Warlock
The Ooze Dragon
You made a pact with an Ooze Dragon, a being that consumed the remains of a fallen dragon. A transparent green acid-like fluid flows over the skeleton of the deceased dragon. The Ooze Dragon is a being that takes upon its new identity as if it were originally a dragon, therefor becoming a creature that structures the cycle of life and death. Ooze Dragons have no clear motive as to why they exist in this world and to what their purpose is. Only a few of them exist in this world, of which most aimlessly roam the surface. Intentionally or not, they create devastating ravages from their slimy remains and limitless spawn of lesser slimes.
Warlock Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Grease, Acid Stream UA20SMT |
| 2nd | Acid Rain HB, Web (appears as slimy webs) |
| 3rd | Corrode HB, Glyph of Warding |
| 4th | Elemental Bane, Serpent's Fangs HB |
| 5th | Cloudkill, Contagion |
If your campaign does not allow homebrew or Unearthed Arcana spells, use the following spells:
| Spell Level | Spells |
|---|---|
| 1st | Grease, Ray of Sickness |
| 2nd | Dragon's Breath, Web (appears as slimy webs) |
| 3rd | Glyph of Warding, Gaseous Form |
| 4th | Elemental Bane, Vitriolic Sphere |
| 5th | Cloudkill, Contagion |
Slimy Consistency
1st-level Ooze Dragon features
The Ooze Dragon's slimy fluids flow through your veins. Now, whenever you bleed or sweat, you leave behind a slimy substance interweaved within your body's fluids.
Bonus Cantrip
You learn to control this slimy fluid and learn the Acid Splash cantrip. Whenever you cast the cantrip it deals 1d8 acid damage instead of 1d6.
Slime Evolution
Also at first level, you learn to transform yourself into an Ooze. As you grow your association with the Ooze Dragon, your powers in this form will continue to grow. You gain the statistics of a Lesser Ooze (see stat block). When you transform, you choose whether your body is acid or poison.
Your slimy body becomes your secondary body. You learn to engulf smaller objects and you leave behind slimy droplets wherever you go. As a slime spawn directly from the Ooze Dragon, you stand above other Oozes from your size. Your body is exactly 5 feet in all dimensions (5³), if your size were to change, you become the maximum size of what you are capable of.
Transforming into your Ooze form requires an action, you can use a bonus action to revert to your original form.
You can use this feature twice per long rest, regaining all uses on a long rest. You follow the Wild Shape transformation rules while in Ooze form, except for equipment, your equipment is now within your slimy body.
Slimy Adaptation
6th-level Ooze Dragon features As you experiment engulfing everything that crosses your path, you learn more about Oozes. Combining or splitting is part of their way of life. You grow through absorbing everything around you.
A Better Slime
Your size increases to Large. With the Engulf attack you can now hold one Large or four smaller creatures. Also, Pseudopod has its damage increased to 3d6 damage.
Additionally, whenever you gain an Ability Score Improvement, you can choose to increase any of your slimy physical abilities instead of your humanoid body abilities. And your speed is increased to 30 ft.
Slime Engulfment
You gain the ability to absorb slimes similar in size of yourself. The slime must be willing, lesser in rank (DM's discretion), almost dead, or the remains of slime dead no longer than one minute.
Whenever you absorb a Large slime, you temporarily become bigger and your size grows by from Large to Huge. Additionally, you gain one of their abilities as you engulf them into yourself. The gained ability is up to your DM's discretion, this can differ from cold resistance from a Black Pudding (MM) to gaining the Life Leech action from a Slithering Tracker (VGM). Additionally, you can roll two of your hit dice after consuming a slime.
Slime Engulfment is an action or can be used in combination with the Engulf action.
You can absorb multiple slimes, but only keep the ability from your most recent absorption. All benefits are lost after 8 hours. You can use this feature an amount of times equal to your charisma modifier, regaining all uses on a long rest.
One with the Ooze
10th-level Ooze Dragon feature Your Ooze form is your everything, you almost wish to never return to your human body. The Ooze Dragon is pleased with your dedication and enables you to use abilities from your human body.
Spells while sliming around
While within Ooze form, you can now cast spells. Spells that require you to use material components or an arcane focus can be cast if either is within your slimy body, consuming them through the slime. Concentration spells use your Ooze form's constitution ability.
Verbal and somatic components are being dealt with inside your body. To cast somatic spells, you require either a pair of hands or gloves inside of you that perform the spell for you. Verbal components are audible through slimy sounds.
