Fathomless Warlock
Tentacle of the Deeps
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea
You gain a swimming speed of 40 feet, and you can breathe underwater.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Eldritch Invocations
Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Sailor
I'll Patch It!
Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
Plasmoid
Creature Type
You are an Ooze.
Amorphous
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hold Breath
You can hold your breath for 1 hour.
Natural Resilience
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
Shape Self
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.
Goopy Skill Tree
Matter Transfer - Solid
Transform into a solid state, gaining +7 AC, a resistance to piercing damage, and losing 20 movement speed while active. Bludgeoning damage has a chance to break the form.
Sticky Arms
Extend your arms to range grapple of up to 4 different targets up to 10 feet away - this grapple can combo with other skills into 1 action in combat. Fling targets like a lasso.
The Big Flick
Grow your hand to comedically large size, attacking with your strength mod and dealing 2d12+8 bludgeoning damage. Targets become stunned and fly back 4d20+10 feet.
Symbiosis
Merge with a willing ally as an article of clothing. You take your turn in combat with your ally, and any action you spend is treated as a held action, holding priority over enemies. You maintain stealth unless revealed. Any action spent to assist your merged ally is at advantage. Symbiosis can be upscaled with other Goopy skills to benefit both the plasmoid user as well as their ally. Activate Perfect Symbiosis to surrender your actions to your ally, granting them your full health, bonuses, and buffs.
Feats
Street Justice
You gain the following benefits:
Ability Score Increase: Increase your Strength or Dexterity by 1, to a maximum of 20.
Headlock: Your allies have Advantage on attack rolls against a creature Grappled by you.
Sturdy Knot: When you Grapple a creature, add your Proficiency Bonus to the DC to escape.
Tough Talk: A creature's attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.
Features & Traits