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Gublec Goo

1 Level (0/300 XP for level-up) Background Oozekin - Shadow Slime Race / Species / Heritage Neutral, Choatic Alignment
Blobomancer - Shadow Slime
Level 1
Hit Dice: 1/1
1d8+4 Class 1

STR
9
-1
DEX
14
+2
CON
18
+4
INT
11
+0
WIS
12
+1
CHA
15
+2
12
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
Walking 25ft, Swimming 30ft
Speed (walk/run/fly)
11
Passive Perception
0 / 4
Slime Infusions
Spellcasting ...
+6 Attack mod
CON Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+2 Deception CHA
+0 History INT
+1 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
+2 Alchemist INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Slime Strike +1 STR 0-1 Bludgeoning
 Unarmed
Rock +1 STR Bludgeoning
Necrotic +4 CON
Attacks

Spell Book

Race Features:


Ability Score Increase: Constitution +2.
Size: Small or Medium.
Speed: 25ft Walking Speed, Swimming Speed 30ft
Tremorsense: 60 feet of tremorsense
Amorphous Form: Move through spaces as narrow as 1 inch without squeezing, and advantage on saving throws against being grappled or restrained.
Ooze Nature: Immune to the grappled and restrained conditions. No need for food or drink, but moisture is essential.

Shadow Slime:


Ability Score Increase: Charisma +1.
Shadowblend: Use an action to become invisible until the start of your next turn or until you attack, take damage, or force someone to make a saving throw. Recharges after a short or long rest.
Umbral Affinity: Advantage on saving throws against being frightened.


Class Features:


Amorphous Form (Level 1): While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Slime Shape (Level 1): You can reshape your body to create simple objects, gain temporary limbs, alter your appearance, and even form specialized tools for mining

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: None
Weapon Proficiencies: Improvised Weapons
Tools: Alchemist
Saving Throws: Constitution, Wisdom
Skills: Arcana, Sleight of Hand
Language: Undercommon, Terran, Aquan, (Understands common but cannot speak it)

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Blobomancer

Blobomancers are enigmatic beings that embody the fluidity and adaptability of slime. They harness the arcane power within their amorphous bodies to shape reality to their will.
hit dice: 1d8
hit points at 1st level: 1d8
hit points at higher levels: 1d8
armor proficiencies: None
weapon proficiencies: Improvised Weapons
tools: Alchemist
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, Deception, Insight, Nature, Medicine, Sleight of Hand and Stealth
starting equipment:
  • Improvised weapon (such as a rock, broken bottle, or piece of metal)

  • (a) an explorer's pack or (b) a scholar's pack

  • Alchemist's supplies
spellcasting:
The blobomancer uses constitution for its spellcasting modifier
class features:

Level 1: Amorphous Form

While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.  

Level 1: Oozekin Adaptation

Choose one of the subraces, it will be the same as your Oozekin type, which also determines the type of additional damage you deal with your abilities.  

Level 2: Slime Infusion

As a bonus action, you can infuse an improvised weapon you are holding with your ooze. The weapon deals an additional 1d6 damage based on your chosen infusion type on a hit for 1 minute. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 3: Amorphous Form

You can cast the spell Alter Self on yourself at will, without expending a spell slot. When you use this feature, you can only choose the 'Change Appearance' and 'Aquatic Adaptation' options.  

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 5: Slime Conduit

You can cast spells through your slime. When you cast a spell with a range of touch, you can target a creature within 30 feet of you by secreting a blob of slime that delivers the spell.  

Level 6: Adaptive Resilience

Gain resistance to the damage type associated with your infusion:  
  • Gelatinous Kin: Acid
  • Shadow Slime: Necrotic
  • Aquaform: Cold
  • Radiant Oozekin: Radiant
  • Magnetic Oozekin: Lightning
Additionally, when you take damage of this type, you can use your reaction to regain hit points equal to half the damage dealt.  

Level 7: Blinding Slime

As an action, you can secrete a blinding slime and throw it at a creature you can see within 30 feet. The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 8: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 9: Slime Teleportation

You can use your action to dissolve into a puddle of slime and reappear at an unoccupied space you can see within 60 feet. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.  

