Wizard
Base Class: Wizard

Oozes are often dismissed as mindless creatures that merely consume whatever they encounter. But Oozemancers see that there is something more to them. To these wizards, the unique abilities of oozes lay the groundwork for a one-of-a-kind arcane practice. By painstakingly studying the behavior and composition of oozes, Oozemancers learn to reproduce their properties through their own magic.

Oozes are intrinsically tied to corrosive magic, and as such, the first step one must make as an Oozemancer is to master wielding such magic. As they do, they become increasingly attuned to their magic, allowing them to change their spells by imbuing them with corrosive essence. Using this newfound mastery, they learn to channel their magic into their very bodies. At first, it allows them to transform parts of their body into ooze, manifesting pseudopods they can control as naturally as their limbs. Eventually, they learn how to expand upon this transformation, allowing them to turn into living magical oozes using their magic as fuel. For some Oozemancers, this transformation is the ultimate expression of their studies, and it is their duty to master this incredible ability. However, others find that the more they embrace they use it, the harder it becomes to remember where the person ends, and where the ooze begins.

Level 3: Oozecraft

Your study of oozes has given you extensive knowledge about them and you have learned to emulate their corrosive nature through your magic. When you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, you can change the damage type of that spell to Acid. In addition, you have Advantage on Intelligence checks you make to recall information about oozes, acids, and other corrosive substances.

Level 3: Pseudopods

You have learned to channel your magic through your body to transform parts of it into ooze. As a Bonus Action, you manifest a pseudopod and choose one of the following options. The range of your pseudopod is 30 feet.

Attack. You lash your pseudopod out toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Acid damage. This damage increases by 1d6 when you reach Wizard levels 6 (2d6), 10 (3d6), and 14 (4d6).

Launch. You spend 15 feet of your movement to shoot out your pseudopod to a point you can see within range. The point must be a solid surface or a well-anchored object. You move in a straight line toward that point, ending on an unoccupied space of your choice along that line. This movement doesn't provoke Opportunity Attacks.

Manipulate. You extend your pseudopod out to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial within range. This option cannot activate magic items or carry more than 10 pounds.

Level 6: Ooze Form

You gain greater control over your magic, allowing you to transform yourself completely into a mass of living ooze. As an Action, you expend a spell slot to transform into your Ooze Form. This form can appear however you wish, as long as it is distinctly ooze-like. Any equipment you are wearing or carrying are harmlessly absorbed into your form and cannot be removed while you remain in this form. You can still use and benefit from the effects of the absorbed equipment. This transformation lasts for a number of minutes equal to the level of the spell slot you expended to transform. You can also leave the form early as a Bonus Action.

When you transform into your Ooze Form, you gain Temporary Hit Points equal to twice your Wizard level. While in your Ooze Form, you retain your personality, memories, ability to speak, and game statistics, unless specified by this feature. In addition, while in your Ooze Form, you gain the following benefits.

Ooze. Your creature type is Ooze.

Ooze Resilience. You have Resistance to Acid and Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Gelatinous Movement. You can move through the space of hostile creatures as if they were Difficult Terrain, regardless of their size. You also have Advantage on ability checks you make to escape a grapple.

Extended Pseudopods. The range of your Pseudopods feature increases to 60 feet.

Corrosive Splash. When you cast a spell that deals Acid damage and requires an attack roll, and it misses, the target of that spell still takes Acid damage equal to your Intelligence modifier. If you used your Oozecraft feature to change a spell's damage type to Acid, that spell also gains this benefit.

When this transformation ends, you return to your normal form, you lose any remaining Temporary Hit Points you gained when you transformed, and any equipment absorbed into your form reappear back on your person.

Level 10: Acidic Adept

Your mastery of corrosive magic has grown, allowing you to wield it with greater potency. Spells you cast that deal Acid damage ignores Resistance to Acid damage. In addition, when you roll damage for a spell that deals Acid damage, you can treat any 1 on a damage die as a 2. If you used your Oozecraft feature to change a spell's damage type to Acid, that spell also gains this benefit.

If you have the Elemental Adept feat and selected Acid as your Energy Mastery, you may replace that feat with another feat for which you qualify when you gain this feature.

Level 14: Greater Ooze Form

You have mastered your Ooze Form and the magic that fuels it. The amount of Temporary Hit Points granted to you by your Ooze Form is now equal to three times your Wizard level. Your Ooze Form transformation also now lasts for a number of minutes equal to five times the spell slot you expended to transform.

In addition, while you are in your Ooze Form, you gain the following additional benefits:

Greater Ooze. You have Immunity to Acid and Poison damage and are immune to the Poisoned condition. In addition, oozes don't regard you as hostile unless you attack them.

Truly Amorphous. You can move through a space as narrow as 1 inch wide without squeezing. In addition, you can end your turn in a space occupied by another creature, and you don't have the Prone condition for doing so.

Unstoppable Corrosion. Spells you cast that deal Acid damage treats Immunity to Acid damage as Resistance to Acid damage instead. Your Acidic Adept feature does not ignore this Resistance. If you used your Oozecraft feature to change a spell's damage type to Acid, that spell also gains this benefit.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2026 2:38:22 PM
15
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes