Base Class: Sorcerer
One day, though, you were injured and discovered that what lies beneath your false skin is not muscula- ture, bones, or blood, but living slime. You aren’t who you believed yourself to be; you’re an ooze simulacrum created by an oblex and imbued with the memories and personality of a creature the oblex drained, made for the purpose of hunting the memories of others for the oblex’s continued sustenance. After the discovery, you managed to break the tether attaching you to your creator without being destroyed yourself, and have begun exploring the properties of your new form. Your innate magic comes from being a memo- ry-eating ooze, and you may have begun adventuring to take vengeance on your creator or to discover what happened to your original self.
Oblex Spawn
Your encounter with an elder Oblex has altered your corporeal form and senses. Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can’t regain hit points until the end of your next turn.
Eat Memories
Also starting at 1st level, you can consume the memories of other creatures. As an action, you can attempt to consume the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a greater restoration or heal spell. While memory drained, the target must roll a memory drain die — which is a d4 — and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save. Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature’s languages even after the memory drain effect has ended for it.
Once you memory drain a creature, you can’t use this feature again until you finish a long rest, or until you expend a spell slot to use it again.
The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level.
Picky Eater
Starting at 6th level, when you memory drain a creature, you can spend 2 sorcery points to probe the creature’s mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:
-
You specify an event that you believe the creature experienced and that lasted no longer than 10 minutes. If the creature has a memory of the event, you gain the memory as though you lived through it
-
You gain proficiency in one skill or tool in which the creature is proficient until you use this feature to gain a new proficiency.
-
You learn one spell the creature knows that is of a level you can cast. As long as you know it, it counts as a sorcerer spell for you, and doesn’t count against the number of sorcerer spells you know. You lose the spell if you use this feature to learn a new spell.
Gelatinous
At 14th level, you gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.
Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage.
Elder Oblex
the memories you have cultivated are so deliciously duplicitous that they require more than one host to occupy. Starting at 18th level, you can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones.
Comments