Druid
Base Class: Druid

Some druid circles do not focus on animals, plants, or natural forces like the elements and weather. The Circle of Ooze, whose members are often known as Oozemasters, or pejoratively as Oozeheads or Oozebrains by more dismissive

druids, look to oozes, slimes, jellies, and molds for wisdom.

 

 

Split

SPLIT

At the 2nd level, as an action, you can expend a use of your Wild Shape feature to Split in two rather than transforming into a beast. While split, you retain your game statistics, but you become more ooze-like in appearance.

When you split, you create an onze copy which appears in a 5-foot square adjacent to you. Your ooze copy shares your game statistics, but has health equal to 4+ 4 times your druid level. It does not replicate any items, it cannot cast spells, or use any special abilities. It remains until it is reduced to 0 hitpoints or at the end of 10 minutes, when it disappears.

In combat, the ooze copy shares your initiative count, but it takes its turn immediately after yours. An ooze copy can move on its own, but the only action it takes on its turn is the Dodge action. As a bonus action, you can command the ooze copy to take another action. The only attack the ooze copy can make is a melee spell attack with range of 30 feet. This does 1d4+ your Wisdom modifier in acid damage.

You can speak through the ooze copy as if you were in its place. Additionally, as an action, if within 100 feet of your ooze copy, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

SLIME SPEECH

SLIME SPEECH

Lastly, at 2nd level, you gain the ability to converse with oozes, slimes, jellies, molds, and other primitive life forms. Most of these lack the intelligence to convey or understand sophisticated concepts, but a friendly one could relay what it has observed in the recent past. This ability doesn't grant you any special friendship with such creatures, though you can combine this ability with gifts or favors to curry favor with them as you would with any nonplayer character.

GREATER OOZE

GREATER OOZE

At the 6th level, your study of more powerful oozes has improved the damage of your ooze copy's attack, which increases to 2d4+ Your Wisdom modifier. Also, when you cast a spell with a range other than self, the spell can originate from you or your ooze copy.

ANOMOLOUS ANATOMY

ANOMOLOUS ANATOMY At the 10th level:

You gain resistance to acid damage.

You can move through a space as narrow as 1 inch wide without squeezing.

You can move through enemy spaces, and opportunity attacks have disadvantage against you.

OOZEMASTER

OOZEMASTER

At the 14th level, you gain blindsight to a range of 30 feet.

You also have advantage to resist effects that would cause you to be charmed, frightened poisoned, knocked prone, restrained or grappled

Bonus Cantrip acid splash

When you choose this circle at 2nd level, you learn acid splash. This cantrip doesn’t count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the slime infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the slime that made you became a druid.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, [spell]

Swamp
Druid Level Spells

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
Druid Level Spells

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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