Base Class: Sorcerer
Your bloodline was perhaps touched by Juiblex somewhere down your line. Or else you found yourself inextricably tied to acidic magics and creatures. This magic takes the shape of a slimeborn sorcerer.
Acid Touched
Beginning at 1st level, as a bonus action on your turn you may expel acid stored in your body. You spew acid in a 15-foot cone in front of you, any creature caught in this cone must make a dexterity saving throw. On a failure they take 1d8 acid damage. On a success they take half damage. Additionally, when you gain access to sorcery points you can spend sorcery points to increase the damage by 1d8 per 2 sorcery points spent. If you choose to spend sorcery points on this, it begins to eat away at non-magical metal. If the creature failed its dexterity saving throw and is wearing metal armor or weapons it begins to rust. 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. Armor takes a -1 penalty to its AC and if its AC is reduced to 10 then the armor is destroyed. After you use this feature at the start of each of your turns, roll a d6. On a 6 you regain the ability to use this feature.
Additional Cantrip
The vitriol and acid of your bloodline becomes manifest in you. You learn the acid splash cantrip. If you already know this cantrip you may pick another one from the sorcerer spell list.
Vitriolic Self
Starting at 6th level, you gain resistance to acid damage, additionally you may add your charisma modifier to any acid damage you deal.
Slime Shape
Starting at level 14, as a bonus action you can use any number of sorcery points to transform yourself into an ooze. You can turn into an ooze whose Cr is equal to 2x the number of sorcery points you chose to spend in order to transform yourself this way. Your game statistics are replaced by the statistics of the ooze, but you retain your alignment, personality, and Intelligence, Wisdom , and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the ooze’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in ooze form and have only 1 hit point left, you revert and take 9 damage. A s long as the excess damage doesn’t reduce your norm al form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You may cast spells as normal while transformed in this way, although you cannot speak.
Mostly Slime
Starting at 18th level, you gain an immunity to acid and non-magical slashing damage. You also become amorphous, able to fit through spaces as small as 1 inch wide without squeezing.
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