Base Class: Sorcerer
Seep with primordial ooze.
Your innate magic comes from the amorphous primordial ooze. Perhaps you fell into an ancient swamp, you were bombarded with the elemental energy of water and earth, you survived being engulfed by some magical ooze, or even corrupted by the demon Jubelix.
Level 3: Oozeborn Spells
When you reach a Sorcerer level specified in the Oozeborn Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Acid Splash, False Life, Grease, Melf's Acid Arrow, Web |
| 5 | Slow, Water Walk |
| 7 | Evard's Black Tentacles, Freedom of Movement |
| 9 | Conjure Elemental, Bigby's Hand |
Level 3: Ooze Psuedopod
As a Bonus Action, you can conjure an Ooze Pseudopod which emerges from you, lashing out at a creature you can see within 30 feet of you. The target must succeed on a Dexterity saving throw against your spell save DC or take Acid damage, and if the creature is large or smaller, be pushed or pulled up 15 feet directly away or towards you. To determine the damage, roll a number of d6s equal to your Charisma modifier (minimum of 1 die).
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses when you finish a long rest. You can regain a use of this feature by expending 2 sorcery points (no action required).
Level 6: Oozekin
You tap into your amorphous heritage, granting you the following benefits.
- Acid Resistance. You have resistance to acid and poison damage.
- Adhesive. You have a climbing speed equal to your walking speed and can climb leaving your hands free.
- Amorphous. You have advantage on saving throws made to avoid the grappled or restrained condition as well as ability checks made to end those conditions.
Level 14: Formless Fortitude
When an attacker that you can see hits you with an attack roll, you can take a Reaction to take on a more formless shape and halve the attack’s damage against you (round down). As a part of this reaction you can end the grappled or restrained condition on yourself and move up to your Speed without provoking opportunity attacks.
Once you use this feature you can’t do it again until you finish a Short Rest. You can regain a use of this feature by expending 5 sorcery points (no action required).
Level 18: Supreme Slime
Slimy Split. When you use your Formless Fortitude you can choose to split in two. Your remaining hit points are split between the two identical versions of yourself and each are targeted and take damage separately. On your turn you can choose which of the two versions moves and from which one your actions originate and when you conjure a Ooze Pseudopod it can originate from both versions of yourself, targeting two different creatures. You can remain split like this for 1 minute. When the split ends you choose which version disappears into a puddle of ooze and other regains hit points equal to the disappearing ones hit point total.
Once you use this feature you can’t do so again until you finish a long rest.
Improved Pseudopod. When a creature fails the Dexterity saving throw against your Ooze Pseudopod you can move a huge or smaller creature and they also have the Restrained condition until the start of your next turn.
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Posted Jul 7, 2025the two issues i have is 1:the psuedopod feels to powerful early game and wont scale well at higher levels,2:the level 6 ability is just very underwhelming, everything in the ability is very situational