Ranger
Base Class: Ranger

Rangers have a long history of forming deep bonds with beasts, making them their partners in battle. Slime Tamer's have different tastes. They bond with oozes because... well, let's not get into that here. With the help of their gooey companions, these rangers can get into spaces that would otherwise be inaccessible. But it gets better! As they level up, these rangers gain the delightful ability to partially transform into slimes, enabling them to ooze their way out of sticky situations—literally. Need to escape a trap? Just melt away! Caught in a tight spot? Slip through the cracks! While other rangers are busy climbing trees or tracking prey, the Slime Tamer is out here living their best life, merging with the very goo that keeps their enemies on their toes. Sure, they might not be the most traditional ranger around, but who needs conventionality when you’re a walking gelatinous party trick? With an arsenal of acid-based attacks, they can turn enemies into puddles while gleefully exclaiming, “That’s what you get for underestimating goo!”

Slime Tamer Rangers tend to be an unusual bunch—equal parts fascinated and obsessed with their gooey companions. Their fascination with oozes often leads them to develop an eccentric, and sometimes off-putting, enthusiasm for all things slimy. They’re known for being resourceful and adaptable, taking pride in their ability to turn what others see as simple, mindless creatures into formidable allies. This single-minded dedication to their pet slime often means they can come across as socially awkward, prioritizing their gelatinous partner over relationships with other humanoids. They don’t mind getting their hands dirty—literally—and are often seen with a slightly disheveled look, as if perpetually covered in a thin layer of ooze. But don’t be fooled by their odd demeanor—Slime Tamers are cunning and inventive, especially when it comes to using their unique companions to solve problems or overwhelm enemies in combat.

Slime Companion

3rd-level Slime Tamer feature

You magically summon a gooey slime, which draws strength from your special bond with nature. Choose its stat block: Bright Jelly, Gelatinous Cube, or Lost Oblex. You also determine its appearance. Whatever ooze you choose, it bears runic markings indicating its supernatural origin.

The ooze is Friendly to you and your allies and obeys your commands. It vanishes if (when) you die.

The Slime in Combat. In combat, the ooze acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the ooze to take the Pseudopod action. If you have the Incapacitated condition, the ooze acts on its own and isn’t limited to the Dodge action.

Restoring or Replacing the Slime. If the ooze has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The ooze returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different gooey slime, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have an ooze from this feature, the old one vanishes when the new one appears.

Bright Jelly

Bright Jelly

Large Ooze, Neutral

AC 11 plus your Wisdom modifier

HP 7 plus seven times your Ranger level (the ooze has a number of Hit Dice [d10s] equal to your Ranger level)

Speed 20 ft., Climb 20 ft.

    MOD SAVE
STR 16 +3 +3
DEX 10 +0 +0
CON 14 +2 +2
    MOD SAVE
INT 6 −2 −2
WIS 14 +2 +2
CHA 6 −2 −2

Damage Resistances Acid, Lightning, Slashing

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Gooey Bond. Add your Proficiency Bonus to any ability check or saving throw the slime makes.

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Corrosive Form. A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the jelly 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.

Nonmagical ammunition made of metal or wood that hits the jelly is destroyed after dealing damage.

The jelly can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Actions

Pseudopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 plus your Wisdom modifier acid damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Gelatinous Cube

Gelatinous Cube

Medium Ooze, Neutral

AC 10 plus your Wisdom modifier

HP 9 plus nine times your Ranger level (the ooze has a number of Hit Dice [d8s] equal to your Ranger level)

Speed 20 ft., Climb 20 ft.

    Mod Save
STR 14 +2 +2
DEX 10 +0 +0
CON 20 +5 +5
    Mod Save
INT 6 −2 −2
WIS 14 +2 +2
CHA 6 −2 −2

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Gooey Bond. Add your Proficiency Bonus to any ability check or saving throw the slime makes.

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a contested Strength (Athletics) check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw against your spell save DC.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a contested Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Lost Oblex

Lost Oblex

Small Ooze, Neutral

AC 13 plus your Wisdom modifier

HP 5 plus five times your Ranger level (the ooze has a number of Hit Dice [d6s] equal to your Ranger level)

Speed 30 ft.

