Base Class: Cleric
Gods of Slime are often nameless, churning deities of filth, possessing no temples and few if any worshippers. It is, therefore, a mystery wherefore their immense power originates. Scholars of divinity speculate that, perhaps, the Slime Domain naturally occurs as a result of other gods' waste. Or perhaps, oozes themselves, in spite of being unintelligent in every conceivable sense, still possess the capability to worship at some level, and therefore empower these nameless gods. One of the few gods of this domain is Ghaunadaur, former member of the Dark Seldarine (the drow pantheon), a primordial deity of slimes and oozes, revered by aboleths and ropers as well as outcast and rebellious drow. Ghaunadaur also is know as the demon lord of oozes, Juiblex, yet no mortal seems to be aware of the two being the same being. Despite all these things, those who are of alien mind, insane, or desprite tend to pledge themselves to such gods. One of the other few known such gods or godlike beings is Kyrzin from the world of eberron.
Slime Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | grease, tasha's caustic brew |
| 3rd | acid arrow, ray of enfeeblement |
| 5th | stinking cloud, water walk |
| 7th | black tentacles, vitriolic sphere |
| 9th | contagion, cloudkill |
Bonus Cantrips
When you choose this domain at 1st level, you learn the acid splash and poison spray cantrips, which count as cleric cantrips for you.
Corrosive Touch
At 1st level, you have resistance to acid and poison damage.
Also as an action you can secrete from your hand, you and your equipment are immune to the effects of this green slime, and apply a patch of green slime with a touch that deals 1d10 acid damage. Once it is secreted, the green slime can eat through wood or metal, dealing 2d10 acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. You can apply this slime to your unarmed strikes or to any weapon as part of an attack with that weapon, leaving a patch of green slime, when you hit, on the target and if the target is wearing nonmagical armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers, triggering each time it takes acid damage from your "Corrosive Touch" feature. The armor is destroyed if the penalty reduces its AC to 10.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Turn Ooze
Starting at 2nd level, you can use your Channel Divinity to impose your will impose your will upon oozes and slimes, much like your god would.
as an action, you can attempt to command an ooze you can see within 30 feet of you. This ooze must make a Wisdom saving throw or obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An ooze whose challenge rating is greater than your level is immune to this effect.
While an ooze is under your command, you can use a bonus action on each of your turns to mentally command it if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If given no command, the ooze does not act.
Ward of Slime
Starting at 6th level, you can secrete slime from your skin and orifices, giving you advantage on checks against being grappled. Also when you or a creature within 30 feet of you takes damage from a melee attack, you can use your reaction to lash out with a pseudopod dealing 3d6 acid or bludgeoning damage (your choice) to creature who made the melee attack.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 acid, poison, or bludgeoning (your choice) damage to the target and slime to leap from your weapon onto the target must make a Dexterity saving throw. On a failed save, the creature is restrained the slime until it breaks free. A creature restrained by the slime can use it's action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The slime can also be attacked and destroyed (AC 10; hp 5; vulnerability to cold, fire, or radiant damage; immunity to slashing, piercing, poison, lightning, and psychic damage). When you reach 14th level, the extra damage increases to 2d10.
Child of Slime
Starting at 17th level, you become embraced by your god and become a mixture of what you once were and their glorious spawn, granting you the following benefits:
- Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You gain immunity to poison and acid damage and the poison and paralyzed conditions.
- As an action, you can use your channel divinity to invoke the power of your deity and cause your body to assume a humanoid shaped form with the amorphous qualities of an ooze, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. In this form you can as a bonus action transform your hands into pseudopods or back into normal hands. These pseudopods count as natural weapons, which you are proficient with, which you can use to make unarmed strikes. If you hit with them, you can deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.. When you make an attack with these natural weapons, your reach for it is 5 feet greater than normal. This transformation lasts for up to 1 hour or until you end it early as a free action.
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