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Oozefolk Compendium
\pagebreak ## Special Thanks: * For [u/cat-i-on](https://www.reddit.com/user/cat-i-on) for basically just creating a race from nothing, when asked for feedback on this * For [u/Enigmatic_Lake](https://www.reddit.com/user/Enigmatic_Lake/) for his very thorough feedback on the entirety of the race! \columnbreak
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Chapter 1: Race
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Base Race
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Common Feats
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Viscous Ooze & Racial Feat
](#chapter-1-race-viscous-ooze) - - [
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Membraned Ooze & Racial Feat
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Necrosis Ooze & Racial Feat
](#chapter-1-race-Necrosis-Ooze)
\pagebreakNum # Chapter 1: Race ## Base Race Originally being members the race known as the Oblex, the Oozefolk came to be as a result of Mindflayer experimenting further with the Oblex spawns, attempting to bind the free willed Oozes to their will, but this resulted in just making the Oblex unstable, which then on was abandoned, however as time passed on it eventually managed to stabilize itself, resulting in the very first Royal jelly being formed. ### Grown For A Purpose Majority of Oozefolks are servants of a singular Royal Jelly, who has had the Oozefolk matured to be able to do some specific task specifically, be it beííng a smooth talker or a brutish frontline force for the army, albeit there are cases when unmatured Oozefolk end up being raised by some other creatures, at which point their maturation is gonna be a bit less precise and they tend to have personality traits of whatever raised them. ### Oozefolk names Oozefolk do not have a solid naming system, as they generally named by the people who helped it mature whatever they wished, thus resulting in the Oozefolk having many different types of names, ranging all the way from basic human names to weird names you'd expect an elemental to have to even to just something like "blobby" ### Base Race Traits **Ability Score** Your Dexterity score increase by 1 **Age** Oozefolk take 50 years to mature fully, after which they stop aging. **Gender** While Oozefolk do not physically have genders, they do generally adopt one of their choice. **Size** Oozefolks are about the same size as regular humans, though their exact height and proportions tend to vary based on how they've shaped their bodies. Your size category is medium. **Speed** Your base walking speed is 30 feet. **Languages** Common and one extra language of your choice, reflecting upon where and how you were raised. **Ooze Nature.** Your creature type is both humanoid and ooze. You no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. **Waterborn** Due to your species primarily having a sensitive outer layer, you have disadvantage on saving throws in extreme cold and extreme hot temperatures, and you can't be acclimated to high altitudes *(page 110 of dmg)* **Amorphous Acid** When you are hit by an attack that deals non-magical bludgeoning or acid damage, you can use your reaction to become resistant to bludgeoning and acid damage for that attack. You can use this trait a number of times equal to your Constitution modifier *(minimum of once)*. You regain any expended uses when you finish a long rest. **Ooze Body.** You have the ability to shapeshift into an oozing amorphous form and back as an action. Your size stays the same while changed, although you will drop all equipment you are carrying or wearing by doing so. While you are in this ooze form, you cannot be restrained, and you can move through spaces as narrow as 1 inch wide without squeezing. Additionally, while in your Ooze form, you can only take the dash, disengage, dodge and hide actions. ## Common feats The following feats are available to all Oozefolk subraces. ### Acidicity *Prerequisite: Oozefolk* Your body develops higher acidity, allowing you deal damage through touch at your behest. While you are in a grapple with a creature, you deal 1d4 acid damage to that creature at the start of your turn. Additionally, when you make an unarmed strike, you can choose to use a d4 as its damage die and deal acid damage instead of bludgeoning damage. ### Split *Prerequisite: Oozefolk* ###### As an action or as an reaction to being hit in which case you reduce the damage by 1d12, you can split yourself in half at which point you make a copy of yourself called a "Split" within an empty space 5 feet away from you. ###### Effects of this are that both you and your Split become one size category smaller, you both reduce 5 from any rolls or from any DC an ability or spell might call out, you both can only take one action, bonus action or reaction and you and your split share any concentration. Your max Hp and current hp is also evenly split between you and your Split, and while if you have an uneven amount of current hitpoints, you take the extra hit point. ###### as for what things get carried over when splitting, that's really nothing. for the split to have any gear, you must carry said gear at the moment of splitting, and any buffs affecting you before the splitting only affect you after it, and they don't carry over to the Split. ###### Once the duration of this feat runs out your Split will lose shape and collapse into a puddle of ooze on the Ground, and you gain one level of exhaustion. Until you walk to the same space as the puddle which was your split, or you take a long rest, you stay one size category smaller and you keep the reduction in DC and all rolls, as well as in your max health. Until you have regained your full size, any short rest you take gives you one more level of exhaustion if you spend any hit dies as your partial body overworks itself as it attempts to heal. ###### However, if you end this feat before the minute runs out, by having either the Split walk into the same space as your main existence, or by your main existence walks into your split, you do not gain the one level of exhaustion if you pass a DC 15 Constitution check. \pagebreakNum ### Oozing body *Prerequisite: Oozefolk* You have learned how you could purposefully secrete more slippery slime from your body. As an action, you can cast the spell [**Grease**](https://roll20.net/compendium/dnd5e/Grease#h-Grease), centered on yourself and it follows you as you move. You are immune to this effect and you can end the spell as an action. Your spellcasting ability modifier is constitution. ### Merge *Prerequisite: Oozefolk* You have practiced and learnt how you can merge the slime that makes up your body with another Oozefolk who has undergone this practice. As a bonus action, you can either prepare to merge with an Oozefolk or merge with another Oozefolk that's prepared to merge and become a single creature. While merged, you use the initiave of the one who merged to the preparer, can freely use any of the abilities either of the merged Oozefolks have, the merged form uses the higher ability scores between you two and you can as a bonus action move any amount of hit points between the two halves. When the merged form would take damage or gets healed, the damage and healing gets split between the two halves. Both halves of the merged form can concentrate on spells, and whenever the merged form casts a concentration spell you choose which half concentrates on it. Further on, if either of the halves is able to rage, or use some similar ability that removes ability to cast and concentrate on spells, if active it only makes one of the halves unable to concentrate on spells instead of fully taking away the ability to cast or concentrate spells. If either of the halves drops to 0 hp, the merge will instantly end, shunting the one with hit points into a space of their choices within 5 feet of the half that dropped to 0 hp. You can stay merged for up to 10 minutes and can end it prematurely as a bonus action., after which you can't merge again until you have taken a long rest. \pagebreakNum ## Viscous Ooze While the Viscous Ooze Visually looks undefined and simplified in its humanoid shape, one must not make the mistake to think they are dumb beings, as they rather merely don't have the greatest control over their physical shape, but in exchange it tends to physically quite powerful. ### Viscous Ooze Traits **Ability Score** Your Strength and Constitution scores increase by 1 **Overflowing State** Due to your body naturally absorbing light plant life and small rocks, you are not effected by non-magical difficult terrain **Engulf** You are able to attempt to grapple creatures of up to two sizes larger than yourself. ## Viscous Ooze Racial Feat ### Behemoth *Prerequisite: Viscous Ooze Subrace* Once per long rest as a bonus action you can have your body expand rapidly, increasing your size category by one and doubling your size, as well as giving you advantage on melee attack rolls and strength checks for 1 minute, or you can end it earlier by using your bonus action. \pagebreakNum ## Membraned Ooze The Membraned Ooze are Oozefolk that look far more like your everyday Humanoid, due to their outermost surface being covered in a layer of sorts, preventing them from oozing all over everything, as well as due to their more thinkitive mind allowing them to focus their shape better. They still however still are visibly made out of ooze when in their true form. ### Social Oozes Membraned Oozes tend to be quit social, enjoying talking with people, though their enjoyment of changing their appearance at times can make things more complicated between people, as realising who is who can be tricky. ### Unique Composition One trait that separates Membraned Oozes from the other Oozefolks is that their previously mentioned outer layer is in fact quite solid, making their "skin" feel almoust rubbery, though if it were to be broken their more slimey innards would flow from the broken part of their body, almost as if bleeding. ### Membraned Ooze Traits **Ability Score** Your Charisma and Constitution scores increase by 1 **Empathic Instincts.** You gain proficiency in the Deception and Insight skills. **False Appearance.** You are able to cast the [**Alter Self**](https://roll20.net/compendium/dnd5e/Alter%20Self#content) spell at will using the "*Change Appearance*" option, although If you fail a saving throw made to maintain concentration on the spell, the sudden and forceful shift back to your true appearance renders you unable to cast it again until you have taken a long rest > ####
Variant Rule
> > As per this variant rule, you can forgo one of the two skill proficiencies from your **Empathic Instincts** for the benefit of being able to become one size category smaller, as well as make yourself have a different basic shape. ## Membraned Ooze Racial Feat ### Compaction *Prerequisite: Membraned Ooze Subrace* Once per long rest as a bonus action you can compact your slime body even further, reducing your size category by 1, as well as increase your Armour Class by 1 and giving you advantage on Dexterity(*stealth*) checks for 1 minute, or you can end it earlier by using your bonus action. \pagebreakNum ## Necrosis Ooze A rather bizarre Oozefolk subrace, the Necrosis Ooze is notably more sinister then most of their brethren, largely due to the amount of negative energy surging within their bodies causing them to grow a mild hatred towards other living beings, though in most cases this hatred is kept in check. ### Creations Of Dark Methods One might at first wonder why would such a subrace of the Oozefolks exist, but the answer is simple: a Royal Jelly who deeply desires to get more loyal subjects may find themselves creating a Necrosis Ooze by having an unstable spawn be subjected to notable quantities of negative energy so that they may then make the Royal Jelly loyal undead servants. However, in the off chance a Necrosis Ooze were to mature outside of the control of a Royal Jelly, the chances of their inner hatred growing out of their control is very likely, in most cases resulting in them becoming a vicious monster that seeks out souls to consume. ### Intelligent And Wise. The above average intelligence and wisdom of a Necrosis Ooze also makes them rather good advisors in most cases for the Royal Jelly, though care is to be remembered with their advice as their distaste for living beings, no matter how much buried and kept in check, is still there. ### Necrosis Ooze Traits **Ability Score** Your Wisdom score increases by 1 and your intelligence score increases by 1. **Necrotic Form** Due to the notable amount of pre-existing negative