Base Class: Cleric
The Gods, Demon Lords and Archomentals of the Slime Domain (including Bwimb II, Ghaunadaur, Juiblex, Moander, Turaglas, and Zargon) show little care for their mortal followers. These cultists are plagued by maddening visions and slowly lose their minds as they become gradually more slime-like.
They often worship in hidden, underground lairs, preaching of an oozing apocalypse from which only the faithful will be spared. In time, the most devoted are reborn as sentient oozes, their former selves dissolved into madness and slime.
Slime Domain Spells | |
---|---|
Cleric Level | Spells |
1st | Absorb Elements, Grease |
3rd | Acid Arrow, Web |
5th | Gaseous Form, Protection From Energy |
7th | Death Ward, Freedom Of Movement |
9th | Dream, Passwall |
Pseudopod
When you choose this domain at 1st level, your skin begins to excrete an ooze like mucus.
This mucus is a natural weapon, that you are proficient with, and you can lash out with it to make a melee weapon attack dealing acid damage equal to 1d4 + your Strength modifier.
This damage die changes as you gain cleric levels, 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Shapeless Conviction
Also at 1st level, you have advantage on saving throws against being charmed or frightened.
Channel Divinity: Ooze Herder
Starting at 2nd level, you can use your Channel Divinity to charm slimes.
As an action, you present your holy symbol and invoke the name of your deity. Each Ooze within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. This feature ignores any Ooze's immunity to the charmed condition.
Liquid Movement
Starting at 6th level, as an action, you can move up to 20 feet through spaces no more than an inch in diameter. You must end this movement in a space that can accommodate your full size. Otherwise, you take 5 force damage and return to the space where you began this movement.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with magical energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Slimy Organs
Starting at 17th level, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, whenever you suffer a critical hit or are reduced to 0 hit points, all creatures within 5 feet of you take acid damage equal to your level in this class.
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