For whatever reason, the idea of a slime-person has been in my head recently and looking around to
do a theoretical in D&D I found a slimefolk race and an Oath of the Faceless Lord but I didn't really like either. The Oath of the Faceless Lord was far too specific for my tastes, and the slimefolk race looked a bit iffy. So I decided to work at making my own pact. One that was a bit more general in nature, and then I went and looked for some art and found this bit for the Legend of the Cryptids card game. I'm familiar with the art of this game, having followed a number of the artists, but not the game itself and I'm not certain what cryptid this picture is supposed to be since it was just marked as "slime girl adv" on pintrest. That said, I actually presume the warlock looks mostly normal unless using their powers or surviving a strike from an enemy.
Regardless, the Ooze Pact can be used to represent a pact with Jubilex as the other mechanics offered, or someone who was somehow infected with a slime or ooze infection and somehow, through magic or strength of will, managed to assimilate the ooze and make it part of themselves. Or, perhaps, inherited such a condition from someone else. This is different from a standard pact, but could present similar enough difficulties to fit the idea of a pact.
In this case, I'm assuming a half-elf that drank of tainted water and accidentally swallowed a bit of an ooze that began to eat them from within. However, by some ritual or magic, the half-elf has managed to make the ooze part of herself. I'm assuming she's half-moon-elf, accounting for the blue coloration.
For the Ooze Pact, here are the features:
Expanded Spell List
1st Level - Create or Destroy Water, Grease
2nd Level - Alter Self, Pass without Trace
3rd Level - Meld into Stone, Water Breathing
4th Level - Control Water, Freedom of Movement
5th Level - Contagion, Commune with Nature
Shifting Anatomy - As the ooze overtakes the rest of your body, your internal organs become progressively less and less vital followed by being less and less present. At 1st level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally you gain resistance to acid and poisons. Also, mindless oozes must make a Wisdom saving throw against your Spell Save DC in order to attack you. If they fail, they must choose a different target or forgo their attack. If they manage to succeed at the Wisdom save, they are unaffected by this feature for 24 hours.
Corrosive Touch - At 6th level you become able to exude an acidic substance about your flesh. Your unarmed attacks now deal 1d8 + Cha modifier acid damage. In addition, holding on to you becomes both painful and difficult, giving you advantage to resist grapple attempts. You also have advantage to resist diseases.
Malleable Form - At 10th level you are now able to squeeze your body through spaces as small as 1 inch by 1 inch and reform yourself upon the other side. You are able to subsume your clothing and any attuned magical items, but other gear may have to be left behind. You may also use your Reaction to reduce the damage of a successful hit against you by half as your body partially reforms in the wake of the attack.
At this point, non-magical medicine such as provided by healer's kits and the medicine skill no longer works on you. You only heal by resting or magical healing.
Ooze Entire - At 14th level you are now immune to acid and poison damage as well as diseases and the poisoned condition. Due to the impact on your anatomy, you no longer suffer age penalties and age only 1 year for every 10 years that past.
When you are reduced to 0 HP, you fall to the ground and seem to dissolve into a puddle of slime along with your clothes and attuned magic items. Every time you succeed at a Death Save you can move 10 ft as desired. If you stabilize then you reform into your body with hit points equal to your Constitution score. Once you have reformed this way you cannot do so again until you complete a long rest.
If you fail all your death saves and die, any attuned magic items reform out of your body and appear in the puddle that used to be you. If you stabilize but can't reform then you have gathered into a largish puddle of slime and remain unconscious.
Some Roleplaying considerations
Side note, while I'm not saying that the various Raise Dead spells won't work, it will be difficult to collect the fallen ooze-lock's body to be treated. So some GMs might rule that only Revivify, because your body hasn't dispersed much yet, and True Resurrection, because it doesn't need a body, work to bring you back.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
do a theoretical in D&D I found a slimefolk race and an Oath of the Faceless Lord but I didn't really like either. The Oath of the Faceless Lord was far too specific for my tastes, and the slimefolk race looked a bit iffy. So I decided to work at making my own pact. One that was a bit more general in nature, and then I went and looked for some art and found this bit for the Legend of the Cryptids card game. I'm familiar with the art of this game, having followed a number of the artists, but not the game itself and I'm not certain what cryptid this picture is supposed to be since it was just marked as "slime girl adv" on pintrest. That said, I actually presume the warlock looks mostly normal unless using their powers or surviving a strike from an enemy.
