Artificer
Base Class: Artificer

A critical if off-putting element to ecology, slimes often play the important role of decomposers in the environments in which they can be found. Artificers that find fascination with such a creature might become an slime rancher, an ecologist that specializes in the realm of caustic jellies and slimes. These so-called ranchers learn to domesticate and bind such creatures, becoming their watchers and companions.

Scholar of Slimes

3rd-level Slime Rancher feature

You have advantage on checks related to the behavior, ecology, tracking, and handling of oozes.

Slime Companion

As an action, you can magically summon the slime that is bound to you. It appears in your space. The slime is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Slime Companion stat block, which uses your proficiency bonus (PB) in several places. In combat, the slime 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 slime can take any action of its choice, not just Dodge.

While the slime is within 5 feet of you, you can pull the slime magically into a normal flask. The slime cannot move or take any actions until the flask is broken, or until you release it into your space as an action. The slime remains until it is reduced to 0 hit points, until you use this feature to summon the slime again, or until you die. Anything the slime was wearing or carrying is left behind when the slime vanishes. Once you summon the slime, 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.

 

Slime companion

Armor Class 15 + PB(natural armor)

Hit Points 6 + six times your artificer level (the slime has a number of Hit Dice [d10s] equal to your artificer level)

Speed 20 ft., climb 20 ft.

STR
16 (+3)
DEX
(-2)
CON
16 (+3)
INT
1(−5)
WIS
6(-2)
CHA
(−5)

Saving Throws Str +3 plus PB, Con +3 plus PB

Damage Resistances acid, slashing

Condition Immunities blinded, charmed, deafened, exhaustionfrightenedprone

Senses blindsight 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d6 + PB bludgeoning damage.

Reaction

Acidic Backlash. When a creature hits the slime or another creature that the slime can see within 30 feet with a melee weapon attack, the slime can intervene and retaliate, causing the creature that hit with the attack to take 1d4 acid damage.

Slime Essence

3rd-level Slime Rancher feature

Starting at 3rd level whenever you summon your slime, you may choose an essence: pink, tabby, phosphor, honey, puddle, hunter, quantum, dervish, tangle, and saber. The chosen essence determines the slimes extra ability's. Such as new movement speeds, resistances or immunity's, and even new feature and ways to attack. You are immune to any harmful effects caused by the different essences. These different essences are listed below:

Essences

  • Pink:  A solid pink variant. When you cast a cantrip, your slime can deliver the spell as if it had cast the spell. Your slime must be within 100 feet of you, and it must use its reaction to deliver the cantrip when you cast it. If the cantrip requires an attack roll, you use your attack modifier for the roll.
  • Tabby:  A Grey variant with cat-like ears and tail. Your slimes long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. As a bonus action you may command your slime to pick up an object smaller or smaller that is no more than 20lbs and carry it around, while carrying an object in this way the slime is unable to attack.
  • Phosphor: A blue variant that glows with firefly-like wings and antenna. Your slime gains a 10ft. flying speed and emit dim light in a 20 ft. radius around it, however it have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever your slime is trying to perceive is in direct sunlight.
  • Honey:  A golden-brown variant with a honeycomb forming on its head. When your slime hits with its pseudopod, the target is coated in a honey like substance giving it disadvantage on dexterity saving throws and its movement speed is reduced by 10ft. until the end of its next turn.
  • Puddle: A light-blue transparent variant. Your slime gains a 10ft. swim speed and ignores difficult terrain caused by water, such as rapids or a fast moving stream. However if the slime stays outside of water for 1 minute or longer it dies. 
  • Cotton: A cream variant with rabbit-like ears and tail. Your slimes long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. When a hostile creature moves within 5 ft. of your slime, it can use its reaction to jump, this does not provoke attack of opportunity.
  • Flutter: A orange variant with butterfly wings and antenna. Your slime gains a 10ft. flying speed and emits a soothing aura around itself, any friendly creatures within 10 feet of your slime have advantage on saving throws against being frightened or charmed.
  • Batty: A purple variant with bat-like ears and wings. Your slime gains a 10ft. flying speed and darkvision out to 60ft., in addition it has advantage on perception (wisdom) checks to find hidden or invisible creatures.
  • Angler: A dark-blue transparent variant with fins and a glowing lure on its head.  Your slime gains a 10ft. swim speed and  its lure emits dim light out to 5ft. In addition it gains an addition action, each creature within 10ft of the slime and can see it must make a constitution saving throw or be blinded until the end of their next turn on a failure, on success the creature is not blinded.
  • Ringtail: A brown variant with raccoon-like ears and tail. Your slime gains advantage on sleight of hand (Dexterity) checks when attempting to pickpocket a creature, it uses your spellcasting modifier, however if exposed to sunlight the slime with become inflicted by petrified condition until it is no longer exposed to sunlight.
  • Hunter: A dark-brown with shaggy cat-like features. Your slime gains  advantage on stealth (Dexterity) checks and the ability to turn invisible as a reaction, in addition your slime gives you advantage on survival (Wisdom) made while hunting for food.
  • Quantum: A yellow variant with wavy body. When your slime moves on its turn it leaves behind a see-through image of itself in the space it started its turn in, this image lasts until the start of its next turn and  upon being targeted by another creature for an attack it can use its reaction to teleport back to its image.
  • Dervish: A light-purple with the lower half of a cyclone. Your slime ignores magical and non-magical difficult terrain and its walking speed becomes 40ft. When your slime moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 5-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
  • Tangle: A green with a blooming flower on its head. Your slime gains a 10ft. burrowing speed and when attacking with its pseudopod it can reach up 20ft instead of its regular range, in addition it may make a second attack with its pseudopod as part of the same attack action. 
  • Saber: A light-brown with large protruding fangs out of its mouth. As an action your slime bites down on a creature, Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 + PB piercing damage. In addition if the slime misses with its bite attack it may make another bite attack against the same target with disadvantage once per turn.

