ExpanD&D Revised

by storymaker

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ExpanD&D

WARNING: Mature content ahead.

WG/BE/EXP themed D&D Content, because we've all got kinks and I like homebrew. Credit for any and all artwork belongs to the respective artists, none of it is mine; I'm merely using it to help spice up an otherwise boring series of pages and rules, and I've attempted to leave watermarks present when possible. - Storymaker, Creator

Kudos to the Adipea RP server for their fantastic edits of my original work, much of which has been incorporated into this document with some edits from me in this revised edition

Table Of Contents

PART I

The Gaining Game

General Rules

Bulk

Bulk is a mechanic designed to simulate the effect of a creature's increased weight becoming a hindrance to their mobility and flexibility, whether it be from muscle, fat, food stuffing, or liquid bloat. When a character's personal weight exceeds their bulk limit, they have passed their first bulk threshold, and they begin to experience negative effects.

Bulk Limit

A character's bulk limit is calculated similarly to their Carrying capacity, or more specifically, their Push, lift, and drag capacity. Multiply the sum of the character's Strength and Constitution scores by 10 to determine their Bulk limit. This is the maximum amount of extra fat on top of a character's base weight their body can reach before their sheer size begins to impede them. Higher Bulk penalties include the penalties from the lower levels as well.

Bulk Thresholds are the lines at which a character advances in stages of hindrance. When they exceed their Bulk Limit they have passed their first threshold and have become Burdened, and when they pass their second threshold they become impeded, and so on.

Burdened. If a character has exceeded their Bulk limit, they are considered Burdened. The character has disadvantage on checks made to resist gaining levels of Exhaustion.

Impeded. If a character has reached a weight of 2 times their Bulk limit, they are considered impeded. Their natural movement speed is cut in half and they have disadvantage on Athletics and Acrobatics checks, and on Dexterity Saving Throws. The speed reduction does not affect magical movement speeds, such as that granted by the fly spell.

Immobilized. If a character has reached a weight of 3 times their Bulk limit, they are considered immobilized. The character is considered Restrained by their own body.

Size and Mobility. Similarly to carrying capacity, a creature's size affects their Bulk limit. Larger creatures can weigh more without being impeded, while Tiny ones can weigh less before they reach their limit. For each size category above Medium, multiply the creature's bulk limit by 4. For each size category below small, divide the creature's bulk limit by 2.

Powerful Build. The Powerful Build racial feature, and feats and abilities such as brawny that cause a character to be considered 'a size larger' for the purposes of carrying capacity increase the creature's bulk limit by half its normal amount.

OPTION: Gritty Realism. For a more realistic approach to weight hindrance, instead of adding STR and CON to determine Bulk limit, take the average of the two stats and multiply by 15 instead of 10.

Base Heights and Weights for PHB Races

The following table is provided for ease of reference; it can originally be found on page 121 of the Player's Handbook, and can be used to randomly determine the starting height and weight of any of the Player's Handbook races, and critically for this document, lists each race's Base Weight. The dice roll given in the Height Modifier column determines the character's extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight (in pounds) beyond the base weight. When using this table for ED&D purposes, all of this extra weight is calculated as pounds of fat or (if using the Optional muscle rules) pounds of muscle, as determined by the player when creating the character.

Race Base Height Height Modifier Base Weight Weight Modifier
Human 4'8" +2d10 110 lb. x(2d4) lb.
Dwarf, hill 3'8" +2d4 115 lb. x(2d6) lb.
Dwarf, mountain 4' +2d4 130 lb. x(2d6) lb.
Elf, high 4'6" +2d10 90 lb. x(1d4) lb.
Elf, wood 4'6" +2d10 100 lb. x(1d4) lb.
Elf, drow 4'5" +2d6 75 lb. x(1d6) lb.
Halfling 2'7" +2d4 35 lb. x1 lb.
Dragonborn 5'6" +2d8 175 lb. x(2d6) lb.
Gnome 2'11" +2d4 35 lb. x1 lb.
Half-elf 4'9" +2d8 110 lb. x(2d4) lb.
Half-orc 4'10" +2d10 140 lb. x(2d6) lb.
Tiefling 4'9" +2d8 110 lb. x(2d4) lb.

