JNAProductions
2018-08-14, 04:23 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (or 5)+Con Mod
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons and Mindstars
Tools: Alchemy supplies
Saving Throws: Wisdom and Charisma
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Nature, Religion, Animal Handling, Medicine, Survival, Deception, and Intimidation.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Two Mindstars
-Leather Armor and a Dagger
-Any one pack
Oozemancer
Level
Proficiency Bonus
Features
Orisons Known
Spell Slots
Slot Level
1st
+2
Archetype, Wilder "Magic"
3
1
1st
2nd
+2
Oozing Nature
3
2
1st
3rd
+2
Antimagic
3
2
2nd
4th
+2
Ability Score Improvement
3
2
2nd
5th
+3
Archetype Feature, Improved Oozing Nature
3
2
3rd
6th
+3
Extra Attack
4
2
3rd
7th
+3
Improved Antimagic
4
2
4th
8th
+3
Ability Score Improvement
4
2
4th
9th
+4
Archetype Feature
4
2
5th
10th
+4
Advanced Mindstar Techniques
4
2
5th
11th
+4
Master Of Wilding (6th Level), Greater Oozing Nature
5
3
5th
12th
+4
Ability Score Improvement
5
3
5th
13th
+5
Master Of Wilding (7th Level)
5
3
5th
14th
+5
Archetype Feature
5
3
5th
15th
+5
Master Of Wilding (8th Level)
5
3
5th
16th
+5
Ability Score Improvement
6
3
5th
17th
+6
Master Of Wilding (9th Level)
6
4
5th
18th
+6
Archetype Feature
6
4
5th
19th
+6
Ability Score Improvement
6
4
5th
20th
+6
Ooze Eternal
6
4
5th
Archetype-At level one, choose your focus from Moss and Slime.
Wilder "Magic"-At level one, you gain Wisdom-based casting as a Warlock does, with the exception that you know all your spells, and prepare a number equal to your level in Oozemancer plus your Wisdom modifier. However, despite working in many similar ways to magic, Wilding is inherently inimical to magic, as magic is to it. As such, the vast majority of Oozemancers will never take levels in anything that provides magic, nor use magic items.
Note that this is default fluff-nothing mechanically changes if you decide Oozemancers simply use a variety of alchemical magics to perform their feats. Likewise, I'm not putting any multiclassing restrictions on this class-a DM is free to do so, if they like the original fluff, but eh, their call.
Oozing Nature-At level two, your body begins to morph and change into more like that of an ooze. At the level this is gained, this makes your indiscernible anatomy reduce damage from critical hits. Whenever you take additional critical damage, roll a d6. If it equals or is less than your Proficiency Bonus, you take no extra damage.
Antimagic-As mentioned above, Wilding is inherently inimical and disruptive to other forms of magic. At level three, you may, as a reaction, gain resistance to the damage dealt by a single spell or other form of magic.
Ability Score Improvement-Usual levels, usual deal.
Improved Oozing Nature-At level five, your body begins to fully oozify. This grants you proficiency in Constitution saving throws, resistance to poison and acid damage, and whenever you take damage, you have a chance of creating an ooze from yourself. To determine if an ooze spawns adjacent to you, make a Constitution save against a DC of 25-the damage you took. If you succeed on the save, an ooze is created next to you (in a square of your choosing) with HP equal to the damage you took, with a maximum number equal to your proficiency bonus. These oozes are blobby and not very effective in a fight, but do have a single slam attack for 1d4+your Strength modifier bludgeoning damage, with an attack bonus equal to your melee attack bonus. They also have a 10' move speed, both walking and climbing. However, they are rather durable, having resistance to all damage (except damage they take when you spend your reaction) and immunity to poison and acid damage.
In addition, as a reaction, you may split damage you take amongst yourself and your oozes. Damage is divided by the number of oozes created plus one (because you still take damage), however, the entire damage must still be accounted for. So, if you have three oozes and take 21 damage, three of you take 5 damage and one takes 6.
Finally, you gain a climb speed equal to half your land speed, and may move through spaces as if you were one size smaller due to your amorphous nature.
Extra Attack-At level six, usual deal.
Improved Antimagic-At level seven, you are able to absorb magic. Once per short rest, as a reaction upon making a save against a spell or other magical effect, you completely negate any effect it would have on you and instead gain spell level times your proficiency bonus THP.
