Base Class: Rogue
Ooze
Level 3: Ooze Anatomy
You develop certain ooze-like qualities which transform your body. You gain the following benefits.
Rubbery Skin. While not wearing armor or wielding a Shield, your AC equals 13 + your Dexterity modifier.
Slithering Limbs. When subjected to an effect that would give you the Prone condition, you can use your Reaction to remain upright. After using this Reaction, your Speed becomes 0 until the end of your next turn.
Sticky Coating. You have a Climb Speed equal to your Speed, and can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
Level 9: Otherworldly Sense
At the beginning of your turn (no action required), you can cover your eyes with a layer of ooze which senses the vibrations in the air. While this ooze covers your vision, you gain Blindsight up to a range of 60 ft., but are considered blind beyond that range. After using this feature, you may choose to regain your normal vision at the beginning of each of your subsequent turns, but lose access to your Blindsight until the next time you activate this effect.
Level 9: Eat Memories
You gain the following Cunning Strike option.
Eat Memory (Cost: 5d6). Your attack's damage becomes Psychic. The target must succeed on a Wisdom saving throw or have its memories eaten by you. On a successful save, you do not eat the creature's memories, but it receives a 1d4 penalty to all D20 tests it makes until the end of its next turn. Creatures who lack the ability to organically store memories, such as constructs or other brainless creatures, succeed on the save automatically. Whenever you successfully eat a creature's memories, you are able to learn a some broad details about that creature’s identity. Such details may include the following information:
- The creature’s name, age, and place of origin.
- Its profession or affiliation with specific groups and organizations .
- The nature of its relationship with certain individuals.
- Its general likes and dislikes.
You are also able to closely mimic the creature’s mannerisms, such as the way it moves or speaks, and have Advantage on Charisma checks made to act in a way which resembles the creature. Finally, you gain the ability to speak and understand all of the creature's understood languages, if any. These benefits last until you complete a Long Rest.
Level 13: Echoed Impersonation
As a Bonus Action, you can summon a copy of yourself, or another creature which memories you've eaten before, as long as that creature's size is no larger than your size, and you have not taken a Long Rest since eating its memories. The impersonation forms in an unoccupied space within 5 ft. of you, and appears, feels, and sounds exactly like the creature it impersonates. For all practical purposes, the impersonations are you, meaning you occupy your own space and the impersonation's spaces simultaneously. On your turn, you are able to move yourself and any number of summoned impersonations, which have the same Speed as you, and act either from one of their spaces, or from your own space. The impersonations disappear into a pile of goo if they take damage, if you become Incapacitated or die, if they are ever more than 120 ft. away from you, or if you choose to dismiss any number of them as a Bonus Action. You may only have a maximum number of impressions equal to your Dexterity modifier summoned at a time, and no two impressions can be of the same creature.
Level 17: Amorphous Vigor
You gain immunity to the Exhaustion condition.
Comments