Optional Rule: Clothing and equipment tearing

Often times, someone increasing drastically in weight will suffer some problems maintaining their wardrobe. This can be problematic when someone suddenly and drastically increases in weight in the middle of a fight and finds that their armor suddenly no longer functions as such. While magical armor grows or shrinks to fit the wearer no matter the size, Non-magical armor is sized to the individual it is intended for at time of purchase typically, and has a limited elasticity.

Clothing. Clothing is often the most flexible of outfits, as it does not need the rigidity of armor. While it may become more and more revealing, it will typically at least retain structural integrity with up to 200 pounds of excess weight.

Light Armor. The stretchiest of the armor classes, can withstand strain of someone up to 150 pounds heavier than the person it was measured for before bursting.

Medium Armor. While it offers more protection than Light Armor, Medium Armor is less flexible, and can only take up to 100 pounds of excess weight before tearing.

Heavy Armor. Heavy armor is the most durable and defensive armor available, but also the least stretchy. Heavy Armor can only take 50 pounds of extra weight before splitting at the seams.

Too Small? An individual may potentially become too thin to wear their armor as well, though the possibility of tightening straps makes this a much broader window. It's up to the GM to determine when someone might be too small for their armor, but a solid example might be twice the normal weight limit of the armor.

Resizing and Elasticity

The rules for having equipment refitted are on Page 144 of the Player's Handbook, but the character may also wish to have some additional elasticity added to the armor.

Elasticity. Making a suit of armor more elastic can cost anywhere between 10 and 40% of the armor's price, similar to resizing. Once a suit of Armor or Clothing has been given Improved Elasticity, it can handle double the amount of extra weight before becoming unwearable as a normal suit of armor of its type.

Emaciation

In a setting where a character's weight is regularly tampered with, becoming too large is not the only issue. Emaciation is an optional mechanic to deal with the situation of a character losing an inordinate amount of weight.

Emaciation Limit

A character's Emaciation Limit is the base weight of their race, as seen in the Player's Handbook on page 121. As a character drops below their minimum weight, they can experience a number of problems as listed below. The higher levels of Emaciation penalty include the penalties from the lower levels as well.

Malnourished. If a character is below their Emaciation Limit, they are considered Malnourished. The character has disadvantage on checks made to resist gaining levels of Exhaustion.

Scrawny. If a character is below three quarters of their Emaciation Limit, they are considered Scrawny. They have disadvantage on Strength and Constituion checks and saving throws.

Emaciated. If a character is below one half of their Emaciation Limit, they are considered Emaciated. Their maximum Hit Points are reduced by half. A character's weight cannot drop below this point without loss of vital body mass, as most of what remains is bone and organ tissue.

Gaining and Losing Weight Naturally

Included later in this document are a number of subclasses, spells, and magic items that can supernaturally or magically alter a character's weight, but these are all special abilities that not every character will have access to. The oldest and most typical method of gaining weight is simple gustatory excess. Included below are optional rules governing the natural process of an adventurer putting on and taking off weight. These rules are optional, and those who would rather not do the extra bookkeeping they impose are welcome to determine their own narratively appropriate method of determining natural weight gain or loss.

Diet and Exercise

In this simplified system, the two things that matter most in determining if a character loses or gains weight are Diet, the quality and quantity of the food the character intakes, and Exercise, the level of activity with which the character burns that intake. According to the Player's Handbook page 150, 1 day's worth of rations weighs roughly 2 lb., and Page 185 states that any character needs one pound per day to stave off starvation, implying that on an average day of adventuring, an Adventurer will maintain their body weight fairly evenly on 2 lb. of average-quality food.

Diet Points

Diet Points are a numeric measure of the 'weight' of food in a character's system: How much energy and fat they contain to contribute toward an Adventurer's day. For simplicity, we will divide food into three categories.

Slimming. This food is either of low quality or simply does not provide much energy or fat content. Slimming food counts for half the Diet points that Average food does.

Average. Most standard fare; breads, lean meats, etc. are Average. They provide 1 diet point per 1 lb. of food consumed.

Fatty. Dessert foods, highly fatty meats, cheeses, and other decadent food is considered Fatty, and provides double the Diet points that Average food does.

Exercise

Exercise is a determination of activities that burn through diet points, expending the energy they provide throughout the day. The below list of activities that burn diet points is not necessarily all-inclusive, and the DM may rule that a particular activity was vigorous enough to burn a diet point if they wish.

Battle. A single battle typically generates 1 exercise point. Especially quick and easy battles might burn less, especially long and taxing ones might burn more.

March. Four hours of marching on a road typically generates 1 exercise point. Marching through difficult terrain burns diet points at double the rate.

Workout. One hour of vigorous, straining workout generates 1 exercise point.

This system assumes that an average day of adventuring usually includes a good amount of horseback or carriage riding, which is not as strenuous, with a few hours of walking or marching and usually one average fight in a day, meaning it would burn around 2 diet points on average, worth 2 lb. of Average food. Conversely, a slow day of mostly walking around might only burn 1 Diet Point, meaning they only require 1 pound of Average food to maintain their weight. For reference, the pool in which your Diet Points and Exercise points are gathered until being expended when you rest is known as your Metabolism Pool.

Daily Upkeep

A creature needs food just to survive. You burn 1 diet point at the beginning of each day as your body demands energy to sustain itself.

Weight gain and loss

When the body sets down to rest is when it goes about repairing itself and distributing any spare energy left over, so in this system, the day's points are tallied up when the party takes a Long Rest. The pool that keeps track of the character's Diet and Exercise points over the day will from this point forward be referred to as the character's 'Metabolism'. If the Diet Points added via food in the character's metabolism and subtracted via Exercise in their metabolism total up 0, then they maintain roughly the same weight they had previously. If the total Diet Points remaining is more than 0, the character gains 1 lb. of fat per leftover Diet Point. Conversely, if the character has burned more points via Exercise than they have taken in via food and their Metabolism's total is less than 0, they lose 1 lb. per Diet Point they are missing.

Size Categories and Exercise

Divide the number of diet points a creature burns through exercise by 2 for each size category it is below Small, or multiply the number by 2 for each size category it is above Medium. It takes less effort to maintain a tiny size and more to maintain extreme proportions. Your average size over the course of the day determines the number of diet points you burn passively through daily upkeep.

Gluttony and Gorging

This section details rules for eating, overeating, and digestion.

Eating your fill

There is a certain amount that a character can always eat without pushing the limits of their stomach. A character can passively eat a number of pounds of food in one meal equal to 2 + their Constitution saving throw modifier (minimum 2). One cup of drink is worth half of a pound of food in this regard, meaning 2 cups (or a pint) is the equivalent of a pound of food. If a character is proficient in the Eating skill, they may use their Eating modifier or their Constitution saving throw modifier (whichever is higher) to determine their fullness limit.

The Eating Skill

All characters have the Constitution (Eating) skill added to their list of possible skill proficiencies, and it is added to every class's list of possible starting skills. The Eating skill can be used to stomach bad tasting, dangerous, or otherwise difficult to eat food and drink, as well as potentially identify unknown consumable substances by taste, though that might rely on a different ability score than Constitution.

Stuffing yourself

When a character is driven, by sexual arousal, magical persuasion, or competitive spirit, to eat beyond the point of fullness, they can make a Constitution (Eating) check known as a Stuffing check. The number of additional pounds of food the character can eat past the point of fullness is equal to the resulting check minus 8 (minimum 0). If the result is 0, the character cannot eat or drink another bite willingly until their stomach's current contents have decreased. When a creature is above their normal maximum stomach capacity they are considered Stuffed, which is a condition that might be called upon by specific abilities. A creature cannot make another Stuffing check while Stuffed which means they cannot make another stuffing check until the food in their stomach is less than their normal capacity.

Overindulging

If a character is forced to eat or drink more than their fullness capacity and Stuffing check will allow, they take 1d4 points of Bludgeoning damage for each pound of food they consume past their stuffing limit. Any creature rendered unconscious by this damage is stable and not subject to death saving throws unless attacked, as normal for a stabilized creature.

Digestion

A character frees up a number of pounds of food from their stomach each hour equal to their Constitution modifier (minimum 1.)

Size Categories and stomach capacity

After determining a creature's stomach capacity, divide the creature's stomach capacity in half for each size category the creature is below small, and multiply by 2 for each size category above medium. The same is true for stuffing yourself.

Size Categories and Digestion

After determining a creature's digestion rate, divide the creature's digestion rate in half for each size category the creature is below small, and multiply by 4 for each size category above medium.

The Eating Action

Eating in combat is done via the Eating Action, which can be done as either an Action or Bonus Action, and which allows the character in question to consume a number of pounds of food within their reach equal to half their Eating Skill modifier (minimum 1). Do note that unique food items, such as magical food items, typically require one to use the Use an Object action rather than the Eating action, unless otherwise specified. The amount of food a creature can consume with the Eating action follows the same rules regarding size capacity increases and decreases as stomach capacity. Also, certain spells, abilities, or effects will dictate how much someone eats in a given round regardless, in which case refer to those features rather than the eating action. This calculation is only for how much food a creature can eat when it takes the eating action on its turn.

Optional Rule: Effects of Size

As written, the mechanical differences between Medium and Small creatures in ExpanD&D range from inconsistent to insignificant. If you want Small characters to feel a bit more distinct, use this simple rule: Anywhere a rule says, “for each size below Small,” replace that phrase with, “for each size below Medium.”

Mechanics Toolkit

Featured below are a few additional tools to add to the DnD 5e ruleset to allow making calls and new effects somewhat easier.

New mechanical terms: Fatten, Slim, Swell, Shrink

A simple set of mechanical terms used as a stand in for a longer mechanical sentence.

  • Fatten: Gain a number of pounds of fat. I.E. A character Fattens for twice the damage dealt= A character gains a number of pounds of fat equal to twice the amount of damage dealt.
  • Slim: Lose a number of pounds of fat. I.E. A character Slims by half their current fat= A character loses a number of pounds of fat equal to half their current pounds of fat.
  • Swell: Gain a number of pounds of Muscle. I.E. A character Swells by 10 pounds= A character gains 10 pounds of muscle.
  • Shrink: Lose a number of pounds of Muscle. I.E. A character Shrinks by 2 pounds at the start of each turn= A character loses 2 pounds of muscle at the start of each turn.

New Action rule: The Force-Feeding Action

It was necessary to nail down how one can mechanically force-feed another food in combat similarly to how one can mechanically eat food themselves in combat. To that end, the following rules are presented.

Force-feeding a creature is a subset of the grappling mechanics, and is considered a type of grappling check, meaning it is affected by any abilities or features that affect grapple checks. A character can make a force-feeding check (which, as per grappling rules, will typically be a Strength(Athletics) check) to try and force a target within melee range who is currently restrained or who is grappled by the character or one of their allies to eat. A success causes the victim to consume one of the following:

A) pounds of mundane food up to half the attacker's Athletics skill modifier (minimum 1)

B) A single special food item, such as a piece of magical food.

New Condition: Ravenous

Overwhelmed by maddening hunger, the creature is no longer able to control its appetite.

  • A ravenous creature does not roll to stuff itself, and instead treats their extended stomach capacity for stuffing themselves as if they had rolled a Natural 20 on their eating check.
  • A ravenous creature can only willingly move toward a potential source of food. If there is no food within range of any of their senses, the creature cannot move as they are racked with hunger.
  • A ravenous creature must use its Action and/or Bonus action if possible to eat any food within their reach after moving.
  • A ravenous creature automatically fails any saving throws made to resist eating food.
  • Attack rolls that would force a ravenous creature to eat food are made with advantage.

New Condition: Bloated

Filled to the brim with noxious gases, the constant release of these fumes makes it difficult to function in some ways.

  • A bloated creature can speak only falteringly, and cannot form verbal components for spells without first spending a Bonus Action to make a DC 10 Concentration check.
  • A bloated creature is Poisoned.
  • A bloated creature has disadvantage on Charisma checks and Dexterity(Acrobatics) and (Stealth) checks, even if they are immune to the poisoned condition.
  • A bloated creature's movement speed is reduced by 5 ft, to a minimum of 5 ft.

New Condition: Inflated

Overflowing with lighter-than-air gases, this creature has achieved lift.

  • An Inflated creature's walking speed becomes 0
  • An inflated creature gains a flying speed of 10 (hover), but cannot descend more than 5 feet in a round, and cannot move closer than 10 feet from any ground or water surface under their own power. They also do not naturally fall if something would knock them prone.
  • Am inflated creature has difficulty moving its limbs. It has disadvantage on attack rolls and cannot form Somatic Components for spells without spending a bonus action to make a DC 15 Concentration check.
  • An inflated creature submerged in water rises to the surface at a speed of 40 feet per round.
  • An inflated creature cannot wear armor that is non-magical and not elastic. They drop any such armor they were wearing when they become inflated.
  • An inflated creature has vulnerability to piercing damage, but resistance to bludgeoning damage

New Condition: Waterlogged

Overflowing with masses of liquid, whether that be water or juices, this creature sloshes more than moves.

  • A waterlogged creature's walking speed is reduced to 0, although it can be rolled by other creatures without expending additional movement speed.
  • A waterlogged creature can speak only falteringly and has difficulty moving its hands, and cannot form verbal or somatic components for spells without first spending a bonus action to make a DC 15 Concentration check.
  • A waterlogged creature has disadvantage on Attack Rolls.
  • A waterlogged creature submerged in water rises to the surface at a speed of 10 feet per round.
  • A waterlogged creature cannot wear armor that is non-magical and not elastic. They drop any such armor they were wearing when they become waterlogged.
  • A waterlogged creature has vulnerability to slashing damage, but resistance to bludgeoning and fire damage.

New Condition: Overblown

A character is stretched and blown up beyond all reasonable proportion, but is neither heavier nor lighter for it. Usually this is caused by overinflation with a substance that is neither lighter nor heavier than the air around the creature.

  • An overblown creature's movement speed is increased by 5 feet
  • An overblown creature has disadvantage on any checks or saves made to resist being moved, such as being pushed or dragged.
  • An overblown creature has difficulty moving its limbs. It has disadvantage on attack rolls and cannot form Somatic Components for spells without spending a bonus action to make a DC 15 Concentration check.
  • An overblown creature submerged in water rises to the surface at a speed of 20 feet per round.
  • An overblown creature cannot wear armor that is non-magical and not elastic. They drop any such armor they were wearing when they become overblown.
  • An overblown creature has vulnerability to piercing and slashing damage, but resistance to Bludgeoning damage.

Optional Systems

The following systems provide an additional level of granularity which of course comes with the trade-off of additional complexity. They are not necessary to be used for anything in this document, but are available for those who feel they are worth using.

Muscle Bulk

Sometimes size doesn't always come in the form of fatty, jiggling mass. Sometimes it comes in the form of insurmountable muscle and bulk. The current bulk system rules make no differentiation between pounds of muscle and fat; gaining one or the other is equally capable of putting you over your bulk limit, and this works well, as often mass an efficiency are not one and the same, and too much muscle is just as capable of restricting a character as too much fat. Below is an optional system for differentiating pounds of muscle from pounds of fat, as well as for putting on muscle weight by itself. Feel free to use as much or as little of this system as you like in conjunction with the rest of this document.

Base Weight

The base weight of a race (the base weight listed in the Player's Handbook on page 121 and earlier in this document) is considered to be one half vital body mass such as bone and organ matter, one quarter muscle mass and one quarter body fat. This total does not count toward either your Flex or your Bulk limits.

Gaining and losing muscle

Coinciding with the diet and exercise rules, building muscle requires fuel and work to accomplish. A day of little work is more likely to build fat than muscle, and a day of hard work but no food will only serve to lose weight. To that end, a character can choose to gain muscle instead of fat when their diet and exercise calculations at the end of the day would result in them gaining weight, but only up to a number of pounds equal to the number of points of exercise they achieved, plus their Strength Modifier. For instance, a character with 20 Strength who undergoes 8 hours of vigorous workout, coupled with 21 or more diet points of food may choose to gain up to 13 pounds of muscle rather than fat. Any excess beyond the maximum amount of muscle gained will still gain the remainder as fat. Mark fat and muscle as separate trackers, both in the character's initial weight and any weight they gain after character creation. Using these rules, only fat plus the character's base weight for their race counts toward your bulk limit and only muscle plus the character's base weight for their race counts toward your flex limit as listed below.

Muscle is significantly harder to lose than fat is. Only 1/4th of any weight lost in one long rest or effect that causes a creature to lose weight can be muscle mass, unless the creature has no more fat to lose, at which point all of the lost weight is muscle.

Effects of Muscle

Every 10 pounds of muscle a character has above their base weight increases their carrying capacity and bulk limit by 1 pound. This is applied after any modifiers to bulk or carrying limits such as the Brawny feat or an increase in size category.

Flex Limit

Similar to Bulk limits, the flex limit is the point at which your sheer amount of muscle mass begins to hamper your ability to move freely. Multiply the combination of the character's Strength and Dexterity scores by 10 to determine their Flex limit.

Clumsy. If a character has exceeded their Flex limit, they are considered clumsy. The character has disadvantage on Dexterity(Sleight of Hand) checks.

