Base Class: Artificer
The Slimologist is fascinated by the minuscule; of the silent and unending creep. Is it really alive? Regardless, Slimologists seek to discover the potential of this little-known or often ignored substance.
Tool Proficiency
At 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Slimologist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Slimologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Sticky Slime
Starting at 3rd level, you’ve managed to grow your slime colony to the point that you can harvest some to begin to utilize its properties, beginning with its stickiness. As an action you can make a ranged spell attack at a creature you can see within 30 feet of you that is within 10 feet of the ground. On a hit, the creature becomes stuck to the ground at its current position, as described in “Sticky Tether.”
You are also able to aim your Sticky Slime to entrap a second creature. When you hit a creature with your Sticky Slime, you may choose to have the slime reach for another creature within 10 feet of the hit creature. The second creature must make a Dexterity saving throw against your Artificer spell save DC.
• On a failure, both creatures get stuck together instead of stuck to the ground, using the rules described in “Stuck Together”.
• On a success, the second creature escapes any effects and the first creature becomes stuck to the ground as described in “Sticky Tether” instead.
Sticky Tether A creature stuck to the ground is subject to the following:
•The creature can’t willingly move further away from its initial position where it became stuck unless it stays within 10ft of it or succeeds on an Athletics check against your Artificer spell DC this turn.
Creeping Colony
Starting at 5th level, your slime colony has adapted to take root on creatures they come into contact with. When you reach this level, choose from Acid, Cold, Necrotic, or Lightning. This becomes your slime colony’s type. Creatures that are stuck by your Sticky Slime take 1d4 + your Intelligence modifier damage of this type at the start of their turn. This damage increases to 2d4 + your Intelligence modifier at level 9.
The maximum stretch length of your slime increases by 20 ft. In addition, your colony has begun to spread to your body and equipment. While you have at least one use of Sticky Slime remaining you have advantage on ability checks and saving throws to resist or escape the grappled or restrained conditions.
Enervate
Starting at 9th level, you can trigger a threat response from portions of your slime colony by exposing them to certain reagents during certain physical stimuli. As a reaction when a creature you can see within 60 feet of you is freed from your Sticky Slime because the slime breaks or is destroyed, you can cause the residual slime to spread as much as possible before it disappears completely. The creature takes 2d6 damage determined by the type of your colony and must succeed on a Constitution saving throw against your Artificer spell save DC or have its movement speed halved until the end of its next turn.
One with the Slime
Starting at 15th level you can use your action to temporarily urge your slime colony to grow rapidly on yourself. This state lasts for one minute and ends early if you fall unconscious or drop to 0 hit points. While in this state you gain the following traits:
One with the Slime Continued
• You regain all spent uses of your Sticky Slime feature when you enter this state.
• When you are hit by a melee weapon attack you can use your reaction to attempt to grapple the attacker if they are within 5 ft of you and they are no more than one size larger than you. You can use your Intelligence modifier instead of your strength, and you apply your Artificer spell save DC against checks to escape. You do not require a free hand to attempt this grapple and a creature grappled in this way is restrained. You can only grapple one creature at a time using this feature.
• When you are hit by a weapon attack, each creature within 5 ft of you takes damage of your colony’s type equal to your Intelligence modifier.
Once you use this feature you must complete a long rest before you can use it again.
Previous Versions
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7/30/2021 10:44:02 PM
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