Regardless, the Ooze Pact can be used to represent a pact with Jubilex as the other mechanics offered, or someone who was somehow infected with a slime or ooze infection and somehow, through magic or strength of will, managed to assimilate the ooze and make it part of themselves. Or, perhaps, inherited such a condition from someone else. This is different from a standard pact, but could present similar enough difficulties to fit the idea of a pact.
In this case, I'm assuming a half-elf that drank of tainted water and accidentally swallowed a bit of an ooze that began to eat them from within. However, by some ritual or magic, the half-elf has managed to make the ooze part of herself. I'm assuming she's half-moon-elf, accounting for the blue coloration.
For the Ooze Pact, here are the features:
Expanded Spell List
1st Level - Create or Destroy Water, Grease
2nd Level - Alter Self, Pass without Trace
3rd Level - Meld into Stone, Water Breathing
4th Level - Control Water, Freedom of Movement
5th Level - Contagion, Commune with Nature
Shifting Anatomy - As the ooze overtakes the rest of your body, your internal organs become progressively less and less vital followed by being less and less present. At 1st level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally you gain resistance to acid and poisons. Also, mindless oozes must make a Wisdom saving throw against your Spell Save DC in order to attack you. If they fail, they must choose a different target or forgo their attack. If they manage to succeed at the Wisdom save, they are unaffected by this feature for 24 hours.
Corrosive Touch - At 6th level you become able to exude an acidic substance about your flesh. Your unarmed attacks now deal 1d8 + Cha modifier acid damage. In addition, holding on to you becomes both painful and difficult, giving you advantage to resist grapple attempts. You also have advantage to resist diseases.
Malleable Form - At 10th level you are now able to squeeze your body through spaces as small as 1 inch by 1 inch and reform yourself upon the other side. You are able to subsume your clothing and any attuned magical items, but other gear may have to be left behind. You may also use your Reaction to reduce the damage of a successful hit against you by half as your body partially reforms in the wake of the attack.
At this point, non-magical medicine such as provided by healer's kits and the medicine skill no longer works on you. You only heal by resting or magical healing.
Ooze Entire - At 14th level you are now immune to acid and poison damage as well as diseases and the poisoned condition. Due to the impact on your anatomy, you no longer suffer age penalties and age only 1 year for every 10 years that past.
When you are reduced to 0 HP, you fall to the ground and seem to dissolve into a puddle of slime along with your clothes and attuned magic items. Every time you succeed at a Death Save you can move 10 ft as desired. If you stabilize then you reform into your body with hit points equal to your Constitution score. Once you have reformed this way you cannot do so again until you complete a long rest.
If you fail all your death saves and die, any attuned magic items reform out of your body and appear in the puddle that used to be you. If you stabilize but can't reform then you have gathered into a largish puddle of slime and remain unconscious.
