Sorcerer
Base Class: Sorcerer

As a Primordial Memory sorcerer, you decide how ooze came to run in your blood. Were you born with them? Or did an encounter with an ooze later in life imbue you with this primordial power? Consult the Primordial Origins table for a possible origin of your power.

Primordial Origins
d4 Origin
1 One of your ancestors was once trapped inside a gelatinous cube. Somehow they survived, but the cube’s corrosive blood has since run in your family’s veins.
2 A night hag convinced Juiblex to place a curse on your father, giving him ooze blood. That curse has passed down to you.
3 You were kidnapped by a Mind flayed and injected with a small part of an oblex. The oblex influence has been growing inside of you.
4 You encountered and were overtaken by a black pudding. It destroyed all of your equipment, but somehow you were left alive and naked in the aftermath. Somehow it has created a symbiotic relationship with you.

Corrosive Magic

1st-level Primordial Memory feature

The influence of primordial oozes impacts your spellcasting. Whenever you hit a creature with a spell attack, you can use your reaction to deal extra acid damage equal to 1d6 + your Charisma modifier. You can use this feature only once per turn.

Corrosive Skin

1st-level Primordial Memory feature

You have resistance to acid damage.

When you reach 3rd level in this class, as an action, you can spend 3 sorcery points to produce a thin layer of corrosive ooze over your skin that lasts for 1 hour. While your skin is covered in this corrosive ooze, any nonmagical weapon made of metal or wood that hits you corrodes. 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 made of metal or wood that hits you is destroyed after dealing damage. 

In addition, as an action after using your Corrosive Skin feature, the corrosive ooze on your skin can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Memory Drain

6th-level Primordial Memory feature

As an action, you can target a creature within 30 feet of you that you can see. That creature must succeed on a Wisdom saving throw against your spell save DC, taking 2d8 + your Charisma modifier psychic damage on a failed saving throw or half as much damage on a successful one. In addition, you learn one fact or memory about the target. Upon learning this fact or memory about the target, choose a number of skills equal to your Charisma modifier and double your proficiency bonus for these skills for 10 minutes. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses on finishing a long rest.

Primeval Effigy

14th-level Primordial Memory feature

As a bonus action, you can spend 5 sorcery points to extrude the corrosive ooze under your skin that assumes the appearance of one Medium or smaller creature whose memories you have drained. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. You can impersonate 1 creature, tethered to your body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is you, meaning that you occupy both its space and your space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between your body and the simulacrum. The simulacrum disappears if the tether is severed. Otherwise, the simulacrum lasts for a number of minutes equal to your Sorcerer level. While this simulacrum is active, it has half your hit points (rounded up) and an AC of 8 + your Constitution modifier + your Proficiency Bonus.

This simulacrum obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the simulacrum where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.

If you are incapacitated, the simulacrum disappears. The simulacrum never requires your command to use its reaction, such as when making an opportunity attack.

You can use this feature a number of times equal to your Charisma modifier, and you regain all uses on finishing a long rest.

Perfect Effigy

18th-level Primordial Memory feature

When you use your Primeval Effigy feature, you can now create a copy of yourself instead of a creature whose memories you have drained. This simulacrum uses all of your statistics if created in this way, except that it is an ooze. In addition, a simulacrum you create using this feature can cast spells that it knew at the time of its creation.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

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