Level 10: Improved Slime Infusion

When you use your Slime Infusion feature, the weapon now deals an additional 2d6 damage based on your infusion type on a hit.  

Level 11: Ooze Form

As an action, you can transform into an ooze-like form for 1 minute. In this form, you have resistance to bludgeoning, piercing, and slashing damage, and you can move through spaces as narrow as 1 inch without squeezing. Once you use this feature, you can't use it again until you finish a long rest.  

Level 12: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 13: Slime Mastery

Your control over your slime improves. When you use your Blinding Slime feature, you can target up to two creatures within range.  

Level 14: Elemental Burst

As an action, you can release a burst of elemental slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 damage based on your infusion type on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Level 15: Adaptive Form

You gain immunity to the grappled and restrained conditions, and you can move through creatures as if they were difficult terrain.  

Level 16: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 17: Greater Slime Teleportation

Your Slime Teleportation feature now has a range of 120 feet, and you can use it a number of times equal to twice your Constitution modifier (minimum of twice) before needing a long rest.  

Level 18: Corrosive Aura

You exude an aura of elemental slime. Each creature that starts its turn within 10 feet of you takes 1d6 damage based on your infusion type. Additionally, you can activate or deactivate this aura as a bonus action on your turn.  

Level 19: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Level 20: Perfected Ooze Form

You can use your Ooze Form feature at will. Additionally, while in your Ooze Form, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns.  
subclass options:

Subclass: Gelatinous Kin

Acidic Infusion

At 1st level, your abilities deal additional acid damage.  

Slippery Escape

At 1st level, you take no damage on successful Dexterity saving throws against effects that deal damage.  

Level 6: Acidic Touch

At 6th level, you can use your bonus action to secrete a corrosive substance, dealing 1d6 acid damage on a hit.  

Level 10: Improved Acidic Infusion

At 10th level, your abilities now deal an additional 2d6 acid damage on a hit.  

Level 14: Acid Burst

At 14th level, as an action, you can release a burst of acid slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 acid damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Shadow Slime

Necrotic Infusion

At 1st level, your abilities deal additional necrotic damage.  

Shadowblend

At 1st level, you can use an action to become invisible until the start of your next turn or until you attack, take damage, or force someone to make a saving throw. Recharges after a short or long rest.  

Level 6: Umbral Affinity

At 6th level, you gain advantage on saving throws against being frightened.  

Level 10: Improved Necrotic Infusion

At 10th level, your abilities now deal an additional 2d6 necrotic damage on a hit.  

Level 14: Necrotic Burst

At 14th level, as an action, you can release a burst of necrotic slime in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Aquaform

Cold Infusion

At 1st level, your abilities deal additional cold damage.  

Aquatic Affinity

At 1st level, you gain proficiency in the Athletics skill and have advantage on Strength (Athletics) checks made to swim.  

Level 6: Water Manipulation

At 6th level, as an action, you can manipulate water within 30 feet of you. This ability allows you to create simple shapes or patterns with the water, providing opportunities for communication or artistic expression.  

Level 10: Improved Cold Infusion

At 10th level, your abilities now deal an additional 2d6 cold damage on a hit.  

Level 14: Cold Burst

At 14th level, as an action, you can release a burst of cold slime in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Radiant Oozekin

Radiant Infusion

At 1st level, your abilities deal additional radiant damage.  

Radiant Glow

At 1st level, you emit a soft radiant glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While glowing, you have advantage on Charisma (Persuasion) checks.  

Level 6: Holy Protection

At 6th level, you gain resistance to radiant and necrotic damage.  

Level 10: Improved Radiant Infusion

At 10th level, your abilities now deal an additional 2d6 radiant damage on a hit.  

Level 14: Radiant Burst

At 14th level, as an action, you can release a burst of radiant slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.  

Subclass: Magnetic Oozekin

Lightning Infusion

At 1st level, your abilities deal additional lightning damage.  

Magnetic Presence

At 1st level, you gain advantage on Strength checks made to interact with metallic objects and, as a reaction, you can magnetically attract or repel a metallic object weighing up to 10 pounds within 10 feet of you, causing it to move up to 10 feet in any direction.  

Level 6: Magnetic Manipulation

At 6th level, you can cast the spell Levitate on yourself at will, without expending a spell slot.  