Advanced Mindstar Techniques-At level ten, you gain the two-weapon fighting style, and are able to enhance your mindstar with your own wild power. You gain a number of enhancement points equal to half your proficiency bonus to spend on each mindstar, and they always overcome resistance that is overcome by magical weapons. Changing the enhancements may be done over any rest.
Each point may be used in the following ways:
+1 to attack and damage
+1d6 acid damage on a hit
+1d8 poison damage on a hit
Anyone struck must make a DC 12 Strength save or be restrained until the start of your next turn.
Anyone struck must make a DC 12 Constitution save or be poisoned until the start of your next turn.
Master Of Wilding-Starting at eleventh level, you gain more potent spells available once per long rest. You gain the indicated slot at the levels shown on the table, and may cast any spell from them that you have prepared.
Greater Oozing Nature-At eleventh level, you may reabsorb your oozes as an action or bonus action. You regain half the HP the ooze has when using an action, or one-fourth when using a bonus action. In addition, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, and immunity to poison and acid damage.
In addition, your climb speed improves to your normal speed, and you may move as though you were two sizes smaller.
Ooze Eternal-At level twenty, you are an ooze. Your shape is fully amorphous, allowing you to move through a space as small as one inch without squeezing. You stop aging, and require only a little water and nutrients to survive. In addition, you gain resistance to all bludgeoning, piercing, and slashing damage, and immunity to fall damage. Finally, you regain HP at the start of each of your turns equal to 5+your Constitution modifier.
Moss
Mossy Steps-At level one, you leave a trail of moss behind you wherever you go, if you wish. This moss is slightly thick and sticky, and acts as difficult terrain for your enemies. The moss retains its potency for one minute after you step, and after that becomes ordinary moss and not difficult terrain.
Overgrowth-At level five, you can, as an action, cause moss to sprout in a 10' radius around you.
Slippery Moss-At level nine, your moss is now slick and slippery. Anyone who moves more than half their speed (after reductions for difficult terrain) in a turn and travels over your moss must make a Dexterity save against your spell DC or fall prone. A creature can only be forced to make this save once per turn.
Hallucinogenic Moss-At level fourteen, your moss release strange spores that cause hallucinations. Anyone who ends their turn in your moss must make a Constitution save against your spell DC. On a failure, they are confused by hallucinations, and must roll a d8 every time they take an action. On a 1, they believe their action has happened, but it's merely a hallucination, and their action is wasted.
Acidic Moss-At level eighteen, your moss now deals 1d4 acid damage for every 5' it is traveled through.
Slime
Slime Spit-At level one, you gain the Slime Spit orison.
Acidic Skin-At level five, you may, once per short rest, have your skin secrete a deadly acid for a minute as a bonus action. Anyone who strikes you in melee takes acid damage equal to your Wisdom modifier plus your proficiency modifier.
Slime Roots-At level nine, you are able to move short distances via slimy tendrils implanted into the ground. As an action, you may move up to 30' along these tendrils. You do not count as passing through intervening spaces when you do so, but there must be solid ground along the entire distance of your travel.
Slimy Resilience-At level fourteen, you may spend a hit die as an action.
Improved Acidic Skin-At level eighteen, you may permanently maintain your Acidic Skin. You may stop it or start it as a bonus action.
Spell List
0th Level (Orisons)
Acid Splash
Blade Ward
Friends
Guidance
Infestation
Light
Mending
Poison Spray
Resistance
Spare The Dying
True Strike
Thorn Whip
1st Level
Absorb Elements
Animal Friendship
Armor Of Thorns (Armor of Agathys, but with magical piercing damage instead)
Bane
Cause Fear
Charm Person
Cure Wounds
Detect Poison And Disease
Earth Tremor
Entangle
False Life
Feather Fall
Fog Cloud
Goodberry
Hail Of Thorns
Healing Word
Heroism
Longstrider
Mage Armor
Ray Of Sickness
Shield
Snare
Thunderwave
2nd Level
Aid
Alter Self
Animal Messenger
