Druid
Base Class: Druid

The Circle of Slime druids tend to take the bond they have with their slime mold in a parental sort of way. Of the scarce few that do manifest this rare power, some see it merely as a weapon to be used against people, but they are often shunned away by druids of all circles.

Druids of this circle sense the world around them with their fungus as well. Being one hive mind-like mass, it can send signals to the slime's bonded partner about their environment, and even emotions. There are some who have been known to even be able to read thoughts and control people's agencies.

Circle Spells

2nd-level Circle of Slime feature

Your bond with your slime mold and your ability to tap into the electrical and magical impulses they send grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Slime Spells table. Once you gain access to one of these spells, 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.

Circle of Slime Spells
Druid Level Spells
2nd chill touch
3rd spider climb, web
5th animate dead, calm emotions
7th blight, dominate beast
9th dominate person, contagion

Bonded Coating

3rd-level Circle of Slime feature
The bond you share with your slime mold has grown to the point where they will protect you when prompted. As an action, you can expend a use of your Wild Shape feature to coat your body in the slime, rather than transforming into a beast form, and you gain AC points equal to your Wisdom modifier. While this feature is active, you also gain the following benefits:

  • When a hostile creature enters within 10 feet of you, they make a CON saving throw or take 2d6 necrotic damage.
  • Your melee weapon attacks and unarmed strikes deal an extra 1d6 necrotic damage to any target they hit. Add an extra 1d6 at levels 6, 10, and 14 to these damage rolls.

These benefits last for 10 minutes, or until you use your Wild Shape again.

Slime Scanning

6th-level Circle of Slime feature

Your bond with your slime has grown to the point where it can warn you of any dangers around you. You and any creatures of your choosing that can see or hear you can't be surprised. You also have advantage on WIS(Perception) and INT(Investigation) checks when looking for creatures nearby.

Slime Holding

10th-level Circle of Slime feature

You have a strong bond with your slime mold now and can command them to keep others held firmly in place. As an action, you can have your slime mold hold a creature you can see within 30 ft. of you in place. The target must make a Strength saving throw or be restrained for 1 minute. The creature can make this saving throw again at the end of each of its turns. They are no longer held on a successful save, or if you become incapacitated. The creature takes 2d8 necrotic damage at the beginning of each turn they are still restrained

You may use this feature an amount of times equal to your proficiency bonus. You regain all uses on a long rest.

Slime Mold Body

14th-level Circle of Slime feature

The slime mold in your body has fully bonded with you. You and your slime are now one complete entity: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

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