Base Class: Ranger
You have looked past the slimy exterior to see that oozes can truly be kind and loyal companions, if raised properly.
Slimy
3rd-Level Slimekin Feature
The bond you share with your slime creates a connection to oozekind, granting you understanding and empowering your presence. You gain the following benefits:
Acid Splash. You learn the acid splash cantrip, which is a ranger spell for you.
Slime Acclimated. You gain resistance to acid and take no damage from your slime companion.
Slime Companion
3rd-Level Slimekin Feature
As an action, you can magically summon the slime that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The slime is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Slime Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the slime, such as its color, or transparency; your choice has no effect on its game statistics.
In combat, the slime shares your initiative count, but it takes its turn immediately after yours. It can move and use reactions on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the slime can take any action of its choice, not just Dodge.
The slime remains until it is reduced to 0 hit points, until you use this feature to summon the slime again, or until you die. Anything the slime was holding or carrying is left behind when the slime vanishes.
Once you summon the slime, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Slime Companion
Small Ooze
Armor Class 2+2*PB
Hit Points 10 + 6 times your ranger level (the slime has a number of Hit Dice [d10s] equal to your ranger level)
Speed 20 ft.
Saving Throws Dex +4 plus PB, Con +3 plus PB
Damage Immunities Acid
Senses darkvision 60 ft., passive Perception 9
Languages Understands your languages
Challenge — Proficiency Bonus (PB) equals your bonus
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the slime or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage.
Actions
Pseudopod. Melee Weapon Attack: +4+PB to hit, reach 5 ft., one target. Hit: 1d4 + PB bludgeoning damage plus 5 (2d4) acid damage.
Well-Fed Friend
7th-Level Slimekin Feature
Your slime gains the Spider Climb Trait. In addition, when your slime is summoned, you and the slime gain the following benefits:
Multitudinous Self. Your slime grows to medium and it can occupy the same space as a creature who is Medium or smaller while it is Medium or larger. It gains the Split reaction as well as immunity to lightning damage.
Potent Nature. All the d4s in the slime companions stat block are replaced with d6s.
Acidic Cloud
11th-Level Slimekin Feature
As an action, you can cause one of your slimes to exhale an acidic cloud of vapor 10 feet in every direction. Each creature in the area must make a Con save taking 6d6 acid damage on a failed save or half as much on a successful one. This is the damage from an originally Medium sized slime. Clouds from originally Small sized slimes only deal 3d6 acid damage and extend only 5ft and the damage for a originally Large sized slime is 12d6 acid.
If you are in the same space as a slime you have disadvantage on the save against its cloud.
You can only use this feature once per long rest unless you expend a spell slot of 3rd level or higher to use it again.
Slime Singularity
15th-Level Slimekin Feature
You and your slime are as one. Your slime is now Large when you summon it. Your teamwork has provided the following benefits:
Slime Filled. You may drink a slime as an action, regaining HP equal to half its remaining HP. As an action your slime may enter your body as a potion, conferring the same effect. If you consume a medium slime you are stunned until the end of your next turn as your body processes it. If you consume a large slime you are incapacitated for a minute.
Slime Coated. You may choose to share your space with a Small slime companion and if you do you will coat yourself with them. You or your slime may initiate this action. In this form you gain immunity to Acid and Lightning and resistance to Bludgeoning and Force damage, you have spider climb and your melee attacks deal an extra 2d6 acid damage. Your slime can take no actions except attacking once by controlling your body and using your attack, takes all the damage you do and can only take an attack of opportunity as a reaction to someone If you drop to 0 hit points, are stunned, paralyzed or incapacitated the slime can control your body as normal. It can take your Attack, Dodge or Grapple actions or any of its own actions but if it moves you it is at half speed as it is not used to such rigid movement.
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