Base Class: Warlock
By some uncanny means, your essence has fused with that of a semi sentient Ooze.
Expanded Spell List
1st-level Ooze feature
The Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st Level: Tasha's Caustic Brew, Grease
2nd Level: Melf's Acid Arrow, Web
3rd Level: Stinking Cloud, Slow
4th Level: Vitriolic Sphere, Evard's Black Tentacles
5th Level: Contagion, Cloudkill
Oozing Transformation
1st-level Ooze feature
Oozing transformation: You can awaken the Ooze within and assume an ooze-like form as a bonus action for 1 hour, a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. You can choose to end this form at will. You gain the following actions when you do so:
-Pseudopod: You create a 30-foot-long slimy pseudopod that extends from your body that lasts until your transformation ends. You can make a melee spell attack against a creature within 30 feet as a part of the bonus action used to transform. On a hit the target takes 1d8 bludgeoning damage and if the target is Large or smaller it must succeed on a Dexterity saving throw or be grappled. On the creature's turn, it can take an action to attempt to escape (Strength or Dexterity saving throw). As long as the enemy is grappled, the target takes 1d6 acid damage at the start of each of its turns.On subsequent rounds, as a bonus action on your turn, you can release the creature and move the pseudopod in a 30 foot radius to repeat the attack. You can move a creature grappled by your pseudopod up to 15 feet within the 30 foot radius and if the restrained creature is subjected to other effects that cause it to move (willingly or not) as long as it remains within the 30 ft radius it is not freed from the grapple.
When you reach 6th level in this class, the damage increases to 2d8 and 2d6 respectively. You can also create two pseudopods when you transform and you can attack with both pseudopods using your bonus action. You can use both pseudopods against one large or smaller creature to give the creature disadvantage against saving throws tied to this ability or you can use both pseudopods to attempt to grapple a huge creature. The saving throw against being grappled in this way, happens when you make two successful attack rolls using your pseudopods against the creature. When you cast the mage hand cantrip granted to you by this subclass you can create two mage hands with the initial casting.
Slimy Composition
Slimy Composition
1st-level Ooze feature
-You can cast the mage hand cantrip; the mage hand appears as a slimy pseudopod.
-You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to escape a grapple.
-You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Caustic Retaliation
Caustic Retaliation
6th-level Ooze feature
The ooze has grown and now constitutes a large portion of your body, giving you greater protection. You have resistance to acid and poison damage. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
You also gain new ways to use your reaction. These reactions can be used a number of times per day equal to your charisma modifier (sharing the same usage pool) and you can choose between the two:
Corrosive Form: When struck by a melee attack or touched, the creature automatically takes 2d8 points of acid damage. Any non-magical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. You can expend additional uses of this ability to add 2d8 more points of acid damage and -1 penalties per usage of this ability.
Disarming Slime: When struck by a melee attack, you can cause the ooze within your body to harden around the weapon, trapping it inside and forcing the attacker to make an Athletics (Strength) check (DC is equal to your spell save DC) or be disarmed as their weapon is stuck inside you. A creature who makes an unarmed strike and fails this check is grappled by you and will move with you. You take damage as normal in either case. The weapon can be removed from you as an action by making a successful Athletics (strength) check and the DC is equal to your spell save DC. You can choose to release the weapons or creatures at will.
Engulfing Presence
6th-level Ooze feature
Engulf: As an action, you can choose to move up to your speed and while doing so, you can enter medium or smaller creatures' spaces. When you enter a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 4d6 acid damage at the start of each of your turns. When you move, the engulfed creature moves with you. In addition, any damage you take is split in half between you and the engulfed creature. If an engulfed creature is reduced to zero hit points, they will be completely dissolved in 1 minute.
An engulfed creature can try to escape by taking an action to make a Strength saving throw. On a success, the creature escapes and enters a space of its choice within 5 feet of you. You can engulf a creature once per long rest and the usage of this feature is only consumed when a creature fails the dexterity saving throw against being engulfed.
Corrosive Affinity
10th-level Ooze feature
Your spells and attacks that do acid or poison damage are suffused with the essence of the slime inhabiting your body. Your acid and poison spells/attacks are empowered. All damage dice for those damages are increased by one dice category. For example, a spell that does 2d6 now does 2d8. Your spells and pseudopod melee spell attacks ignore resistance to acid/poison damage.
In addition, any creatures grappled by you that are affected by one of your spells or pseudopod melee spell attacks with the poison/acid type have disadvantage on the save.
In addition, once per long rest, you can designate one creature to lose its invulnerability to poison/acid damage, which it would now have resistance to. It also loses immunity to the poisoned condition and this effect lasts for one minute. (no action required)
Divide and Conquer
14th-level Ooze feature
The ooze inhabiting your body is finally capable of taking form outside your body within a limited range. You can cast the simulacrum spell. It does not count as one of your spells known and you can cast it for free without material components, once per day. Casting it only takes an action. When you do this, you lose half of your current hit points and the ooze will have a maximum number of hit points equal to half your current hit points. If you are reduced to zero hit points or end the spell at will, the spell will end as the ooze retreats into your body, healing you an amount equal to its current hit points. The ooze is tethered to your body by a strand of slime that can extend up to 120 feet away. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the Ooze. If the Ooze is reduced to zero hit points or the tether is severed; it retreats back into your body and the spell ends. The Ooze takes a shape resembling your own, but counts as an ooze and is capable of speech. The spell functions as normal with the exception of these rules.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments