54 lines
4.9 KiB
Markdown
54 lines
4.9 KiB
Markdown
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source: Corpus Malicious
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The circle of life and death is like a never-ending river that all must travel through. Monks who disagree with this notion learn to change the flow of the river, or change what fills the river. For many, it is simply filled with water. Yet for these monks, it is filled with something much thicker than water or blood.
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It is an ooze-like liquid. In this way, they decrease the entropy in their life to reach a perfectly stable state. Still, even they know that mortals are social constructs, and in one way or another, they are connected to each other. So, to create a perfectly balanced utopia, every creature must be part of this river… A river filled with ooze and the remains of those who contributed to the entropy.
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| Ooze Progression | |
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| ---------------- | ------------------ |
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| Monk Level | Features |
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| 3rd | Acid Strikes |
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| 7th | Ooze Form |
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| 11th | Gelatinous Healing |
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| 15th | Entropy in Me |
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# Acid Strikes
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3rd-Level Ooze Feature
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You can spend your technique points to change your body parts into an ooze-like liquid:
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- When you use the Flurry of Blows feature on a turn in which you have not moved, you can choose to hit your target with your transformed fists or kicks. If you do so, the creature takes 1 additional acid damage from each successful unarmed strike.
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- When a creature makes a weapon attack against you, you can spend 1 technique point as a reaction to transform the part of your body that is hit into green goo. You take half damage from a non-magical attack that hits you.
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- When you use the Step of the Wind feature, you can choose to spend 1 technique point to spray acid to the path on which you moved by the Step of the Wind. The surface you move on becomes covered with a sticky, ooze-like liquid and counts as difficult terrain for a number of rounds equal to your **PB**. The terrain created by this feature is not counted as difficult terrain for you.
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# Ooze Form
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7th-Level Ooze Feature
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You discover that your body has inhuman flexibility when in ooze shape. As an action, you can change your body to a greenish ooze-like gelatin and stretch your body parts for 1 minute. In ooze form you gain the following benefits:
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- You can stretch your body parts to increase the reach of your melee weapon attacks to 15 feet.
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- Every creature who hits you with a melee attack must make a successful Dexterity saving throw against your technique save **DC** or take 5 acid damage. Additionally, if a creature attacks you with a non-magical weapon, that weapon is partly dissolved and when creatures attack with it, they take a -1 penalty to damage rolls. This penalty becomes -2 on the 2nd damage roll made with the weapon, -3 on the 3rd damage roll, and -4 on the 4th damage roll. When the penalty becomes -5 on the 5th damage roll, the weapon is destroyed.
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- You can spend 1 technique point to melt a small amount and stick to a surface. By doing so you can stick to the ground, walls, ceilings, and any other surface. You can make unarmed strikes or weapon attacks while stuck like this.
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- The acid damage you deal when using your Acid Strikes feature increases by 2.
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You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
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# Gelatinous Healing
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11th-Level Ooze Feature
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You can tend to your own wounds by transforming your internal organs to ooze. As an action, you can spend 1 technique point to regain 1d6 + 3 hit points. As an action, you can spend 2 technique points to end one effect on yourself that is causing you to be blinded, deafened, or poisoned. By spending 5 points as an action, you can reduce your exhaustion level by 1.
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# Entropy in Me
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15th-Level Ooze Feature
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You can fully understand the reasons why an ooze exists. The entropy of the universe is all that matters and it can only be destroyed with your gelatinous body. As your body becomes dynamic and mutable, you decrease the entropy’s effect on you.
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You can now spend 10 technique points as an action to transform yourself into a blob of ooze and leap onto a target creature within 100 feet of you. The target must make a Dexterity saving throw against your technique save **DC**. On a failed save, you cover all of its body and can stay on the creature as long as you want. The target creature must be of your size or smaller.
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While you are covering a creature, the creature can still move freely, and you move with it. It cannot attack you, but you can make melee attacks against it as well as against any other creature within your reach. Damage dealt by others to the creature you are covering is split equally between you and the creature, but as long as you are covering the creature, you have resistance to all damage types except radiant and necrotic. You can still use your other abilities but you cannot move or talk.
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