Base Class: Monk
Years of research led you to seek out more information on oozes. Through the deepest depths of caves you studied and watched them until you realized something peculiar. You could live at peace with these creatures. By making friends with one of these oozes and letting it live inside you, you could form a symbiotic relationship with these creatures. Now before you lay your future, all you must do is swallow it.
Symbiosis
Acidic Strikes:
During combat, the ooze flows through your blood stream and secrets through your skin. As such, when targets grapple you, they take 1d4 acid damage. Additionally, if you hit a target, they take 1d4 acid damage.
Symbiotic Ooze:
You can separate your symbiotic ooze from your body. While separated, you can use your existing link to see the world around your ooze, but can not utilize any subclass abilities and features. This ooze has the stats of a standard grey ooze, but the size is small. If your ooze dies while separated, the DM will determine the effects. For example, the DM may determine that you lose all subclass powers until you can resurrect your ooze during a long-rest.
Pseudopod Mutations:
Once per short-rest, you may use a bonus action to allow the ooze to secret around your limbs in the shape of either a club, blade, or spear. Doing so will not increase your damage, but instead allow you to change your damage type and increase your reach from 5 ft to 10 ft. This ability, once activated, will last until the end of the encounter, at which point the ooze will absorb back into the body. See below for more details:
Club: Your ooze surrounds your limbs into these powerful tentacle-like pseudopods that you can bring crashing down on your enemies.
Blade: Your ooze surrounds your limbs in the shape of whatever bladed weapon you can think of, allowing you to slice apart your enemies.
Spear: Your ooze surrounds your limbs in the shape of an elongated pole with a sharp point at the end. By thrusting your fists forward, you can impale your enemies.
Gelatinous Movement:
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Move it or Ooze it
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Rubber Bones
Whenever you fall a good distance, you always manage to bounce back. Starting at 11th level, anytime you would normally take fall damage, you can half the damage and jump double your normal distance in any direction you choose. This effect only happens if you would take damage from a fall. Additionally, If the fall would kill you outright, it instead drops your health to 0.
Ooze Intoxication
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.







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