Base Class: Fighter
Whether you found it in a simple dark cave, in a shipment on an astral voyage or on the far reaches of the outer planes, the results of coming into contact with the device changed things. The mutated body of a Gelatinous Guardian looks unassuming, until you see them use their ooze like abilities in combat. These insurmountable warriors strike from a distance, coat their foes in ooze or acid and drag them to an untimely demise. In Andreya, they are steadfast guardians that protect the underdark. In Caelyn, these warriors make fine bounty hunters throughout Sigil. In Daymoore, these outcasts are adept at surving the harsh wastes, hunting down celestials for their meat.
Pandiculating Strikes
3ed-level Gelatinous Guardian feature
Your limbs are now able to stretch to abnormal lengths, granting you a better martial attack range. Your melee range increases to 15ft, with both reach and other melee weapons. Further, in an attempt to better understand your condition, the knowledge seems to come freely. You gain advantage on intelligence checks relating to oozes.
Oozing Potential
7th-level Gelatinous Guardian feature
When taking the attack action you may replace one of your attacks with the following options. You may only use one per turn, and each option has a range of 15ft. The Difficulty Check required for these abilities is based on 8 + proficiency bonus + intelligence.
Corrosive Splash. The target must make a Dexterity Saving Throw. On a failed save, the target suffers 5d4 Acid damage and suffer the same damage at the start of every turn for the next minute unless they use an action, or douse themselves in a liquid to remove the acid. On a successful save, the target only suffers the initial 5d4 Acid damage.
Restraining Ooze. The target must make a Dexterity Saving Throw. On a failed save the target is restrained for the next minute. The target can remake the saving throw at the end of successive turns.
Drawing Lash. The target must make a Strength Saving Throw. On a failed save the target suffers your regular attack damage and are dragged 10ft towards you. On a successful save the target only suffers the damage.
You can use these options a number of times equal to your Intelligence modifier per short rest.
Lil Guy
7th-level Gelatinous Guardian feature
As a bonus action, you can shrink yourself to size tiny and navigate through tight spaces. It is a bonus action to revert to your normal size. In addition, you gain advantage on rolls to escape grapples and ending the restrained condition.
Acidic Burst
10th-level Gelatinous Guardian feature
As a bonus action you can make your blood acidic for 1 minute. When attacked within 10ft with a piercing or slashing weapon the assailant suffers 2d8 acid damage per strike. You can use this feature once per short or long rest.
In addition, you deal an additional 1d8 acid damage to each of your melee attacks and you ignore resistance to Acid damage.
Dancing Slime
15th-level Gelatinous Guardian feature
Your Oozing Potential now strikes two targets at once. The second target does not require an additional use of that feature.
Corrosive Wave
18th-level Gelatinous Guardian feature
Your ability to lock down foes is unparalleled by martial warriors. Once per short or long rest you may replace one of your attacks with a corrosive wave, emitting a 30ft sphere of ooze with yourself at its centre. All creatures chosen by you must make a Strength Saving Throw or become restrained for one minute. Those restrained may repeat the saving throw at the end of each of their turns. The area covered is considered difficult terrain for the duration.
In addition, your acid damage on melee attacks increases to 2d8.
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