(Basically, this feature doesn't make you immune to counterspell)
Restful Ooze
You don't really have a reason to leave your Ooze form as you are now able to rest as an Ooze. While you are an Ooze during a long rest, you gain the same benefits as a human would, except you only need two hours of sleep. The other hours can only be used for light activities like keeping guard.
Additionally, you remove two levels of exhaustion upon finishing a long rest and one during a short rest.
Ooze Master
14th-level Ooze Dragon feature Your worship towards the Ooze Dragon is on the highest level. Therefore they share more of their powers with you and even aid you when you are desperate.
Higher Ooze
Your form changes one last time, you are now considered Huge. Your attack changes to 4d6 damage and your speed is increased to 40 ft.
Additionally, your Ooze form is corrosive. If a creature touches you or you hit them with a melee attack while within 5 ft it takes 2d8 acid damage. Non magical weapon takes a -1 penalty to damage rolls, if this penalty hits -5 it is destroyed. Non magical ammunition is destroyed after dealing damage. Creatures inside you take 2d8 acid damage when they enter you or at the start of their turn.
Items you are wearing are immune to the effects of corrosion.
Conjure Elder Ooze
The Ooze Dragon allows you to summon one of her strongest servants. Once per long rest you can summon one of the following Oozes: Adult Oblex (MTF), Black Pudding (MM), Slithering Tracker (VGM), or three Gelatinous Cubes (MM).
Oozes summoned this way cannot be consumed with Slime Engulfment.

Ooze Statblocks
Lesser Ooze
Medium Ooze, Unaligned
- Armor Class 10 + charisma modifier
- Hit Points Charisma modifier * level
- Speed 20
STR DEX CON 12 (+1) 14 (+2) 15 (+2)
- Damage Immunities Poison or Acid (your choice)
- Condition Immunities blinded, charmed, deafened, frightened, prone
- Senses blindsight 60ft (blind beyond this radius)
- Languages you understand your learned languages but can't speak
Ooze Cube. The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Engulf attack and has disadvantage on the saving throw. Creatures inside the ooze can be seen but have total cover.
A creature within 5 feet of the ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 3d4 acid or poison damage.
The ooze can hold only one Medium creature or up to four Small or smaller creatures inside it at a time.
Transparent. Even when the ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a ooze that has neither moved nor attacked. A creature that tries to enter the ooze's space while unaware of the ooze is surprised by the ooze.
Actions
Pseudopod. Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d6 acid or poison damage.
Engulf. The ooze moves up to its speed. While doing so, it can enter medium or smaller creature's space. Whenever the ooze enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
Ooze Cube, Transparent, Pseudopod, Amorphous, and Engulf are directly taken from other WoTC Oozes.
On a failed save, the ooze enters the creature's space, and the creature takes 2d6 acid or poison damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 3d6 acid or poison damage at the start of each of the ooze turns. When the ooze moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Pact of the Chain familiar
Upon choosing the Pact of the Chain, you gain access to Little Jelly as your familiar. Summoning Little Jelly is different from other familiars. While in your Ooze form, you can detach a small part of yourself to create Little Jelly. This takes away 5 hit points.
Little Jelly
Tiny Ooze, Unaligned
- Armor Class 13
- Hit Points 18 (4d4+8)
- Speed 20
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 15 (+2) 4 (-3) 11 (+0) 10 (+0)
- Saving Throws Con +4, Cha +2
- Damage Immunities Poison or Acid (same as you)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60ft. (blind beyond this distance), passive perception 12
- Languages understands your languages but can't speak
- Challenge 1/4 (50 XP)
Amorphous. Little Jelly can move through a space as narrow as 1 inch wide without squeezing.
Actions
Pseudopod. Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d6 acid or poison damage.
Slimy Explosion. When Little Jelly is below half health, it can sacrifice itself by causing a small explosion. Each creature within 10 ft. of Little Jelly must succeed on a (your spell DC) Dexterity saving throw or take 3d6 poison or acid damage, or half on a success. Summoning Little Jelly after the explosion costs 5 more hit points for each time used today.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. These invocations are specificly made for the Ooze Dragon patron.
Acidic Scatter
Prerequisite: The Ooze Dragon patron, 5th-level Acid Splash can now have up to three targets, the creatures must be within 5 ft. of each other.
Acidic Outburst
Prerequisite: The Ooze Dragon patron, 12th-level Acid Splash can now have up to four targets, the creatures must be within 10 ft. of each other.
Acid Splurge
Prerequisite: The Ooze Dragon patron, Pact of the Tome feature, 5th-level While in your Ooze form, you are able to cast the Acid Splash cantrip.
