Base Class: Sorcerer
Whether you were exposed to horrific arcane experiments that permanently morphed your form, or you are simply a plasmoid especially in tune with your gelatinous nature, your body has developed certain unnatural qualities, reflecting those of the Ooze.
Ooze Magic
You learn additional spells when you reach certain levels in this class, as shown on the Ooze Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or transmutation spell from the sorcerer, warlock, or wizard spell list.
|
Sorcerer Level |
Spells |
|
1st |
False Life, Tasha’s Caustic Brew |
|
3rd |
Alter Self, Melf’s Acid Arrow |
|
5th |
Life Transference, Vampiric Touch |
|
7th |
Evard's Black Tentacles, Vitriolic Sphere |
|
9th |
Bigby’s Hand, Hold Monster |
Coagulating Rejuvenation
At 1st level, your gelatinous nature allows you to subsist off of the vitality of others, draining the life-force of the departed. As an action, you can target one corpse of a creature within 5 feet of you. You regain a number of hit points equal to half that creature's hit point maximum, to a maximum equal to your sorcerer level.
You can do this a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Cellular Division
At 6th level, you have learned to separate your form in response to danger and generate ooze facsimiles of yourself.
When you take any type of damage except fire damage, you can use a reaction to expend 1 to 5 sorcery points and create an Ooze Facsimile in an unoccupied point within 5 feet of you. The Facsimile shares your statistics, except that its creature type is Ooze, it is created with a number of hit points equal to the damage you took, and it doesn't have any equipment. It resembles your basic form and limb arrangement, but appears to be made from slime, with no complex features. In combat, the Facsimile shares your initiative count, but it takes its turn immediately after yours. It is capable of any action you yourself are physically capable of, but the only class features it can use are your sorcerer features, and if it uses any feature with a limited number of uses, such as a dragonborn's breath weapon, that use is expended for you as well.
The Facsimile can also cast the spells you know using your spell slots, but can only use a number of spell levels equal to the number of sorcery points expended when you use this ability. For example, if the Facsimile is created using 3 sorcery points, it can cast either three 1st level spells, one 1st level spell and one 2nd level spells, or one 3rd level spell. For the purpose of this feature, cantrips are counted as 1st level spells. If it casts a spell that requires concentration, you must maintain concentration, and damage done to the Facsimile does not require concentration checks.
The Facsimile lasts a number of rounds equal to your Chrisma modifier, at which point it melts into a pile of sludge. It also melts into sludge if it is reduced to 0 hit points. In either case, its body is unrecoverable. You can use your Coagulating Rejuvenation feature on it while it is still alive. If you do, you regain a number of hit points equal to its current hit points, to a maximum of twice your sorcerer level.
Gelatinous Form
Also at 6th level, your true nature has permanently altered your physical form.
You gain resistance to acid and poison damage, and you are always under the effects of the Spider Climb spell.
Additionally, you can use an action to expend 1 sorcery point on your turn to enter a semi-gelatinous state. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. This effect last for 1 minute or until you lose concentration (as if concentrating on a spell).
Wilful Disjunction
Your mastery over your form has increased such that you can divide yourself at will.
As an action, you can create your Ooze Facsimile by expending 1 to 5 sorcery points, as usual. If you create your Facsimile in this way, you lose a number of hit points equal to 5 times the number of sorcery points expended, and the Facsimile is created with that many hit points.
Viscous Dissolution
At 18th level, you can spend 6 sorcery points as a bonus action to transform into a vortex of viscous ooze. While in this state, you gain the following benefits:
- You have resistance to bludgeoning, piercing and slashing damage.
- You can move through hostile creatures' spaces and end your turn there.
- You are immune to the Grappled, Paralyzed and Restrained conditions.
- The ground within 15 feet of you is difficult terrain for creatures of your choice. Each creature of your choice that starts its turn in this area must succeed on Strength saving throw against your spell save DC or be restrained until the end of your next turn.
This form lasts for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Previous Versions
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12/10/2022 9:12:06 PM
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