Monk
Base Class: Monk

Plasmoids developed there own form of bare goo fist fighting, designed to make full use of gelatinous bodies. This is the Way of the Kung Goo. Only truly accessible to Plasmoids, this fighting style involves stretching, and turning there goo to attack there targets from angles impossible to someone with a rigid body. They often take on a humanoid form whilst using this fighting style but it can be used from there standard blob form.

Martial Goo (3rd level)

Unlike a typical monk, a plasmoid mastering the Way of Kung Goo has access to unique abilities that other monks could not physically do.

Goo Reach - You can spend 1 ki point to increase the reach of your unarmed strikes by 5ft, to a total reach of 10ft for the rest of the turn.

Goo Shot - You can spend 1 ki point and take the attack action to compress a small globule of goo and launch it 30ft. Make an attack role if it is aimed at a creature, if it hits it deals 1d8 + dexterity modifier bludgeoning damage.

 Goo Curve Punch - You can spend 1 ki point to give your next attack advantage as it curves around to hit the target in a way they don't expect.

Goo form (6th Level)

At sixth level you gain the ability to manipulate your goo into various forms. Similar to Wild Shape, but with some notable differences. You can turn into bestial forms like a bear, eagle or boar but you are still made of goo. So you lack sharp claws, beak or tusks to deal any real damage. And your health total remains the same as it is still your body but in a different form. However whilst you can't slash, peck or impale like these animals you can move like them, fly as a bird, swing through the trees as a monkey, or dig through the ground as a mole. You can also increase and decrease your overall goo volume, so if your volume is 160 Litres, you could lower it to as a maximum of 40 litres, or increase it to a maximum of 300 litres.

It takes a bonus action and one ki point to transform. Each form can be maintained for a maximum of one hour. The attack and extra action can be taken whilst in these forms dealing 1d8 damage plus dexterity modifier. However it does not count for granting an unarmed strike as a bonus actions. And other ki moves such as Flurry of Goo can not be done during the transformation.

Goo Wrestling (11th Level)

You can wrap your gooey limbs around creatures to grapple them. You get advantage on grapple checks and use your dexterity for the saving throw instead of strength. This makes the avoiding the grapple and escaping  DC - 8 + Dexterity Modifier +  Proficiency Bonus. If they fail the DC then they get the target is grappled.

After successfully grappling a target you can, when next available, make an action to spawn additional limbs to completely constrict the target. The target makes an athletics (strength) or acrobatics (dexterity) check against the grapple dc, if they fail then they are incapacitated. Every turn they can make that check again to try to break free. You are also incapacitated whilst doing this, but you can end the constriction using an action or bonus action.

Whilst constricting the target you can use your action to tighten your hold dealing 2d8 bludgeoning damage to the target.

 

 

Goo Enhancement (17th Level)

You can spend 3 ki points to enhance your humanoid goo form for one minute. You can activate either:

Light form - You reduce your total volume of goo, increasing your speed and taking on the appearance of a much skinnier Plasmoid. Walking distance increases by 15ft. Dexterity modifier is increased by 1. You don't trigger opportunity attacks. You get advantage on dexterity checks. But you have disadvantage on strength checks.

Heavy form - You increase your total volume of goo, increasing your power and taking on the appearance of a much more muscular Plasmoid. Jumping distance increases by 10ft. Strength modifier is increased by 1 and you can use both your strength and dexterity modifiers for damage rolls but not attack rolls. You get advantage on strength checks. But you have disadvantage on dexterity checks.