Base Class: Sorcerer
Ooze skin sorcerers are acid-focused, and better at dealing damage over time, being caused by their physical changes from becoming part ooze. They come from tragic stories of their mothers being consumed by oozes, most often the gelatinous cube, and the baby left behind being changed irreparably from the experience.
Pseudopod Biology
Starting at 1st level, you gain resistance to acid damage. Additionally, if you make an unarmed strike, or cast a spell that deals damage, you can switch the damage type for acid, and if you do, you add 1d4 to the damage roll. If you cast a spell that normally deals acid damage, it will deal an additional 1d6 acid damage.
Also, if you succeed a grapple check against a creature, that creature takes acid damage equal to half your sorcerer level (rounded up) + your Constitution modifier. At the start of each of the grappled creature's turns, they take additional acid damage equal to half your sorcerer level (rounded up).
Acidic Slime
Starting at 6th level, when you cast a spell that deals acid damage, you can spend 2 sorcery points to force each creature that took damage from the spell to make a Constitution saving throw. On a failed save, each creature is coated in an ooze, which causes them to move through normal terrain as if it were difficult terrain, as well as take acid damage equal to 1d4 + your proficiency bonus + your Charisma modifier, at the start of each of their turns. At the start of their turns (after taking damage, but before they take actions or movement), each creature coated in the ooze can make a Strength or Constitution saving throw against your spell save DC to remove the ooze from them.
Split Bodies
Starting at 14th level, if you have at least 2 current hit points, you can take an action to spend 8 Sorcery Points and halve your current hit points to create a copy of yourself. Your copy moves immediately after you in the initiative order. If your current hit points is an odd amount, you can choose whether you or your clone gets the 1 extra hit points. While your copy is active, you can not heal past half of your hit point maximum by any means.
Your copy has the same armor as you, but not the same weapons (you can choose to give one or more weapons to your copy when you make it). Your copy can cast the same spells as you, using your spell slots when it does. Your copy can concentrate on a separate spell from yourself. Your copy can take an action or a bonus action in combat, but not both, and it can not take reactions. Your clone can not regain hit points, nor can it gain temporary hit points. If your clone reaches 0 hit points, it instantly dies, and you take damage equal to half the damage of the killing blow. You can take an action to morph your clone back into your body, which causes you to heal equal to half of the current health of your clone.
Corrosive Consumption
Starting at 18th level, when you deal acid damage, you gain temporary hit points equal to half of the damage dealt. Additionally, when you kill a creature using acid damage, you can use an consume the body of the creature, if it is of medium size or smaller. You can also do this if within 5 feet of a corpse, as long as the creature was killed within the last 24 hours. Doing this causes you to regain 2 expended sorcery points.
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4/25/2024 6:34:41 PM
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