Oblex Impostor
For most of your existence, you believed yourself to be a normal humanoid. You may have begun to smell of sulfur that you could never clean off, had more trouble seeing at a distance but greater ease seeing in dark spaces, and discovered that you have a bit more respect for how dangerous fire can be, but otherwise everything seemed normal and everyone around you soon got used to your quirks.
One day, though, you were injured and discovered that what lies beneath your false skin is not musculature, bones, or blood, but living slime. You aren’t who you believed yourself to be; you’re an ooze simulacrum created by an oblex and imbued with the memories and personality of a creature the oblex drained, made for the purpose of hunting the memories of others for the oblex’s continued sustenance. After the discovery, you managed to break the tether attaching you to your creator without being destroyed yourself, and have begun exploring the properties of your new form. Your innate magic comes from being a memory- eating ooze, and you may have begun adventuring to take vengeance on your creator or to discover what happened to your original self.
Level 3: Oblex Spawn
You count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can’t regain hit points until the end of your next turn.
Level 3: Eat Memories
You can consume the memories of other creatures. As an action, you can attempt to eat the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a greater restoration or heal spell.
While memory drained, the target must roll a memory drain die — which is a d4 — and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.
Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature’s languages even after the memory drain effect has ended for it.
Once you memory drain a creature, you can’t use this feature again until you finish a long rest, or until you expend a spell slot to use it again.
The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level.
Level 6: Picky Eater
When you memory drain a creature, you can spend 2 sorcery points to probe the creature’s mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:
- You specify an event that you believe the creature experienced and that lasted no longer than 10 minutes. If the creature has a memory of the event, you gain the memory as though you lived through it.
- You gain proficiency in one skill or tool in which the creature is proficient until you use this feature to gain a new proficiency.
- You learn one spell the creature knows that is of a level you can cast. As long as you know it, it counts as a sorcerer spell for you, and doesn’t count against the number of sorcerer spells you know. You lose the spell if you use this feature to learn a new spell.
Level 6: Sulfurous Clone
You learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your concentration (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you’ve memory drained in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone’s position.
The slime clone is tethered to you by a strand of slime that can extend up to 120 feet away from your body. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the clone. The clone collapses into a pool of inanimate slime if the tether is severed, you dismiss the clone as an action, or if you drop to 0 hit points or die. When you take damage, you can choose to dismiss the slime clone (no action required).
You can’t have more than one slime clone at a time.
Level 14: Gelatinous
You gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.
Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage.
Level 18: Elder Oblex
You can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones.
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