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Thread: Oozemancer

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    Default Oozemancer

    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

    Spoiler: Slime Spit
    Show
    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.
    Last edited by JNAProductions; 2018-08-14 at 04:25 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Orc in the Playground
     
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    Default Re: Oozemancer

    Loving the flavor and most of the class, but I do have a lot of feedback:

    First, some feedback on the Mindstar:
    Given that you list the Mindstar in the equipment at the top, IMO that should be described at the top. Second, the psionic nature of it feels out of sync with the rest of the class; as the Advanced Mindstar Techniques look like they should apply to unarmed attacks for someone who is becoming an ooze, maybe just replace the Mindstar with a pseudopod class ability using the Monk unarmed damage table?


    Next, the other class features:
    I'm unsure as to why the various features are Wisdom based and the spells are prepared divine style, when this class feels like it should either be using Intelligence for an alchemist angle (keeping some form of preparation) or Charisma for innate pseudo-sorcerer abilities (switching to spells known ala normal Warlock), probably using Constitution for the acidic powers to represent that it is your body producing the acid/poison.

    I find it curious that you only have resistance to acid and poison when you first get Improved Ooze Nature, yet your split-off oozes have full-blown immunity. I'd suggest syncing the acid and poison and other damage resist and immunity features between the self and the oozes, and replace their resistance with an AC equal to 10 + your Dexterity modifier + your Constitution modifier + your Proficiency bonus (as small targets are harder to hit in theory).

    I'm pretty sure the ooze rules normally state something about only splitting when attacked with slashing weapons/attacks, so specifying that this only applies to slashing would probably be appropriate. I'd also suggest leaving slashing as a hole in the resistance and immunity the class gives, mostly for flavor reasons. Might even be worth specifying that this doesn't work if you are wearing armor, because after all when was the last time an ooze actually wore armor (note that having a set of full plate floating within an ooze has never boosted the AC of said ooze), and besides armor might get in the way of the new ooze jumping off; maybe give an unarmored AC based on your oozy transformation instead?

    As for splitting damage with your oozes, I feel like this should only work if they are within a limited 5-10 ft range (you definitely shouldn't be able to apply it to an ooze that's falling hundreds of feet down a chasm, for example), and should specify whether resistance and immunity should apply before or after the split, to avoid doubling up on resistance or the like.

    You're missing a big capstone component that all oozes enjoy: Blindsight. You should definitely add this to the capstone. Also, other features to consider adding would be immunity to exhaustion, charm, frightened, prone, and maybe even false appearance, innate water breathing, or similar features.

    Oh, and I'd love to see a specification that you can leave a trail of excessively clean stone behind you as you move and climb, maybe even polishing other hard materials you cross over, just for fun. After all, an excessively clean dungeon is a classic warning sign of an ooze.


    Now, for the Archetypes:
    Moss needs to specify that you are immune to your own (and possibly any other) moss-based (or maybe plant-based) difficult terrain.

    Acid Skin should apply automatically once per turn if the Oozemancer is in a grapple and the enemy is either applying it or failing to escape. Slime Roots looks off, it's almost like a burrowing speed inspired teleport, yet no ooze has ever demonstrated such an ability to my knowledge; I'd suggest replacing it with an automatic grapple after a pseudopod hit, maybe name it Partial Engulf or something.


    Finally, for the spell list and new spells:
    First, Acid Spit is OP. First, the damage of 2d6 beats even the 1d10 of firebolt and eldritch blast, second the bounce doesn't specify that it needs additional attack rolls where a miss breaks the chain, as it is it's one attack followed by unavoidable auto-hits. Personally I'd change it to 1d4 acid + 1d4 poison, drop the bludgeoning, with later levels allowing a hit to attempt another attack to essentially chain the attack, but with a new attack roll for each target; if I wanted to boost it from there I might specify that each bounce calculates from the last target hit so if a second target is behind a wall granting cover to you but not to your first target, you can then bounce it off the first and bypass said cover, but it would still be pretty good without that.

    Second, the Armor of Agathys modification should be Armor of Ooze dealing acid, poison, or a split between them, instead of a Thorns doing piercing.

    Finally, the sheer variety of spells listed feels a bit absurd, you seem to have every type of spell shy of the Smites but including other weapon buffs represented. I'd strongly recommend severely shrinking the spell list to be poison, acid, and modification-centric (like enlarge/reduce and polymorph), with none of the weapon spells or ally buffs, just focus on damage and self-buffs (making modification spells only apply to the self is optional). Healing Word especially feels off, if you want healing go with Cure Wounds for touch contact or better yet the Unearthed Arcana Healing Elixer spell, albeit the latter feels more appropriate for an alchemist than for an ooze.

  3. - Top - End - #3
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    Default Re: Oozemancer

    Quote Originally Posted by Avigor View Post
    Loving the flavor and most of the class, but I do have a lot of feedback:

    First, some feedback on the Mindstar:
    Given that you list the Mindstar in the equipment at the top, IMO that should be described at the top. Second, the psionic nature of it feels out of sync with the rest of the class; as the Advanced Mindstar Techniques look like they should apply to unarmed attacks for someone who is becoming an ooze, maybe just replace the Mindstar with a pseudopod class ability using the Monk unarmed damage table?
    This it the Tales of Maj'eyal Oozemancer - the Mindstar fluff is inherited.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

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    Default Re: Oozemancer

    On Mindstars: Yeah, that could work.

    They're based on Wilders from ToME, who are very much about being in-tune with nature. That's Wisdom, in D&D.

    I'm okay leaving them immune while you're only resistant, since you're still humanoid and they're full blown ooze. I do need to add an AC, but I'm not going to make them hard to hit-they're there to tank, not dodge.

    I want it to work with all damage-it might not fully make sense, but it's a main feature of this class, and it'd suck to not work on most damage types.

    Resistances YOU HAVE apply before splitting damage. Once damage is taken, though, no more resistances or immunities apply-not even the oozes' resistance to all. And I'll slap a range on there, but I think 30' is more appropriate than 5' or 10'. They CANNOT keep up with you, pretty much at all, so you need some distance.

    Blindsight makes sense. The others not as much-you've still a humanoid mind.

    Thanks for the Archetype feedback.

    Slime Spit should require a new attack each time you hit a new target, but I don't feel it's OP. It's powerful at levels 1-4, when you and everyone else gets one target, but weaker as you level, since it MUST hit different targets. What I'll do is change it to 2d4 (one die of each) at level one, and upgrade the damage dice at each level by one step (2d6, 2d8, and 2d10) so it scales better with a single target, and leave in the ricochet.

    Armor of Ooze makes sense.

    And yeah, I'm not the best at making spell lists. I might honestly redo this class as a more martial-inclined class and just ditch casting.
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  5. - Top - End - #5
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    Default Re: Oozemancer

    I have a LOT of Homebrew!

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