Oozologist

Artificers experiment with many odd phenomena, but few stranger than the study of sentient oozes. Oozologists, as these artificers are known, discover the secret to creating their own domesticated ooze, as well as methods to modify their pet slime using syringe-tipped vials of alchemical concoctions. When oozologists aren’t busy with the relatively mundane effort of creating new forms of docile oozes, they pursue more esoteric goals like completely transforming their own bodies into slime (then back again, if they’re lucky).

 

Level 3: Tool Proficiency

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

 

Level 3: Oozologist Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Oozologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 
Oozologist Spells
Artificer LevelSpells
3Grease, Tasha's Caustic Brew
5Hold Person, Melf's Acid Arrow
9Slow Spell, Vampiric Touch
13Freedom of Movement, Vitriolic Sphere
17Hold Monster, Stolen Life
 

Level 3: Domesticated Ooze Companion

Your experimentation has borne fruit in the form of a domesticated ooze. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Domesticated Ooze stat block, which uses your proficiency bonus (PB) in several places. The domesticated ooze is a malleable, translucent blob, but you otherwise choose its appearance; this has no effect on the domesticated ooze’s statistics.

In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ooze can take any action of its choice, not just Dodge.

If you spend a minute treating your ooze with alchemist’s supplies, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot. The ooze returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new domesticated ooze if you have alchemist’s supplies with you. If you already have an ooze from this feature, the first one immediately perishes. The ooze also perishes if you die.

 

Level 3: Ooze Injectables

You can spend 1 minute using alchemist’s supplies to create and administer an injectable dose that transforms the nature of your domesticated ooze. After being administered, the domesticated ooze remains affected by the injectable for 8 hours or until you use this feature again, whichever comes first.

Ferno Injection. Your domesticated ooze gains resistance to fire damage. In addition, when it deals damage with its striking pseudopod attack, it deals fire damage instead of acid damage and this damage gains a +2 bonus.

Glacia Injection. Your domesticated ooze gains resistance to cold damage. In addition, when it deals damage with its striking pseudopod attack, it deals cold damage instead of acid damage and the target’s speed is reduced by 10 feet until the end of its next turn.

Lectra Injection. Your domesticated ooze gains resistance to lightning damage. In addition, when it deals damage with its striking pseudopod attack, it deals lightning damage instead of acid damage and the target can’t use reactions until the start of its next turn.

Kaichu Injection. The size of your domesticated ooze increases to Large and its current and maximum hit points increase by twice your artificer level. Additionally, the reach of its pseudopod attacks increases to 10 feet.

 

Level 5: Acidic Arcana

When you deal damage with an artificer spell, you can deal an additional 1d6 damage to one target. If the damage is acid, this additional damage increases to 2d6.

 

Level 9: Stickier Slime

When a creature within 5 feet of your domesticated ooze uses any movement, your domesticated ooze can use its reaction to make one pseudopod attack against that creature. In addition, a creature that ends its turn grappled by your domesticated ooze takes 1d4 acid damage.

 

Level 15: Gelatinous Transformation

You discover methods to adapt many of the benefits of ooze physiology to your own anatomy. You gain the following benefits:

  • You are immune to acid damage.
  • You gain a climbing speed equal to your base walking speed.

  • You gain blindsight out to a range of 60 feet.
In addition, you can use a bonus action to temporarily transform yourself into slime. While you are transformed into a slime, you can move through a space as narrow as 1 inch wide without squeezing. This transformation ends when you are reduced to 0 hit points or you use a bonus action on your turn to end it.


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