Base Class: Druid
Druids of the Circle of Ooze are fascinated by corrosion, and see oozes as a primordial force of nature. They understand the circle of life, embracing the concept of recycling and working against the lasting effects of industrialization. These druids often fuse themselves with the caustic nature of oozes in hopes of being able to better enact their beliefs. It is common for Circle of Ooze druids to be labelled as eco-terrorists.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the Acid Splash cantrip.
Circle Spells
Your ooze infusion has granted you certain... magics. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to ooze-themed circle spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Ooze Spells
| Druid Level | Spells |
|---|---|
| 2nd | absorb elements, tasha’s caustic brew |
| 3rd | blindness/deafness, enlarge/reduce |
| 5th | slow, stinking cloud |
| 7th | elemental bane, vitriolic sphere |
| 9th | cloudkill, reincarnate |
Slimeform
The rites of your circle grant you the ability to transform into an ooze form. Starting at 2nd level with a bonus action, you can use your Wild Shape to transform into an ooze for 10 minutes, rather than assuming a beast form. You determine the form’s appearance, though it must still be identifiable as an ooze.
This form’s stat block has the following statistics:
Condition Immunities Blinded, Deafened, Prone
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Hide in Plain Sight. The ooze can blend into its surroundings. It may take 10 minutes to attempt to hide in the open, and if successful stays hidden even if the creatures it is hiding from have line of sight.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: (2 + PB) to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage plus 7 (2d6 + PB) acid damage.
Engulf. The ooze moves up to its speed. While doing so, it can enter smaller creatures’ spaces. It can engulf 1 creature one size smaller than it, 2 creatures a size below that, and so on. Whenever the ooze enters a creature's space, the creature must make a DC (10 + PB) Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the ooze enters the creature's space, and the creature takes 10 (3d6 + PB) acid damage and is engulfed. The engulfed creature can't breathe, is grappled and restrained, and takes 21 (3d6 + PB) acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC (10 + PB) Strength (athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Corrode Metal
Starting at 6th level, your slimeform an attack twice with Pseudopod. If a creature damaged by your slimeform is wearing nonmagical metal armor, its armor is partly corroded 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.
Additionally, any nonmagical weapon made of metal that hits the ooze 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 that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
Progenitor
Starting at tenth level, your slimeform gains resistance to slashing damage.
Additionally, when the ooze is size Medium or larger, and is subjected to slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original's, rounded down. New oozes are one size smaller than the original slimeform. All remaining oozes dissolve or merge upon the ending of the Slimeform’s duration.
Cell Division
Starting at 14th level, your Slimeform enlarges, growing one size larger. Additionally, when you are brought to 0 hit points, your body explodes into slime and spits out four small Slimeforms each with hp equal to your druid level, 20 ft. away in each direction. The oozes cannot take actions, act at the beginning of your initiative, and attempt to move back towards your core. If at least one makes it there alive, you are returned to consciousness with the successful oozes’ remaining hp. This does not prevent you from having to make death saves while you are at 0 hp.
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