Monk
Base Class: Monk

A monk who follows the Way of the Slime has garnered the ability to sweat literal acid. The origin could be supernatural, imparted by a disease or curse long past - or a result of chennlling you ki to make advantage of excessive perspiration you had long been taunted for.

It centers around excreting caustic slime to improve you battle capabilities, making others more reluctant to get close - for risk of acid burns.

 

Slime Attunement

3rd-level Way of the Slime feature

You have grown attuned to slimy substances, gaining an understanding of the way they flow, and the ability to make your body more supple. Granting the following benefits.

  • You can now speak aquan.
  • You gain proficiency with painter's supplies & Acrobatics. If you already have proficiency in one of these skills, you can instead choose to double your proficiency bonus for any ability check you make that uses them.
  • You gain proficiency with blowguns & darts if you don't already have it. These weapons are monk weapons for you. These weapons now deal Acid damage as you coat the small projectiles in sweaty slime.

This feature gains further effects at 6th and 11th level.

Acrobatics: Double Proficiency.

Acrobatics: Double Proficiency.(only take if had proficiency prior to the option).

Acrobatics: Proficiency.

Acrobatics: Proficiency.(take this if not previously proficient).

Painter's Supplies: Double Proficiency.

Painter's Supplies: Double Proficiency.(only take if had proficiency prior to the option)

Painter's Supplies: Proficiency.

Painter's Supplies: Proficiency.(take this if not previously proficient).

Secrete Slime

3rd-level Way of the Slime feature

As a Bonus Action you can start to secrete slime from your sweat pores. As you bob and weave in battle you leave behind streaks of caustic slime.

The effect last for 1 Minute & ends early if you are incapacitated or die. You can also choose to end the effect early(No Action Needed).

While active:

  • Dripping Slime: When a Creature Attacks you from within 5 ft, they must make a Dexterity Saving throw to avoid the dripping slime. On a failed save they take Acid damage equal to one roll of your Martial Arts die.

  • Acidic Strike: You can spend 1 ki point to add one roll of your Martial Arts die to any Melee Weapon Attack. The Damage Type for this extra die is Acid. (unfortunately no way to add this in subclass homebrew, so will need to add a custom attack manually)

This feature gains further effects at 6th, 11th and 17th level.

Slime Attunement: Greater

6th-level Way of the Slime feature

You further your intimate knowledge of slimy substances, gaining the following benefits.

  • You gain resistance to Acid damage.
  • Greasy Trail: When using Step of the Wind feature can spend 1 ki point to leave behind a splurge of slippery slime. You cast the grease spell centered in yourself when invoking Step of the Wind. You are immune to the effects of the spell cast this way. This feature gains further effects at 17th level.

Secrete More Slime

6th-level Way of the Slime feature

Your ability to secrete caustic slime has become more potent. While this feature is active you are able to reshape parts of this slime into pseudopods that strike out at your enemies.

Pseudopod Flurry: By expending 1 ki point you replace an attack with a pseudopod flurry. Choose any number of creatures within 10ft, and perform an unarmed strike against each target. The damage type for these attacks is Acid.

This feature gains further effects at 11th and 17th level.

Slimy Attunement: Superior

11th-level Way of the Slime feature

You continue to hone your slime affinity. You gain the following benefits:

  • You now have immunity to Acid damage.
  • Seeping Slime: While on porous ground(DM has discretion on what counts as porous - but the intent is: soil, sand, heavily cracked stone[but not solid stone], water, ale are valid examples) and reduced to 0 Hit Points, you may expend 1 ki point(No Action required) to transform into a small particularly fluid slime blob that sinks into the ground, absorbed almost instantly. You are automatically stabilized, but remain unconscious with 0 Hit Points. While in this state you have a single Special Action: Awaken & Emerge, returning you to your original position and form. If you remained absorbed for at least 1 minute, you gain 1 Hit Point when emerging. You can remain absorbed in the ground for a maximum of 1 hour, at which point your body will naturally coalesce into it's old form on the surface. You must finish a long rest before you can use this feature again. This feature gains further effects at 17th level.

Secrete Even More Slime

11th-level Way of the Slime feature

As you become more adept in controling slimy pseudopods, the radius of the Pseudopod Flurry feature increases to 20ft.

Ultimate Slime Form

17th-level Way of the Slime feature

You become the master of secreting goo from sweat pores, and controlling slime.

  • Pseudopod Flurry feature radius increases to 30ft.
  • Seeping Slime feature no longer requires 1mn of activation to regain 1 Hit Point, and has it's maximum duration extended to 24hrs.
  • Greasy Trail feature can now be activated at no extra cost when using the Step of the Wind monk feature.
  • You may now spend extra ki points to boost your Acidic Strike feature, for each extra ki point expended at an extra Martial Arts die of acid damage(maximum 3 ki/dice).

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