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A NOTE FROM THE DESIGNER

Hello! Thank you so much for reading through


and hopefully playing this subclass. I’m super
excited for the upcoming Spelljammer setting
and I wanted to build a race-specific subclass
for everyone’s new favorite race: The
Plasmoids! This subclass is all about flexibility ON THE COVER:
and being very hard to hit on the battlefield.

I hope you enjoy it, and I would love to hear


your suggestions or advice on how to make it
better! - Will

Credits
This image was made using wombo.art
using the prompts “circle of slime druid”
Designer: Will Cloud and “plasmoid”.
Special Thanks: Emily, Matti, and Clara for
reading over the original document, and for
inspiring me with the idea, and Laura
Hisbrunner for her amazing 5e templates that I
based this document on.

DUNGEONS AND DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica, and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work belongs to Will Cloud.


Circle of Slime
Ooze races only

Druids within the Circle of Slime are masters of flexibility and molding to any situation. These
druids have enhanced transforming abilities and can use their connection to the ooze to both
inflict pain and bring healing.

Circle Spells
2nd level Circle of Slime feature

You have formed a bond with your ooze nature. Your link with this heritage grants you access
to some spells when you reach certain levels in this class, as shown on the Circle of Slime
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.

Druid Level Spells

2nd Absorb Elements, Tasha’s Caustic Brew

3rd Acid Arrow, Blur

5th Counterspell, Life Transference

7th Polymorph, Freedom of Movement

9th Passwall, Mislead

Flexible Wild Shape


When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a
bonus action, rather than as an action.

You also are not limited to creatures but can choose from monstrosities and plants as well.
However, your wild shape is limited in its “realism” by the fact that you are, in fact, sentient
putty.

3
Wild Shape Engulf
6th Level of Slime feature

While in wild shape, you can attempt to engulf a creature of any size smaller than your current
state. Making an opposed dexterity check, you can attempt to swallow the creature whole.

On a successful save, the creature can choose to be pushed 5 feet back or to the side 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 10 (3d6) acid damage and
is engulfed. The engulfed creature can't breathe, is restrained, and takes 10 (3d6) acid damage at
the start of each of your turns. When you move, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make an opposed grapple check
with advantage. On a success, the creature escapes and enters a space of its choice within 5 feet
of you.
You are able to do this once per short rest.

Protective Bubble
10th Level Circle of Slime feature
As you learn to control your abilities to consume and inflict damage, you can also use your form
to aid and heal. Any willing party can choose to be engulfed, but instead of taking damage, they
take 3d6 healing per round. They also gain half cover.
They are unable to breathe while within your form and must be expelled if they are hit or if your
wild shape is dropped. They are still considered restrained and cannot take actions or cast spells
other than to exit your form.
You are able to do this once per short rest on top of a standard Engulf.

Multi-Shape
14th Level Circle of Slime feature
Flexibility requires being in two places at once. As an action, you can wild shape into two
creatures whose CR equals or is less than your maximum combined. This can be done once per
long rest, though it does count for one wild shape.

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