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# Circle of Ooze A violent *thwack* sends the construct reeling a foot back, before being held in place by a long, viscous tendril of slime. The mostly humanoid form on the other end of the pseudopod twists their fingers in a flash of movement, reciting a verse of song in a thick, slow voice. The ground beneath the construct turns soft and lets out soft sucks of air as the construct tries, but fails, to pull its legs free. The sudden mire holds it steadfastly in place. The massive axe sings as it cuts through the air toward the young woman. Unable to move fast enough, it hits her right in the ribs, tearing right through and out the other side. As the two halves fall to the ground, they rise together becoming two copies of the woman from before. Now... it's her turn. The minotaur doesn't even see the two crushing pseudopods as they come crashing down. A Circle of Ooze Druid has chosen an... alternative path. They welcome a connection to a plane of existence where slime and ooze thrive, using that connection to adapt themselves as a slime would. ## Building an Ooze Druid An Ooze Druid thrives as a mid range combatant, using their temporary hit points to shrug off blows and supplementing with *become slime* at higher levels to tank more damage than other druids would be able to. Therefore, they benefit from a high Constitution and Wisdom. Their pseudopods scale with Wisdom, so they're not very MAD. A decent armor helps as well, or utilizing *barkskin* (which can be reflavored as "slimeskin", also really recommend *Oakenhide* from Spells That Don't Suck, linked in the Credits section). ## Playing a Ooze Druid Ooze druids are good midliners, and hold a lot of control over the battlefield. The additional spells also add to that, providing some damage, but also crowd control. You can add to this further with a little reflavoring of features and spells. Perhaps your wild shape is always just a little goopy. Or maybe your *cure wounds* "melts away" injuries. Ooze druids can be slow and thoughtful, moving with steadfast determination. They might be ravenously hungry, feeding an ever empty stomache. #### Circle of Ooze | Druid Level | Feature | |:---:|:-----------:| | 2nd | Circle of Ooze Spells | | 6th | Slimy Escape | | 10th | Wrathful Resilience | | 14th | Perfect Mitosis | \columnbreak ### Circle of Ooze Spells Your unnatural link to the Ooze plane grants you access to certain spells. At 2nd level, you learn the Acid Splash cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ooze Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. | Druid Level | Spells | |:------------:|:------:| | 2nd | Acid Splash | | 3rd | Caustic Quarrel | | 5th | Wall of Slime | | 7th | Clutching Mire | | 9th | Acid Rain | ### Slime Form Also at 2nd level, you gain the ability to transform yourself into slime. As an action, you can expend a use of your Wild Shape feature to cause this change, rather than transforming into a beast shape, and you gain temporary hit points equal to your Druid level plus your Wisdom modifier (minimum of 1). While this feature is active, you gain the following benefits: - **Acid Resistance**: You gain resistance to acid damage and your creature type becomes Ooze. - **Amorphous Form**: 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. - **Pseudopod**: You can grow a sticky pseudopod from one of your hands, it is treated as a natural weapon with a reach of 15 feet. This weapon uses your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. On a hit, the pseudopod deals 1d6 bludgeoning damage and 1d6 acid damage. - **Sticky Clutches**: Immediately after you hit a creature with a melee attack with your pseudopod on your turn, you can try to grapple the target as a bonus action. The target makes a Strength saving throw against your spell save DC, becoming grappled on a failure. You may only grapple one creature at a time and you cannot target another creature with your pseudopod. Your slime form lasts for 10 minutes. It ends early if you dismiss it as an action, are incapacitated, or use this feature again. \pagebreakNum ### Slimy Escape At 6th level, you learn the *become slime* spell. You always have it prepared and it doesn't count against the number of spells you can prepare each day. You can cast *become slime* as a reaction to taking acid, bludgeoning, piercing, or slashing damage, without expending a spell slot. When cast in this way, the spell lasts until the end of your next turn. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Wrathful Resilience Starting at 10th level, your slime form becomes more resilient. You gain immunity to acid damage instead of resistance. You may choose one of the following damage types, gaining resistance to the chosen type while in your slime form; cold, fire, lightning, thunder, poison, bludgeoning, piercing, or slashing. You make this choice each time you enter your slime form. Your pseudopod gains the light property, and you can now grow two at a time. In addition, your pseudopod deals 2d6 acid damage at the beginning of a grappled creatures turn. You may change this damage type to your chosen resistance. ### Perfect Mitosis Starting at 14th level, you learn to adapt from even the most debilitating of attacks. As a reaction to taking damage while in your slime form, you can gain resistance to the triggering attack, and you may choose to split yourself in two. You create a perfect double of yourself, which has all of your stats, abilities, and equipment (including magic items). Your current hit points are divided between you and the duplicate and it shares all other resources and abilities with you (including limited use magic items, actions, bonus actions, and reactions), with any usage by either you or the duplicate depleting the resource for both of you. The double acts on your initiative and has its own movement speed which is equal to your walking speed. If an attack or effect damages both doubles simultaneously, they have resistance to the damage. Your doubles share concentration, granting you advantage on Constitution saving throws that you make to maintain your concentration on a spell, unless both doubles must make a check at the same time (such as when both receive damage at the same time) in which case you make the saving throw as normal. When one body drops to 0 hit points it is destroyed and you take full control of the remaining body. If both bodies drop to 0 hit points simultaneously, you choose which body is your main one (following the normal rules for falling to 0 hit points), the other is destroyed. If your doubles move more than 60 feet apart, one of the doubles is destroyed and you resume control of the remaining body (your choice of which). This effect ends after one minute, or you may end it as an action, and