energy in your body, your **Amorphous Acid** trait now can also be triggered by necrotic damage, and when it is used you also gain resistance to necrotic damage for that attack. Additionally when using **Amorphous Acid** you can spend one of your hit die and roll it, dealing necrotic damage equal to the roll to the attacker. **Ethereal sight** You can see into the border ethereal, thus being able to see ghosts and similar entities, within 30 feet of you. **Life Eater** When you kill a creature, you can then as a bonus action devour a portion of their soul, allowing you to regain hit points equal to a roll of d4s equal to your proficiency bonus, and you can't use this trait again until you finish a short or long rest. \columnbreak ## Necrosis Ooze Racial Feat ### Possess Corpse *Prerequisite: Necrosis Ooze Subrace, Level: 4* The Necrosis Ooze disappears by entering into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and can't have a Cr higher then 1/3 your level. The Necrosis Ooze is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. While possessing the corpse, The Necrosis Ooze retains its hit points, alignment, Intelligence, Wisdom and Charisma. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost or The Necrosis Ooze ends its possession using a bonus action. When the possession ends, The Necrosis Ooze reappears from the corpse in an unoccupied space within 5 feet of it and the body then melts away. You may use this ability once per long or short rest. \pagebreakNum ## Royal Jelly The Royal Jelly are a subrace that deems itself as the royalty among oozefolks, seeing all other creatures below them, par others of their subrace or *actual* royalties. Despite this however, they do end up as adventurers, primarily as a way to increase their personal wealth and power, as well as to gather subjects and occasionally, even learning how to be more humble. ### The Spawning Pools Of Their Kind The Royal Jellies are the ones of their entire species that are capable of producing more of their kind, which is done by ejecting out an unstable Ooze out of them, something that only sufficiently old Royal Jellies are able to though how old is old enough or even if this is actually true is unknown. ### Kingdom Creators Most Royal Jellies that are able produce more of their kind usually take on the role of a ruler once they posses sufficient resources, forming their own settlements with the hope that one day they can control a vast kingdom. ### Fearful Of Assassinations. While living for seemingly forever, Royal Jellies are still careful of death and seem to always have a backup for their controlled area to fall upon were they to be assassinated, most often in the form of a secretly raised younger Royal Jelly that no one knew about, though whatever this new Royal Jelly is in fact a secret heir, or if in a case like this a non-Royal Jelly created by the previous ruler can "ascend" into being one is unclear. ### Royal Jelly Traits **Ability Score** Your Charisma score increases by 2. **Conglomerate Form.** You can cast [**Unseen Servant**](https://roll20.net/compendium/dnd5e/Unseen%20Servant#content) at will, without material components. the servants you summon are visible extensions of ooze from your own body, attached by a slimy tether. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between your main body and the extrusion. The extrusion disappears if the tether is severed. The maximum number of these extruded humanoids you can maintain at once is equal to your Constitution modifier (minimum of 1). **Royal's Resistance** As any proper royal, you have some means of defense against the foul enchantment school of magic. You have advantage on saving throws to avoid being Charmed ## Royal Jelly Racial Feat ### Royal Dominion *Prerequisite: Royal Jelly Subrace, Level: 9* You can cast the [**Planar Binding**](https://roll20.net/compendium/dnd5e/Planar%20Binding#h-Planar%20Binding) spell once per long rest without material components targeting an Ooze. Your spellcasting ability modifier is charisma. \columnbreak ## Companion Creation *Prerequisite: Royal Jelly Subrace* You can cast the [**Find Familiar**](https://roll20.net/compendium/dnd5e/Find%20Familiar#content) spell once per long rest without material components, ejecting and shaping a tiny part of your body to create it, but when you cast the spell in this way, the familiar is an ooze instead of a beast, and it is visual obviously made out of slime. However, if you are level 4 or higher, you can choose to create a minor Oozefolk, which uses the stats of an **Oblex Spawn**, instead of one of the usual familiar options, but with the changes that it has 4 *(1d4+2)* hit points instead of 18 *(4d4+8* hit points. \pagebreakNum ## Slime Monstrosity Slime Monstrosities are an ooze that has developed to a more "monstrous" form, leaving their physical form to be a more of a hulking monstrosity. ### Raised To Be Bad While generally Slime Mosntrosities fall to neutral/chaotic evil axis, this is not due to innate nature, but instead due to this subrace manifesting because of close proximity of monstrous beings, which generally fall to the previously mentioned axis of alignment. ### A Rare Sight Slime Monstrosity are a subrace of the Oozefolks that are very rarely seen within the domain of a Royal Jelly due to their maturing process requiring the presence of some monstrous being, though even when one were to exist in there, it would mostly stick to it's own subrace and to any Viscous Oozes and would rarely, if ever, be seen. ### Slime Monstrosity Traits **Ability Score** Your Constitution score increases by 2. **True Monster** Your creature type is both monstrosity and ooze, instead of humanoid and ooze. **Menacing** You are proficient in intimidation **Monstrous Magic** You know the **Primal Savagery** cantrip. When you reach 3rd level, you can cast the [**Absorb Elements**](https://www.dndbeyond.com/spells/absorb-elements) spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [**Enlarge/Reduce**](https://roll20.net/compendium/dnd5e/Enlarge%20Reduce?fromList=Enlarge%20Reduce&Name=#content) spell once with this trait, usign the "*Enlarge*" option and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. ## Slime Monstrosity Racial Feat ### Monstrous Durability *Prerequisite: Slime Monstrosity Subrace* Due to the growing amounts of combat you have been trough, you have become more durable to impacts and harder to kill. While not wearing any armour you may calculate your AC as 13+Constitution modifier, and you may wield a shield and still gain this benefit. Additionally, your maximum HP increases by 1 per each level. \pagebreakNum ## Cranium Jelly Out of all the Oozefolk there are, Cranium Jellies are arguably closest to what an Oblex is, with their minor innate psionic abilities and their ability to read and eat memories, but however, despite these similarities, the Cranium jellies are in fact rather calm beings more often then not, not to mention they don't need to eat memories to survive ### Cranium Jelly Traits **Ability Score** Your Intelligence and Constitution scores increase by 1. **Psionic Talent.