Slime Coven
This document is a fan made option for the popular Occultist class made by Kibbles Tasty. The witch subclass gains the option of covens, and this is meant to add another option to that list. This coven is meant to satisfy a particular niche of a slime witch, with an emphasis on oozes, slimes, and all things squishy. It is to be less serious of a player option, instead being more cute than powerful.
Coven: Slime Coven
When you select your coven, you gain an additional option: the Slime Coven.
Slime Coven Spells
You learn the following spells at the following levels. They do not count against your spells known.
| Witch Level | Bonus Spells |
|---|---|
| 1st | Summon Ooze, Melting Glob |
| 3rd | Become Slime, Caustic Quarrel |
| 5th | Wall of Slime, Erode |
| 7th | Clutching Mire, Expose Weakness* |
| 9th | Acid Rain, Hold Monster |
*When cast as a Slime Witch and when choosing acid as the damage type, this removes immunity to acid as well.
Optional Spell List
The following spell list fits an even more particular niche. This one focuses on using the slime spirits and powers to heal allies, as much as damage enemies. This can be flavored as them cauterizing wounds, destroying ailments, or the like. This replaces the above list.
Optional Slime Coven Spells
You learn the following spells at the following levels. They do not count against your spells known.
| Witch Level | Bonus Spells |
|---|---|
| 1st | Summon Ooze, Cure Wounds |
| 3rd | Become Slime, Prayer of Healing* |
| 5th | Wall of Slime, Power Word Nap |
| 7th | Clutching Mire, Vital Surge |
| 9th | Acid Rain, Mass Cure Wounds |
*When cast as a Slime Witch, it appears as a rain of acid that melts away wounds
Familiar Bond: Slime Coven
As a reaction to a creature within 30 feet of your familiar missing with an attack roll, your familiar can aid in the strike by distracting the enemy or weakening their armor (no action required from the familiar). Subtract 1d4 + half your Occultist level from the target's AC for the triggering attack, possibly causing the attack to hit. You may do this a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.
Additional Witch Specific Rites
These additional rites are meant to add options to increase the slimey flavor of your witch.
Absorbing Form
Prerequisite: Slime Coven
You are able to momentarily transmute yourself into slime, granting you protection from some damage.
When you take damage, you may use your reaction to gain resistance to the triggering damage type until the start of your next turn. If this damage was acid damage, you instead have immunity to the damage. If this damage was the result of a melee weapon attack, the attacking creature must succeed on a Strength saving throw against your spell DC or be restrained until the end of your next turn. They may choose to release their weapon instead (if possible), to avoid being restrained. The weapon is automatically released at the end of your next turn, unless you choose to grab it with a free hand.
You may do this a number of times equal to your Wisdom modifier, regaining uses when you complete a long rest.
Adaptive Slime
Prerequisite: Slime Coven
When you deal acid damage you can use a bonus action to change the damage type to cold, fire, lightning, thunder, or poison. Choose one creature that was damaged. At the end of that creature's turn they take an additional 2d6 damage of the chosen type.
You can do this a number of times equal to your Wisdom modifier, regaining all spent uses after a long rest.
Healthy Diet
Prerequisite: Slime Coven
You gain the ability to subsist from any organic material. You can eat this material as normal, or absorb it through your skin, dissolving it over the course of one minute to absorb it.
You gain greater knowledge of things you absorb, granting you advantage on Intelligence or Wisdom checks made to identify or learn more about materials that you have absorbed.
Additionally, you can choose to store a Tiny or smaller object in your body. You can spend 1 minute absorbing an object and may spend an additional minute to release the object when you wish. While you have a magic item absorbed you may cast Identify on it without expending a spell slot. Once you cast Identify this way, you must finish a long rest before you can cast it this way again.
If you die while an object is absorbed, it reforms outside of your body over the course of one minute, unharmed. This process is halted if you are returned to life before the minute has passed.
Your game master may rule that an object cannot be absorbed due to size, enchantment, or its construction.
