Base Class: Sorcerer
An Ooze Soul sorcerer doesn't necessarily get their magic from an encounter with an ooze, but has had their natural raw magic shaped by it. A creature that would normally be killed by ooze getting into their bloodstream may have been saved by an internal spark of raw magic, but this salvation has left their body forever changed.
Ooze Soul Quirks
| d6 | Quirk |
|---|---|
| 1 | Your skin feels damp, and sticky or slippery. |
| 2 | Your joints aren't in clear locations as if you don't have bones. |
| 3 | If you forget to focus on your posture, your muscles droop giving you a slouched appearance. |
| 4 | You always feel insatiably hungry even when you are full. |
| 5 | You prefer to sleep splayed out like a puddle as flat as possible. |
| 6 | You have a metallic or sulfuric smell. |
Sticky Body
Starting at 1st level, you gain a climbing speed of 20 ft, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Squeeze
At 1st level, once per short or long rest, you gain the ability to briefly become amorphous (no action required). When you do so, you can move yourself and your equipment through a space as narrow as 1 inch wide. Once used, this benefit lasts until the end of your turn allowing you to move at full speed through gaps. This ability can be replenished by spending one sorcery point.
Slimy Trails
At 6th level, as a bonus action, when you move, you can spend 1 sorcery point leave behind a puddle of acid 5ft by 5ft. A creature that enters the area or ends its turn in puddle takes acid damage equal to half your sorcery level. Additionally, when you cast a spell of 1st level or higher that does damage, you can choose to imbue it with a slimy trail adding extra acid damage to the damage roll equal to your charisma modifier.
Engulfing Rebuke
At 14th level, when you are hit by a melee attack by a creature the same size or smaller than you, you can use your reaction to try an engulf them into your body. The attacker must make a Strength saving throw against your sorcerer spell save DC. On a failed save they are engulfed, and take acid damage equal to your sorcerer level. At the start of each of their turns they can attempt to make the save again, taking the acid damage after each save until they succeed. Only one creature can be engulfed at a time, if you attempt to engulf more than one, the previous creature is expelled.
Split
At 18th level, you can spend 6 sorcery points as a bonus action to split yourself in two. Each half has hit points equal to half your original hit points, rounded down. The new half does not inherit any items, is a separate creature, and takes the turn immediately after yours. Any damage dealt by either half is halved, rounded down. You and your other half share spell slots, sorcery points, and all other charges. If you or your other half drop to 0 hit points they melt into a puddle. You can use a bonus action to reform back into a whole by moving into the space of your other half. This can be done after either half is slain, returning the remaining half to dealing full damage.
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