Base Class: Ranger
Your connection to the astral sea takes the form of a plasmoid spirit, which can manifest in physical form as an ooze. As your powers grow, your ooze grows as well, blossoming from a small gelatinous companion to a majestic creature large and strong enough to carry you. Along the way, you gain an increasing share of the creative and quirky powers of plasmoids.
Consider the source of the plasmoid spirit you have bonded with.
Plasmodial Gift
3rd-Level Ooze Guardian Feature
The bond you share with your plasmoid creates a connection to ooze-kind, granting you understanding and empowering your presence. You gain the following benefits:
Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
Plasmodial Tongue. You learn to speak, read, and write two languages of your choice.
Ooze Companion
3rd-Level Ooze Guardian Feature
As an action, you can magically summon the ooze that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The ooze is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Ooze Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the ooze, choose a damage type listed in its Plasmodial Essence trait. You can determine the cosmetic characteristics of the ooze, such as its color, its texture, or any visible effect of its Plasmodial Essence; your choice has no effect on its game statistics.
In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ooze can take any action of its choice, not just Dodge.
The ooze remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the ooze was wearing or carrying is left behind when the ooze vanishes.
Once you summon the ooze, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Ooze Companion
Small Plasmoid
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level (the ooze has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities determined by the ooze's Plasmodial Essence trait
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge — Proficiency Bonus (PB) equals your bonus
Plasmodial Essence. When you summon the ooze, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the ooze’s damage immunity and the damage of its Infused Strikes trait.
Amorphous. Your ooze companion can squeeze through a space as narrow as 1 inch wide, provided the ooze is wearing and carrying nothing. The ooze also has advantage on ability checks you make to initiate or escape a grapple.
Shape Self. As a bonus action, the ooze can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into it's body. The ooze can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
Actions
Slap. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage.
Reactions
Infused Strikes. When another creature within 30 feet of the ooze that it can see hits a target with a weapon attack, the ooze infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Plasmodial Essence.
Bounce. The ooze imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Ooze Companion (Acid)
Your ooze's plasmodial essence is Acid.
Ooze Companion (Cold)
Your ooze's plasmodial essence is Cold.
Ooze Companion (Fire)
Your ooze's plasmodial essence is Fire.
Ooze Companion (Lightning)
Your ooze's plasmodial essence is Lightning.
Ooze Companion (Poison)
Your ooze's plasmodial essence is Poison.
Bond of Blob and Jelly
7th-Level Ooze Guardian Feature
The bond you share with your ooze intensifies, protecting you and stoking the ooze’s ire. When you summon your ooze, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your ooze is summoned, you and the ooze gain the following benefits:
Ooze Mount. The ooze grows to Medium size. Reflecting your special bond, the ooze can carry you if your size is Medium or smaller. While you are held by your ooze, it can’t use the flying speed of this feature.
Dazzling Wallop. The ooze’s Slap attack deals an extra 1d6 damage of the type chosen for the ooze’s Plasmodial Essence.
Resistance. You gain resistance to the damage type chosen for the ooze’s Plasmodial Essence.
Jelly Splash
11th-Level Ooze Guardian Feature
As an action, you can spew a 30-foot cone of damaging jelly or cause your ooze to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your ooze’s Plasmodial Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Perfected Bond
15th-Level Ooze Guardian Feature
Your bond to your ooze reaches the pinnacle of its power. While your ooze is summoned, you and the ooze gain the following benefits:
Giga Slam. The ooze’s Slap attack deals an extra 1d6 damage of the type chosen for its Plasmodial Essence (for a total of 2d6 extra damage).
Beeg Ooze. The ooze grows to Large size. When you're held by your ooze it is no longer prohibited from using the flying speed of Bond of Blob and Jelly.
Reflexive Resistance. When either you or the ooze takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the ooze resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Comments