>>/3347/
We have extensive knowledge about the monsters in DnD and other genres, and though we want to keep it simple, we are allowing variation such as this to make characters unique and customized.
Metal slimes:
Metal slimes have strengths and weaknesses, they're heavier, and can be as much as 12x heavier than normal slimes which have the approximate density of water, while metal slimes are typically 2-4x denser but can be as much as 12x (or even more) depending on the ore they were eating and when they evolved. The variety of metal slimes are as vast as the metals and other compounds they eat. In general if she took on the metal traits of a "metal type plasmoid" she would lose the resilience to acid and instead have weakness to acid. She would still have resilience to poison and gain partial resistance to fire but add additional weakness to ice and lightning. Depending on what we allow, a metal plasmoid may have resistances to physical damage and bonus to blunt damage (due to heft, like a hammer).
They're weak to dark magic, think alchemy, and may oxidize under certain conditions which may cause health loss.
Again, we would have to work with Alice to make it fair and balanced, or defacto they would dominate the races, and they don't.
For Alice, I suggest she has an additional trait that allows her to mimic human (child) form not only in looks but in feel, scent, and function as to be indistinguishable except for her weight. She would be smaller than an average humanoid, so similar to halfling or dwarf in height but slim and at least as heavy as a full grown adult human. She would also wear clothes/armor rather than mimic them but they would obviously not be necessary other than to boost AC for attacks she's weak to.
We can work with this.
>>/3348/
She would have some very useful traits presuming we don't have elves including darkvision, but not mentioned, she could have heightened olfactory senses but otherwise weaker vision in bright light, not less sharp, but like cats, less sensitive to discerning shapes that aren't moving and perhaps some form of colorblindness. These weaknesses would be used to offset strengths. I like it.
>>/3350/
I see there's a note to the DM about dreams. I don't think she needs to be trapped in absolute good/lawful terms especially since good is culturally subjective and laws are human utterances which don't necessarily follow the divine laws, even she's not a "conflicted soul". I am the DM, but I suggest SheShe is Yulya's "angelic guide", as I'm not angel type. I could provide information on SheShe and she would be the one giving any angelic assistance if necessary, and I may proxy her. You can choose the name and form of the angelic guide, she will accommodate, SheShe is a shapeshifter anyway. I will need to look more into this if we add this complexity otherwise we can skip it.
Again darkvision is a plus, Ashley will not have that and neither would Alice.
As per our modification of how spells are handled, traits such as healing hands would have unlimited casting up to the amount of your MP along with other cleric spells which would be cheaper at lower levels and more expensive at higher levels (of spell). Which would then replenish over time (long rest).
We're going to be firm on this change though it adds some complexity, it is far superior for immersion. I will keep track of the MP/HP remaining if you don't want to.
Actions such as mentally illformation to "necrotic shroud" or other non-spells would be unchanged if they don't use mana.
In the spirit of immersion, long rest can occur only once per day.
I think these are great choices of race. You are all free to complete your character sheets. Under features and traits, also list spells you know if you choose a class that has spells at level 1. We will start at 0 EXP