Base Class: Sorcerer
Gelatins and slimes, oozes and goos, they are your siblings. As an ooze-kin, amorphous goo is a gift. You are able to control various oozes and liquids, able to shape and squeeze yourself much like the oozes of the world. Perhaps you came across and drank strange brew from a hag, or you spent a night sunk into the goop of a gelatinous cube, granting you strange abilities. Either way, you are now connected to the strange world and power of ooze.
Oozing Form
1st-level Ooze-kin feature
Your very blood is thick and goopy. As an action, you may transform into a oozing mass of slime. While in this form, your unarmed strikes have a reach of 10 feet, and deal acid damage on hit. You can fit through a space as narrow as 1 inch without squeezing. You also gain resistance to acid damage while in this form. You remain in this form for 10 minutes, or until you exit it as a bonus action. You may take this form once per long rest.
While oozing, you take 2 less damage from magical effects and spells.
At 7th level, you take 4 less damage from magical effects while oozing, 15th level, you take 6 less damage from magical effects while oozing.
Slimy Scent
1st-level Ooze-kin feature
Your ooze form is highly varied, and adjusts itself to your own magic. You choose a scent for your oozing form, and while in that form you smell strongly of the chosen scent. You may only choose a scent once. You only gain these benefits while in your oozing form.
At 13th level, the scent's bonuses are permanent, but you may choose to hide or unhide the smell.
Acidic Scent.
You smell of sulphur and vinegar. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal acid damage.
Burnt Scent
You smell of brimstone and burnt hair. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal fire damage.
Clean Scent
You smell of soap. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal force damage.
Cold Scent
You smell of elderberries and mint. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal cold damage.
Divine Scent
You smell of incense and lavender. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal radiant damage.
Electric Scent
You smell of burnt plastic and lemons. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal lightning damage.
Mindful Scent
You smell of rosemary and salmon. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal psychic damage.
Rotten Scent
You smell of maggots and rotting flesh. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal necrotic damage.
Stormy Scent
You smell of rain and wet grass. You gain an additional +1 to hit and +1 to your spellsave DC when casting spells that deal thunder damage.
Sticky Magic
6th-level Ooze-kin feature
When you cast any spell, you may expend a number of sorcery points equal to the spell's level (1 for cantrips) to cause it to become sticky. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. It must also deal damage. After hitting a creature with a sticky spell, at the start of their next turn, they take half the damage the spell inflicted to them (rounded down). You may do this a number of times equal to half your proficency bonus (rounded down) per long rest.
Slime Brethren
6th-level Ooze-kin feature
Your control over ooze allows you to split a part of yourself off into it's own independent ooze.
When you enter your oozing form, you may create a fellow ooze. The ooze spawns within 5 feet of you, and you control it. It follows your initative count. The ooze created is based on your sorcerer level. The ooze remains for as long as you maintain your oozing form.
| Sorcerer Level | Ooze |
|---|---|
|
6th |
gray ooze |
|
9th |
ochre jelly |
|
12th |
[monster]black pudding/monster] |
|
|
Engulfing Mass
14th-level Ooze-kin feature
You can engulf a creature within 5 feet of you in your slimy form as an action. The creature must make a dexterity saving throw against your spellsave DC, or become engulfed in your oozing form. While engulfed, the creature is restrained. At the start of your turn while engulfing a creature, that creature must make a constitution saving throw against your spellsave DC. On a failure, taking 3d10 + your charisma modifier acid damage. On a success taking half that.
You also can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
At 20th level, the damage is increased to 6d10 acid damage.
One with the Sludge
18th-level Ooze-kin feature
Your connection to the ooze is truly immense. You can transmute materials into oozing sludge, by placing a hand onto it. You can transmute natural materials, like wood, dirt and stone into sludge, converting a 5 foot cube of material at a time into sludge. Ooze counts as difficult terrain when walked on, and slows any creature touching it by 10 feet until they start their turn outside of the sludge pile. Transmuting mud, dirt and clay takes a bonus action. Transmuting wood, and bone takes an action. Transmuting stone takes 1 minute. You may transmute a number of times equal to your proficency bonus per long rest.
After transmuting at 10 foot by 10 foot cube of material, you can transform it into two slimy tools, based on the used sludge. You cannot mix sludges.
Slimy Tendril. You cause the sludge to twist and snake into a tendril. You may command a tendril to attack as a bonus action, dealing 2d6, 3d8, or 4d10 magical bludgeoning damage on hit if made from dirt, wood, or stone sludge respectively. The slimy tendrils have a reach of 20 feet, and cannot move. A tendril attacks automatically if a creature of your choice moves within 5 feet of it. The tendril has an AC of 12, and 30, 40, or 50 hit points respectively, and immunity to acid damage.
Slimy Barricade. You cause the sludge to sprout and harden into a wall. The wall is 10 feet tall, 5 feet thick, and 30 feet long. The wall has an AC of 12, 14, or 16 based on the used sludge, with 50, 80 or 130 hit points respectively.
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