Some Roleplaying considerations
Side note, while I'm not saying that the various Raise Dead spells won't work, it will be difficult to collect the fallen ooze-lock's body to be treated. So some GMs might rule that only Revivify, because your body hasn't dispersed much yet, and True Resurrection, because it doesn't need a body, work to bring you back.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
1st Level Half-Elf Ooze Pact Warlock
Str: 12
Dex: 12
Con: 14
Int: 14
Wis: 10
Cha: 17
HP: 11
AC: 12
Save DC: 13
Speed: 30 ft
Save DC: 13
Speed: 30 ft
Proficiency Bonus: +2
Darkvision
Fey Ancestry
Skill Versatility
Darkvision
Fey Ancestry
Skill Versatility
Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Vehicles (Land), Woodworking Tools
Saving Throws: Wisdom, Charisma
Languages: Common, Elvish, Undercommon
Languages: Common, Elvish, Undercommon
Proficient Skills
Animal Handling (Folk Hero) +2
Arcana (Warlock) +4
Athletics (Half-Elf) +3
Investigation (Half-Elf) +4
Nature (Warlock) +4
Survival (Folk Hero) +2
Animal Handling (Folk Hero) +2
Arcana (Warlock) +4
Athletics (Half-Elf) +3
Investigation (Half-Elf) +4
Nature (Warlock) +4
Survival (Folk Hero) +2
Background: Folk Hero
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Cantrips: Minor Illusion, Poison Spray
Spell Slots: 1 (1st)
Spells: Hex, Grease
Equipment
Leather Armor
Reasoning: I took Arcana and Nature for the Warlock skills on the idea that she spent a lot of effort to identify her affliction and find the ritual that helped her assimilate the ooze into herself and thus survive as a person if not quite the same as she used to be. For some reason, Warlocks don't have access to Acid Splash, but they do have access to Poison Spray, so I went with that for her attack cantrip and picked up the Minor Illusion for the other. For the spells, I went with the standby Hex and the Grease spell. I put her intelligence high to account for her figuring out how to save herself from death...by beginning a slow transformation into a sentient ooze.
2nd to 5th Level
2nd Level - Eldritch Invocations: Armor of Shadows, Beguiling Presence, +8 HP (19)
Spell: Arms of Hadar
Spell: Arms of Hadar
3rd Level - Pact Boon: Pact of the Tome, +8 HP (27)
Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Spell: Alter Self
Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Spell: Alter Self
4th Level - Ability Score Improvement: Silver-Tongued, +8 HP (35)
Cantrip: Eldritch Blast
Spell: Pass without Trace
5th Level - Proficiency Bonus: +3, Eldritch Invocation: Gift of the Depths, +8 HP (43)
Spell: Meld into Stone
Spell: Meld into Stone
Reasoning: I took the Armor of Shadows to represent her form becoming more difficult to strike while the Beguiling Presence represents her starting to produce a pleasing scent that keeps people supernaturally in a calm and accepting state. Silver-Tongued is taken because I believe she'd start looking to work at hiding her condition more than anything else. It also puts her Charisma to 18. I choose Gift of the Depths despite having the option to take Water Breathing as a spell because I wanted the ability to be more innate. I choose the tome boon to represent how she got to where she was by studying and has drawn on that knowledge to form a magical talisman that appears as a slick book of spells. Acid Splash gives her acid damage, Thorn Whip gives her a way to lash out which I would presume is with a slimy extended limb rather than a thorny vine. Pass without trace is a great stealth aid. Arms of Hadar kind of fits in with theme in some ways, though it would be refluffed a little to be representative of her own form. Meld into Stone presents interesting ways for setting in ambush. Dancing Lights was chosen mostly on a whim.
