Intelligent Ooze (5e Class)

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Intelligent Ooze[edit]

Oozes exploring their dark connection to Jubilex and learning powers of agility and subversion.


  • To become an Intelligent Ooze your creature type must include ooze and you must have a character level of ten or higher.

Class Features[edit]

As a Intelligent Ooze you gain the following class features.

Hit Points

Hit Dice: 1d8 per Intelligent Ooze level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Intelligent Ooze level


Saving Throws: Dexterity Constitution
Skills: Choose one from Intimidation, Persuasion, Acrobatics, Stealth, or Survival.

Level Proficiency
Features Martial arts die
1st Ooze Body, Martial Arts d4
2nd Stretchy Body d4
3rd Body Control d4
4th Ability Score Improvement d4
5th Cursed Ooze Kiss d6

Ooze Body[edit]

Your body further adapts to the biology of oozes. You don’t need to breath anymore and only need 4 hours of sleep, like the trance of elves. Additionally, you can eat everything that is organic and not poisonous to oozes, but still have a preference for meat.

Martial Arts[edit]

On 1st level, you also get used to your new unarmed strikes. This works in the same way as the Martial Arts feature from the monk class and you may add these levels to your monk level to determine your unarmed attack die. You gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain intelligent ooze levels, as shown in the Martial Arts column of the Intelligent Ooze table. You may add levels in intelligent ooze to your monk level to determine your unarmed attack die.
  • When you use the Attack action, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Stretchy body[edit]

Your amorphous body makes it difficult to pin you down. Starting at 2nd level, You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to escape a grapple.

Body Control[edit]

Starting at 3th level, you learn to control your body colors by concentrating deeply. You may take one hour to inspect a humanoid (or humanoid monstrosity), copying their movements and body shape, including gender. If you lose your concentration during this period, the transformation fails. At the end of the hour, you look almost identical to that humanoid, as per "change appearance" effect of alter self. You can only shape yourself like a humanoid or monstrosity that is humanoid in appearance. You keep this form until you dismiss it as an action.

Ability Score Increase[edit]

When you reach 4th level, increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Cursed Ooze Kiss[edit]

At 5th level, you can turn a grappled humanoid into an ooze version of itself. You may use your action to kiss a willing or incapcitated humanoid. If the target is unwilling, it makes a saving throw equal to 8+ your proficiency bonus + your con modifier. If it succeeds, it successfully manages to repel your kiss and becomes immune to this power. If it failed the throw, however, their lips will turn to goo. From thereout, the goo spreads around their body, converting flesh to slime. During this transformation, your body turns into an egg like shape, enclosing the subject, then hardening the outside of the "egg" keeping the subject trapped. When the subject is fully converted (after around 1 minute), its race changes to your race and it exchanges its racial trait accordingly. Its original form may be restored through the use of a greater restoration spell. You may also wish to indoctrinate the humanoid. After the end of the transformation, the humanoid is charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use dismiss the humanoid again. You may have one indoctrinated humanoid.

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