your doubles recombine at the current location of one of the doubles (your choice). If your doubles merge, their hit points are combined. You may use this feature once, regaining use after finishing a long rest. \pagebreakNum ## Spells Here are a list of spells that are mentioned in this character option. *Become Slime*, *Clutching Mire*, and *Wall of Slime* are new spells from [A Tiny Living Room](https://www.patreon.com/ATLR). Other spells are from either Spells that Don't Suck or Kibbles' Casting Compendium, used with permission. See credits for more details. Corrosive Burst is not mentioned in the class, but included because it fits the theme. If you use Kibbles' classes the following spells are also available to his classes: - Become Slime: Spellblade - Clutching Mire: Occultist, Spellblade - 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. \pagebreakNum #### Corrosive Burst *4th-level conjuration* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a handful of saltpeter and some copper shavings) - **Duration:** 1 minute - **Replaces:** *Vitriolic Sphere* ___ You hurl a ball of dripping acid outward, exploding in a 20-foot radius sphere at a point you can see within range. Every creature in the area must make a Dexterity saving throw, taking 8d4 acid damage on a failure or half as much on a success. A creature that fails the save takes an additional 4d4 acid damage at the end of every turn, unless it or another creature within 5 feet spends an action to clear the acid off. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 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. \columnbreak ## Feats #### Ooze Beast *Prerequisite: Circle of Ooze Druid* When you use your Wild Shape feature to take the form of a beast, you may choose one of the following features from your Slime Form to manifest as well: - **Acid Resistance**: You gain resistance to acid damage and your creature type becomes Ooze. - **Amorphous Form:** 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. - **Pseudopod**: You can grow a sticky pseudopod from one of your hands, it is treated as a natural weapon with a reach of 15 feet. This weapon uses your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. On a hit, the pseudopod deals 1d6 bludgeoning damage and 1d6 acid damage. The chosen feature is obviously out of place, and you are noticeably different from a typical beast that you have assumed the shape of. Your Pseudopod and Acid Resistance gains any changes from other class features (such as Wrathful Resilience). > #### Wild Shape Note > > Creatures that have the Multiattack action note what weapons or unarmed attacks they make as part of the Multiattack. Your Pseudopod cannot be used as part of this action. \pagebreakNum ## Circle of Ooze Quirks The following are some optional quirks for a player to choose from. | **d6** | **Quirk** | |:---:|:-----------:| | 1 | Hunger gnaws at you constantly, like a second creature sits in your stomache, consuming everything you digest before you can. | | 2 | Your skin is sticky, almost tacky. Even in your Beast shapes, this thin film covers your body. | | 3 | There's always some oddity about your wild shapes. An ear is too round, a thin drop of slime coming from the corner of your eye. | | 4 | You learn new things best when you can stick them in your mouth. | | 5 | You may move slowly, but your mind is a constant whirl of thought and adaptation. | | 6 | Beasts can sense your oddity. Many are repulsed by it, others seem drawn to you because of it. | > #### Credits > Art: Dalton Davidson > > Subclass: [A Tiny Living Room](patreon.com/ATLR) > > Spells: Become Slime, Clutching Mire, and Wall of Slime: [A Tiny Living Room](patreon.com/ATLR) > Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck"). > >- Spells included: caustic quarrel, corrosive burst > > The Troubadour class by somanyrobots can be found [here](https://www.somanyrobots.com). > Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available [here](https://www.kthomebrew.com/krd "KibblesTasty KRD"). > > - Spells from KCC includes; acid rain. > > Kibbles' mentioned classes are his own work, my reference of them is only for ease of using my spells with his player options. These player options can be found [here](https://www.kthomebrew.com). > This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
. 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 subclass, I would love feedback if you have any. You can comment or message me on our [Patreon](https://www.patreon.com/ATLR). ### Shard Tabletop I also made a Shard package for this content, which you can access [here](https://marketplace.shardtabletop.com/m/product?id=nr1jb8dgjd4i7nxl). Let me know if you have any comments on it on their Discord server (@CoolHandLuke140). \pagebreakNum ## Change Log #### V0.6 Added keywords to Slime Form and Ooze Beast, to be clearer on how they scale. Clarification on Perfect Mitosis to prevent funky (and costly) movement options #### V0.5 Fixed some of the build suggestions at the beginning for changes to the features. Added the Ooze Beast feat and some quirks. Fixed wording on pseudopod grapple, better matches similar abilities (still a Str save over a check to keep it more SAD over MAD) and added a line to Perfect Mitosis so it doesn't accidentally cut your health in half when the ability ends, which was not the intention. Added Corrosive Burst #### V0.4 Added some flavor text. The next version will have the most changes, as I roll out all my spell and grammar checks, fix wording for clarity, try to catch any last rough edges, and add at least one or two feats to give some choices for Ooze Druids as they level up. V0.5 should be fully playable once it is released. #### V0.3 Got some feedback, so a few meaningful changes. Perfect Mitosis now has a lot more clarity on outlier cases and how to handle them. The intention is an incomplete form, not two new beings. So you share resources like spell slots and concentration. It should give flexibility (two places to cast spells from for example), crowd control (two slime form grapples is nice), but otherwise not be overpowered or clunky. Changed the slime form weapon bonus to a new natural weapon with a split damage type attack. This still controls the grapple, so using the natural weapon to grapple means you won't be able to attack anyone else. I wanted to keep the crowd control, but make it less MAD. Gave the pseudopod light at level 10. Changed the spell list to reference druid levels instead of spell levels to fit the norm. Added referenced spells and links to Kibbles' referenced content and somanyrobots' referenced content. #### V0.2 Dropping in changes as I think of them, just refining. - Wrathful Resilience gives a choice of a resistance. #### V0.1 Getting ideas out right now. An early first draft