Level 10: Improved Lightning Infusion

At 10th level, your abilities now deal an additional 2d6 lightning damage on a hit.  

Level 14: Lightning Burst

At 14th level, as an action, you can release a burst of lightning slime in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.
LevelSpell SlotsCantrips1st2nd3rd4th5th6th7th8th9th
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Cantrips:
  • Acid Splash
  • Mage Hand
  • Prestidigitation
  • Shape Water
  • Mold Earth
  • 1st Level:
    • Grease
    • Create or Destroy Water
    • Charm Person
    • Earth Tremor
    • Ray of Sickness
    • 2nd Level:
      • Web
      • Alter Self
      • Earthbind
      • Snilloc's Snowball Swarm
      • Darkness
      • 3rd Level:
        • Slow
        • Water Walk
        • Meld into Stone
        • Erupting Earth
        • Fear
        • 4th Level:
          • Stone Shape
          • Watery Sphere
          • Stoneskin
          • Dimension Door
          • Black Tentacles
          • 5th Level:
            • Animate Objects
            • Control Water
            • Cloudkill
            • Passwall
            • Dominate Person
            • 6th Level:
              • Globe of Invulnerability
              • Investiture of Stone
              • Otto's Irresistible Dance
              • Flesh to Stone
              • Control Undead
              • 7th Level:
                • Mordenkainen's Magnificent Mansion
                • Delayed Blast Fireball
                • Otiluke's Resilient Sphere
                • Reverse Gravity
                • Etherealness
                • 8th Level:
                  • Clone
                  • Control Weather
                  • Antimagic Field
                  • Earthquake
                  • Power Word Stun
                  • 9th Level:
                    • Shapechange
                    • Time Stop
                    • Imprisonment
                    • Meteor Swarm
                    • Power Word Kill
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                      Oozekin

                      In the lightless depths of the Underdark, a peculiar race known as the Oozekin thrives. These amorphous beings, resembling living slimes and jellies, are a unique combination of resilience, adaptability, and an intrinsic connection to the subterranean world. Oozekin can be found navigating the cavernous realms, often engaged in activities ranging from mining precious minerals to causing playful (or sometimes malicious) havoc.
                      ability score increase: Constitution +2, Dexterity +1 (Gelatinous Kin) or Charisma +1 (Shadow Slime), Wisdom +1 (Aquaform), Intelligence +1 (Radiant), Strength +1 (Magnetic)
                      age: Oozekin typically have a lifespan that ranges between 150 to 200 years
                      alignment: Neutral, Choatic
                      Size: Small
                      speed: Walking Speed 25ft, Swimming Speed 30ft
                      Languages: Undercommon, Terran, Aquan, (Understands common but cannot speak it)
                      race features:
                      • Ability Score Increase: Constitution +2.
                      • Size: Small or Medium.
                      • Speed: 25ft Walking Speed, Swimming Speed 30ft
                      • Tremorsense: 60 feet of tremorsense
                      • Amorphous Form: Move through spaces as narrow as 1 inch without squeezing, and advantage on saving throws against being grappled or restrained.
                      • Ooze Nature: Immune to the grappled and restrained conditions. No need for food or drink, but moisture is essential.
                      • Language: Undercommon, Terran, Aquan, (Understands common but cannot speak it)
                       

                      Gelatinous Kin:

                       
                      • Ability Score Increase: Dexterity +1.
                      • Slippery Escape: Take no damage on successful Dexterity saving throws against effects that deal damage.
                      • Acidic Touch: Bonus action to secrete corrosive substance, dealing 1d6 acid damage on a hit.
                       

                      Shadow Slime:

                       
                      • Ability Score Increase: Charisma +1.
                      • Shadowblend: Use an action to become invisible until the start of your next turn or until you attack, take damage, or force someone to make a saving throw. Recharges after a short or long rest.
                      • Umbral Affinity: Advantage on saving throws against being frightened.
                       

                      Aquaform Oozekin:

                       
                      • Ability Score Increase: Your Wisdom score increases by 1.
                      • Aquatic Affinity: You gain proficiency in the Athletics skill and have advantage on Strength (Athletics) checks made to swim.
                      • Water Manipulation: As an action, you can manipulate water within 30 feet of you. This ability allows you to create simple shapes or patterns with the water, providing opportunities for communication or artistic expression.
                       