5th Level Statistics
5th Level Half-Elf Ooze Pact Warlock
Str: 12
Dex: 12
Con: 14
Int: 14
Wis: 10
Cha: 18
HP: 43
AC: 11 (14 with Mage Armor)
Save DC: 15
Speed: 30 ft
Save DC: 15
Speed: 30 ft
Proficiency Bonus: +3
Darkvision
Fey Ancestry
Skill Versatility
Darkvision
Fey Ancestry
Skill Versatility
Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Vehicles (Land), Woodworking Tools
Saving Throws: Wisdom, Charisma
Languages: Common, Elvish, Undercommon
Languages: Common, Elvish, Undercommon
Proficient Skills
Animal Handling (Folk Hero) +3
Arcana (Warlock) +5
Athletics (Half-Elf) +4
Deception (Beguiling Presence) +10
Investigation (Half-Elf) +5
Nature (Warlock) +5
Persuasion (Beguiling Presence) +7
Survival (Folk Hero) +3
Animal Handling (Folk Hero) +3
Arcana (Warlock) +5
Athletics (Half-Elf) +4
Deception (Beguiling Presence) +10
Investigation (Half-Elf) +5
Nature (Warlock) +5
Persuasion (Beguiling Presence) +7
Survival (Folk Hero) +3
Background: Folk Hero
Feat: Silver-Tongued
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Eldritch Invocations: Armor of Shadows, Beguiling Presence, Gift of the Depths
Pact Boon: Pact of the Tome
Cantrips: Eldritch Blast, Minor Illusion, Poison Spray
Tome Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Spell Slots: 2 (3rd)
Spells: Alter Self, Arms of Hadar, Hex, Grease, Meld with Stone, Pass without Trace
6th to 10th Level
6th Level - Corrosive Touch, +8 HP (51)
Spell: Hunger of Hadar
Spell: Hunger of Hadar
7th Level - Eldritch Invocation: Trickster's Escape, +8 HP (59)
Spell: Freedom of Movement
8th Level - Ability Score Improvement: +2 Con, +16 HP (75)
Spell: Blight
Spell: Blight
9th Level - Proficiency Bonus +4, Eldritch Invocation: Devil's Sight, +9 HP (84)
Spell: Hold Monster
Spell: Hold Monster
10th Level - Malleable Form, +9 HP (93)
Cantrip: Prestidigitation
Cantrip: Prestidigitation
Reasoning: Trickster's Escape allows her to cast Freedom of Movement on herself once while Devil's Sight lets her see through any darkness, even magical darkness. Increasing Constitution gives her more survivability. Trickster's Escape does not allow her to cast Freedom of Movement on others, so I took the spell, Blight and Hunger of Hadar both fit the idea of a devouring ooze. Hold Monster could be a sort of poison and Prestidigitation is just some of the magic she uses to contain herself.
10th Level Statistics
10th Level Half-Elf Ooze Pact Warlock
Str: 12
Dex: 12
Con: 16
Int: 14
Wis: 10
Cha: 18
HP: 93
AC: 11 (14 with Mage Armor)
Save DC: 16
Speed: 30 ft
Save DC: 16
Speed: 30 ft
Proficiency Bonus: +4
Darkvision
Fey Ancestry
Skill Versatility
Darkvision
Fey Ancestry
Skill Versatility
Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Vehicles (Land), Woodworking Tools
Saving Throws: Wisdom, Charisma
Languages: Common, Elvish, Undercommon
Languages: Common, Elvish, Undercommon
Proficient Skills
Animal Handling (Folk Hero) +4
Arcana (Warlock) +6
Athletics (Half-Elf) +5
Deception (Beguiling Presence) +12
Investigation (Half-Elf) +6
Nature (Warlock) +6
Persuasion (Beguiling Presence) +8
Survival (Folk Hero) +4
Animal Handling (Folk Hero) +4
Arcana (Warlock) +6
Athletics (Half-Elf) +5
Deception (Beguiling Presence) +12
Investigation (Half-Elf) +6
Nature (Warlock) +6
Persuasion (Beguiling Presence) +8
Survival (Folk Hero) +4
Background: Folk Hero
Feat: Silver-Tongued
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Eldritch Invocations: Armor of Shadows, Beguiling Presence, Devil's Sight, Gift of the Depths, Trickster's Escape
Pact Boon: Pact of the Tome
Corrosive Touch
Malleable Form
Cantrips: Eldritch Blast, Minor Illusion, Poison Spray, Prestidigitation
Tome Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Spell Slots: 2 (5th)
Spells: Alter Self, Arms of Hadar, Blight, Freedom of Movement, Hex, Hold Monster, Hunger of Hadar, Grease, Meld with Stone, Pass without Trace
11th to 15th Level
11th Level - Mystic Arcanum: Circle of Death, +9 HP (102)
Spell: Dimension Door
Spell: Dimension Door
12th Level - Ability Score Improvement: +2 Cha, Eldritch Invocation: Book of Ancient Secrets, +9 HP (111)
Ritual Spells: Detect Magic, Identify
Ritual Spells: Detect Magic, Identify
