Rogue
Base Class: Rogue

Your slime biology is unique and offers you several abilities that you will gain through taking levels in this class

slime biology

3rd-level Slime feature

Your slime biology is unique and offers you several abilities. This abilities are represented by your slime biology dice which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various slime abilities you have, which are detailed below.

Some of your abilities expend the slime biology die they use, as specified in a abilities description, and you can’t use a ability if it requires you to use a die when your dice are all expended. You regain all your expended slime biology dice when you finish a long rest. In addition, as a bonus action, you can regain one expended slime biology die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your slime biology dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your slime biology dice.

Slime Knack. if you fail an ability check using a skill or tool with which you have proficiency, you can roll one slime biology die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Thick membrane . you can expend a use of a slime biology die to gain the effects of the mage armour spell

sticky slime. you can expend a use of a slime biology die to gain the effects of the spider climb spell

 

Acidic Blades

3rd-level Slime feature

Whenever you take the Attack action, you can manifest a acidic blade from your free hand and make the attack with that blade. This acidic blade is a simple melee weapon with the [wprop]finesse property on a hit it deals acidic damage equal to 1d6 plus the ability modifier you used for the attack roll.

After you attack with the blade, you can make weapon attack with a second acidic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Enhanced slime biology

9th-level Slime feature

Your slime biology now give you these powers that use your slime biology dice:

Homing Slime Strikes. If you make an attack roll with your Acidic Blades and miss the target, you can roll one slime biology die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the slime biology die.

Translucent. As a bonus action, you can expend one slime biology die to cast the invisibility spell.

Acidic Veil

13th-level Slime feature

you can use your reaction to deal a d6 acid damage to anything that hits you until the start of your next turn

Fluoroantimonic acid

17th-level Slime feature

When you use your acidic Blades to deal Sneak Attack damage to a creature, you can force that target to make a con saving throw. If the save fails, the target takes an additional d12 acid damage whenever it takes damage for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three slime biology dice to use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes