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Blobomancer

Blobomancers are enigmatic beings that embody the fluidity and adaptability of slime. They harness the arcane power within their amorphous bodies to shape reality to their will.
hit dice: 1d8
hit points at 1st level: 1d8
hit points at higher levels: 1d8
armor proficiencies: None
weapon proficiencies: Improvised Weapons
tools: Alchemist
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, Deception, Insight, Nature, Medicine, Sleight of Hand and Stealth
starting equipment:
  • Improvised weapon (such as a rock, broken bottle, or piece of metal)

  • (a) an explorer's pack or (b) a scholar's pack

  • Alchemist's supplies
spellcasting:
The blobomancer uses constitution for its spellcasting modifier
class features:

Level 1: Amorphous Form

While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.  

Level 1: Oozekin Adaptation

Choose one of the subraces, it will be the same as your Oozekin type, which also determines the type of additional damage you deal with your abilities.  

Level 2: Slime Infusion

As a bonus action, you can infuse an improvised weapon you are holding with your ooze. The weapon deals an additional 1d6 damage based on your chosen infusion type on a hit for 1 minute. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 3: Amorphous Form

You can cast the spell Alter Self on yourself at will, without expending a spell slot. When you use this feature, you can only choose the 'Change Appearance' and 'Aquatic Adaptation' options.  

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 5: Slime Conduit

You can cast spells through your slime. When you cast a spell with a range of touch, you can target a creature within 30 feet of you by secreting a blob of slime that delivers the spell.  

Level 6: Adaptive Resilience

Gain resistance to the damage type associated with your infusion:  
  • Gelatinous Kin: Acid
  • Shadow Slime: Necrotic
  • Aquaform: Cold
  • Radiant Oozekin: Radiant
  • Magnetic Oozekin: Lightning
Additionally, when you take damage of this type, you can use your reaction to regain hit points equal to half the damage dealt.  

Level 7: Blinding Slime

As an action, you can secrete a blinding slime and throw it at a creature you can see within 30 feet. The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 8: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 9: Slime Teleportation

You can use your action to dissolve into a puddle of slime and reappear at an unoccupied space you can see within 60 feet. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 10: Improved Slime Infusion

When you use your Slime Infusion feature, the weapon now deals an additional 2d6 damage based on your infusion type on a hit.  

Level 11: Ooze Form

As an action, you can transform into an ooze-like form for 1 minute. In this form, you have resistance to bludgeoning, piercing, and slashing damage, and you can move through spaces as narrow as 1 inch without squeezing. Once you use this feature, you can't use it again until you finish a long rest.  

Level 12: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 13: Slime Mastery

Your control over your slime improves. When you use your Blinding Slime feature, you can target up to two creatures within range.  

Level 14: Elemental Burst

As an action, you can release a burst of elemental slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 damage based on your infusion type on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Level 15: Adaptive Form

You gain immunity to the grappled and restrained conditions, and you can move through creatures as if they were difficult terrain.  

Level 16: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 17: Greater Slime Teleportation

Your Slime Teleportation feature now has a range of 120 feet, and you can use it a number of times equal to twice your Constitution modifier (minimum of twice) before needing a long rest.  

Level 18: Corrosive Aura

You exude an aura of elemental slime. Each creature that starts its turn within 10 feet of you takes 1d6 damage based on your infusion type. Additionally, you can activate or deactivate this aura as a bonus action on your turn.  

Level 19: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 20: Perfected Ooze Form

You can use your Ooze Form feature at will. Additionally, while in your Ooze Form, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns.  
subclass options:

Subclass: Gelatinous Kin

Acidic Infusion

At 1st level, your abilities deal additional acid damage.  

Slippery Escape

At 1st level, you take no damage on successful Dexterity saving throws against effects that deal damage.  

Level 6: Acidic Touch

At 6th level, you can use your bonus action to secrete a corrosive substance, dealing 1d6 acid damage on a hit.  

Level 10: Improved Acidic Infusion

At 10th level, your abilities now deal an additional 2d6 acid damage on a hit.  

