Circle of Slime - 5E Druid Subclass Homebrew

by Nines

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Circle of Slime - 5E Druid Subclass Homebrew

by Nines, V1.3

Slime Time

Consume. Reproduce. Survive. Oozes are beholden to but a few basic instincts. While all druids recognize their ecological importance in cycling nutrients and magic back into the environment, Druids of the Circle of Slime find a unique power in their mutable and splitting forms.

Subclass Features

Circle Spells

Your symbiotic link to oozes and your ability to tap into the nature of cellular division grants you access to certain spells. At 2nd level, you learn the acid splash cantrip.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Slime 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.

Circle of Slime Spells

Druid Level Circle Spells
2nd acid splash
3rd alter self, Melf's acid arrow
5th stinking cloud, vampiric touch
7th Evard's black tentacles, polymorph
9th cloudkill, reincarnate

Ooze Form

At 2nd level, you gain the ability to convert your cellular structure into an slime-like body. As a bonus action, you can expend a use of your Wild Shape feature to transform into an Ooze Form, rather than transforming into a beast.

While in your Ooze Form, you retain your game statistics, but your body becomes translucent; your flesh becomes a single shade of color throughout, and tiny sparks shimmer where synapses join. The form lasts for 1 hour. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

While in this form, you gain the following benefits:

  • You gain 4 temporary hit points for each level you have in this class.
  • You gain 60 feet of darkvision, and can see in magical darkness.
  • You can squeeze through a space as narrow as 1 inch wide. If your Ooze Form ends while you are in a space too small for your body, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
  • When you take the Attack action, you can make a melee spell attack using an acidic tendril. This special melee attack deals 1d6 acid damage and grapples the target on a hit. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. A grappled target can make a Strength save against your spell save DC at the start of its turn to escape the grapple. This attack's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Equipment worn by your Ooze Form takes on a slimy, ooze-like texture, similar to your new body.

Distributed Consciousness

At 6th level, you gain the ability to split yourself into two bodies when you enter your Ooze Form as part of the same bonus action. Your second body appears in an unoccupied space of your choice within 5 feet of you, and shares your senses, class features, proficiencies, and game statistics, and takes its turn directly after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action.

You can use your bonus action to command your second body to make one attack, dash, or disengage. In addition, when you cast a spell, your second body can deliver the spell as if it had cast the spell. Your second body must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.

When you split into a second body, your current and maximum HP is divided evenly between your two bodies. In addition, any temporary Hit Points you have are divided evenly between your two bodies. Your second body also has a copy of all of your equipment, also made of ooze. Copies of magical items do not retain any magical properties, and all copied items disappear when you exit your Ooze Form.

When either of your bodies hits 0 HP or you otherwise exit your Ooze Form, it and all associated items are automatically absorbed back into the remaining body, adding its maximum Hit Points back to your own. If you exit your Ooze Form willingly, you may choose which body to return to, and add any remaining Hit Points to your own.

Absorption

Starting at 10th level, your Ooze Form can move quickly enough to take attacks meant for others. As a reaction, while you are in your Ooze Form, you can redirect an attack made against a creature within 5 feet of yourself to yourself. If you are inhabiting two bodies, you may redirect damage with either body, as long as it is within 5 feet of the target.

World of Ooze

Starting at 14th level, your Ooze Form develops further, allowing you to split off into additional bodies at will. If you are in your Ooze form and are inhabiting only one body, you may spawn another body as an action. This body has only 1 HP and 10 AC, regardless of your own statistics, and cannot be healed, but otherwise acts as a second body. If you return to this body, it regains your normal AC.

Image Credit

"Slime Girl Adv" by Avvart

Also available on DNDBeyond here: https://www.dndbeyond.com/subclasses/891714-circle-of-slime

 

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