Half-Ooze^
Contents
Type Change – you gain the creature Type Ooze
Ability Score – +2 Constitution
Armor Class – 9 + Dex
Hit Die – Your HD becomes 1d10 rather than that granted by your class.
Damage Resistances – Lightning, Slashing, Cold
Damage Immunities – Acid
Condition Immunities – Blinded, charmed, deafened, frightened.
Senses – Blindsight 60ft
Amorphous – You can move through a space as narrow as 1 inch wide without squeezing, leaving behind any equipment that cannot follow.
Corrosive Form – When a creature hits you with a melee attack, as a reaction, you can force them to make a Dexterity saving throw, to avoid a backlash stream of acid. The DC for this saving throw is 8 + your Constitution modifier + proficiency bonus. A creature takes 2d8 acid damage on a failed save, and half as much damage on a successful one. After you use this trait, you can’t use it again until you complete a short or long rest.
Corrosive Touch – When you make an unarmed strike, you may replace the damage type with acid damage.
Engulf – When you are grappling a creature of a size smaller than you, you can engulf them as well, imposing disadvantage on any ability check or attack roll that the grappled creature makes. Any damage you take is halved and the engulfed creature takes the other half and vice versa. However your movement speed is halved while you have a creature engulfed. You can’t use this trait again until you complete a short or long rest.
Ooze Nature – As an amorphous blobby thing with not much biological makeup, you don’t require sleep
Spider Climb – You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
DRAWBACKS – You lose all physical racial benefits and retain only the mental benefits, instead gaining those listed above.
You also are unable to wear heavy armor, or wield weapons with the heavy property.
You lose darkvision and your regular vision.
Prestige Class – Ooze
Prerequisites
Racial: Must be a Half-Ooze.
Ability: Must have a Con of 13 and a Str of 13
Skills: Must be proficient in Arcana and Nature
Class Features
Hit Dice: 1d10 + con per level.
Proficiencies
Armor: medium armor.
Weapons: none
Tools: pick one: brewers kit, or alchemist’s supplies.
Languages: Primordial
Ooze Level | Class Features |
---|---|
1 | Ooze Body |
2 | Pseudopod, Enhanced Blindsight |
3 | Split, Advancing Resistance |
4 | Digest |
5 | Advancing Corrosion, Ooze Proliferation |
Ooze Body
At 1st level, you embrace your ooze like nature. Gaining +2 strength, – 1 int, – 1 wis, and – 2 charisma. Additionally you may stay perfectly still and attempt to hide, your hide attempt is automatically 10 + your stealth, or 15, whichever is higher. If you are in a body of water, you instead become indistinguishable from the water. If you are in fast running water, you will take 1d6 damage per round, as your body is washed away.
Pseudopod
At 2nd Level you gain a new attack – Pseudopod, your unarmed attacks now deal an additional 1d6 acid damage.
Enhanced Blindsight
At 2nd Level, your blindsight range increases to 120ft.
Split
At 3rd Level, when you are subjected to lightning or slashing damage, you can split into two if you have at least 10 hit points. Each half has hit points equal to half your remaining hit points, rounded down. These halves are one size smaller than the previous. You may remerge as an action. This can be used once per short rest.
Advancing Resistance
At 3rd Level, you gain immunity to cold.
Digest
At 4th Level, when you engulf someone they must make a DC 12 dexterity save, on a successful save they are pushed 5 feet back or to the side, if they choose not to be pushed they instead fail their save. On a failed saved, you enter their space, a creature engulfed in such a manner can’t breathe, is restrained, and takes 3d6 acid damage at the start of each of your turns, when you move the engulfed creature is taken with you. An engulfed creature may try to escape by taking an action to make a DC12 strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
Advancing Corrosion
At 5th Level, when a creature touches you or hits with a melee attack while within 5 feet of you, it takes 2d8 acid damage, with no save. Any nonmagical weapon 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.
Ooze Proliferation
At 5th level, once per week, you may take 6d10 damage to create a refined vial of ooze, that when drunk will turn someone into a slime within the week. They must succeed on a DC 15 Con save or take xd10 acid damage, where x is your level.
Image – https://www.dandwiki.com/wiki/Way_of_the_Oozes_(5e_Subclass)