** You gain the ability to extend your mental energy to the world around you, gaining the following abilities. * **Telepathy.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. * **Unseen Hand.** You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell * **Meek Psionic Blast** You learn the **Mind Sliver** Cantrip, your spellcasting ability modifier being intelligence. **Telepathic Overload** As an action, you can choose one creature within your Telepathy range. That creature must succeed on an Charisma saving throw DC 8 + your Intelligence modifier + your Proficiency bonus, or broadcast their thoughts and recollections to a number of creatures of your choice within your Telepathy range for one minute. If they succeed, they get a pounding headache and do not know you assailed them through telepathy. Regardless of the result, the target must reduce ability checks by 1d4 for the next minute. Once you use this feature twice, you cannot use it again until you finish a long rest. ## Cranium Jelly Racial Feats ### Mental Casting *Prerequisite: Cranium Jelly Subrace* * Increase your Intelligence score by 1, to a maximum of 20. * Choose a 1st level spell from any class' spell list. Once per long rest, you can spend 1 hit die to cast that spell, requiring no spell components, as long as the material components don't have a cost or get consumed by the spell. intelligence is your spellcasting ability for this spell. \columnbreak ### Mental Override *Prerequisite: Cranium Jelly Subrace, Level: 5* When the target of your Telepathic Overload has the Spellcasting feature and fails its charisma saving throw against Telepathic Overload, you can learn one cantrip or spell it knows of up to third level. The target forgets the chosen spell until it takes a short or long rest. The chosen spell becomes part of your spell list until you use this feature again. Additionally, up to one minute after the target failed its charisma saving throw, you can use the target's remaining spell slots once to use the stolen spell. You must still be able to supply the required spell components to cast the spell. Once you use this feature, you must finish a short or long rest before using it again. \pagebreakNum ## Abyssal Ooze The Abyssal Oozes are the rebellious renegades of the Oozefolk race, having denounced the Royal Jellies in favour of the demon lord Juiblex. ### Universal Forms As a result of their worship of Juiblex, the appearance of an Abyssal Ooze is generally more similar between each member of their Subrace, having some variation of the shade of green as their slime colour and several extra eyes covering their body, with a drippy humanoid shape. ### Scarce Numbers Due to Oozefolks only reproducing via the Royal Jellies, the only ways for the Abyssal Oozes to grow in numbers is to just try and convince normal Oozefolks to worship, or forcibly corrupt them, both which are not easy to do. ### Abyssal Ooze Traits **Ability Score** Your Constitution score increases by 2. **Service Speech.** Due to your connection to the juiblex, you have learned how to speak and write abyssal **The All Seeing Eyes.** Due to your body mimicking the form of Juiblex, you have developped various extra eyeballs all over your body. You gain proficiency in perception **Feeding The Eternal Hunger.** while you are out there adventuring, you can contain corpses of your slain foes inside of your body so that you may later consume them and sacrifice them to Juiblex. you can store one medium, two small, four tiny or one small and two tiny corpses of creatures, and only when you meet one of the prerequisites you can consume and sacrifice the creatures at the end of a short rest and regain Hp equal to your Constitution modifier + proficiency bonus. While you can sacrifice creatures as many times as you want, you can only regain any Hp once per long rest. **Fiendish Constitution.** Due to the abyssal energies flowing through your body, you are a Humanoid (tiefling)/Ooze, instead of Humanoid/Ooze. Due to this, you are able to take any feats Tiefling racial feats. ## Abyssal Ooze racial feats ### Disease Of Oozing *Prerequisite: Abyssal Ooze Subrace, Level: 9* You can cast the [**Contagion**](https://roll20.net/compendium/dnd5e/Contagion#h-Contagion) spell once per day, using the **Slimy Doom** option. Constitution is your spellcasting ability for this spell. \pagebreakNum ## Stalker Ooze The Stalker Ooze are a semi-transparent subrace of the Oozefolk, usually sticking to dark areas. ### Unusual Sight Due to developing in dark areas, the eyes of a Stalker Ooze are only able to handle dim lights, while having average level darkvision. They however are able to "shut off" their eyes, at which point they are able to detect the smallest of vibrations nearby, something that's used whenever possible when in light. ### Bond Of Mutual Trust Due to their limited sight in light, they tend to try and forge good friendships with others, so they may be of aid in day to day life. If a Stalker Ooze considers you a friend, you have acquired an extremely loyal friend you can rely on. ### Ambush Hunters The most common form of attack utilized by the Stalker Ooze is ambush, due to them being able to prepare an area by launching small separated chunks of their body, which then can use their tremorsense to see through, most often paired with some sight obscuring effect. ### Stalker Ooze Traits **Ability Score** Your Wisdom score increases by 2. **Deep Speech** Due to time spent on the underdark, you have learnt to speak, read, and write Undercommon. **Darkvision** Accustomed to