Sorcerer
Base Class: Sorcerer

Sorcerous Origin: Ooze-touched

Your power draws from the magic properties that animates oozes. You or your ancestors perhaps rendered a sentient gelatinous cube a great service, you were dipped in a vat of arcane gelatin, or you hail from the para-elemental plane of ooze. Whatever the cause, this strange magical power dwells within you.

This power comes at a cost. The ooze coursing through your veins demands to be unleased. It sometimes oozes out your pores.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. Ooze-touched sorcerers have a reputation (deserved or not) for reckless behavior.

At your option, you can pick from or roll on the following table to create a unique quirk for your character.

Jellytouched Sorcerer Quirks

d6

Quirk

1

I never need to drink ale because I’m already drunk.

2

I bend, stretch, and mold the truth, exaggerate, or outright lie to be interesting to other people.

3

I find it hard to care about important things and instead focus on what is most trivial.

4

There is only one person I can trust. And only I can see this special friend.

5

I can’t take anything seriously. The more serious the situation, the funnier I find it.

6

What I believe aren’t just conspiracy theories, that’s just what they want you to think about me.

Sticky Touch

At 1st level, you gain the ability to cover your hand with a light coating of ooze.

Starting at 18th level, your Sticky Touch feature can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Mantle of Slime

Starting at 1st level, you unleash the power of the ooze which flows through you.

As a bonus action, your flesh and blood polymorph into translucent ooze of a color of your choosing, leaving your bones and equipment untouched. You look like a walking skeleton encased in rubbery slime. For 1 minute, you gain the following benefits:

  • You have resistance to bludgeoning and piercing damage.
  • Any creature takes 1d4 acid damage if it hits you with a melee attack within 5 feet of you or if it touches you. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d6).

Once your use this feature, you can’t use it again until your finish a long rest.

Gelatinous Defense

At 6th level, you gain resistance to acid damage.

You also gain the ability to defend yourself by momentarily assuming a gelatinous form. As a reaction, when you are hit by an attack and take slashing or lightning damage from it, you can spend 1 sorcery point to reduce that damage by an amount equal to your sorcerer level plus your Charisma modifier.

Form of Sludge

Starting at 14th level, you gain the ability to enter a semifluid state while moving.

You gain a climbing speed equal to your walking speed. Additionally, you can cast Spider Climb on yourself once per long rest.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Soul of Ooze

Starting at 18th level, your being is altered by the power of the ooze. Your Mantle of Slime feature gains the following improvements:

  • The acid damage is increased by your Charisma modifier.
  • You corrode any nonmagical weapon that hits you. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
  • Nonmagical ammunition that hits you is destroyed after dealing damage.
  • When you cast a sorcerer spell of 5th level or lower that deals acid damage, you can deal maximum damage with that spell.
  • You are no longer limited in how often you can activate the Mantle of Slime feature and the first time you do so, you suffer no adverse effect. If you use the Mantle of Jelly again before you finish a long rest, you take 2d12 necrotic damage. Each time you use the Mantle of Jelly feature again before finishing a long rest, the necrotic damage increases by 1d12. This damage ignores resistance and immunity.

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