Barkskin
Blindness/Deafness
Calm Emotions
Darkvision
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Gentle Repose
Healing Spirit
Heat Metal
Hold Person
Lesser Restoration
Magic Weapon
Maximilian's Earthen Grasp
Melf's Acid Arrow
Pass Without Trace
Protection From Poison
Ray Of Enfeeblement
Spider Climb
Spike Growth
Warding Bond
Web
3rd Level
Animate Dead
Aura Of Vitality
Bestow Curse
Catnap
Conjure Animals
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Gaseous Form
Haste
Life Transference
Mass Healing Word
Meld Into Stone
Plant Growth
Protection From Energy
Revivify
Slow
Stinking Cloud
Vampiric Touch
Wall Of Water
Water Breathing
Water Walk
Wind Wall
4th Level
Aura Of Life
Aura Of Purity
Blight
Charm Monster
Compulsion
Confusion
Control Water
Death Ward
Dominate Beast
Elemental Bane
Evard's Black Tentacles
Fire Shield
Freedom Of Movement
Grasping Vine
Guardian Of Nature
Polymorph
Stone Shape
Stoneskin
Vitrolic Sphere
Watery Sphere
5th Level
Antilife Shell
Awaken
Cloudkill
Commune With Nature
Contagion
Dawn
Dominate Person
Enervation
Geas
Greater Restoration
Hold Monster
Maelstrom
Mass Cure Wounds
Raise Dead
Tree Stride
Wall Of Stone
Wrath Of Nature
6th Level
Bones Of The Earth
Druid's Grove
Eyebite
Flesh To Stone
Harm
Heal
Heroes' Feast
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mass Suggestion
Move Earth
Primordial Ward
Transport Via Plants
Wall Of Thorns
Wind Walk
7th Level
Regenerate
Resurrection
Reverse Gravity
Whirlwind
8th Level
Abi-Dalzim's Horrid Wilting
Animal Shapes
Antipathy/Sympathy
Control Weather
Dominate Monster
Earthquake
Feeblemind
Mind Blank
9th Level
Foresight
Mass Heal
Mass Polymorph
Power Word Heal
Shapechange
Storm Of Vengeance
True Polymorph
True Resurrection
Casting Time: 1 Action
Range: 120'
Components: S
Duration: Istantaneous
You spit a gob of mucus-laden slime at a target. Make an attack roll, dealing 1d6 bludgeoning and 1d6 acid damage on a hit.
This spell can bounce between targets at higher levels. At level 5, it can bounce to a second target within 60' of the first, at level 11, a third target within 60' of the second, and at level 17, a fourth target within 60' of the third.
Mindstars
Mindstars are psionically charged rocks that can project weaponry. They are able to take the form of any weapon, and can be infused with spells. Over the course of a minute, you can expend a single spell slot to empower the mindstar for a number of hours equal to the slot level squared. While empowered, it is treated as magical for the purposes of overcoming resistances.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (or 5)+Con Mod
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons and Mindstars
Tools: Alchemy supplies
Saving Throws: Wisdom and Charisma
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Nature, Religion, Animal Handling, Medicine, Survival, Deception, and Intimidation.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Two Mindstars
-Leather Armor and a Dagger
-Any one pack
Oozemancer
Level
Proficiency Bonus
Features
Orisons Known
Spell Slots
Slot Level
1st
+2
Archetype, Wilder "Magic"
3
1
1st
2nd
+2
Oozing Nature
3
2
1st
3rd
+2
Antimagic
3
2
2nd
4th
+2
Ability Score Improvement
3
2
2nd
5th
+3
Archetype Feature, Improved Oozing Nature
3
2
3rd
6th
+3
Extra Attack
4
2
3rd
7th
+3
Improved Antimagic
4
2
4th
8th
+3
Ability Score Improvement
4
2
4th
9th
+4
Archetype Feature
4
2
5th
10th
+4
Advanced Mindstar Techniques
4
2
5th
11th
+4
Master Of Wilding (6th Level), Greater Oozing Nature
5
3
5th
12th
+4
Ability Score Improvement
5
3
5th
13th
+5
Master Of Wilding (7th Level)
5
3
5th
14th
+5
Archetype Feature
5
3
5th
15th
+5
Master Of Wilding (8th Level)
5
3
5th
16th
+5
Ability Score Improvement
6
3
5th
17th
+6
Master Of Wilding (9th Level)
6
4
5th
18th
+6
Archetype Feature
6
4
5th
19th
+6
Ability Score Improvement
6
4
5th
20th
+6
Ooze Eternal
6
4
5th
Archetype-At level one, choose your focus from Moss and Slime.
Wilder "Magic"-At level one, you gain Wisdom-based casting as a Warlock does, with the exception that you know all your spells, and prepare a number equal to your level in Oozemancer plus your Wisdom modifier. However, despite working in many similar ways to magic, Wilding is inherently inimical to magic, as magic is to it. As such, the vast majority of Oozemancers will never take levels in anything that provides magic, nor use magic items.