                      Radiant Oozekin:

                       
                      • Ability Score Increase: Your Intelligence score increases by 1.
                      • Radiant Glow: As a bonus action, you can emit a soft radiant glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can choose to end or resume this glow as a bonus action. While glowing, you have advantage on Charisma (Persuasion) checks.
                      • Holy Protection: You gain the resistance to radiant and necrotic damage.
                       

                      Magnetic Oozekin:

                       
                      • Ability Score Increase: Your Strength score increases by 1.
                      • Magnetic Presence: You gain advantage on Strength checks made to interact with metallic objects. Additionally, as a reaction, you can magnetically attract or repel a metallic object weighing up to 10 pounds within 10 feet of you, causing it to move up to 10 feet in any direction.
                      Physical Traits: Oozekin exhibit a diverse range of sizes, generally falling into the categories of Small or Medium. Their gelatinous bodies allow them to flow and mold through spaces as narrow as one inch, giving them unparalleled maneuverability in the labyrinthine tunnels of the Underdark. While their forms lack a rigid structure, their innate connection to the elemental essence of ooze grants them unique advantages.   Adaptability of Form: Oozekin possess an amorphous form that grants them a heightened ability to evade restraint. They can slip through tight spaces effortlessly and enjoy advantage on saving throws against being grappled or restrained. This adaptability also extends to their immunity to the effects of being restrained, reflecting their inherent resilience against physical constraints.   Tremorsense and Ooze Nature: Accustomed to the perpetual darkness of their subterranean home, Oozekin navigate the world through tremorsense, allowing them to detect vibrations in the earth. This sensory ability provides them with a precise awareness of their surroundings, making them adept at sensing movement and activities in their proximity. Their ooze nature renders them immune to the grappled and restrained conditions, and intriguingly, they do not require conventional sustenance. Instead, they absorb moisture to survive, making them well-suited to the subterranean environment.   Society and Activities: Oozekin communities are often found in the recesses of the Underdark, engaging in activities such as mining precious gems and metals. However, their mischievous nature may lead them to cause havoc for neighboring races, either as a form of entertainment or to assert dominance. Their adaptability and unique abilities make them valuable allies or formidable foes in the subterranean landscapes they call home.   In the depths of darkness, the Oozekin carve out their existence, a testament to the resilience and diversity that thrive in the mysterious and perilous depths of the Underdark.  

                      Subraces:

                      The Oozekin society is further diversified by two distinct subraces: the Gelatinous Kin and the Shadow Slime.   Gelatinous Kin: Agile and corrosive, the Gelatinous Kin showcase enhanced dexterity, allowing them to slip away unscathed from damaging effects. They also possess the ability to secrete a corrosive substance, making them formidable in both exploration and combat.   Shadow Slime: Endowed with charisma, the Shadow Slime can effortlessly blend into shadows, becoming invisible at will. Their umbral affinity grants them resilience against fear, making them adept at navigating the darker corners of the Underdark.

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                      Level 0 Spells

                      Prestidigitation

                      0-level (Cantrip) Transmutation

                      Casting Time: 1 action
                      Range/Area: 10ft
                      Components: V, S
                      Duration: 1 hour

                      This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

                      If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

                       
                      • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
                      • You instantaneously light or snuff out a candle, a torch, or a small campfire.
                      • You instantaneously clean or soil an object no larger than 1 cubic foot.
                      • You chill, warm, or flavour up to 1 cubic foot of non-living material for 1 hour.
                      • You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.
                      • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
                      Available for: Wizards

                      Shape Water

                      0-level (Cantrip) Transmutation

                      Casting Time 1 action
                      Range 30 ft (5 ft cube)
                      Duration Instantaneous
                      Components S

                      You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

                    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
                    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
                    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
                    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
                    • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

                      Class(es): Druid, Sorcerer, Wizard

                      PHB

                      Mold Earth

                      0-level (Cantrip) Transmutation

                      Casting Time 1 Action
                      Range 30ft
                      Duration Instantaneous or 1 Hour
                      Components S

                      You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

                      • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
                      • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
                      • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
                      If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

                      Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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