Warlock
Base Class: Warlock

I did not make this subclass, I am only importing it into dnd beyond. Written by WHK (/u/GenuineBelieverer)

You've made a pact with the cheerful wandering cubes of sentient ooze that wiggle and wobble their way across the multiverse, and who visit worlds beyond measure with the singular goal of spreading their offspring within the deepest dungeons to collect and absorb the memories of the fallen. As they happily bounce between the planes, they occasionally encounter a soul they view as truly amusing, so they offer a measure of their strange power over the slimes and oozes of the world and of the magic that they wield with a mere wave of their pseudopods

Recovered Memories
At 1st level, you learn to dissolve the bodies of the dead and learn from their lives. You gain resistance to acid damage. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of one minute. After the minute has passed, you can collect the acid in order to gain the memories of the creature from the past 48 hours, as well as any significant memories of the DM's choosing. You can produce this acid once, and this use recovers whenever you finish a long rest.

Side Splitting
At 6th level, your body becomes somewhat... slimy. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. While in this state, you are incapacitated, have your movement speed halved, have resistance to bludgeoning, piercing, and slashing damage, gain immunity to acid and poison damage, gain the benefits of the Disengage action, and can move through any space as narrow as 1 inch without squeezing. You can choose to return to your normal form without using a reaction whenever you wish, provided there is room to do so. You can use this feature once per short or long rest. When you reach 10th level, you can use this feature as an action instead of needing to suffer damage.

Acidic Body

At 10th level, your form is infused with a caustic power. You gain immunity to acid damage caused by nonmagical attacks and by ooze-like creatures. Whenever a creature starts its turn while involved in a grapple with you, you can choose to have it take 1d10 acid damage. Finally, your unarmed strikes can deal acid damage, and you can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.

Consuming Joy

At 14th level, you fully understand the happiness of the Gelatinous Conclave. You can communicate with slimes and oozes, even if they do not speak a language or are insufficiently intelligent, and have advantage on Charisma checks to interact with them. Whenever you hit a creature with an unarmed attack or cast a cantrip with a range of touch and hit, you can choose to attempt to grapple the target as a bonus action. Whenever you've grappled a target and you choose to have it suffer acid damage from your Acidic Body feature, you gain temporary hit points equal to 1d6 + your Charisma modifier, and you have advantage on checks made to maintain the grapple. You can choose to become a Large swarm of Tiny slimes whenever you use the Side Splitting feature. While you are a swarm of slimes, you are no longer incapacitated, but you cannot cast spells, and you have advantage on unarm

 


 

Eldritch Invocations

Catalogue of Experiences

Prerequisite: Gelatinous Convocation patron, Pact of the Tome feature Whenever you use Recovered Memories to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. Once per short or long rest, you can copy and transfer the memories to another creature by touching them with the Book as an action

Caustic Blast

Prerequisite: Gelatinous Convocation patron, 7th level Whenever you cast eldritch blast, you can use a bonus action to change it into a caustic blast. Each beam deals 3d4 acid damage instead of the normal value, and the target must make a Constitution saving throw against your warlock spell save DC if hit by two or more beams. If they fail, they gain vulnerability to bludgeoning, piercing, and slashing damage until the start of your next turn, unless they have immunity to those damage types.

Slick Hands

Prerequisite: Gelatinous Convocation patron, 7th level Your arms extend in rope-like coils of ooze. Your reach for melee attacks and spells that you cast with a range of touch increases by 5 feet. Also, you have advantage on checks to escape a grapple and on Sleight of Hand checks.

Slime Swords

Prerequisite: Gelatinous Convocation patron, Pact of the Blade feature You can create a pair of scimitars made from colorful ooze using your Pact of the Blade feature. While engaged in two-weapon fighting with these scimitars, you can choose to treat them as unarmed strikes for the purposes of the Acidic Body feature. Whenever you hit a creature with one of these weapons, you can expend a spell slot to deal 2d8 acid damage to the target per level of the slot expended.

Unusual Form

Prerequisite: Gelatinous Convocation patron, 13th level Whenever you would be subject to a critical hit, roll a d4. If the result is a 3 or 4, the critical hit is reduced to a normal hit. Additionally, you gain advantage on Constitution saving throws and resistance to poison damage.

Jiggly Defense

Prerequisite: Gelatinous Convocation patron Whenever you are not wearing armor and do not have a shield equipped, you can choose to have your AC equal 10 + your Charisma modifier + your Dexterity modifier.

