Sorcerer
Base Class: Sorcerer

Their genetics touched by the very goop that creates Gelatinous Cubes, these sorcerers are adept wielders of acid and regenerative jellies. More potent Children of the Ooze can shift parts of their bodies into a similar material, and can even conjure gelatinous constructs to use as cover or engulf their enemies, able to alter the composition of the material depending on the desired use.

NOTE: This class should also have access to Acid Arrow, Melf's Acid Arrow, Tasha's Caustic Brew, and Acid Rain but I am unable to integrate them as it would block upload to the community.

Pliable Body

Your body is more resilient and moldable than most due to the modification from your Gelatinous genetics. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. When squeezing (PHB, page 192) you suffer none of the disadvantages.

 

Enter the Cube

Starting at 6th level, you are able to create clear cubes of gelatinous material similar to the ones commonly found in dungeons. As a bonus action OR an action, you can spend 3 sorcery points to create a Medium gelatinous cube at a point of origin within 60 feet of you. To create a larger cube you can expend 3 more sorcery points to increase it's size by a category. If you are out of sorcery points you can also chose to instead consume an appendage of your own to provide the material to be created. You can do this up to four times, once for each arm and leg. You suffer the consequences of not having that appendage, but otherwise suffer no harm. If within 5 feet of an intact cube you can use an action to consume it to reconstruct any limbs that were used to create it. If you are missing limbs due to this feature and have no intact cubes to restore them, you can regenerate one missing limb as part of a long rest, but must consume double the normal amount of food it takes to sustain a creature of your size for a day. It appears with a number of temporary hit points equal to four times your sorcerer level and has an AC of 6, and is immune to all statuses. If reduced to 0 hit points, or after one minute, it dissolves into harmless liquid. If it is conjured sharing a space with another creature or moving into an occupied space it will attempt to Engulf it. You can use a bonus action to move a cube up to 20 feet.

Engulf. The cube can enter Medium or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw against your Sorcerer spell save DC. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes is engulfed. Creatures inside the cube can be seen but have total cover. When the cube moves, the engulfed creature moves with it. A Medium size cube can contain 2 Medium or smaller creatures, a Large cube can contain 1 Large creature or 4 Medium or smaller creatures. A Huge cube can contain 1 Huge creature, 2 Large creatures, or 8 Medium or smaller creatures. A Gargantuan cube can contain 1 Gargantuan creature, 2 Huge creatures, 4 Large creatures, or 16 Medium creatures.

The effects of Engulf change depending on the composition you create it with. When creating a cube, choose one of the following:

Acidic Jelly. Creatures engulfed by this corrosive cube take 1d6 + your sorcerer level acid damage. The engulfed creature can't breathe, is restrained, and takes the same acid damage at the start of it's turn. An engulfed creature can try to escape by taking an action to make a Strength check against your Sorcerer spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. 

Soothing Goop. Creatures engulfed by this restorative cube restore hit points equal to 1d4 + half your sorcerer level, rounded down. The engulfed creature can breathe, is restrained, and restores the same amount of hit points at the start of it's turn. An engulfed creature can exit the cube as an action, entering a space of its choice within 5 feet of the cube. 

More Potent Oozes

At 14th level gain the following benefits:
Concentrated Acid. When dealing acid damage, if a target has immunity to acid damage treat it instead as a resistance. If a target has a resistance to acid damage, ignore it.
Lingering Poultice. When using restoring your own or another target's hit points with a spell or subclass feature, restore an additional 2 hit points at the start of each of it's turn to that creature for the next 3 rounds.

Fully Gelatinous Body

Beginning at 18th level, your body becomes more gelatinous as you tap into more of your power. You gain resistance to acid damage, and can reattach severed limbs without the need of a healing spell. You also gain the ability to, as an action, completely covert your body to a gelatinous form for a single minute by consuming 5 sorcery points. You can extend this time by another minute by expending another 5 sorcery points as a bonus action. This effect ends if you are knocked unconscious. You gain the following benefits while this is in effect:

Gain resistance non-magical bludgeoning, piercing, and slashing damage.

Gain the effects of the Freedom of Movement spell for the duration.

Restore 5 hit points at the start of your turn when below half your hit point maximum. This is unaffected by More Potent Oozes.

Child Of The Ooze Image

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