Base Class: Druid
Druids of the Circle of Ooze draw their powers from the most ancient aspects of nature - The endless potential of the primordial soup that started all life. These druids believe strongly in change, and adapting to new challenges.
Circle Spells
2nd-level Circle of Ooze feature
Your connection to the consuming and corrosive qualities of ooze grants you access to certain spells. At 2nd level, you learn the acid splash cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ooze 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 Ooze Spells
| Druid Level | Spells |
|---|---|
| 2nd | acid splash |
| 3rd | alter self, grease |
| 5th | slow, gaseous form |
| 7th | vitriolic sphere, black tentacles |
| 9th | cloudkill, contagion |
Reassemble
When you take on the aspects of ooze at 2nd level, your blood and flesh is infused with regenerative properties, and your whole being is capable of becoming amorphous. At the end of any combat turn where you have at least 1 hit point, you restore 2d4 hit points.
This regeneration improves as you level up. At 6th level you heal 4d4, at 10th you heal 6d4, and at 14th level you heal 8d4 hit points. This healing also regenerates lost/severed limbs almost instantaneously.
Ooze Form
At 3rd level, your form is far more fluid than that of the typical druid, allowing you to wildshape into slimy oozes. You can now wildshape into any Ooze type creature up to CR 1. At 10th level, you can become any Ooze type creature up to a CR equal to 1/3rd your druid level.
Slime Trail
Starting at 6th level, the ooze that flows through your veins now seeps out of your pores as well. While in combat, whenever you use your movement, the line of your path is coated in thick slime until your next turn.
Whenever a creature comes in contact with and/or crosses through this line, you may have them make a Dexterity save against your spell casting DC. On a failure, the creature becomes coated in ooze for 1 minute or until they or another creature spend an action to wipe it off.
While coated, a creature's speed is reduced by 10 feet and they have disadvantage on attack rolls and Dexterity saves.
Genesis
Starting at 10th level, your entire body is a conglomeration of different primordial oozes. You now have resistance to slashing, piercing, and bludgeoning damage from non-magical effects.
Whenever you take non-magical slashing, piercing, or bludgeoning damage, you create a gray ooze creature in an unoccupied space within 10 feet of you. The grey ooze(s) act immediately after you in initiative order and you control their turn. You can only create up to three gray oozes at one time.
Dynamic Reshaping
At 14th level, you are able to reconstruct yourself into any configuration to suit your needs. As an action, you may consume a charge of your Wildshape to remove up to 8 ability score points from any of your abilities and reallocate them elsewhere.
For example, you can remove 4 Strength to grant yourself a +4 bonus to Dexterity. You may modify an ability score up to a maximum of 22 (+6 modifier) this way. This change lasts for 10 minutes or until you dismiss the changes as an action.
Previous Versions
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4/1/2024 5:22:19 PM
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5/15/2024 4:52:29 PM
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7/8/2024 7:44:18 PM
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