Soul Binder

Bond of the Ooze

You infused a piece of your soul into a puddle of ooze to empower it so that it can help you in your goals. Maybe you animated a pile of liquid by accident through an alchemical or arcane experiment or you deliberately sought out a spawn of Jubilex himself to gain mutual power.

Liquid Friend

When you choose this bond at 1st level, you have bound yourself to an ooze and gained it as your companion. The ooze has the appearance of your choice and uses the Ooze Companion stat block.

Ooze Companion

Large ooze, unaligned


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.


    STR DEX CON INT WIS CHA
    16 (+3) 9 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)

  • Damage Resistances acid
  • Condition Immunities blinded, deafened, prone
  • Senses blindsight 60 ft. (blind beyond this radius)
  • Languages Understands the languages of its binder, but can't speak


Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions

Pseudopod. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier acid or bludgeoning damage.

Expanded Spell List

As you tap into the magical powers of oozes and gain a better understanding of their nature, you are able to have more spells available to you. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Spell Level Spells
1st grease
2nd alter self
3rd protection from energy
4th watery sphere
5th seeming

Split

Your ooze will sometimes fall apart, but you have taught it how to pick itself back together.

Starting at 3rd level, whenever your ooze takes damage from an attack that is greater or equal to twice your proficiency bonus it can use its reaction to shoot off a little piece of itself that lands in an a space of its choice that is 10 feet away. When your ooze comes in contact with a piece, it consumes the piece, regaining 1d4 hit points. If not consumed within 1 minute, the piece disappears.

This healing becomes stronger as you gain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Engulf

When you reach 7th level, you have taught your ooze to engulf and consume creatures.

As an action the Ooze can try and engulf a creature smaller than the ooze within 5 feet of it. The creature must make Dexterity saving throw with a DC equal to 8 + its Strength modifier + your proficiency bonus. On a successful save, the creature can choose to be pushed 5 feet back or to the ooze's side rather than be engulfed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 2d8 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2d8 acid damage at the start of each of your turns. When the ooze moves, the engulfed creature moves with you. An engulfed creature can try to escape by making an opposed Strength (Athletics) check as per escaping a grapple. On a success, the engulfed creature escapes and enters a space of its choice within 5 feet of the ooze. An engulfed creature automatically escapes the ooze if the ooze falls unconscious.

The ooze can only have one creature engulfed at a time. Creatures inside it can be seen but have total cover. A creature within 5 feet of the ooze can attempt to pull an engulfed creature. Doing so requires a successful opposed Strength (Athletics) check.

Fluid Edicts

At 11th level you can give out edicts to your ooze with fluidity and perfection. The following commands are added to your Edict options:

Sticky Form. Your ooze can use a bonus action to make a attempt a grapple against every creature within 5 feet of it on its turn.

Acidic Form Until the start of your next turn, when your ooze is hit with a melee attack, the attacker takes 3d6 acid damage.

Improving Form

Beginning at 15th level, your ooze has learned from its mistakes and now it grows stronger ever time it collects itself.

Whenever your ooze hits a creature with its Pseudopod attack, it deals an additional 1d6 damage of the attack's type for every piece of itself it has collected on that turn.