Note that this is default fluff-nothing mechanically changes if you decide Oozemancers simply use a variety of alchemical magics to perform their feats. Likewise, I'm not putting any multiclassing restrictions on this class-a DM is free to do so, if they like the original fluff, but eh, their call.
Oozing Nature-At level two, your body begins to morph and change into more like that of an ooze. At the level this is gained, this makes your indiscernible anatomy reduce damage from critical hits. Whenever you take additional critical damage, roll a d6. If it equals or is less than your Proficiency Bonus, you take no extra damage.
Antimagic-As mentioned above, Wilding is inherently inimical and disruptive to other forms of magic. At level three, you may, as a reaction, gain resistance to the damage dealt by a single spell or other form of magic.
Ability Score Improvement-Usual levels, usual deal.
Improved Oozing Nature-At level five, your body begins to fully oozify. This grants you proficiency in Constitution saving throws, resistance to poison and acid damage, and whenever you take damage, you have a chance of creating an ooze from yourself. To determine if an ooze spawns adjacent to you, make a Constitution save against a DC of 25-the damage you took. If you succeed on the save, an ooze is created next to you (in a square of your choosing) with HP equal to the damage you took, with a maximum number equal to your proficiency bonus. These oozes are blobby and not very effective in a fight, but do have a single slam attack for 1d4+your Strength modifier bludgeoning damage, with an attack bonus equal to your melee attack bonus. They also have a 10' move speed, both walking and climbing. However, they are rather durable, having resistance to all damage (except damage they take when you spend your reaction) and immunity to poison and acid damage.
In addition, as a reaction, you may split damage you take amongst yourself and your oozes. Damage is divided by the number of oozes created plus one (because you still take damage), however, the entire damage must still be accounted for. So, if you have three oozes and take 21 damage, three of you take 5 damage and one takes 6.
Finally, you gain a climb speed equal to half your land speed, and may move through spaces as if you were one size smaller due to your amorphous nature.
Extra Attack-At level six, usual deal.
Improved Antimagic-At level seven, you are able to absorb magic. Once per short rest, as a reaction upon making a save against a spell or other magical effect, you completely negate any effect it would have on you and instead gain spell level times your proficiency bonus THP.
Advanced Mindstar Techniques-At level ten, you gain the two-weapon fighting style, and are able to enhance your mindstar with your own wild power. You gain a number of enhancement points equal to half your proficiency bonus to spend on each mindstar, and they always overcome resistance that is overcome by magical weapons. Changing the enhancements may be done over any rest.
Each point may be used in the following ways:
+1 to attack and damage
+1d6 acid damage on a hit
+1d8 poison damage on a hit
Anyone struck must make a DC 12 Strength save or be restrained until the start of your next turn.
Anyone struck must make a DC 12 Constitution save or be poisoned until the start of your next turn.
Master Of Wilding-Starting at eleventh level, you gain more potent spells available once per long rest. You gain the indicated slot at the levels shown on the table, and may cast any spell from them that you have prepared.
Greater Oozing Nature-At eleventh level, you may reabsorb your oozes as an action or bonus action. You regain half the HP the ooze has when using an action, or one-fourth when using a bonus action. In addition, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, and immunity to poison and acid damage.
In addition, your climb speed improves to your normal speed, and you may move as though you were two sizes smaller.
Ooze Eternal-At level twenty, you are an ooze. Your shape is fully amorphous, allowing you to move through a space as small as one inch without squeezing. You stop aging, and require only a little water and nutrients to survive. In addition, you gain resistance to all bludgeoning, piercing, and slashing damage, and immunity to fall damage. Finally, you regain HP at the start of each of your turns equal to 5+your Constitution modifier.
Moss
Mossy Steps-At level one, you leave a trail of moss behind you wherever you go, if you wish. This moss is slightly thick and sticky, and acts as difficult terrain for your enemies. The moss retains its potency for one minute after you step, and after that becomes ordinary moss and not difficult terrain.
Overgrowth-At level five, you can, as an action, cause moss to sprout in a 10' radius around you.
Slippery Moss-At level nine, your moss is now slick and slippery. Anyone who moves more than half their speed (after reductions for difficult terrain) in a turn and travels over your moss must make a Dexterity save against your spell DC or fall prone. A creature can only be forced to make this save once per turn.
Hallucinogenic Moss-At level fourteen, your moss release strange spores that cause hallucinations. Anyone who ends their turn in your moss must make a Constitution save against your spell DC. On a failure, they are confused by hallucinations, and must roll a d8 every time they take an action. On a 1, they believe their action has happened, but it's merely a hallucination, and their action is wasted.