13th Level - Proficiency Bonus +5, Mystic Arcanum: Etherealness, +9 HP (120)
Spell: Contagion
Spell: Contagion
14th Level - Ooze Entire, +9 HP (129)
15th Level - Mystic Arcanum: Feeblemind, Eldritch Invocation: Master of Myriad Forms, +9 HP (138)
Dropped Spell: Alter Self
Spells: Commune with Nature, Darkness
Dropped Spell: Alter Self
Spells: Commune with Nature, Darkness
Reasoning: Well, at this point she is more ooze than half-elf and whenever she takes damage or uses some of her spells this becomes obvious. I opted not to change her type because the warlock's mind is still human at this point. Also at this point, she is able to leave off the Alter Self spell and replace it with the Master of Myriad Forms invocation which allows her to do it at will. Dimension Door gives her quick movement and we finally take the Book of Ancient Secrets to start accumulating ritual spells. Etherealness allows her to sort of ooze through the planar boundaries. Picking up Darkness is a little bit overdue since she's had Devil's Sight for a while. Commune with Nature is an interesting information gathering spell and represents her extending tendrils of herself out to take in the environment. Feeblemind is sort of like eating the brain of the opponent, though not really since it is potentially temporary. I feel like Circle of Death is her reaching out to use her corrosive form on everything around her.
15th Level Statistics
15th Level Half-Elf Ooze Pact Warlock
Str: 12
Dex: 12
Con: 16
Int: 14
Wis: 10
Cha: 20
HP:138
AC: 11 (14 with Mage Armor)
Save DC: 18
Speed: 30 ft
Save DC: 18
Speed: 30 ft
Proficiency Bonus: +5
Darkvision
Fey Ancestry
Skill Versatility
Darkvision
Fey Ancestry
Skill Versatility
Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Vehicles (Land), Woodworking Tools
Saving Throws: Wisdom, Charisma
Languages: Common, Elvish, Undercommon
Languages: Common, Elvish, Undercommon
Proficient Skills
Animal Handling (Folk Hero) +5
Arcana (Warlock) +7
Athletics (Half-Elf) +6
Deception (Beguiling Presence) +15
Investigation (Half-Elf) +7
Nature (Warlock) +7
Persuasion (Beguiling Presence) +10
Survival (Folk Hero) +5
Animal Handling (Folk Hero) +5
Arcana (Warlock) +7
Athletics (Half-Elf) +6
Deception (Beguiling Presence) +15
Investigation (Half-Elf) +7
Nature (Warlock) +7
Persuasion (Beguiling Presence) +10
Survival (Folk Hero) +5
Background: Folk Hero
Feat: Silver-Tongued
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Eldritch Invocations: Armor of Shadows, Beguiling Presence, Book of Ancient Secrets, Devil's Sight, Gift of the Depths, Master of Myriad Forms, Trickster's Escape
Pact Boon: Pact of the Tome
Corrosive Touch
Malleable Form
Mystic Arcanum: Circle of Death, Etherealness, Feeblemind
Cantrips: Eldritch Blast, Minor Illusion, Poison Spray, Prestidigitation
Tome Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Tome Ritual Spells: Detect Magic, Identify
Spell Slots: 3 (5th)
Spells: Arms of Hadar, Blight, Commune with Nature, Contagion, Darkness, Dimension Door, Freedom of Movement, Hex, Hold Monster, Hunger of Hadar, Grease, Meld with Stone, Pass without Trace
16th to 20th Level
16th Level - Ability Score Improvement: Resilient: Constitution, +9 HP (147)
17th Level - Proficiency Bonus +6, Mystic Arcanum: True Polymorph, +9 HP (158)
Spell: Misty Step
Spell: Misty Step
18th Level - Eldritch Arcanum: Shroud of Shadow, +9 HP (167)
19th Level - Ability Score Improvement: +2 Con, +28 HP (195)
Spell: Ray of Enfeeblement
Spell: Ray of Enfeeblement
20th Level - Eldritch Master, +10 HP (205)
Reasoning: Adding the Constitution saving throw is useful for a spell caster with a lot of concentration spells and increasing her Constitution works well with her Ooze Entire, allowing her to come back the first time with 19 HP. Shroud of Shadow lets her go invisible whenever she wants. Ray of Enfeeblement was simply chosen because I was running out of things that felt slime or ooze connected. True Polymorph is a sort of nod to the idea of slime people catching and converting other people, not that a character I ran would do that without permission, but it is useful in a number of ways.
