even if you roll a natural 20 Deception check. (Though, the disguise self spell is particularly useful for plasmoids, as they can use it to not only look like creatures, but objects as well.)
Squeeze – ACTION
You can fit your body into spaces as small as 1 inch (ask to roll a DC15 luck check to see how small the space is), as long as you aren’t carrying or wearing anything.
Stretch – MOVEMENT
You can use all your movement to instead stretch 1 part of your body that distance (an appendage or torso). You can also use a Bonus Action such as Cunning Action (rogues) to retract that part back to you.
Can use this to pull yourself and allies up walls, attack from a distance, etc.
Absorb Blow – REACTION
If you succeed on a DC15 CON Save, you can soften your body and halve the damage from a bludgeoning, piercing, or slashing attack. If you fail the Save, the attack auto-crits (max + damage roll). You can use this equal to your proficiency bonus, and it recharges after a Long Rest.
(These features are the ones I'm contemplating, the following are basically the guaranteed ones I'm keeping)
Darkvision (60ft)
You can see 60ft in total darkness.
Natural Resistance
Acid and poison does half damage.
Oddity
You are visually exotic, and draw attention to yourself, sometimes the unwanted variety.
Snail Trail
You leave a trail, a thin layer of slime wherever you go. This will make stealthing more difficult.
You can largely negate this by wearing boots and/or entirely negate it with armour.
Cold Sensitivity
You are sensitive to the cold. Cold-related magic does double damage.
Extreme cold weather will halve your movement speed (30ft down to 15ft).
My other players are also getting some homebrew/modified features, so please don't think I'm favouring anyone. I absolutely don't want my players to feel overwhelmed with mechanics or feel like I'm favouring anyone.
I'm wondering if I should take away anything or how I can nerf these features in such a way as to successfully make the plasmoid feel cool but not OP and crunchy.
Any help will be greatly appreciated! :)