    MOD SAVE
STR 8 −1 −1
DEX 16 +3 +3
CON 15 +2 +2
    MOD SAVE
INT 15 +2 +2
WIS 12 +1 +1
CHA 14 +2 +2

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 11

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Gooey Bond. Add your Proficiency Bonus to any ability check or saving throw the slime makes.

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Unusual Nature. The oblex doesn’t require sleep.

Actions

Pseudopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 plus your Wisdom modifier acid damage.

Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a Wisdom saving throw against your spell save DC or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies.

Bonus Actions

Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.

Friend of the Ooze

3rd-level Slime Tamer feature

Loving a slime can be tough (and not just because of the looks you get). The first time you gave your little pal a hug, you burned a whole in your armor and got a nasty rash. You have built up a resistance to their corrosive love. You have resistance to acid damage.

Slime Spells

3rd-level Slime Tamer feature

Your connection to your little slime buddy grants you access to certain spells. At 3rd level, you learn the acid splash cantrip and the inflict wounds spell.

At 5th, 9th, 13th, and 17th level you gain access to the spells listed for that level in the Slime 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 ranger spell list, the spell is nonetheless a ranger spell for you.

Slime Spells
RANGER Level Spells
3rd acid splash, inflict wounds
5th knock, melf's acid arrow
9th gaseous form
13th evard's black tentacles
17th passwall

Corrosive Strikes

7th-level Slime Tamer feature

You gain the ability to secrete acidic liquid from your hands, granting you the strangest handshake in the land and very few friends. Once per turn, when you hit a creature with an attack roll, you can deal additional acid damage equal to your Wisdom modifier.

Slime Time

7th-level Slime Tamer feature

No matter how many times you wash your hands, they're still sticky... you're gross. You've begun to adopt some of the traits of your slime companion. Your sticky little limbs let you climb difficult surfaces, including upside down on ceilings without needing to make an ability check. Further, your body gains gelatinous properties when struck, granting you resistance to bludgeoning, piercing, and slashing damage.

Gelatinous Wrath

11th-level Slime Tamer feature

Li'l slime has been hitting the gym. When you command your Slime Companion to take the Pseudopod action, the ooze can use it twice.

In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the ooze deals extra Acid damage equal to the bonus damage of that spell.

Ooey Gooey

11th-level Slime Tamer feature

At first you thought you were putting on a little weight, but it quickly became it was much more than that. Ensuring that you will forever remain single, your body has begun to take on even more properties of an ooze. You can condense your body to pass through a space as narrow as 1 inch wide without squeezing. Once you use this ability, you must complete a short or long rest before doing so again. You also gain resistance to lightning damage.

Symbiosis

15th-level Slime Tamer feature

You and your little slime buddy are so in synch that people have begun to suspect that the slime killed you and took your place. Maybe it's not such a crazy idea... When you cast a spell targeting yourself, you can also affect your Slime Companion with the spell if the creature is within 30 feet of you.

Budding

15th-level Slime Tamer feature

Whatever you were before, you aren't anymore. You now have more in common with your slime companion than your own kin. When you are subjected to lightning or slashing damage and have at least half of your hit point maximum, you can use a reaction to split into two parts. One part remains in your current space and the other is placed in an adjacent, unoccupied space. These two are exact copies with your current hit points split evenly between the the two parts for 1 minute.

  • You are one size smaller than you were previously.
  • Your hit point maximum is reduced to half your previous hit point maximum.
  • You possess all of your other equipment, abilities, and statistics.
  • Both creatures act on your initiative.
  • They share spell slots, limited use abilities (e.g., Tireless feature), and magic item charges.
  • If both parts are killed, the pieces combine into your original form and you immediately die.
  • If you are knocked unconscious and the other part is dead or unconscious, the two pieces rejoin into your original form with 0 hit points and are rendered unconscious, but stable.
  • Otherwise, after 1 minute, the two pieces rejoin into your original form with your current hit points equal to the combined hit points of the two parts.
  • You can choose to end this ability early (no action required) if the two pieces are within 5 feet of each other.

Once you use this ability, you must finish a long rest before you do so again.

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