Level 14: Acid Burst

At 14th level, as an action, you can release a burst of acid slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 acid damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Shadow Slime

Necrotic Infusion

At 1st level, your abilities deal additional necrotic damage.  

Shadowblend

At 1st level, you can use an action to become invisible until the start of your next turn or until you attack, take damage, or force someone to make a saving throw. Recharges after a short or long rest.  

Level 6: Umbral Affinity

At 6th level, you gain advantage on saving throws against being frightened.  

Level 10: Improved Necrotic Infusion

At 10th level, your abilities now deal an additional 2d6 necrotic damage on a hit.  

Level 14: Necrotic Burst

At 14th level, as an action, you can release a burst of necrotic slime in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Aquaform

Cold Infusion

At 1st level, your abilities deal additional cold damage.  

Aquatic Affinity

At 1st level, you gain proficiency in the Athletics skill and have advantage on Strength (Athletics) checks made to swim.  

Level 6: Water Manipulation

At 6th level, as an action, you can manipulate water within 30 feet of you. This ability allows you to create simple shapes or patterns with the water, providing opportunities for communication or artistic expression.  

Level 10: Improved Cold Infusion

At 10th level, your abilities now deal an additional 2d6 cold damage on a hit.  

Level 14: Cold Burst

At 14th level, as an action, you can release a burst of cold slime in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Radiant Oozekin

Radiant Infusion

At 1st level, your abilities deal additional radiant damage.  

Radiant Glow

At 1st level, you emit a soft radiant glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While glowing, you have advantage on Charisma (Persuasion) checks.  

Level 6: Holy Protection

At 6th level, you gain resistance to radiant and necrotic damage.  

Level 10: Improved Radiant Infusion

At 10th level, your abilities now deal an additional 2d6 radiant damage on a hit.  

Level 14: Radiant Burst

At 14th level, as an action, you can release a burst of radiant slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Magnetic Oozekin

Lightning Infusion

At 1st level, your abilities deal additional lightning damage.  

Magnetic Presence

At 1st level, you gain advantage on Strength checks made to interact with metallic objects and, as a reaction, you can magnetically attract or repel a metallic object weighing up to 10 pounds within 10 feet of you, causing it to move up to 10 feet in any direction.  

Level 6: Magnetic Manipulation

At 6th level, you can cast the spell Levitate on yourself at will, without expending a spell slot.  

Level 10: Improved Lightning Infusion

At 10th level, your abilities now deal an additional 2d6 lightning damage on a hit.  

Level 14: Lightning Burst

At 14th level, as an action, you can release a burst of lightning slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.
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Cantrips:
  • Acid Splash
  • Mage Hand
  • Prestidigitation
  • Shape Water
  • Mold Earth
  • 1st Level:
    • Grease
    • Create or Destroy Water
    • Charm Person
    • Earth Tremor
    • Ray of Sickness
    • 2nd Level:
      • Web
      • Alter Self
      • Earthbind
      • Snilloc's Snowball Swarm
      • Darkness
      • 3rd Level:
        • Slow
        • Water Walk
        • Meld into Stone
        • Erupting Earth
        • Fear
        • 4th Level:
          • Stone Shape
          • Watery Sphere
          • Stoneskin
          • Dimension Door
          • Black Tentacles
          • 5th Level:
            • Animate Objects
            • Control Water
            • Cloudkill
            • Passwall
            • Dominate Person
            • 6th Level:
              • Globe of Invulnerability
              • Investiture of Stone
              • Otto's Irresistible Dance
              • Flesh to Stone
              • Control Undead
              • 7th Level:
                • Mordenkainen's Magnificent Mansion
                • Delayed Blast Fireball
                • Otiluke's Resilient Sphere
                • Reverse Gravity
                • Etherealness
                • 8th Level:
                  • Clone
                  • Control Weather
                  • Antimagic Field
                  • Earthquake
                  • Power Word Stun
                  • 9th Level:
                    • Shapechange
                    • Time Stop
                    • Imprisonment
                    • Meteor Swarm
                    • Power Word Kill

                    • Created by

                      Morgatron247.

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