Pseudowhip
Prerequisite: Slime Coven
You gain the ability to create a whip made of slime. You can use a bonus action to manifest or dismiss the whip, and it remains until you dismiss it or it moves further than 60 feet from you. The whip functions as a mundane whip, but deals 2d4 acid damage on a hit and uses your Wisdom modifier for attack and damage rolls. This damage increases by 2d4 when you reach 5th level (4d4), 9th level (6d4), and 17th level (8d4).
On a critical hit with this whip against a Large or smaller creature, the creature must make a Strength saving throw against your spell save DC or become grappled and restrained by you until the start of your next turn.
If you also have the Animate Hair rite, you may empower your Pseudowhip instead of your hair, otherwise retaining the benefits of the feature (adding the extra damage to your whip's damage). When you grapple a creature with your Animate Hair rite, they are also restrained.
Slime Ascended
Prerequisite: Slime Coven, Creature Type of Humanoid
You cast aside your humanity and your creature type ceases to be humanoid. Your new creature type is ooze. You gain resistance to acid damage.
At 12th level, your resistance to acid damage becomes immunity to acid damage.
Slime Companion
Prerequisite: 5th-level Slime Coven
When you cast the find familiar spell it has the following changes for you:
- Your familiar's creature type is ooze.
- Your familiar has immunity to acid damage.
- Your familiar gains the amorphous squeeze trait:
Your body and everything you are wielding or wearing becomes amorphous. You can squeeze through a space as narrow as 1 inch wide. You have advantage on ability checks you make to initiate or escape a grapple.
In addition, you learn the familiar swarm spell, which counts as an Occultist spell for you, but does not count against your spells known. You can cast this spell as a reaction to your familiar dropping to 0 hit points (this summons one fewer familiars, counting your current familiar towards the maximum you can summon). When the spell's duration ends, choose one of the summoned familiars to remain. It functions as a familiar summoned by the find familiar spell. Once you cast it this way, you must finish a long rest before you can cast it this way again.
Sticky Feet
You learn the spider climb spell, which counts as an Occultist spell for you, but does not count against your spells known. You can cast it without expending a spell slot. Once you cast it this way, you must finish a short or long rest before you can cast it this way again.
When cast as a Slime Witch, your feet are covered with a viscous and sticky slime.
Spells
Here are a list of spells that are mentioned in this character option. Become Slime, Clutching Mire, Familiar Swarm, and Wall of Slime are new spells from A Tiny Living Room.
Other spells are from either Spells that Don't Suck or Kibbles' Casting Compendium, used with permission. See credits for more details.
If you use Kibbles' classes the following spells are also available to his classes:
- Become Slime: Spellblade
- Clutching Mire: Occultist, Spellblade
- Familiar Swarm: Occultist
- Wall of Slime: Inventor, Occultist, Spellblade
If you use somanyrobots' classes the Clutching Mire spell is also available to his Troubadour class.
Links to the mentioned classes can be found in the credits.
Acid Rain
5th-level conjuration
- Classes: Druid, Occultist, Spellblade, Wizard
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d4 acid damage, and become covered in acid. On a successful save, a creature takes half the initial damage and is not covered in acid.
A creature takes 3d4 acid damage if it ends its turn while covered with acid. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.
Become Slime
2nd-level transmutation
- Classes: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
You become a sludge of elemental ooze. Until the start of your next turn, you gain the following benefits:
- You are resistant to acid, bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Your body and everything you are wielding or wearing becomes amorphous. You can squeeze through a space as narrow as 1 inch wide. You have advantage on ability checks you make to initiate or escape a grapple.
- You can move through the space of other creatures and ignore difficult terrain; the first time you move through the space of a Large or smaller creature on a turn, it must pass a Strength saving throw or be restrained by you. Restraining a creature ends your movement and you remain there until the start of your next turn. A restrained creature takes 2d4 acid damage at the start of their turn. When the spell ends, you move to the nearest unoccupied space in which you can fit.
Caustic Quarrel
2nd-level conjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a bit of fool's gold, sulfur, and water)
- Duration: Instantaneous
- Replaces: Acid Arrow
You conjure an arrow of acid and send it streaking towards a target within range. Make a ranged spell attack. On a hit, the target takes 6d4 acid damage and is coated in acid. An acid-coated target can use their action to wipe the acid off. If not, then at the end of their next turn, they take 4d4 additional acid damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both instances of damage increase by 1d4 for each slot level above 2nd.
