Circle of Oozes (5e Subclass)
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Circle of Oozes
|“slime girl reg” made by avvart|
Druids under the Circle of oozes seek to strengthen their own body by turning into large, humanoid, oozes. Most other druids look down upon these, as they don't care about animal life as much as other druids. They, however, have good bonds with most undercommon races.
The rites of your circle turn your body into a goo-like substance. You don’t need to breathe anymore and only need 4 hours of sleep, like the trance of elves. Your unarmed strikes use a d4 for their damage die, and they deal acid damage instead of bludgeoning damage. Additionally, if your unarmed attack hits, you may use your bonus action to grapple the creature.
Starting at 2nd level, your Wild Shape also gets replaced by Alter Shape.
You can control your body in a whole new way, allowing for a lot of interesting “mutations”. You can use Alter Shape on your turn as a bonus action, rather than as an action. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You may expend a use of this feature to gain one of the following mutations for an unlimited amount of time. You can only have one mutation active at any given time. Mutations are split up in five different categories. Some categories can only have one mutation at a time.
- Quality of life mutations.
- Adhesive You can’t have Fluid Form and Adhesive at the same time. You can climb difficult surfaces including upside down on ceilings, without needing to make an ability check. Additionally, creatures have disadvantage against trying to knock you prone or disarming you.
- Amorphous You can move through a space as narrow as 1 inch without squeezing.
- Biosynthesis When moving on fertile soil or organic-rich environments, you regain hit points equal to ¼ of your level rounded down every round, unless you have 0 hit points.
- Blindsight You change the way you see your surroundings. By constantly vibrating your head slightly, you emit an inaudible frequency and detect its reflection. Using this, you can perceive your surroundings up to 60 feet away, regardless of light. You are blind beyond this radius, however, and cannot perceive light, color, or any other visual phenomenon. You can't be blinded by light, but while you are deafened, however, you also have the blinded condition.
- Corrode Metal Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage.
- You can eat through 2-inch-thick, nonmagical metal in 1 round.
- This mutation works with the Stronger Corrosion mutation, changing the penalty to -2/-3 and allowing you to eat through 4/6 inches of metal in 1 round.
- Fluid Form You can’t have Fluid Form and Adhesive at the same time. Your movement is unaffected by difficult terrain and you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
- Stretchy Your reach doubles. In addition, when reaching vertically, such as to grab a ledge, you can add twice your height, instead of half your height.
- Transparency If you haven't moved on your turn when you attempt to hide, your coloration dissolves and you become transparent until you move, make an attack, fall prone, or cast a spell with a somatic component, either voluntarily or because of some external effect. While transparent, you can attempt to hide even when only lightly obscured or even in plain sight. While lightly or heavily obscured, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks. When you attempt to hide in plain sight, anything you are wearing or carrying may cause disadvantage on the Dexterity (Stealth) check or even completely prevent you from being able to do so.
- Extra attack mutations.
- Acidic Step You leak goo while you walk, creating a 5ft wide acidic line. Creatures walking through this line take 2d4 damage. This also applies to creatures starting their turn in this line. This mutation works with the Stronger Corrosion mutation. The line vanishes after 1 hour. This mutation may grant creatures advantage on ability checks made to track you or determine your location.
- Corrosive body Your body now always leaks acid, instead of only when you make unarmed strikes. Creatures grappled by you take 1d4 on the start of your turn. Creatures attacking you with a melee attack also take 1d4 damage. This mutation works with the Stronger Corrosion mutation. However, any nonmagical weapon or armor made of cloth, leather, hide, wood, or other organic material that you hold or wear is destroyed after 1 minute and even faster when you also have the Stronger Corrosion mutation.
- Extra Arms You gain an extra pair of arms, which are the equivalent of getting an extra attack option.
- Extra Heads You gain an extra head. As long as you have more than one head, you gain advantage on. While you have more than one head, you have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- Whenever you take damage equal or more than 1/4th of your maximum hit points in a single turn, one of your heads die. If all your heads die, you are blinded, deafened and knocked unconscious until you grow a new head, which takes 1d4 hours.
- Sticky Throw You may lose 5 hit points to make a ranged attack (range 20/60) slinging a part of your body on the ground. This goo quickly spreads to cover a 5ft area. Every creature starting or ending its turn in the goo needs to make a Strength (Athletics)) or Dexterity (Acrobatics)) check against your spell save DC or be restrained. They may redo this saving throw every turn, ending the condition on a success. . If you have the Acidic Step or Corrosive body mutation, they take 1d4 acid damage on the start of each of their turns. This mutation works with the Stronger Corrosion mutation.
