Sips

* Sips
* Fullbody
* Without robe

#### Race: Slimefolk

Ooze Nature: You are considered both an ooze and a humanoid. You can be affected by a game effect if it works on either of these creature types.

Engulf: Instead of grappling a creature with your arms, you can take hold of a creature with your oozelike body. When grappling you can use your Constitution in place of your Strength. Additionally, as an action you can attempt to engulf an object or creature of your size or smaller within 5 ft. of yourself. The creature must succeed a Dexterity saving throw or be grappled by you. A creature grappled this way is partially engulfed in your body and restrained for the duration of the grapple. You can have one creature or object grappled this way at a time. The DC is equal to 8 + your proficiency modifier + your Constitution modifier.

Pseudopod: You have a natural weapon attack that deals 1d6 plus your Strength modifier acid damage.

Amorphous: You can move through a space as narrow as 1 foot wide without squeezing. If any equipment you’re holding or carrying is larger than the space you are attempting to pass through, it gets left behind.

#### Class: Monk

**Unarmored Defense**: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

**Martial Arts**: Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

**Ki**: At 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

* Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
* Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
* Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

**Dedicated Weapon**: At 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:

* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.

**Unarmored Movement**: At 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

**Deflect Missiles**: At 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

**Ki-Fueled Attack**: At 3rd level, If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

**Slow Fall**: At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

**Quickened Healing**: Beginning at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

**Extra Attack**: At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

**Stunning Strike**: At 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

#### Subclass: Way of the Sword Saint

**Mystical Techniques**: When you choose this tradition at 3rd level, you learn Mystical Techniques that allow you to unleash supernatural feats with your weapons. You learn three techniques of your choice, which are detailed in the "Mystical Techniques" section below. You learn two additional techniques of your choice at 6th, 11th, and 17th level.

Mystical Techniques can only be performed with unarmed strikes or monk weapons. If a Mystical Technique uses a DC, it uses your Ki Save DC.

Whenever you gain a new level in this class, you can replace one Mystical Technique you already know with a different technique.

You can spend a number of ki points on Mystical Techniques equal to your proficiency bonus, after which you cannot spend more ki on Mystical Techniques until the start of your next turn.

* Agile Defense
* Iron Wind Strike
* Imparted Force

**Weapon Mastery**: Additionally at 3rd level, you can choose to master a weapon that would not normally be a monk weapon. Choose a simple or martial melee weapon that lacks the heavy and special properties. You gain proficiency in the weapon, and it becomes a monk weapon for you. You can choose another weapon in this way at 6th, 11th, and 17th level.

#### Feat

**Ooze Potion**: Hours upon hours of self experimentation granted you a deep understanding of your own alchemical make up. You learned to consciously mix and match alchemical ingredients in your own body. You gain the following benefits:

* Increase your Intelligence by 1, to a maximum of 20.
* Your own body becomes a usable set of alchemist’s supplies only you are proficient with.
* When you finish a short or long rest, you can spend one hit die to create one healing potion from your own body. A creature can use an action to drink the potion, it regains hit points equal to your spent hit die plus your character level. This potion lasts for 24 hours before losing its effect.

**Mobile**: You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

**Tough**: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

### Notable Items

**Moon Touch Longsword**: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

**Ankheg Longsword**: A +1 longsword made from an Ankheg Mandible that deals an extra 1d4 acid damage.

**Modified Longsword**: A longsword tinkered by Starzin. it is a light weapon with the elegant property (You must have a Dexterity score of 16 or higher to wield an elegant weapon) and Parrying property (While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC against melee attacks).