Ranger
Base Class: Ranger

Your body is composed of, covered in, or inhabited by an amorphous acidic goo. This unique constitution allows you to alter your shape and utilize the properties of your goo in unique ways.

Goo Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells

Ranger Level Spell
3rd Acid Splash, mage hand
5th web, Acid Arrow
9th gaseous form
13th elemental bane
17th contagion

Goo Baby

At 3rd level, you gain the ability to separate some small portion of goo from your body. This goo blob takes a form of your choice and may act with some limited autonomy.

You learn the find familiar spell if you do not know it already, and may cast it a number of times per day equal to your proficiency bonus by taking 10 points of damage instead of expending a spell slot. If you cast this spell while another goo blob is summoned, the existing blob collapses into a lifeless acid puddle that deals 1d6 acid damage per turn to any creatures standing in it.

On your turn, you may spend a bonus action to cast a spell from your goo blob's location. You may spend a bonus action to re-absorb your goo blob and regain 5 hit points. Your goo blob may continue acting even if you have fallen unconscious. If you die while a goo blob is active, the goo blob will remain alive and under your control for 24 hours, after which it will collapse into a puddle of acid.

Thermal Vision

At 3rd level, you gain thermal vision out to a range of 30 ft. You can see creatures and items that give off heat within 30 ft of you, even if they are behind cover, beyond line of sight, or invisible. You cannot see creatures or objects that do not give off notable heat in this way, such as plants, undead, or cold items.

Acid Ammo

By 7th level, you gain a mastery over the potency and versatility of your goo. You may coat your weapons and ammunition in your goo to deal an extra 1d6 acid damage on all attacks.

Additionally, any creature grappled by you takes 1d6 acid damage per turn.

Non Newtonian

Your goo is resilient and can withstand strong blows. You gain resistance to bludgeoning damage.

Goo Double

At 11th level, you learn to control your goo blob completely. Once per short rest, you may spend a bonus action to cause your goo blob to grow to your size and shape. The goo double rolls its own initiative and copies your stats and abilities, but not your items. You may not merge with the double while it is in this form. The goo double has 25 hit points, if reduced to 0 hit points it will collapse into a 10ft diameter acid puddle that counts as difficult terrain and deals 2d6 damage to all creatures standing in it---except for you.

A number of times equal to your proficiency bonus per long rest, you may spend an action to instantly exchange places with your goo double. Your items and equipment come with you when you perform this exchange, but you may choose to leave any items you wish behind for your double to automatically equip. Your goo double may not perform this action on its turn.

Goo Mastery

Starting at 15th level, you gain mastery over your amorphous form. At the start of your turn, you may grow or shrink your size by one category as a free action, from small to huge. You may move freely through any creatures as though your path was empty and may end your turn sharing a space with another creature. Any creature that begins its turn sharing a space with you must make a constitution saving throw against your spell save DC, taking 2d6 acid damage on a failure, and half as much on a success.

Whenever you are hit by a melee attack, you may spend a reaction to deal 2d6 acid damage to the attacking creature and gain resistance to the attack's damage type for the rest of the current turn, including the damage for the triggering attack.

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