“Tale tells of a man who studied on a facility inspecting the logistics of the flexible and terrifying type of monsters called monsters called the Ooze. One night, this man stayed late on his shift and ran the risk of standing on an overhang just hovering above a pit filled with different types of Ooze. He tripped over the railing, falling into the slimy horrors that slithered below. The morning crew that came in the next day found him, despite all odds, alive and well within the pit of Ooze. They pulled him out, only for the man to discover later on that this experience not only left him with increased fortitude, but with the ability to spell cast whenever he wished.” –Bardic tale, telling of the first man to discover Oozemancy.
Your innate magical ability comes from the thick, corrosive blood flowing through your veins. The sludge blooded are most often survivors of nearly fatal encounters with wild oozes of the deep underground. The caustic nature of these monsters permeates your soul itself, forever marring you. Some, however, trace their ancestry to the Cult of Juiblex, an ancient organization that pledged itself to the Daemonic Lord of Shapeless Things. The few cultists that were not consumed by the demon lord were able to harness his power, permanently tainting their bloodline.
Slime Manifested
At 1st level, you choose the type of Ooze that has affected your physicality. The type that you choose will impact later abilities and features within this ability.
Acidic. Light green tendril(s) that deal acid damage.
Brutish. Light gray tendril(s) that deal bludgeoning damage.
Charged. Light yellow tendril(s) that deal lightning damage.
Chilling. Light blue tendril(s) that deal cold damage.
Scorching. Red tendril(s) that deal fire damage.
Withering. Black tendril(s) that deal necrotic damage.
Pseudopods
At 1st level, your manifested ooze can turn your arm(s) into powerful pseudopods and your body into a viscous slime, lasting up to 1 minute, which you can use to make mighty attacks and dodge sticky situations. You gain one pseudopod when you get this feature at 1st level, and gain an additional pseudopod at level 5, 9, 13, and 17. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain any expended uses after a long rest. When activated, you gain the following benefits while you aren’t wearing armor or carrying a shield:
- Your pseudopods have the reach and light properties and you gain the ability to cast spells with a range of Touch through your pseudopod(s).
- You can make a melee attack with your pseudopod using your constitution modifier + proficiency bonus for the roll to hit, this one attack uses your action, or you can perform multiple attacks in the same action if you have multiple pseudopods. This attack deals 1d4 + your Constitution modifier of the damage type you chose in the Ooze Manifested feature.
- Viscous slime covers your body and protects you from incoming strikes. While your Pseudopod(s) are activated, you have an AC equal to 13 + your Constitution modifier.
Ooze Magic
You learn additional spells when you reach certain levels in this class, as shown on the Oozemancy Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Oozemancy Spells | |
---|---|
Sorcerer Level | Spell |
1st | Arms of Hadar |
3rd | Ray of Enfeeblement |
5th | Vampiric Touch |
7th | Black Tentacles |
9th | Enervation |
Ooze Metamagic
Starting at 3rd level, you gain an additional metamagic from your proficiency or origins in oozemancy. Choose an option from the list below, it is added to your list of known metamagic, and doesn't count against your number of metamagic's known.
Coating Spell. When you cast a spell that deals damage of a type which you have a pseudopod for, you can expend up to 3 sorcery points. The targeted creature takes 1d8 damage plus your CON modifier of the same type as the spell. They take this damage at the start of their turn for a number of turns equal to the amount of sorcery points expended.
Amorphous Spell. When you cast a spell with a range that affects an area, you can cause it to have the amorphous and shifting capabilities of ooze. To do so, you can expend 2 sorcery points.
- If the spell's range is a line, you can change it to a cone of half the range (rounded down).
- If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
- If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
At 11th level, you gain the other metamagic option from the list.
Developed Tendrils
At 6th level, you have specially trained with your pseudopod(s) to make them fit more to your needs as a combatant. If an ability requires a saving throw to be made, the DC equals 8 + Proficiency Bonus + your Constitution modifier. Choose one of the following options. When you level up or finish a long rest, you can change the option you chose to a different option on the list.
Suction Cups. Your pseudopods have developed sticky suction cups that latch onto your target. In place of a melee pseudopod attack, you can instead attempt to grapple a medium or smaller creature with your pseudopod. If the target is grappled by your pseudopod, you can use a melee pseudopod attack to deal 3d6 + your Constitution modifier.
Shoving Impacts. Your training with your pseudopods has focused less on damage, and more about keeping space between you and your enemy.
When you make a melee pseudopod attack, the target must succeed a dexterity saving throw or be pushed 10ft backwards and be knocked prone. If they succeed, you cannot use this ability on that target until the start of your next turn.
Stretching Tendrils. All that matters to you is being able to reach your opponent and close the gap, so as to keep them at your mighty tentacles reach. Your melee pseudopod attacks have an extended reach of 30ft instead of its original 10ft. When you hit a creature with a melee pseudopod attack, you can pull yourself up to 15ft towards the target.
Piercing Pods. You have refined your pseudopods into spear-like tendrils of elemental fury. When you make a melee pseudopod attack, the attack does an extra 1d6 of piercing damage.
Elastic Body
At 14th level, the slime that envelops your body has united with your physical form, allowing you to manipulate it as you please. As soon as you activate your pseudopods, you choose between the following options and may choose a new one every time you activate your pseudopod(s).
Reconstructed Size. For the amount of time that your pseudopod(s) is activated, you are under the effect of an Enlarge/Reduce spell with the following traits:
- The duration changes from Concentration (up to 1 minute) to Instantaneous.
- Your pseudopod(s) counts as a weapon that changes with you, dealing more/less damage depending on if you chose enlarge or reduce.
Slippery Slime. For the amount of time that your pseudopod(s) is activated, your armor class equals 13 + your Dexterity + your Constitution. Additionally, on your turn, you may dash as a bonus action without taking opportunity attacks.
Realized Elder
At 18th level, the ooze blood within you has realized its full potential. Mastering the control of its amorphous form, you no longer have duration for your pseudopod(s), and can have them activated as you will. Additionally, you gain an extra damage die to your melee pseudopod attacks (For example, 2d4 instead of 1d4).