Circle of the Shapeless

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.

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.

Circle Spells

When you join this circle at 2nd level, your connection with oozes grants you access to certain spells. At 2nd level, you learn the acid splash cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shapeless Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Shapeless Spells
Druid Level Spells
3rd Enlarge/reduce, spider climb
5th Iron gut*, meld into stone
7th Blight, freedom of movement
9th Contagion, seeming

Ooze Form

Starting at 2nd level, 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.

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.

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. Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in ooze form, you gain the following benefits:

  • Acid Weapons. Your melee weapon attacks deal an extra 1d6 acid damage on a hit.
  • Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.
  • Climber. You have a climbing speed of 20 feet.
  • 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.

Slimy Pseudopod

At 6th level, 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.

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.

Improved Ooze Form

At 10th level, 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.

Engulfing Embrace

At 14th level, 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.

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.

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. 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.

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 level or higher to try to engulf another creature.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

This is not the complete section 15 entry - see the full license for this page