Monk Subclass: Way of the Ooze

by TheElderWorm

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Way of the Ooze (Monk)

A Slimey Subclass

The monks who train in this subclass idiolize oozes– slimey creatures which prowl dungeons, pit traps, and caves. Oozes lurk in darkness before consuming their prey with their highly acidic bodies. The most famous ooze creatures include Black Puddings, Gelatinous Cubes, Green Slimes, Grey Oozes, and Ochre Jellies. Rather than abhor these creatures, Way of the Ooze monks embrace their strange, almost otherworldly powers. Subterranean monasteries are the ideal home for both oozes and their eager monk counterparts. Most oozes dissolve organic tissue, and some can even consume bone and metal; they keep the halls of dungeons and monasteries eerily clean. Monks of this subclass understand the importance of oozes and keep them nearby for study and imitation. Though how they feed the oozes is anyone's guess...

Gelatinous Newb

3rd level Way of the Ooze feature

By studying different oozes, you begin to mirror their abilities. You gain blindsight with a range of 10 feet, and learn one of the following cantrips: Acid Spash, Blade Ward, or True Strike. When you reach a level in this class which grants you an Ability Score Improvement feature, you can replace the cantrip you chose with one of the other options.

Black Puddin' it be Nice

6th level Way of the Ooze feature

The acidic nature of the oozes is evident within your own body. You gain resistance to acid and slashing damage. Further, you can replace the damage type from your unarmed strikes with acid damage.

Move It or Ooze It

11th level Way of the Ooze feature

You no longer need sleep, though you must spend time during short and long rests with light activities such as

keeping watch or meditating. As an action, you can spend 1 ki point to, without squeezing, move through and stop in a space small enough for a creature that is two sizes smaller than you. This effect can last for up to one minute, and does not impact movement or give disadvantage on attack rolls or Dexterity saving throws.

Oozin' for a Bruisin'

17th level Way of the Ooze feature

The acidity of your body now corrodes even inorganic materials. As a bonus action, you can spend 5 ki points to gain one of the following options:

  • Acid Trip: For the next minute, once per turn, any creature you hit with a melee attack must make a Constitution saving throw (DC = your ki save DC) and takes 5d10 acid damage on a failed save (or half as much on a successful save), along with the regular damage. If you use this feature to hit a creature wearing armor, it also takes a permanent -1 to its AC.

  • Corrosive Shield: For the next minute, when you are hit by an attack, you instinctively corrode the object of attack. If you are hit by a nonmagical ranged attack, the weapon or piece of ammunition dissolves into nothingness and you take no damage. You take half damage (after calculating your Deflect Missiles monk feature) from a magical ranged weapon attack, which also dissolves after hitting you. If you are hit by a melee weapon, the weapon takes a permanent -1 to damage rolls. If a melee weapon reaches a -5 penalty from this feature, it dissolves into nothingness. If you are attacked by an unarmed strike, the attacker takes 2d10 acid damage, which ignores resistance.

Where Credit is Due

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Source: "Gelatinous Cube" by KendrickSZB

Concept Idea by TheElderWorm

 

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