Clutching Mire
4th-level conjuration
- Classes: Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Clutching mire and oozing slime grasp at creatures in a 20-foot square starting from a point within range. For the duration, the slime causes the area to be difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the grasping slime until the spell ends or until they break free. A creature restrained by the slime takes 4d4 acid damage at the start of their turn.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Strength saving throw or be restrained. On a success, the creature can move through the slime, taking 2d4 acid damage for every 5 feet that they move.
A creature restrained by the slime can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the slime disappears.
Erode
3rd-level conjuration
- Classes: Occultist, Spellblade, Wizard
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous
You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.
Expose Weakness
4th-level transmutation
- Classes: Druid, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Replaces: Elemental Bane
Select one creature you can see within range, and one damage type that isn't bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. Twice per round when the target takes damage of the chosen type, they take 2d6 additional damage of that type.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times per round the additional damage can trigger increases by 1 for each two slot levels above 4th.
Familiar Swarm
2nd-level conjuration
- Classes: Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You temporarily summon three familiars, using the same rules and options for a familiar that are stated in the find familiar spell. All of the familiars summoned by this spell must be of the same creature type, and if you already have a familiar summoned by the find familiar spell or similiar magic, then they are of the same creature type as your current familiar (though they are not granted any traits not explicitly mentioned in the find familiar spell). An already summoned familiar counts toward the total number you can summon, allowing only two additional familiars if you have one.
Familiars that are summoned by this spell can communicate telepathically with you and each other, sharing their visual or auditory senses while they are within 1 mile of you. You can only communicate with one summoned familiar at a time.
When you cast a spell with a range of touch, one of your summoned familiars can deliver the spell, as stated in the find familiar spell. However, you can only cast a touch spell through one familiar per turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon an additional familiar for each slot above 2nd level.
Melting Glob
1st-level conjuration (arcane)
- Classes: Inventor, Sorcerer, Spellblade, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You hurl a glob of acid at a creature within range, making a ranged spell attack. On hit, the creature takes 4d4 acid damage, and starts to be melted by acid. For 1 minute, at the end of each of its turns, it takes 1d4 acid damage. A creature can end the effect early by using its action to clear off the acid.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st.
Vital Surge
4th-level transmutation
- Classes: Cleric, Druid, Occultist
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S
- Duration: 8 hours
You infuse a vital surge of life into up to 4 creatures of your choice within range. Once during the duration of the spell, they can trigger this vital surge as a bonus action, regaining 4d8 hit points. When they trigger this surge, they can expend up to a number of hit dice equal to half the level of the spell slot used to cast this spell, rolling them as they normally would and adding the amount of hit points restored to the effect of this surge.
Once a creature triggers this healing surge, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Wall of Slime
3rd-level evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S M (a vial of slime)
- Duration: Concentration, up to 10 minutes
You create a wall of oozing slime and grime at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick. The wall can be created in any shape, as long as it is one continuous path along the ground. The wall blocks line of sight. Arrows, crossbow bolts, and other missiles cannot pass through the wall. The wall disappears when the spell ends.
When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, the creature is restrained in the wall. On a success, moving within the wall requires 3 feet of movement for each foot traveled. A restrained creature takes 2d4 acid damage at the start of their turn and can make the Strength saving throw again at the start of their turn, after taking the damage. A creature is blinded and deafened while within the wall.
Slime Feats
Placeholder
Prerequisite:
I am forgoing feats for now, and will update later if I feel it needs it.
Slime Coven Quirks
The following are some optional quirks for a player to choose from.
| d6 | Quirk |
|---|---|
| 1 | You always feel ravenously hungry, even after what should be a filling meal. |
| 2 | You find clothes too restricting, preferring to be lightly clothed, if at all. |
| 3 | A constant film of slime or ooze covers your body. |
| 4 | Your more buoyant than most, floating easily in water and take to swimming with ease. |
| 5 | You enjoy sour foods, putting lemon juice in your drinks and sprinkling hard candies in your meals. |
| 6 | You and your familiar have a closer connection to most. When you dismiss your familiar you absorb them into your body. |
Credits
Slime Coven: A Tiny Living Room
Become Slime, Clutching Mire, Familiar Swarm, and Wall of Slime: A Tiny Living Room
Art: Hannah Davidson
This work builds upon the Occultist Class and Witch Subclass made by KibblesTasty. This player option can be found here. This is fan-made product for his player option.