20th Level Statistics
15th Level Half-Elf Ooze Pact Warlock
Background: Folk Hero
Feat: Resilient: Constitution, Silver-Tongued
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Eldritch Invocations: Armor of Shadows, Beguiling Presence, Book of Ancient Secrets, Devil's Sight, Gift of the Depths, Master of Myriad Forms, Trickster's Escape
Pact Boon: Pact of the Tome
Corrosive Touch
Malleable Form
Mystic Arcanum: Circle of Death, Etherealness, Feeblemind, True Polymorph
Cantrips: Eldritch Blast, Minor Illusion, Poison Spray, Prestidigitation
Tome Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Tome Ritual Spells: Detect Magic, Identify
Spell Slots: 4 (5th)
Spells: Arms of Hadar, Blight, Commune with Nature, Contagion, Darkness, Dimension Door, Freedom of Movement, Hex, Hold Monster, Hunger of Hadar, Grease, Meld with Stone, Misty Step, Pass without Trace, Ray of Enfeeblement
Str: 12
Dex: 12
Con: 19
Int: 14
Wis: 10
Cha: 20
HP: 205
AC: 11 (14 with Mage Armor)
Save DC: 19
Speed: 30 ft
Save DC: 19
Speed: 30 ft
Proficiency Bonus: +6
Darkvision
Fey Ancestry
Skill Versatility
Darkvision
Fey Ancestry
Skill Versatility
Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Vehicles (Land), Woodworking Tools
Saving Throws: Wisdom, Charisma
Languages: Common, Elvish, Undercommon
Languages: Common, Elvish, Undercommon
Proficient Skills
Animal Handling (Folk Hero) +6
Arcana (Warlock) +8
Athletics (Half-Elf) +7
Deception (Beguiling Presence) +17
Investigation (Half-Elf) +8
Nature (Warlock) +8
Persuasion (Beguiling Presence) +11
Survival (Folk Hero) +6
Animal Handling (Folk Hero) +6
Arcana (Warlock) +8
Athletics (Half-Elf) +7
Deception (Beguiling Presence) +17
Investigation (Half-Elf) +8
Nature (Warlock) +8
Persuasion (Beguiling Presence) +11
Survival (Folk Hero) +6
Background: Folk Hero
Feat: Resilient: Constitution, Silver-Tongued
Otherworldly Pact: Ooze Pact
Shifting Anatomy
Pact Magic
Eldritch Invocations: Armor of Shadows, Beguiling Presence, Book of Ancient Secrets, Devil's Sight, Gift of the Depths, Master of Myriad Forms, Trickster's Escape
Pact Boon: Pact of the Tome
Corrosive Touch
Malleable Form
Mystic Arcanum: Circle of Death, Etherealness, Feeblemind, True Polymorph
Cantrips: Eldritch Blast, Minor Illusion, Poison Spray, Prestidigitation
Tome Cantrips: Acid Splash, Thorn Whip, Dancing Lights
Tome Ritual Spells: Detect Magic, Identify
Spell Slots: 4 (5th)
Spells: Arms of Hadar, Blight, Commune with Nature, Contagion, Darkness, Dimension Door, Freedom of Movement, Hex, Hold Monster, Hunger of Hadar, Grease, Meld with Stone, Misty Step, Pass without Trace, Ray of Enfeeblement
hey do you have this as a pdf, I would like to uses this in a game and share it with my group
ReplyDeleteas of the current moment, I do not...I'll try to work on getting that done for you.
Delete