Convocation's Child

Prerequisite: Gelatinous Convocation patron, Pact of the Chain feature You can select a wiggly cube as your familiar. While you have a wiggly cube as your familiar, it gains additional maximum hit points equal to your warlock level. When you reach 6th level, you can choose to have your wiggly cube grow to become a Medium creature, and at 14th level, you can choose to have your wiggly cube become a Large creature. You can change the size of the cube as a bonus action. Whenever it is Medium, it's Engulf damage improves to 2d8 initial damage and to 4d8 at the start of the cube's turn. When it is Large, the damage improves to 3d8 initial damage and to 5d8 at the start of the cube's turn.

New Spell Summon Slime

5rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V,S,M (a vial of acid) Duration: Concentration, up to 1 hour You summon ooze creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One ooze creature of challenge rating 4 or lower. Two ooze creatures of challenge rating 2 or lower. Four ooze creatures of challenge rating 1 or lower. A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue commands to them, they defend themselves from hostile creatures, but otherwise, take no actions. The DM has the creature's statistics

Pact of the Chain Familiar

If you have the Pact of the Chain feature and the required Invocation, you can select the following creature as your familiar. The wiggly cube is a small, transparent ooze that gently dissolves a little of everything it touches in a quest to experience all the flavors of the multiverse.


Wiggly Cube, small ooze, neutral


 

Armor Class 8

Hit Points 45 (6d6 + 24)

Speed 25 ft

STR 14 (+2) | DEX 6 (-2) | CON 18 (+4) |  INT 8 (-1) | WIS 10 (+0) | CHA 11 (0)

Damage Immunities acid, cold, bludgeoning, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone

Senses passive Perception 10, darkvision 60 ft., blindsight 10 ft

Languages understands Common and those known by its master, and has telepathy with a range of 10 feet, but can't speak otherwise.

Challenge 1 (200 XP)


 Corrosive Form. A creature that hits the cube with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The cube can eat through 1-inch thick, nonmagical wood or metal in one round.

 Magic Resistance. The wiggly cube has advantage on saving throws against spells and other magical effects.

 Squishy. The cube is immune to falling damage.

Ooze Cube. The cube occupies its entire space whenever it is Medium or Large. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 4 (1d8) acid damage. The cube can only hold one creature equal to its size, or four creatures of one size or more smaller than itself.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved or attacked. A creature that tries to enter the cubes space while unaware of it is surprised by the cube


Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) acid damage

Engulf. The cube moves up to its speed. While it does so, it can enter the spaces of other creatures. Whenever the cube enters the space of a hostile creature, and the creature is of the same size or smaller than the cube, it must make a DC 12 Dexterity saving throw. If it succeeds, it 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 4 (1d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (3d8) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Expanded Spell List

The Gelatinous Convocation lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Gelatinous Convocation Expanded Spells
Spell Level Spells

1st

chromatic orb, grease

2nd

enlarge/reduce, acid arrow

3rd

meld into stone, water walk

4th

greater invisibility, vitriolic sphere

5th

Arcane Hand, Summon Slime (See my homebrew page)

Recovered Memories

At 1st level, you learn to dissolve the bodies of the dead and learn from their lives. You gain resistance to acid damage. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of one minute. After the minute has passed, you can collect the acid in order to gain the memories of the creature from the past 48 hours, as well as any significant memories of the DM's choosing. You can produce this acid once, and this use recovers whenever you finish a long rest.

Side Splitting

At 6th level, your body becomes somewhat... slimy. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. While in this state, you are incapacitated, have your movement speed halved, have resistance to bludgeoning, piercing, and slashing damage, gain immunity to acid and poison damage, gain the benefits of the Disengage action, and can move through any space as narrow as 1 inch without squeezing. You can choose to return to your normal form without using a reaction whenever you wish, provided there is room to do so. You can use this feature once per short or long rest. When you reach 10th level, you can use this feature as an action instead of needing to suffer damage

Acidic Body

At 10th level, your form is infused with a caustic power. You gain immunity to acid damage caused by nonmagical attacks and by ooze-like creatures. Whenever a creature starts its turn while involved in a grapple with you, you can choose to have it take 1d10 acid damage. Finally, your unarmed strikes can deal acid damage, and you can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.

Consuming Joy

At 14th level, you fully understand the happiness of the Gelatinous Conclave.

You can communicate with slimes and oozes, even if they do not speak a language or are insufficiently intelligent, and have advantage on Charisma checks to interact with them. Whenever you hit a creature with an unarmed attack or cast a cantrip with a range of touch and hit, you can choose to attempt to grapple the target as a bonus action. Whenever you've grappled a target and you choose to have it suffer acid damage from your Acidic Body feature, you gain temporary hit points equal to 1d6 + your Charisma modifier, and you have advantage on checks made to maintain the grapple. You can choose to become a Large swarm of Tiny slimes whenever you use the Side Splitting feature. While you are a swarm of slimes, you are no longer incapacitated, but you cannot cast spells, and you have advantage on unarmed attacks against creatures whose space you occupy.

The Gelatinous Convocation Image

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