Starting at 5th level more essence's become available to you, you may now choose between these new essences: rock, rad, boom, crystal, fire and mosaic. These different essences are listed below:

  • Rock:  A blue variant with sharp rocks protruding from its body. When in physical contact with another creature, the slime can use its reaction to deal 2d6 piercing damage to the creature. In addition If the slime moves at least 10 feet in a straight line towards a creature and then use its action to shove that creature you deal 2d6 piercing damage to it regardless if the shove was successful.
  • Rad:  A bright green glowing variant. Any creature that ends its turn within 10 feet of the slime must make a Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one.
  • Boom: A red variant with pulsing yellow cracks within it. As an action the slime can explode, any creature with 10 feet must make a Dexterity saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. the slime is then stunned until the end of its next turn.
  • Crystal: A lavender variant with rainbow colored crystals protruding out of it. When in physical contact with another creature, the slime can use its reaction to deal 2d6 fire damage to the creature. In addition If the slime moves it leaves behind patches of ultra-hot crystals behind it until the start of its next turn, any creature that steps on these crystals take 2d6 fire damage.
  • Fire: A light-red transparent variant that is always on fire. Your slime gains immunity to fire, and when it lands an attack with its pseudopod it deals an extra 1d6 fire damage. It ignites flammable objects it comes into physical contact with that aren't being worn or carried. However if the slime stays outside of fire for 1 minute it dies.
  • Mosaic: A translucent glass-like variant. While exposed to direct sunlight the slime gleams beautifully, all hostile creatures that can see the slime must make a Wisdom saving throw. On failure the creature uses its movement to get as close as it can to the slime using the shortest and most direct way possible.

Starting at 9th level even more essence's become available to you, you may now choose between these new essences: quicksilver and glitch. These different essences are listed below:

  • Quicksilver: A sterling sliver variant. Your slime's walking speed becomes 60ft and gains immunity to lightning damage, when hit with lightning damage it becomes overcharged with electricity. When a creature lands a melee attack against the slime it deals 2d6 lightning damage back to them.
  • Glitch: A pink variant that seems to partially fade from reality. This slime will take the form of a random hostile creature with 60ft of it, however  its goofy slime face does not change. If the slime comes into physical with the creature it is mimicking the other creature will take 4d6 force damage.

 Starting at 15th level more essence's become available to you, you may now choose between these new essences: meteor and the tarr. These different essences are listed below:

  • Meteor:  A black variant with star like shimmers within. Your slime gains resistance to radiant and necrotic damage, in addition takes no damage involving falling. As an action the slime can jump 60ft into the air and land in a location on the ground within 60ft of it. Any creature within 10ft of the area the slime lands must make a Dexterity slaving throw. On failure the creature takes 4d6 thunder damage and half as much on success.
  • The Tarr: A pitch-black variant with an oil like texture. Your slime goes on a rampage becoming a huge creature and no longer listens to your commands, attacking all creatures in sight regardless if the are friend or foe. It is vulnerable to fire and cold damage, for every 5 feet the tarr moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Using its action it makes a pseudopod attack against every creature within 30ft oft it, any creature hit is grappled and pulled inside of the tarr. Creatures inside the tarr can't be seen from the outside, have total cover, are blinded, and are grappled (escape DC 15). A creature within 5 feet of the slime can take an action to pull a creature or object out of the slime. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) necrotic damage. A creature that starts its turn inside the slime takes 3d6 necrotic damage. The tarr dies after 1 minute after being summoned or reduced to 0 hit points.

Gelatinous Bond

5th-level Slime Rancher feature

The bond you share with your slime intensifies, allowing you to better influence one another. While your slime is summoned, you and the slime gain the following benefits:

Acidic Aptitude. The slime's Pseudopod attack deals an extra 1d6 acid damage.

Largo Mount. The slime grows to Medium size. Reflecting your special bond, you can use the slime as a mount if your size is Medium or smaller. While you are riding your slime, it can’t use its climbing speed or its Spider Climb ability.

Slimeblood

9th-level Slime Rancher feature

Your slime has grown fond of you, and your bond is strong enough that the slime can help mend your body. As an action, your slime can enter your body and reconstruct it, restoring any lost limbs except your head. The slime immediately dies, and you regain a number of hit points equal to the number of hit points the slime had before it died, up to your hit point maximum. In addition, your slime does not disappear when you die. If you are dead and have died in the last minute, this ability instead brings you back to life with hit points equal to 1d10 + your Constitution modifier (minimum 1). Once you have been healed in this way, you cannot be healed again until you finish a long rest.

Gelatinous Symbiosis

15th-level Slime Rancher feature

Your bond to your slime reaches the pinnacle of its power as you begin to fuse together and rely upon one another deeply. While your slime is summoned, you and the slime gain the following benefits:

Empowered Acid. The slime’s Pseudopod attack deals an extra 1d6 acid damage (for a total of 2d6 extra damage).

Gordo Sized. The slime grows to Large size. When you ride your slime, it is no longer prohibited from using its climbing speed or its Spider Climb ability.

Previous Versions

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