Had the idea for Pathfinder, so we need it in DnD!
Ooze, bleb
Medium ooze, neutral
Armor Class 8 Hit Points 39 (2d8 + 12) Speed 20 ft., climb 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
16(+3)
6 (-2)
14 (+2)
2 (-5)
6 (-2)
1 (-5)
Damage Resistances acid, piercing and slashing from nonmagical attacks Condition Immunities blinded prone SkillsAthletics +5
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 1/4 (50 XP)
Special Traits
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) acid damage. If the target is a medium or smaller creature, it is grappled (escape DC 13).
Your companion is a ooze or another type of slime. Size Small Melee
pseudopod, Damage 1d6 acid Str +3, Dex +1, Con +4, Int -4, Wis -2, Cha -2 Hit Points 8 Skill Athletics Senses motion sense 40 feet, no vision Speed 30 feet Support Benefit Your ooze grabs the target preventing it from fully reacting to your strikes. Until the start of your next turn, your Strikes that damage creatures your ooze threatens give the flat-footed condition to the target until the end of your current turn (until the start of your next turn on a critical success) . Advanced Maneuver envelop
Envelop
Requirements The animal companion’s last action was a successful pseudopod Strike.
The ooze grabs the target and the target takes acid damage equal to your level automatically until the target escapes the grab.
You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw. A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.
Casting Time:1 action Range:60 feet Components: V, S, M (a blue marble) Duration: Concentration, up to 1 minute
A 1-foot-diameter blue sphere of light in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 30 feet of the sphere must make a Wisdom saving throw feels the crushing weight of failure. The creature has disadvantage on checks saves and attacks while within rage on the sphere on a failed save. On a successful save the creature is not affected. If a creature leaves the area and reenters, it must attempt a save again.
As a bonus action, you can move the sphere up to 30 feet. If you move the sphere onto unaffected characters, they must attempt the save again at the start of their turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
Heard about the skinwalker ranch and how they feared the blue sphere the most. It made them feel full of anxiety. SPELL IDEA!
Sphere of Anxiety Spell 2
Traditions arcane, occult Bloodline fey Deities Bes, Kofusachi, The Lantern King Cast
somatic, verbal Range 30 feet; Area 1 5-foot square Saving Throw Will; Duration sustained
You create a blue sphere of light in a square within range that saps the targets will to live and do anything. The sphere must be supported by a solid surface, such as a stone floor. All creatures within 30 feet of the sphere must attempt a Will saving. If a target leave the area, it is no longer affected by the spell. If it reenters the area, it may need to make another saving throw again. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range
Critical Success The target is unaffected. If they leave and come back, they will not be affected by the spell again until you cast the spell again. Success The target becomes clumsy 1, enfeebled 1, or stupefied 1 for one round ( your choice). After the condition ends, they can stay in the area and not be affected again by the spell. If they leave and come back, they will not be affected by the spell again until you cast the spell again. Failure The target becomes clumsy 1, enfeebled 1, or stupefied 1 (your choice) until they leave the spell. Critical Failure The target becomes clumsy 1, enfeebled 1, and stupefied 1 until they leave the spell.
Here is what I REALLY wanted to make yesterday. We need the first thing to make the second.
Bomb of Tricks
consumable, uncommon
Several different versions of this bomb exist and all are color coded to the bag of tricks item they work as. When you throw this bomb, a random animal from the same colored bag of trix appears within 30 feet. You comand the animal as if it was summoned from a bag of tricks. The animal last as long as if it was summoned from a bag of tricks and the bomb is expended after it explodes and summons the creature.
No bag of tricks in Pathfinder 2e? What is this!? Time to get to work.
Bag of Tricks Item 4+
Conjuration Extradimensional Magical Usage held in 2 hands; Bulk 1
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. As an action, a character can give the creature two actions as per the animal companion rules. Each of the four kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.
You can inspire you and your allies during a full day rest. If you and your allies within 30 feet spend a full day resting, doing no strenuous activity, casting no spells, nor making any checks, you gain a +1 moral bonus to attacks, skill checks, and saves for 24 hours or until you lose your stamina points.
At 6th level, you can spend 1 Resolve Point to increase to bonus to +2.
You know how to help people unwind. If you play this song while you and up to seven other people rest for a full 24 hours and you do not perform any strenuous action, cast any spells, nor perform any action that requires a skill check, you and your audience gain a +1 status bonus to all attacks and skill checks for 24 hours or until you gain the wounded condition.
Thoughts? What do people think about being bolstered on the first day of a journey?