The Troubadour class by somanyrobots can be found here.
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
- Spells from SDS includes; caustic quarrel and expose weakness.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
- Spells from KCC includes; acid rain, erode, melting glob, and vital surge.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.
Thanks!!
Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our Patreon.
A special thanks to:
Hannah Davidson
For her adorable art for this race!
Shard Tabletop
I also made a Shard package for this content, which you can access here. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).
Change Log
V0.5
Added additional rites. The wording on Healthy Diet isn't my favorite, but I am trying to ensure no shenanigans, while having it work as designed. It is supposed to allow hiding away a Tiny object, casting Identify on hidden objects, and giving the PC the "slime stomache." The other rites added are pretty straightforward.
I added Familiar Swarm, which is an SRD-safe version of Flock of Familiars, cleaning up the language and reducing unneeded redundancy. I also added some notes to dissuade any obvious breaking mechanics, such as replicating pact of the chain familiars or slime coven familiars. I'd argue that RAW, Flock of Familiars didn't really have this problem, but this flat removes that argument. The Slime Companion rite also gives a unique reaction to this spell, allowing it as a "free" save for the familiar once a day with the added benefits of the familiar swarm spell. This is meant to count a spell slot as normal, simply shortening the casting time to a reaction.
V0.4
I have added Expose Weakness as the standard 4th level spell, with the additional benefit of removing immunity to acid when acid is the chosen damage type. This is pretty niche, but flavorful. My other idea was simply creating a SRD-safe version of Vitriolic Sphere. I might still do that, I am undecided right now. I do like Expose Weakness though, so we'll see.
Added mentions of Kibbles' and somanyrobots' classes for my spells, as I use their stuff. I did not give either Become Slime or Wall of Slime to Troubadour as they did not seem to fit. Clutching Mire can easily be flavored as warping the ground with sound, plus it is a nice control spell at a level where they don't get many. For Kibbles' I simply matched spells I felt were equivalent to my own.
Clarified the Familiar Bond to not permanently lower the target's AC. It was intended to only lower the AC for the triggering attack.
Changed Pseudowhip so that the secondary effect requires having Animate Hair. This way Psuedowhip can get a damage boost (cantrip scaling now) and not overshadow Animate Hair. This also makes Animate Hair still useful for Slime Coven Witches.
Replaced Healing Spirit with Prayer of Healing to be SRD-friendly. Added all the mentioned spells and appropriate credits.
V0.3
After getting some custom spells in there, this is mostly done. I am not happy with Hold Monster really, but I can't think of any better control spells to throw in there or create. So it works for the moment. I balanced Pseudowhip against the hair rite from witch, so I think it should be good. I want to think of a rite that allows for amorphous movement, but that will be for another version. This version I think is mostly playable, I just need to make the spell list and edit some formatting.
Future versions will focus on adding feats, quirks, some additional rites both for the healing flavor and for the squishy, acidic, grasping flavor. Then I'll add in the spell list and it will be mostly done.
V0.2
Alright, got the familiar bond feature done, and one rite. Still working on the spell lists. I will likely need to make a 4th level ooze spell. I am deciding on which of the spell lists to make the primary. I know the general idea of slimes is acid damage and restraining, not healing. So I am leaning that way for the primary, though my goal for this is primarily fulfilling my wife's desire for a squishy witch with slime and healing powers. So we will see. Either way, both lists will remain.
V0.1
Just a template for the time being, to put thought to paper so to speak. This player option I am making specifically for my wife as she plays KT's Occultist for the first time. This is meant less to be a "serious" themed option, and more cater to the desire for a cute slime witch that draws her power from her slime familiar and family heritage. My aim is to make it widely useable despite the niche though.