Base Class: Cleric
Gods who reside in the Paraelemental Plane of Ooze, or have their origins there, govern slimy creatures, swampy and muddy lands, semi-solids, and all that is amorphous. As many slimes and jellies are corrosive, clerics of this domain also have some power over acids.
In the Forgotten Realms setting, Ghaunadaur is the chaotic evil god of abominations, whose symbol is a glowering eye in a purple disc. Before the War of the Spider Queen he resided in the Cauldron of Slime in the Plane of Ooze. During this time, his Domains included Ooze.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in martial weapons.
Mirewalk
Also at 1st level, moving through nonmagical difficult terrain costs you no extra movement if it is caused by mud, marsh, or other semi-solid ground. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.
Channel Divinity: Adhesive Weapons
Starting at 2nd level, when the cleric hits a creature with a weapon attack, the cleric can use Channel Divinity to cause corrosive slime appear around the wound. The weapon attack deals 2d10 + your cleric level Acid damage and reduces the creature's movement speed by ten feet.
One with Oozes
Starting at 6th level, you gain abilities of the oozes you admire:
- You gain resistance to acid damage.
- You gain a climbing speed equal to your walking speed.
- Armor and weapons you wield cannot be harmed by acidic or corrosive effects (ex Black Pudding)
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Slime Supremacy
Starting at 17th level, you become so tied to the powers of oozes that you fully embrace their biology and replace your own. You gain the following attributes:
- You gain immunity to acid damage.
- You gain blindsight with a range of 30 feet.
- You are immune to the blinded and deafened conditions.
- You take normal damage on a critical hit.
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