While slings and slingshots may be unconventional weapons for a ranger, those of the Ooze Conclave supplement them with ammunition derived from a companion ooze, with whom they fight as a potent team. At later levels, such rangers can wear their ooze as armor, providing them both protection and an increase in melee fighting power.
Source: I Made It the Fuck Up
Ooze Conclave Magic
Starting at 3rd level, your study and experience with oozes has taught you additional spells when you reach certain levels with this class, as shown in the Ooze Conclave Spells table. The spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know. If the spell is of a level higher than you have spell slots for, or if you lack the Ranger Spellcasting feature, you may cast it once per long rest without requiring a spell slot.
| Ooze Conclave Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Catapult |
| 5th | Darkness |
| 9th | Meld into Stone |
| 13th | Evard's Black Tentacles |
| 17th | Conjure Volley |
Preferred Weapon: Sling
At 3rd level, your preferred weapon takes the form of a sling or slingshot. You gain proficiency with these weapons. While wielding them, their normal range is increased to 150 feet and their long range to 600 feet. In addition, the damage dice for these weapons is increased to 1d8 (from 1d4).
Ooze Companion
At 3rd level, you have acquired an Ooze companion. Use the below stat block for this creature.
When you form the bond with your ooze, its essence becomes infused into an object of your choosing no bigger than a foot in size in any dimension. This item is known as an Oozehaven, and it most commonly takes the form of a flask. When your ooze companion is reduced to 0 hit points, it quickly evaporates into nothingness. You may create a new body for your ooze by focusing on its Oozehaven during a long rest. Similarly, you may restore your Ooze companion to full hit points by focusing on their Oozehaven during a short rest. When you do so, spend any number and level of spell slots. Your ooze regains 1d8 plus your Wisdom modifier hit points for every level of spell slot spent.
If the Oozehaven is destroyed, you may create another by concentrating on both a new object and your ooze for 1 hour. If both your ooze and the Oozehaven are destroyed, you may form a bond with a new Ooze by spending 8 hours to bond with it, during which you infuse a new Oozehaven with its essence. You may only possess one Oozehaven and ooze companion at any time.
Your ooze companion takes its turn at the same initiative step you do. Your ooze obeys all of your commands to the best of its ability. If you are incapacitated or absent, your ooze acts on its own, focusing on protecting you and itself.
| Companion Ooze | |||||
|---|---|---|---|---|---|
| Medium Ooze | |||||
| Armor Class: 8 (natural armor) | |||||
| Hit Points: see Bonded Companion below | |||||
| Speed: 30 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 3 (-4) | 20 (+5) | 1 (−5) | 6 (-2) | 1 (-5) |
| Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone | |||||
| Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 8 | |||||
| Languages: — | |||||
| Challenge: — | |||||
| Proficiency Bonus (PB): equals your bonus | |||||
| Bonded Companion: The maximum Hit Points of this creature are equal to its player companion’s level multiplied by 10. Similarly, its attack roll bonus and save DC are equal to its companion’s spell attack bonus and spell save DC. | |||||
| Adhesive Body: The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | |||||
| Fluorescent Essence: The ooze can cause itself to emit low light in a 30-foot radius. It can either begin or end this effect as a bonus action. | |||||
| Actions | |||||
| Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + the ooze’s Strength modifier (2) + PB bludgeoning damage. | |||||
Ooze Ammunition
Also at 3rd level, Your ooze companion serves not only as a valuable ally, but a source of potent ammunition to empower your attacks while wielding a sling or slingshot. While your ooze is within 5 feet of you, you may use any of the actions below. Each action has a cost associated with it which is subtracted from your ooze when you use the action.
- Luminous Splatter (1 Hit Point). You fire a glob of ooze in which you imbue a minor magical charge. Choose a spot on an object or structure you can see within 150 feet, the glob hits that point creating a splatter 2 feet in radius which glows with dim light out to 30 feet. You can instead target a creature with this action, in which case make an attack roll against the target’s Armor Class to determine if the glob hits its target.
- Hobbling Wrap (5 Hit Points). Make an attack roll against a creature within range of your weapon. On a hit, the attack deals normal damage and if the creature is Large or smaller, they are grappled until freed as the ooze wraps around their feet, binding them. A creature can use an action to make a Strength check versus your spell save DC, freeing itself on a success.
- Silencing Glob (5 Hit Points). Make an attack roll against a Large or smaller creature within range of your weapon. On a hit, the creature has their mouth covered by the hunk of ooze. While silenced in this way, the creature can only speak in unintelligible mumbles and cannot satisfy the verbal component for casting spells. A creature can use an action to make a Strength check versus your spell save DC, removing the chunk of ooze on a success.
- Restraining Shot (10 Hit Points). Make an attack roll against a creature within range of your weapon. On a hit, the attack deals normal damage and if the creature is Large or smaller, they are restrained until freed as the ooze wraps around their limbs. An affected creature can use an action to make a Strength (Athletics) check versus your spell save DC, freeing itself on a success.
Sling Expertise
Beginning at 7th level, your experience with slings and slingshots have honed your skills with them into a deadly art. While wielding such weapons, attacking at long range doesn’t impose disadvantage on your weapon attack rolls, you score a critical hit on an unmodified roll of 19 or 20, and if you hit with an attack you may add your proficiency bonus when calculating weapon damage.
Ooze Armor
Starting at 11th level, you gain the ability to meld into the body of your ooze companion and wear it as a protective suit. As a bonus action, while your ooze is within 5 feet of you, you may don it and gain temporary hit points equal to its hit points. While protected in this way you gain resistance to bludgeoning, piercing, and slashing damage, gain Blindsight to a distance of 60 feet, and are immune to being charmed, frightened, or prone. However, this suit of armor is all encompassing and impermeable so you cannot breathe while protected by it, and cannot satisfy the verbal component of spells.
While protected by your ooze in this way, your ooze is considered to be an item you are wearing rather than a creature. When you lose all of these temporary hit points, you lose the protection gained from this feature as your ooze becomes a separate entity once more. When it does so, it is considered to be a creature with 0 hit points. You can separate from your ooze as a bonus action, losing all of the temporary hit points. If you do so, your ooze becomes a creature again with hit points equal to the amount of temporary hit points lost.
Ooze Whips
Also at 11th level, You are not only able to adorn yourself with your ooze companion for defense, but have mastered wielding them as a set of whips with which you can engage your enemies at closer range. If you are not adorned in your Ooze Armor and your ooze companion is within 5 feet of you, you may subtract 10 hit points from your ooze to form ooze whips which are attached to your forearms. If you are adorned in your Ooze Armor, instead you may subtract 10 temporary hit points from yourself to activate this feature.
These Ooze Whips match the statistics and attributes for whips that have the light characteristic, allowing you to wield one in either hand and make an offhand attack with them. When you hit with an attack using the Ooze Whips, you can choose to deal either slashing or necrotic damage.
The ends of the whips can be made adhesive at will, and as such you may use them as rudimentary grappling hooks or to snag small objects within 10 feet of you.
These weapons are attached to you, and as such you are immune to being disarmed of them. You may dissolve them for free whenever you choose during your turn. While you are wielding them, your hands are otherwise occupied as they are encased in them. Despite this, you may still satisfy the somatic component requirements for casting spells while you are wielding them.
Ooze Bodyguard
Beginning at 15th level, You have mastered working in tandem with your ooze companion such that they can serve as a bodyguard for you. As a reaction when you fail a saving throw while your companion is within 5 feet of you, you may subtract 10 hit points from your companion to reroll the saving throw. When you do so, you may add 2 to the result in addition to any other bonuses.