the darkness of the depths, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Vibration Detection** As an action or a bonus action you can close your eyes and focus on your ability to sense vibrations in the area around you or open them, ending this effect. As a result, you gain a tremorsense up to 5 feet, but are considered blind beyond this. *(note that this means you ignore Light Sensitivity)* **Smaller Gloop** You can launch of a piece of yourself as a bonus action up to 30 feet which lasts for one minute. While *Vibration Detection* is active these blobs also give you a tremorsense up to 5 feet, and you can have up to 3 of them active at a time. **Light Sensitivity** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light. **Transparency** You can attempt to hide even when you are only lightly obscured, and while in darkness you can hide as a bonus action. **Big Gloop** You are able to cast the [**Web**](https://roll20.net/compendium/dnd5e/Web) spell without material components twice per long or short rest, with the changes that it isn't flammable and that you know if any creature overlaps with the spell. Constitution is your spellcasting ability modifier. \columnbreak ## Stalker Ooze racial feats ### Sudden Strike *Prerequisite: Stalker Ooze Subrace* You are able to attack from your separated pieces of yourself, using a natural melee weapon with the finesse trait, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your Strength or dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and if you surprise a creature and hit it with an attack on the first round in combat, the attack deals an extra 3d6 damage to it. \pagebreakNum ## Smol Blob An uniquely small Oozefolk subrace that has an innate tendency to use their intelligence to work out their short comings. ### Intellectual Minds, Intellectual Goals..... Due to being among some of the smartest Oozefolks, they often stick to themselves and do various academic research and tinkering for the Royal Jelly they serve under. Due to this they rarely venture far from their homes, but at the same time the chance to do field research and learn by traveling around and hearing new view points is always tempting them. ### ....Most Of The Time Despite how they generally strive towards more intellectual pursuits, it is not unheard of that a Smol Blob would begin to hone their physical traits, feeling fully safe to do so thanks to their ward. Such Smol Blobs often consider themselves to be superior to others, and are liable to make rather rash decisions. ### Smol Blob Traits **Ability Score** Your Intelligence score increases by 2. **Size Dimorphism** Your size category is small, instead of Medium, and your speed is 25 feet instead of 30 feet. **Crafty Fella** You learn the mending cantrip. **Intellectual Durability** While most beings are comfortable with merely relying on their physical capabilities to determine their durability, your subrace feels this is not enough and has managed to figure out how they can project a simple ward that block a bit of damage. You have a ward protecting your physical form, which has hit points equal to your intelligence modifier + your proficiency bonus. This ward regains its hitpoints at the end of a long rest, and it cannot be restored in any other way. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. ## Smol Blob Racial Feats ### Greater Ward *Prerequisite: Smol Blob Subrace* You have done research on how to make your ward more durable then before. The hit points of your ward now equal to your level + your intelligence modifier. You also gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. \columnbreak > ##### Order At Which HP Bars Are Reduced > Minor note on which order different hp bars take damage! > > First, if you are an abjuration wizard and your arcane ward still has HP, it takes damage! > > Second, if your ward from **Intellectual Durability** still has HP, it takes the damage! > > Third, if you have any temporary HP, that takes damage! > > Fourth, you finally reduce the damage from your actual HP! \pagebreak ## Mimicry Jelly An unusual Oozefolk subrace, that has developed the ability to assume the form of an object, much like a mimic. ### Calm Hermits Most often, Mimicry Jellies will be fully content with hiding away some cool place, just existing by themselves. However, at times when they meet adventurers, they might choose to then on try and chase such a life style. ### Avid Collectors Mimicry Jellies most often adore collecting various valuables and gear, and form their own little hoards. When questioned, most don't even know themselves why exactly it is so, current theories believe it might have to with how they are often employed as guards for Royal Jelly treasuries. Or maybe that's why they are employed as such. ### Mimicry Jelly Racial Traits **Ability Score** Your Wisdom score increases by 1 and your dexterity score increases by 1. **False Appearance** By spending one minute, you are able to change your appearance into any object made out of wood, metal or stone making it so you cab hide in plain sight, as long as you stay roughly the same size, and your speeds are dropped to 5 feet. Your equipment does not change with you, however, it may be contained within you as long as your new shape has the dimensions to accommodate it. changing back to your original form takes an action. **Pseudopod** You are able to lash out with a Pseudopod, which is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. ## Mimicry Jelly Racial Feats ### Item Ambusher *Prerequisite: Mimicry Jelly Subrace* Whenever a Large or smaller creature interacts with you or enters a space within 5 feet of you, while you have assumed the shape of an object, you can use your reaction to attempt to grapple that creature. In addition, you have advantage on checks to make and maintain a grapple. \pagebreakNum ## Forge Ooze The Forge Ooze are a quite interesting subrace, radiating notable amounts of heat from their slimy bodies. ### Master Craftsmen The Forge Ooze have a notable innate skill when it comes to smithing things as they use their very own bodies as forges, being able to carefully manipulate how they heat up the metal. ### Borderline Elementals Due to the vast amount of fire energy in their bodies, the body of most Forge Oozes can be mistaken to be made out of pure lava, meaning they can