- Head mutations. You can only have one modification to your head.
- Shark Head Your swimming speed increases with 10ft (20ft while also having the Shark Tail mutation) and you gain a bite attack which uses a 1d6 as a damage die and deals acid damage instead of piercing damage. Being underwater imposes no penalties on your movement or attacks. This mutation works with the Stronger Corrosion mutation.
- Dog Head You have advantage on Wisdom (Perception) checks that rely on hearing or smell (works like Keen Hearing and Smell) and you gain a bite attack which uses a 1d6 as a damage die and deals acid damage instead of piercing damage. This mutation works with the Stronger Corrosion mutation.
- Leg mutations. You can only have one modification to your legs.
- Shark Tail You gain a swimming speed equal to double your normal speed, while taking a 20ft. penalty while you move on land. Being underwater imposes no penalties on your movement or attacks.
- Snake Tail Instead of two legs, you have one long, snake-like tail. Your speed increases by 10 feet. Additionally, you gain the Constrict attack; this attack deals 2d4 Acid damage, has a reach of 10 ft and the target is grappled. Until this grapple ends, the target is restrained, and you can't constrict another target. If you have the Acidic Step mutation, they keep taking 2d4 acid damage on the start of each of their turns. This mutation works with the Stronger Corrosion mutation.
- Tentacles Your legs turn into 4 tentacles, which have a reach of 10ft. You can use these tentacles like Mage Hand. You may use your action and/or bonus action to control one of your tentacles. Additionally, you can use your tentacles to grapple creatures. You may take this mutation a maximum of two times for a maximum number of 8 tentacles.
- Full Mutations. If you have one of these mutations, you can’t have other modifications. Additionally, these mutations count as two modifications. You can still speak while in this form, but can’t do things you won’t be able to do without arms. You also can’t cast any spells while being in a non-humanoid form.
- Dog Mutation Your anatomy changes to that of a domestic dog. You gain the Dog Head mutation and gain a speed of 40 ft. To discern that you are not a normal dog, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation)) check against a DC of 15.
- Ooze Mutation You turn into a medium Gelatinous Cube. You gain the Engulf attack. You move up to your speed. While doing so, you can enter Medium or smaller creatures' spaces. Whenever you enter a creature's space, the creature must make a Dexterity saving throw against your spell save DC.
- 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.
- On a failed save, you enter the creature's space, and the creature takes 3d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
- An engulfed creature can try to escape by taking an action to make a Strength check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
- Warhorse Mutation: Your anatomy changes to that of a warhorse. Your hooves deal 1d6 acid damage. If you move at least 20 feet straight toward a creature and then hit it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, you can make another attack with its hooves against it as a bonus action. and gain a speed of 60 ft. Additionally, creatures may use you as a mount. To discern that you are not a normal horse, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation)) check against a DC of 15.
- The only real limit is your imagination!
Starting at 6th level, you can have two mutations active at any given time. This changes to 3 mutations at level 10, 4 at level 14 and 5 at level 18.
Also at level 6, you can use the Alter Shape thrice before finishing a short or long rest. This also changes to 4 times at level 10, 6 times at level 14 and 7 times at level 18.
Starting at 10th level, the damage die of your unarmed strikes increases by 1 size. A d4 becomes a d6. A d6 becomes a d8 and so on. This mutation doesn’t count against the maximum amount of mutations. This increases again on level 18.
At 14th level, after you make a long rest, you gain resistance against two damage types. You may choose out of: acid, bludgeoning, cold, fire, lightning, poison, piercing and slashing. You keep these resistances until you take a long rest.
This replaces your Beast Spells ability At 18th level, you can turn a grappled beast, humanoid or monstrosity with a CR no higher than half your level into an ooze version of itself. When you pay 1/8th of your hit points, the creature needs to make a wisdom saving throw against your Spell Save DC. If the creature fails its saving throw, you may pay another 1/8th of your maximum hit points to convert the creature into a loyal servant. If he succeeds his saving throw, he can’t be converted for the rest of its life. You can only use this ability once per long rest and you can only have a maximum of one converted creature in this way.
This ability works just like Dominate Monster or any other dominate spell. This only works against beasts, humanoids and monstrosities and is indefinite. The type of the creature turns into ooze. You may expend one use of Change Shape to give the creature one of your mutations. A converted creature can have a maximum of two mutations at any given time.