Base Class: Fighter
These warriors have waded into the swamp and walked out with a piece of its strange power. They have gained unnatural abilities that give them the edge in combat, drawing in enemies and melting them down are their specialties. Backed by the powers of the swamp, Ooze Sentries can stand stalwart against the tide of battle, always unmoving and unwavering.
Sticky Fingers
Immediately after choosing the Ooze Sentry archetype at 3rd level, you gain the ability to secrete a globular, gluey, type substance from your hands. You also gain the ability to move across vertical surfaces and along ceilings while leaving your hands free. You also receive a climbing speed equal to your walking speed and advantage on grappling foes.
To pull apart things stuck together by your glue requires a Strength saving throw against your Glue Save DC. The saving throw DC is calculated as follows:
Glue save DC = 8 + your proficiency bonus + your Constitution modifier
Ooze Armor
At the 7th level, you can use your bonus action to activate your Ooze Armor for 1 minute. You may activate your Ooze Armor the number equivalent to your constitution modifier. You gain the following benefits from the Ooze Armor:
- A thick viscous liquid coats your skin and your clothes giving you advantage on constitution saving throws.
- You gain temporary hit points equal to your Constitution modifier multiplied by your proficiency bonus
- Any melee attacks made against you while your Ooze Armor is activated end with those weapons getting stuck in your armor. A Strength save against your glue DC is required to remove the weapon that you are hit with. If the enemy fails the saving throw, the weapon is stuck in your armor and your opponent can no longer use that weapon unless they succeed on another Strength saving throw at the end of their next turn.
All benefits fade once the ability expires.
Acid Touch
At the 10th level, you are able to secrete acid from your body. Your acid does 2d6 + your Constitution modifier acid damage and you gain resistance to acid damage.
Corrosive Mail
At 15th level, your Ooze Armor becomes acidic to the touch. Any creature within 5 feet that touches or makes a melee attack against you while your Ooze Armor is activated takes 1d8 acid damage. Any non-magical weapon made of wood or metal that strikes the armor begins to decay. On the next attack, subtract your constitution modifier from the damage of the decaying weapon. The debuff doubles if the decaying weapon hits you a 2nd time and on the 3rd hit the decaying weapon gets destroyed.
Caustic Weapons
At 18th level, you can use your bonus action to coat one of your weapons with your corrosive ooze. Your weapons now do an extra 2d6 + your constitution modifier acid damage per hit. Your caustic weapons last 1 minute before the acid fades.
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