Base Class: Rogue
If you have ever found yourself in a sticky situation that seemed impossible to squeeze your way out of, perhaps you learn from an ooze. Weather the plasmoid species or your run of the mill Gelatinous Cube, an Ooze is notoriously tricky to pin down. Goo-Gambit rogues use this to their advantage. These masters of the goo use their sticky fingers and slippery slime methods to take on any job.
Level 3: Slime Power
You harbor a wellspring of primordial energy within yourself. This energy is represented by your Slimy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various ooze related powers you have, which are detailed below.
| Rogue Level | Die Size | Number |
|---|---|---|
| 3 | D6 | 4 |
| 5 | D8 | 6 |
| 9 | D8 | 8 |
| 11 | D10 | 8 |
| 13 | D10 | 10 |
| 17 | D12 | 12 |
Any features in this subclass that use a Slime Power Die use only the dice from this subclass. Some of your powers expend a Slimy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Slimy Dice are all expended.
You regain one of your expended Slime Power Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Bubbling Ambition. When your natural training fails you, your slime powers can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Slimy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Heat Shield. You can establish protective goo of warmth to bolster yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Slimy die. For a number of hours equal to the number rolled, the chosen creatures gain temporary hit points equal to the number rolled plus your proficiency bonus. If a creature hits you with a melee attack while you have these hit points, the creature takes acid damage equal to a roll of your Slimy die.
The first time you use this power after each Long Rest, you don’t expend the Slime Power Die. All other times you use the power, you expend the die.
Level 3: Goo Blades
You can manifest shimmering blades of slime. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Goo Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d6 Acid plus the ability modifier used for the attack roll
Properties: Finesse, Thrown (range 60/120 feet)
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second goo blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
Level 9: Sticky Blades
You can now use the following powers with your Goo Blades.
Homing Strikes. If you make an attack roll with your Goo Blade and miss the target, you can roll one Slimy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
Like Rubber, Like Goo.. As a Bonus Action, you manifest a Goo Blade, expend one Slimy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You form becomes viscous and you are teleported to that space in a trail of ooze, as though pulled along the blade's trajectory and the blade vanishes.
Level 13: Viscous Invisibility
Some ooze are transparent. As an action, you can magically become see-through, along with anything you are wearing or carrying. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Slimy Die (no action required) to restore your use of it.
Level 17: Ooze Boom
Your slime can can be utilized as a volatile weapon of destruction. When you use your Goo Blades to deal Sneak Attack damage to a creature, you can force that target to make a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the attack is considered a critical hit and triggers an explosion. All other creatures within 10 feet emanation of the target, excluding you, must then also make a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). On a failed save, the creatures take Acid damage equal to a roll of your Sneak Attack damage or half on a successful save.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Slimy Dice (no action required) to restore your use of it.
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