Slime Knight Conclave
In the grassy meddows, behind waterfalls, and secluded by rivers the slimes make their residence leading charming and fruitful lives. Some rangers happen upon these villages and come to form a special bond that proves fruitful to both slime and man.
Such rangers are known as Slime Knights, gifted with friendship, magic, and the blade. Traveling with their oozey friend they seek out the down trodden or the fantastic to find excitement and purpose in life.
Conclave Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slime Knight Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Slime Knight Spells
Ranger level | Spells |
---|---|
3rd | heroism |
5th | warding bond |
9th | haste |
11th | charm monster |
15th | wall of light |
ART GENERATED USING MIDJOURNEY
An Oozy Friend
At 3rd level, you have developed a close bond to a very slimey friend.
It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Oozy Friend stat block. In combat, the Oozy Friend shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Oozy Friend can take any action of its choice, not just Dodge.
At the end of a long rest, you can resurrect your Oozy Friend. The Oozy Friend also perishes if you die.
Gifted Magician
Also, at 3rd level, you learn some of the secret magicks of the slimes. Each requires an action and can be used a number of times equal to your Wisdom modifier and regain all uses when you finish a long rest.
Brrr. You conjure a wave of ice and snow to freeze your foes. Creatures within 15ft. of you must make a Constitution saving throw. On a failed save, creatures take 2d8 cold damage and are restrained until the start of your next turn.
Zzst. A bolt of lightning jumps radically from your hand and strikes a creature within 30ft. of you. Make a spell attack roll and on a hit you deal 1d6 lighting damage. If you roll the maximum on a damage die the lighting jumps to another creature within 15ft. of that creature dealing 1d6 damage plus an addition d6 for each time the lighting jumps. This feature can only jump a number of times equal to your proficiency bonus.
Humm. Flames erupt and burn the earth in a 10 foot radius within 30ft. of you. The flames remain for a number of rounds equal to your Wisdom modifier. A creature that ends its turn within these flames takes 1d6 fire damage.
A Best Oozy Friend
At 7th level, your bond with your best friend allows you to change its form! During a long rest you can change your Oozy Friend to one of these options; Magi Slime, King Slime, Heal Slime, or Jewel Slime granting them the appropriate features from the Oozy Friend stat block.
Luminaries Swordmanship
At 11th level, training alongside your Oozy Friend has unlocked advanced combat techniques. You can expend a use of your Gifted Magician feature to use one of the following options each requiring an action and a held melee weapon;
Gigaslash. You channel all your might and energy into a mighty swing. Creatures within a 15ft. cone must make a Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.
Miracle Slash. Your blade is imbued with the fortune of the heavens. Make a melee weapon attack against a creature in range. On a hit, the attack deals an additional 2d8 radiant damage and you recover hit points equal to half of the damage dealt by this attack.
Thin Air. You unleash a swing so fast that it creates a vacuum. You can make a melee weapon attack with a range of 30ft. against a creature in range. On a hit, that creature takes damage equal to the weapon die plus 2d8 force damage.
The Very Best Oozey Friend
At 15th level, you gain resistance to acid damage. Additionally, when a creature attacks you or your Oozey Friend while you are within 10ft. of eachother you can redirect the attack as a reaction. If this causes the attack roll to miss, you or your Oozey Friend can immediately make a melee weapon attack or a Shlapp attack against that creature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Oozy Friend
Small/Large(King Slime) Ooze, Your Alignment
- Armor Class 15 (natural armor), 18 (Jewel Slime)
- Hit Points 2 + your Wisdom modifier + 5 times your Ranger level (the Oozy Friend has a number of Hit Dice [d10s] equal to your Ranger level)
- Speed 30 ft., fly 15ft. (Heal Slime)
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
- Saving Throws Wis +1 plus PB, Con +2 plus PB
- Skills Athletics +2 plus PB, Perception +0 plus PB x 2
- Damage Immunities Acid
- Condition Immunities Poisoned, Grappled
- Senses passive Perception 10 + (PB x 2)
- Languages understands the languages you speak
- Proficiency Bonus equals your bonus
Actions
Shlapp Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB acid damage.
Magick! (Magi Slime Only) The Oozy Friend can expend a use of your Gifted Magician feature to use one of its effects.
Heal (Heal Slime Only) Reach 15 ft., regain 1d6 + PB hitpoints. PB uses per long rest.
Shimmer (Recharge 5–6) (Jewel Slime Only) Reach 15ft. Dexterity saving throw, On a failed save, creatures are blinded until the start of your next turn.
Boing (King Slime Only) Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d10 + PB acid damage.