Cleric
Base Class: Cleric

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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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Clerics of the Ooze Domain believe in a higher level of physical existence that is represented by oozes. They serve their formless god to learn to be free from physical bounds. They believe that in the end, all organic materials will be wholly absorbed by oozes and are ready to sacrifice even themselves towards the fulfillment of this eventuality. In Aglarion, clerics of the ooze domain usually serve the Blind God, a minor entity that has only a few fanatic believers.

Domain Spells

You gain domain spells based on your cleric levels in the Ooze Domain Spells table. See the Divine Domain class feature for how domain spells work.

Ooze Domain Spells

CLERIC LEVEL SPELLS
1st create or destroy water, false life
3rd acid arrow, blindness/deafness
5th meld into stone, protection from energy
7th black tentacles, freedom of movement
9th contagion, hold monster

Bonus Cantrip

When you choose this domain at 1st level, you gain the acid splash cantrip, which doesn’t count against the number of cleric cantrips you know.

Sense of the Ooze

Starting at 1st level, you can gain the senses of an ooze as a bonus action. You gain blindsight to 5 ft. for a number of rounds equal to your Wisdom modifier. The range of this blindsight increases by 5 feet at 5th, 9th, 13th and 17th level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with martial weapons. 

Channel Divinity: Charm Oozes

Starting at 2nd level, you can use your Channel Divinity to charm oozes. As an action, you present your holy symbol and invoke the name of your deity. Each ooze that can sense you must make a Wisdom saving throw. If the creature fails its saving throw it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Acid Resistance

Starting at 6th level, you gain resistance to acid damage.

Gelatinous Form

Starting at 8th level, you can become as transparent as a gelatinous cube. As an action, you can become transparent, even when you are in plain sight. Your gear also becomes transparent with you. It requires a DC 15 Wisdom (Perception) skill check to spot you if you have not moved nor attacked during your turn. A creature that tries to enter your space while unaware of you is surprised by you.

Ooze Form

Starting at 17th level, as an action you can assume the form of an ooze for 1 hour. You gain a speed of 20 ft. and climb 20 ft. You gain damage immunity to acid, cold, lightning and slashing damage. You become immune to the blinded, charmed, deafened, frightened and prone conditions as well as exhaustion. In addition, you gain blindsight 60 ft., but become blind beyond the range of your blindsight. You gain the following abilities:

• You can move through a space as narrow as 1 inch wide without squeezing.
• A creature that touches you or hits you with a melee attack while within 5 feet of you takes 13 (3d8) acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch thick, nonmagical wood or metal in 1 round.
• You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
• You can make a melee attack with a reach of 5 ft. that deals 1d6 + your Strength modifier bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Once you use this feature, you can’t use it again until you finish a long rest.

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