Luring Engulfment
Prerequisite: The Ooze Dragon patron, 7th-level As an action, you attempt to lure a creature into your acidic body, forcing them to make a charisma saving throw against your spell save DC. On a failure, they freely walk up to 30 ft. movement speed towards you. Afterwards and on a success the charm ends. Creatures immune to being charmed are unaffected.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Ooze Adept
Prerequisite: The Ooze Dragon patron When you do damage to a creature while in your Ooze Form and roll a 1 or 2, you may reroll the damage die but must use the new roll.
Oozing Smite
Prerequisite: The Ooze Dragon patron, Pact of the Blade feature,5th-level Once per turn when you hit a creature with your pact weapon, you can expend one warlock spell slot to deal an extra 1d8 acid or poison damage to the target, plus 1d8 per level of the spell slot as you cover them in a slimy mess.
Additionally, the target is affected by the slimy goo and is considered slowed (see Slow spell) for one minute. At the start of their turn, the target makes a constitution saving throw. On a failure they are slowed, while on a success it has no effect for that turn. Either way, the target makes a new saving throw every turn.
Sight of Many Oozes
Prerequisite: The Ooze Dragon patron, Pact of the Chain feature Your blindsight extends towards other oozes that are within 100 ft. of you. These oozes must be friendly with you, such as your familiar or summoned by the Conjure Elder Ooze feature. You have sight within 30 ft. of those creatures.
Sticky Talisman
Prerequisite: The Ooze Dragon patron, Pact of the Talisman feature As part of the Acid Splash cantrip, you may attempt to stick your talisman to them. The target must make an additional dexterity saving throw or be stuck with your talisman for 1 minute.
The target is aware it has the talisman and is unable to remove it unless it uses water, which requires an action. When the wearer of your talisman succeeds on a saving throw, they must subtract a d4 from the roll, potentially turning the save into a failure. The wearer is affected by the talisman a number of times equal to your proficiency modifier. Expended uses are restored when you finish a long rest.
Creatures which succeed on a saving throw using a Legendary Resistance are immune to the effects of the talisman.
Additional Spells
These spells are from non official books or homebrew and might be subject to change. Sources used are Unearthed Arcana 2020: Spells and Magic Tattoos (UA20SMT) and a friend's spells under the name of Oxforge.
Unearthed Arcana spell
Acid Stream
1st-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a bit of rotten food)
- Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Oxforge Spells
Acid Rain
2nd-level evocation
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S, M
- Duration: Instantaneous
You cause a corrosive downpour of acid to rain down in a 10-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. Plants make this saving throw with disadvantage. A creature takes 5d4 acid damage on a failed save, or half as much on a succesful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the radius and height of the cylinder increase by 10 feet for each two spell levels above 2nd.
Corrode
3rd-level evocation
- Casting Time: 1 action
- Range: 90 ft.
- Components: V, S, M (an emerald worth at least 50gp)
- Duration: Concentration, up to 1 minute
You coat a 20-foot-radius circle on a surface you can see within range with a thick layer of corrosive acid. If the material of the surface is nonmagical and softer than metal, the acid entirely dissolves up to 5 feet of the surface directly below the area by the end of the duration.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 5d4 acid damage, and an additional 2d4 acid damage if it is prone. On a successful save, a creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each amount of acid damage increases by 1d4 for each level above 3rd.
Serpent's Fang
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a necklace with an emerald pendant worth at least 100 gp)
- Duration: Concentration, up to 1 minute
You create eight venomous fangs in your space. They hang from your necklace for the spell's duration. When you cast the spell - and as a bonus action on each of your turns thereafter - you can expend one or two of the fangs, shooting them at a creature within 60 feet of you. Make a ranged spell attack against the creature. On a hit, it takes 2d4 piercing damage and must succeed on a Constitution saving throw or be poisoned for the duration. If the target is already poisoned, it takes an additional 2d12 poison damage when hit.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 2d4 or the poison damage increases by 1d12 (your choice) for each slot level above 4th.
Credits & Notes
Made by fjurn#5737 for Secret Santa on the DoMT Made for Bofrab A link to Acid Stream
If anything is unclear or unbalance, please message fjurn on discord.
Art Credits Cover by Lumaris: art Human taken over by slime: art Oblex is from Mordenkainen's Tome of Foes Dragon in Gelatinous Cube: original (kinda), more smoothly
Extra note The theme around Ooze Dragons kinda lost its touch once I ventured into the world of Oozes. I also did not follow any WOTC lore, apart from monster design. Either way, I hope you like it Bofrab.