79 lines
4.8 KiB
Markdown
79 lines
4.8 KiB
Markdown
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source: Tome of Heroes
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---
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![[assets/9b7f4f1951c766973079f8c2dc5c85e1_MD5.jpg|Charles Will|287x382]]
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Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities.
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The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures.
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||**The Shapeless Progression**|
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|**Druid Level**|**Features**|
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|3rd|The Shapeless Ring Spells, Ooze Form|
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|7th|Slimy Pseudopod|
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|11th|Improved Ooze|
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|15th|Engulfing Embrace|
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# The Shapeless Ring Spells
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_3rd-Level The Shapeless Feature_
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You gain ring spells at the druid levels listed in the Shapeless Ring Spells table. See the Druid Subclass class feature for how these spells work.
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|**the Shapeless Ring Spells**||
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|**Druid Level**|**Spells**|
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|3rd|Acid Splash, Grease, Inflict Wounds, Enlarge/Reduce, Spider Climb|
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|5th|Stinking Cloud,Meld into Stone|
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|7th|Black Tentacles, Freedom of Movement|
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|9th|Contagion, Seeming|
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|*indicates a spell found in this book||
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# Ooze Form
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_3rd-Level The Shapeless Feature_
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You learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.
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While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.
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You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.
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Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.
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While in ooze form, you gain the following benefits:
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- **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit.
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- **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing.
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- **Climber.** You have a climbing speed of 20 feet.
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- **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.
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# Slimy Pseudopod
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_7th-Level The Shapeless Feature_
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You can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.
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You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.
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# Improved Ooze
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_11th-Level The Shapeless Feature_
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Your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.
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# Engulfing Embrace
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_15th-Level The Shapeless Feature_
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While in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save **DC**.
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On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
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On a failed save, you enter the creature’s space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body.
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The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you. An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save **DC**. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
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Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th circle or higher to try to engulf another creature.
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