be mistaken for elementals. Despite this though, physical contact with a Forge Ooze is safe, as they can contain most of their heat deep withing their body. ### Forge Ooze Racial Traits **Ability Score** Your Constitution score increases by 2. **Heat Treatment** As a bonus action, you can safely inject a metal weapon into your body, causing the weapon to glow red hot, causing it to deal an extra 1d4 fire damage for a minute, after which the weapon has cooled down and the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. **Reforge** At the end of a long rest, you can repair damaged weapons, if you have access to water or something similar to be used for quenching as well as smith's tools. You also gain proficiency with smith's tools. **Heated existence** You have resistance to fire damage. You're also acclimated to extreme heat, despite your *Waterborn* racial trait **External Heating** At 3rd level, you are able to channel a fraction of your firey essence, and can cast the [**Heat Metal**](https://roll20.net/compendium/dnd5e/Heat%20Metal#content) spell without needing material components once per long rest. Constitution is your spellcasting ability for this. ## Forge Ooze Racial Feats ### Improved Reforging *Prerequisite: Forge Ooze Subrace, 8th level* When you use your *Reforge* racial trait, you can give a single metallic weapon a non-magical +1 to attack and damage rolls until you take a long rest. Furthermore, you also gain immunity to fire damage. \pagebreakNum # Chapter 2: Subclass ## Exosuit Crafter An Exosuit Crafter exists in a middle ground between creating wondrous armors and mechanical implants, creating a special mechanical suit for themselves to wear, though it is more so a new "skin" then your normal armor, granting various properties depending on how exactly it was built and out of what. When built, the suit seals around the crafter, unable to be forced open by anyone else, though how it links with the wearer's mind makes it so there's little to no difference if they were to wear the said armour or not, even allowing non-organic materials used to create the suit still send haptic feedback to wearer allowing for a sense of touch. #### Exosuit Crafter Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Exosuit Crafter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell | |:---:|:---:| | 3rd level | Mage armor, magic missile | | 5th level | Melf's Acid Arrow, Barkskin | | 9th level | Conjure Barrage, Thunder Step | | 13th level | Sickening Radiance, locate creature | | 17th level | Steel Wind Strike, Destructive Wave |
#### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Mechanical suit Also at 3rd level, You gain the ability to build a mechanical suit for yourself to use during a long rest, giving a benefit based on the material used. At the end of a short or long rest, including the one spent building your suit, you can change the material it is made out of, assuming you have access to said material. at 5th level, you also can change the imitation type during the rest and at 9th level you can change the body style during the rest. You can wear armor over your Mechanical suit ##### **Material** * **Stone**: You gain +1 bonus to AC, but you gain weakness to bludgeoning damage. * **Metal**: You gain resistance to piercing and slashing damage, but you gain weakness to lightning damage and your movement speed is reduced by 5 feet. * **Wood**: your movement speed increases by 5 feet, but you gain weakness to fire damage. \columnbreak * **Arcane**: You have advantage on saving throws against spells and other magical effects and when you aren't wearing armor, your AC is 10 + your intelligence modifier, but you can't concentrate on spells. * **Leather**: a simple material, giving no changes. #### Fighting style imitation At 5th level, the time spent on tinkering your Suit and fighting with others has granted you a deeper understanding of how to incorporate imitations of fighting styles into your suit. Some of your abilities require the target to make a saving throw to resist it's effects, The saving throw DC is calculated as follows: Physicality DC = 8 + your proficiency bonus + your Strength or Dexterity modifier *(your choice)* ##### **Imitation Type** * **Warrior**: You gain the Dueling or Great Weapon Fighting Fighting Style and you can attack twice, rather than once, whenever you take the Attack action and make a melee weapon attack. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier + Proficiency Bonus. * **Archer**: You gain the Archery Fighting Style and when you make a ranged weapon attack, both its normal and maximum range are doubled and you deal an extra 1d6 damage. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier. * **Spellcaster**: you learn one Artificer or Wizard cantrip of your choice, it counts as an Artificer cantrip for you and the cantrip doesn't count against your max number of cantrips known. Additionally, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Artificer cantrips. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier. * **Melee brawler**: You are able to make a natural weapon attack, which counts as an unarmed strike. if the attack hits, you deal 1d6 bludgeoning, piercing or slashing damage, chosen at the moment you picked this imitation type, and you may use dexterity instead of strenght when using it. When you roll a 20 when making an attack roll with a natural weapon granted by this subclass the target must make a Constitution saving throw against your Physicality DC or be stunned until the start of your next turn. When you roll initiave, you gain temporary hitpoints equal to your Intelligence Modifier + Proficiency Bonus. * **Wild Mage**: Something something Sorcerer wild magic. \pagebreakNum #### Body style schematics. At 9th level through your adventuring you have learned how to incorporate various different features of different creatures to your suit, allowing you to replicate them to some effect. ##### **Body Styles** * **Basic humanoid**: You gain proficiency in any combination of three skills or tools of your choice. * **Tauric**: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your tauric body. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot and your walking speed increases by 5 feet. Finally, a Medium or smaller creature can ride you. * **Arachnid**: You have a climbing speed equal to your walking speed and you can move up, down, and across vertical surfaces while leaving your hands free. Also, your standing long jump is up to 25 feet and your standing high jump is up to 15 feet. * **Winged One**: When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You also can cast Gust of Wind twice per long rest without expending a spell slot, with intelligence as your spellcasting ability modifier. * **Bestial One**: You add half your Artificer level to your max hp and you are able to make a natural weapon attack, which counts as an unarmed strike. if the attack hits, you deal 1d6 bludgeoning, piercing or slashing damage, chosen at the moment you picked this body style, and you may use dexterity instead of strength when using it. Additionally, if you picked the melee brawler Imitation Type, the damage die of this ability goes up by one to 1d8 #### Enhanced Modification At 15th level your various choices made on your suit are enhanced. ##### **Material** * **Stone**: You gain resistance to slashing damage. * **Metal**: Your speed is no longer reduced. * **Wood**: Your walking speed increases by 10, instead of 5 feet. * **Arcane**: when you aren't wearing armor, your AC is 12 + your intelligence modifier instead of 10 + your intelligence modifier, and you can now concentrate. * **Leather**: You gain +1 bonus to AC. ##### **Imitation Type** * **Warrior**: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, once per long or short rest. \columnbreak * **Archer**: Your Ranged weapon attacks score a critical hit on a roll of 19 or 20 and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack. * **Spellcaster**: you choose one 1st-level Artificer or Wizard spell, and you can cast it at its lowest level. Once you cast it, you must finish a long rest or short before you can cast it again using this ability and you gain a further +1 bonus to spell attack rolls and to the saving throw DCs of your Artificer leveled spells. * **Melee brawler**: When you hit a creature with your unarmed strike granted by this subclass you can once per turn do one of the following: * You can attack the target again with an unarmed strike As a bonus action. * You can knock the target prone, if they fail a dexterity saving throw against your Physicality DC. * You can push the target 10 feet away, if they fail a strength saving throw against your Physicality DC. * You can prepare to block an incoming strike from the target, granting you +3 AC against the next attack it makes against you. ##### **Body Styles** * **Basic Humanoid**: You gain expertise with the skill or tool you choose * **Tauric**: You are effectively always mounted by yourself when it comes to in terms abilities and your size is doubled, increasing your size category by one. * **Arachnid**: You can now climb on ceilings as well and can cast the web spell once per short or long rest without expending a spell slot, with intelligence as your spellcasting ability modifier. * **Winged One**: You gain a flying speed equal to half your walking speed. * **Bestial One**: When you reduce a creature to 0 Hit Points with a natural weapon attack, you can use your reaction to move up to half your speed and make a natural weapon Attack. > ###
things worth noting, for dm and player to talk about
> #####
**Small and Tiny Exosuit crafters**
> Small and tiny Exosuit crafters may fancy building their mechanical suit at medium size, which would make their size category into medium, but in return certain racial abilities would reasonably not work anymore due to the fact you are now basically far different size. also see the thing below for more of the same reason. > #####
**Brand new "skin"**
> due to the fact you are covered entirely in whatever your suit is made out of, this might lead to some racial features not working or being disabled. \pagebreakNum # Chapter 2,5: Link holder ### Stuff - https://dmdave.com/new-player-option-oozemancer-class/ - https://www.gmbinder.com/share/-NLSDG7es31i2opBNlNu - https://www.gmbinder.com/share/-MsJSG5MOvmchtNMRw4n - https://www.reddit.com/r/DnDHomebrew/comments/t3ex2c/ooze_rancher_ranger_subclass_its_okay_hes/ \pagebreakNum # Chapter 3: Maturing Pools ## Unfinished Content Upon here, you can find things that are not quite yet ready to be fully allowed to exist. These things are teetering on the edge on being finalised, or merely cast to the scrap yards. ### Rubbery Ooze You are far more solid then rest of your kin, but are also far more stretchy, to the point your physiology resembles rubber. **Ability Score** Your Dexterity score increases by 1 and you Constitution score increases by 1. **Extendo Arms** Your unarmed strikes have the reach property. **Grapple shot** If during your turn you haven't moved yet and you aren't holding anything, as an action you can stretch out your arm up to a point you can see within 30 feet of yourself and then pull yourself to that point. Alternatively, you can choose a willing creature within 30 feet of yourself, and then pull it to be within 5 feet of yourself. alternatively, as an action target one creature within 30 feet of you and you can do a single unarmed attack against that creature, and if the creature fails a DC strength save vs 8 + proficiency bonus + strength it is pulled 10 towards you. **Insulative makeup** You gain resistance to Lightning damage ### Notings While the Rubbery Ooze is rather nice-ish subrace, it feels a bit odd amongst the others, partly arguably due to having a degree of inspiration from Luffy from one piece, not to mention it's lack of it's own racial feat and any Fluff... frankly, doubtful this one will make the cut. \pagebreakNum ### Chaos Ooze An artifical creation, highly unstable. not actually a proper Oozefolk. **Ability Score** Your Constitution score increases by 2 **Chaotic Fluctuation** At the end of a long rest, roll on the Damage Fluctuation Table twice, first roll determining the damage type you gain resistance to, the second roll determining the damage type you gain weakness to. This lasts until the end of your next long rest.
**Damage Fluctuation Table** | D10 | Damage Type | |:---:|:---:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder |
**Randomised Enhancement** At the end of a long rest, roll on the Enhancement Table to determine a trait that you gain. This lasts until the end of your next long rest.