Acidic Moss-At level eighteen, your moss now deals 1d4 acid damage for every 5' it is traveled through.
Slime
Slime Spit-At level one, you gain the Slime Spit orison.
Acidic Skin-At level five, you may, once per short rest, have your skin secrete a deadly acid for a minute as a bonus action. Anyone who strikes you in melee takes acid damage equal to your Wisdom modifier plus your proficiency modifier.
Slime Roots-At level nine, you are able to move short distances via slimy tendrils implanted into the ground. As an action, you may move up to 30' along these tendrils. You do not count as passing through intervening spaces when you do so, but there must be solid ground along the entire distance of your travel.
Slimy Resilience-At level fourteen, you may spend a hit die as an action.
Improved Acidic Skin-At level eighteen, you may permanently maintain your Acidic Skin. You may stop it or start it as a bonus action.
Spell List
0th Level (Orisons)
Acid Splash
Blade Ward
Friends
Guidance
Infestation
Light
Mending
Poison Spray
Resistance
Spare The Dying
True Strike
Thorn Whip
1st Level
Absorb Elements
Animal Friendship
Armor Of Thorns (Armor of Agathys, but with magical piercing damage instead)
Bane
Cause Fear
Charm Person
Cure Wounds
Detect Poison And Disease
Earth Tremor
Entangle
False Life
Feather Fall
Fog Cloud
Goodberry
Hail Of Thorns
Healing Word
Heroism
Longstrider
Mage Armor
Ray Of Sickness
Shield
Snare
Thunderwave
2nd Level
Aid
Alter Self
Animal Messenger
Barkskin
Blindness/Deafness
Calm Emotions
Darkvision
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Gentle Repose
Healing Spirit
Heat Metal
Hold Person
Lesser Restoration
Magic Weapon
Maximilian's Earthen Grasp
Melf's Acid Arrow
Pass Without Trace
Protection From Poison
Ray Of Enfeeblement
Spider Climb
Spike Growth
Warding Bond
Web
3rd Level
Animate Dead
Aura Of Vitality
Bestow Curse
Catnap
Conjure Animals
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Gaseous Form
Haste
Life Transference
Mass Healing Word
Meld Into Stone
Plant Growth
Protection From Energy
Revivify
Slow
Stinking Cloud
Vampiric Touch
Wall Of Water
Water Breathing
Water Walk
Wind Wall
4th Level
Aura Of Life
Aura Of Purity
Blight
Charm Monster
Compulsion
Confusion
Control Water
Death Ward
Dominate Beast
Elemental Bane
Evard's Black Tentacles
Fire Shield
Freedom Of Movement
Grasping Vine
Guardian Of Nature
Polymorph
Stone Shape
Stoneskin
Vitrolic Sphere
Watery Sphere
5th Level
Antilife Shell
Awaken
Cloudkill
Commune With Nature
Contagion
Dawn
Dominate Person
Enervation
Geas
Greater Restoration
Hold Monster
Maelstrom
Mass Cure Wounds
Raise Dead
Tree Stride
Wall Of Stone
Wrath Of Nature
6th Level
Bones Of The Earth
Druid's Grove
Eyebite
Flesh To Stone
Harm
Heal
Heroes' Feast
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mass Suggestion
Move Earth
Primordial Ward
Transport Via Plants
Wall Of Thorns
Wind Walk
7th Level
Regenerate
Resurrection
Reverse Gravity
Whirlwind
8th Level
Abi-Dalzim's Horrid Wilting
Animal Shapes
Antipathy/Sympathy
Control Weather
Dominate Monster
Earthquake
Feeblemind
Mind Blank
9th Level
Foresight
Mass Heal
Mass Polymorph
Power Word Heal
Shapechange
Storm Of Vengeance
True Polymorph
True Resurrection
Casting Time: 1 Action
Range: 120'
Components: S
Duration: Istantaneous
You spit a gob of mucus-laden slime at a target. Make an attack roll, dealing 1d6 bludgeoning and 1d6 acid damage on a hit.
This spell can bounce between targets at higher levels. At level 5, it can bounce to a second target within 60' of the first, at level 11, a third target within 60' of the second, and at level 17, a fourth target within 60' of the third.
Mindstars
Mindstars are psionically charged rocks that can project weaponry. They are able to take the form of any weapon, and can be infused with spells. Over the course of a minute, you can expend a single spell slot to empower the mindstar for a number of hours equal to the slot level squared. While empowered, it is treated as magical for the purposes of overcoming resistances.