Base Class: Monk
Oozes have often been the bane of many adventurers, bringing painful ends to the those who lack the constitution to endure their acidic touch or the knowledge to simply avoid them. But of those that have survived, a few found themselves changed by the experience, birthing a new monastic tradition in the process. This philosphy is one that teaches the body, mind, and spirit to emulate the malleability, singlemindedness, and consuming nature of the spawns of Juiblex that initially inspired it. Practitioners of this tradition are altered by the realignment of their Ki, attacking with pseudopods that bud from their natural form or even becoming amorphous themselves. Many monks of this tradition are selfish, heavily infulenced by the hungry existence of their inspiration, yet still others find ways to channel the same unwavering determination as a force for good.
Gelatinous Form
Your Ki has aligned with the nature of the ooze, allowing you to alter your physical form. As a bonus action, you can spend 1 Ki point to adopt your Gelatinous Form. Your Gelatinous Form lasts for 10 minutes, and ends early if you are incapacitated, or die.
While in this form, you gain the following benefits:
Pseudopods. You grow two pseudopods, which can be used to make unarmed strikes. When you hit with them, the strike deals bludgeoning damage equal to your Martial Arts die + your Strength or Dexterity modifier. These amorphous limbs can either be extensions of appendages you already have, or be grown as new appendages entirely.
Malleable Appendages. When you make an attack with a pseudopod on your turn, your reach for it is 5 feet greater than normal, and you can choose to alter the shape of the pseudopod to deal either bludgeoning, piercing, or slashing damage.
Caustic Constitution. You have resistance to acid damage.
Acidic Secretions
Whenever you hit a creature with an unarmed strike, you can spend 1 Ki point to deal extra acid damage to the target equal to your Martial Arts die.
Additionally, creatures that are grappled by you take acid damage equal to your Martial Arts die at the start of their turn.
Embodiment of Ooze
You have learned to alter your phsyical form to embody the oozes in a wider variety of ways. As a bonus action, or as part of the bonus action you take to activate Gelantious Form, you can spend 1 Ki point to embody an ooze-like trait. The embodiment lasts for 10 minutes, and ends early if you are incapacitated, die, or change the embodiment by spending another Ki point. For the duration, you gain one of the following effects of your choice:
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Blindsight. You gain Blindsight out to a radius of 15 feet, and lose your normal vision.
Enlarged. If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, you become Large as soon as you have the available space.
Glutinous. It is especially difficult to leave your adhesive grip. You have advantage on Strength (Athletics) checks made to maintain a grapple.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Transparent. While motionless, you are difficult to discern from your surroundings. Even when you are in plain sight, it takes a successful Wisdom (Perception) check to spot you if you have neither moved nor attacked. The DC of the check is equal to your Ki save DC. A creature that tries to enter your space while unaware of you is surprised by you. You may spend 2 extra Ki points on this trait to make your equipment transparent.
Starting at 11th level, you can have two embodiments active at the same time, though each one costs a Ki point as normal.
Engulf
Your Ki has aligned with the nature of the ooze to a higher degree, enabling you to imitate their consumptive digestion. As an action, you can spend 4 Ki points to move into the space of a creature of equal or lesser size than your own. When you enter a creature's space in this way, the creature must make a Dexterity saving throw against your Ki save DC. Creatures that are grappled by you have disadvantage on the saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature takes acid damage equal to two rolls of your Martial Arts die. The engulfed creature can't breath, is restrained, and takes acid damage equal to four rolls of your Martial Arts die at the start of each of your turns. When you move, the engulfed creature moves with you, but your movement speed is halved while you have a creature engulfed.
While a creature is engulfed, you take only half any damage dealt to you (rounded down), and the engulfed creature takes the other half. An engulfed creature can still be targeted by attacks, but takes only half any damage dealt to it (rounded down), and you take the other half.
An engulfed creature can try to escape by taking an action to make a Strength (Athletics) check against your Ki save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
When you reduce a creature to 0 hit points with this feature, you gain temporary hit points equal three rolls of your Martial Arts die.
Subdivide and Conquer
Your Ki has aligned with the nature of the ooze to the highest degree. As a reaction, when you are subjected to lightning or slashing damage, you can spend 7 Ki points to split into two gelatinous subdivisions of yourself if you have at least 10 hit points.
Each gelatinous subdivision has hit points equal to half of your original hit points, rounded down, and is one size smaller than the size you were when this feature was triggered. One subdivision stays where you were, and the other subdivision forms in an unoccupied space of your choice within 5 feet of the other subdivision.
You decide which subdivision is considered the orginal. All of your equipment remains with that subdivision, and it retains any benefits granted by that equipment.
The subdivisions share their initiative count, but the secondary one takes its turn immediately after the original. Your Ki points remain the same and are shared by both subdivisions.
Being subdivided lasts for 1 minute, after which the secondary subdivision is reduced to 0 hit points. If either subdivision is reduced to 0 hit points, it collapses into a heap of amorphous gelatin as the Ki used to give it shape is exhausted. You do not fall unconscious unless both subdivisions are reduced to 0 hit points.
In order to revert to your original form, one of the subdivisions must move into the space its other half is either currently occupying or was occupying while it had hit points. When you revert to your original form, you return to the size you were when this feature was triggered, and add the hit points of each subdivision together in order to determine your current hit points.







Comments