**Enhancement Table** | D10 | Effect | |:---:|:---:| | 1 | You gain climbing speed equal to your walking speed. | | 2 | You gain swimming speed equal to your walking speed. | | 3 | Your walking speed increases by 10 feet. | | 4 | Your Armour Class increases by 1 | | 5 | You begin to hover an inch above the floor. | | 6 | You grow a pair of tentacles from your back that you can use to grapple a creature, though they lack the maneuverability to attack with weapons or do somatic components of spells. | | 7 | ------- | | 8 | ------- | | 9 | ------- | | 10 | ------- |
\columnbreak ### Notings Ah, the Chaos Ooze... Flavour wise speaking, it's supposed to be an artifically created Oozefolk, that is highly unstable. however, it also could work as an Oozefolk that didn't mature quite right, or one that was influenced by some chaotic outer plane. it lacks a racial feat, though just giving the option to roll twice and choose which effect you pick on the tables could work fine enough I guess? or just letting you roll more on the tables, but get more weaknesses? blah, lacking a solid idea really... and even then, the enhancement table is incomplete, needing 4 more random enhancements. or I guess it could just be a d6 instead of a d10? \pagebreakNum ### Ectoplasmic Ooze A rather unusual Ooze that's comprised out of Ectoplasm, and as such is somewhat ghost-like **Ability Score** Err.... **Chill Of The Grave** When you hit a creature with an Attack roll, you can deal extra cold damage equal to your proficiency bonus a number of times equal to your proficiency bonus. **Ethereal Jump** Once per long rest, you can teleport 30 feet as a bonus action. ### Going Ghost *Prerequisite: 12th level, Ectoplasmic Ooze* You can cast the [**Etherealness**](https://roll20.net/compendium/dnd5e/Etherealness#content) spell once per long rest, with ---- as your spellcasting ability modifier. \pagebreakNum ### Snow Slime A slime that appears to be made out of powdery snow. Adorable in appearance. **Snowball** You have access to a ranged natural weapon, in which you throw a piece of your own body in the form of a snowball. It has a normal range of 20 feet and a long range of 60 feet and it deals 1d4 cold damage on a hit. **Snowy Body** You have resistance to cold damage. You're also acclimated to extreme cold, despite your Waterborn racial trait. **Minor Snowstorm** At 3rd level, you are able to channel a fraction of your icy essence, and can cast the [**Snilloc's Snowball Swarm**](https://www.dndbeyond.com/spells/snillocs-snowball-swarm) spell without needing material components once per long rest. Constitution is your spellcasting ability for this. \pagebreakNum ## Jelly-Jelly ### True Water Dwellers While most varieties of Oozefolk have a preference for moist and damp surroundings, Jelly-Jellies are adapted to be totally submerged in water for their entire lives. ### Fancy Hairdos Jelly-Jellies effectively look like they have an entire large jellyfish on top of their head. When in Ooze Form, they still maintain the tentacles, though they no longer function. ### Relaxed Individuals Typically speaking, most Jelly-Jellies are very relaxed and rarely feel any hurry to do really anything, even if realistically they should, preferring to just lazily float in water. This behaviour has lead some some calling them dimwitted, however they are in actuality perfectly average. ### Jelly-Jelly Racial Traits **Ability Score** Your Dexterity score increases by 1 and your Constitution score increases by 1 **Swimmer** You have a swimming speed equal to your walking speed as well as you can breath underwater. You are also adapted to Extreme Cold *(DMG pg.110)* and water pressure caused by deep ocean depths, such as in the **The Darkened Depths** of the plane of water *(DMG pg.56)*, despite your **Waterborn** trait. this does not make you adapted to extreme colds outside of water. **Hair Tentacles** You have several long tentacles extending from your head almost like hair. You gain a new attack option that you can use with the Attack action. It has a reach of 15 feet, and rather then have you make an attack roll, the target must make a DC *8 + your Constitution modifier + your proficiency bonus* Constitution saving throw, becoming poisoned for 1 minute on a failure. The target must make a new constitution saving throw at the end of their turn as long as they are poisoned, ending the poisoned condition on a success or take poison damage equal to twice the number of rounds they've ended their turn poisoned. You can use this ability a number of times equal to your proficiency bonus, regaining all spent uses on a long rest. ## Jelly-Jelly Racial Feats #### Unaware Defense Your hair tentacles seem to have a mind of their own, reacting to the presence of creatures even when your own mind isn't fully capable of so. Even if you are Charmed, Frightened, Incapacitated, Paralyzed, Poisoned, Restrained, Stunned or Unconscious and not Petrified, you are still able to use your reaction to make an attack of opportunity, using your hair tentacles to make an unarmed strike, as if you didn't have those conditions. Alternatively, rather then make an unarmed strike, you can choose to spend an use of **Hair Tentacles** and attempt to poison the target. \pagebreakNum ## Bodysnatcher #### Bodysnatch At 3rd level, you gain the ability to possess other creatures as long as they are alive, but near death. As an Action, you can attempt to magically possess a humanoid or beast that's either the same size as you, or one size category larger, that's Cr isn't higher then your level within 5 feet of you that's at 0 hp, but is still alive at which point it has to pass a Charisma save against your Snatch save DC, or be possessed. When possessing, you use the creature's speed, armor class and size, and the creature will be referred to as "host" as long as you keep possessing it. When your host's body would be damaged by anything, you can choose to take the damage instead of it. If your host takes any damage, it gets to repeat the save, ending this effect on a success, or alternatively if it dies this effect ends automatically. Once the host regains Hp from some source and is no longer at 0 hp, such as from a short rest and spending some hit dice, it can make a Charisma save against your Snatch save DC, ending this effect on a success. If the host has any amount of Hp before taking a short or long rest, it also can make a Charisma save against your Snatch save DC, ending this effect on a success. No matter from what, once your possession ends you are ejected to an empty space within 5 feet of the host of your choice. **Snatch save DC** = 8 + your proficiency bonus + your Charisma modifier. #### Breaking And Entering The Mind At 9th level, You have learned how to draw upon your hosts surface memories, allowing you to better impersonate them. You gain access to all information that your Host would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the host by drawing on its memories. #### Mind Over Matter At 13th level, you have learned to tap into the power of your host's body, granting you access to their physical abilities. You can use your action to grant yourself temporary proficiency in any of your host's skills and saving throws as well as increase your strength, dexterity and consitution, if your host's ability score is higher then yours, for 1 minute. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) before requiring a short or long rest to use it again. #### Power Surge At 17th level, you gain the ability to temporarily increase the physical capabilities of your host. As an action, you can surge energy into your host, increasing their strength and dexterity for a number of rounds equal to your proficiency bonus. While under this effect, the host gains a +4 bonus to their Strength and Dexterity scores. At the end of the duration, the host takes 1d6 force damage for each round they were under the effect. This damage cannot be reduced or avoided. You can only use this ability once per long rest.