Ooze Bloodline (5e Subclass)
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Ooze Bloodline
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An Ooze Bloodline Sorcerer Source |
This an subclass for the 5e Sorcerer Class.
Your innate magic comes from the power of the squelching, slimy oozes. Perhaps you survived a terrifying delve into an ooze-infested dungeon or were born after a magical mishap. Whatever the cause, your soul is awash with acidic magic.
- Amorphous
Beginning at 1st level, the influence of the ooze on your body allows it to morph and flex in ways that are impossible for most. You can move through the space of enemy creatures as difficult terrain. Additionally, you take no penalties when squeezing.
- Inhuman Anatomy
Beginning at 1st level, your strange and constantly shifting anatomy causes your internal organs to move around within your body, making it difficult for attackers to effectively wound you. Critical hits against you are less effective. If you would be critically hit, your opponent must make a second attack roll against you. If this second roll would hit, the attack is a critical hit, otherwise it is just a normal hit.
- Flail
Beginning at the 3rd level, your body is well equipped for stretching in the terms of combat. Unarmed strikes and melee attacks of this nature's range is now increased to 15 feet. You can also roll to grapple a creature from this distance but the creature must make a DEX saving throw, the DC being your spell save DC. A creature grappled by you in this way who's size is Medium or smaller is immediately pulled into you, unless you choose not to do so. A Huge or larger creature can't be grappled in this way, and a Large or smaller creature can choose to be grappled and pulled. You can also use this feature to grab hold of far objects or terrain.
- Acidic Ooze
Beginning at 6th level, acidic slime oozes out of your pores, physical evidence of the ooze's influence upon you. You can choose to stop or begin secreting the slime as a bonus action. Any creature that touches you or hits you with a melee attack while the slime persists takes 1d6 acid damage. Opponents grappled by you take this damage at the start of each of their turns.
Additionally, as a bonus action, you can leave a trail of ooze that covers any surface you move across during your turn that lasts for two rounds. The trail is considered to be difficult terrain for creatures moving through it. Any creatures that enters the trail for the first time on their turn or begins their turn in it takes 3d6 acid damage. This damage increases to 5d6 at level 10. The trail is considered to be normal terrain for you, and you are immune to damage caused by it. Once you use this feature, you must finish a short or long rest before you can use it again.
- Sticky
Beginning at 14th level, the ooze that leaks from your pores becomes extremely adhesive and sticky. You gain resistance to slashing damage. You also gain a climbing speed equal to your walking speed. When a creature enters your trail, they must succeed on a Strength saving throw against your spell save DC or become restrained. While the trail persists, a creature restrained by the trail can repeat the saving throw at the beginning of each of their turns. On a success, they escape and can move normally. You automatically succeed on the saving throw when you walk in the trail.
- Split
Starting at 18th level, the ooze has so thoroughly become part of you that you can split like one as well. When you are subjected slashing damage, you can use your reaction to instead take no damage if you have at least 2 hit points left. When you do this, a clone of yourself breaks off of your body and enters an unoccupied space within 5 feet of you. Both you and your clone have half of your current hit points, hit point maximum, and temporary hit points that you had before you split, rounded down. If your normal hit point maximum changes while you are split, such as from gaining a level, you and your clone's hit point maximums change accordingly. All conditions affecting you before you split now apply to your clone as well.
Your clone acts on your initiative and you determine its actions, decisions, attitudes, and so on. You and your clone share the same spell slots and sorcery points, as well as any other limited resources or features such as Superiority dice or rages. If your clone dies, it disappears and you can't recombine with it, your hit point maximum remaining permanently reduced until restored by the greater restoration spell or similar magic. If you die, your soul moves into your clone.
You can merge with your copy as a bonus action when you enter its space or when it enters your space. When you do this, your hit point maximum returns to normal and your current hit points equal the sum of you and your clone's hit points, up to your hit point maximum. Any conditions or effects that applied to you clone now apply to you. If your clone had temporary hit points, you can choose to gain them in place of any you currently have.
Once you use this feature, you must finish a short or long rest before you can use it again.
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