Lumbering. If a character has reached a muscle mass of 2 times their Flex limit, they are considered lumbering. They have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws

Musclebound. If a character has reached a muscle mass of 3 times their flex limit, they are considered musclebound. The character has disadvantage on initiative rolls, automatically fails any Dexterity based ability checks or attack rolls, and has their movement speed reduced to 5 feet.

Muscle and Size Categories

Muscle rules, as they are derived from the fat rules, follow the same general guidelines for increasing and decreasing in size as the base rules do.

Increasing Size Category

Contained below are optional rules pertaining to the situation of a character becoming so large with sheer mass that they begin to take up the space of a creature larger than they originally are. Depending on your Dungeon Master, creatures may or may not gain any of the other benefits of size increases for taking up more space by being exceptionally fat.

Small Creatures

Small creatures begin to take up the space of a Medium creature when their total weight breaches 300 lbs., and then proceed to follow normal size increases with other creatures from then on.

Medium to Large

Small and medium creatures that reach a total weight of over 1300 lbs. begin to take up the space of a Large creature.

Large to Huge

Small, Medium, and Large creatures that reach a total weight of over 10,400 lbs. begin to take up the space of a Huge creature.

To Infinity and Beyond

For each size category above huge a creature might possibly reach from sheer fat, multiply the threshold of the previous size category by 8.

Simple Inflation

Sometimes, magic enlarges its subjects with substances besides fat. Water, air, and other fluids can help or hinder creatures inflated by them.

When a character is inflated by water or other liquids of similar density, you can count it toward their effective fat when determining whether they have reached their bulk limit, with 1 pound of liquid equivalent to 1 pound of fat.

Likewise, inflation via lighter fluids such as air can be simulated as a contribution to their effective muscle when determining whether they have reached their flex limit. Magical, lighter-than-air inflation can also be counted as a temporary reduction to a character’s effective weight as fat. In either case, the inflation is referred to as an increase in pounds of muscle for simplicity’s sake.

Inflation often is applied to the creature's entire body, making the expansion roughly spherical unless otherwise specified.

PART II

Heroes and Hedonists

Race content

This section contains content relating to races and subraces.

New Race: Fatspawn

Food, banquet halls, feasts, tricks and indulgence. A life of excess, gluttony, gorging, or constantly battling an unnatural hunger. These are the hallmarks of the fatspawn. The gluttonous folk know well their parentage; somewhere in their lineage is the energy or essence of a powerful outsider, a creature of gluttony-- A Fatling or Fatcubus, more likely than not--, woven by magic or more carnal methods into their bloodline. Their natural hunger and propensity for enormity are not in their control, but are constants that they will have to either embrace or battle for the entirety of their lives.

Gluttonous Nature

Fatspawn are often from human bloodlines, and they often share a good number of human traits. However, in their past there is the imprint of a powerful creature of gluttony-- Usually a fiend--, and that mark shows clear upon their bodies. Many fatspawn share several traits with their otherworldly ancestors; curling horns, faintly glowing eyes, or unnatural skin tones are just as common as not, leading many fatspawn to be mistaken for tieflings until the other impact of their heritage is revealed. All Fatspawn have an impressively large appetite, and a propensity for putting on body fat. Their features can run the gamut from fey to fiend, depending on their heritage, but the strangely thin and elegant look to their face, despite the body fat most accumulate gives to them creates a distinct look that helps one tell a Fatspawn from a regular fey-touched or Tiefling. While cursed with hunger and a nack for getting fat, they also seem to be blessed with the trait of the mass they build being spread to 'all the right places', as many humans would put it.

Natural Thrillseekers

Many Fatspawn, especially those whose appearances could pass for more human, have a natural habit of ending up at the center of attention, as those who give in to their gluttonous nature have a propensity for becoming partyers or entertainers. Those whose features are less natural in appearance often satisfy that urge by adventuring or wandering, seeking the thrill of foreign lands where their looks mean little to those they only see for a brief time.

Nonetheless, underneath the typically exhuberant exterior is often a lonely soul. With no real homeland and a constant urge to dive deep into gluttony, Fatspawn, especially those who would rather fight their nature than succumb to it, often must make their own way in the world and must be strong to keep themselves afloat. Even those who would embrace their hedonism must be able to support the expenses of such a lifestyle.

Fatspawn names

Like their less gluttonous cousins, the Tieflings, Fatspawn names are often a reflection of culture, otherworldly heritage, or a taken virtue name. As such, the list of Tiefling names are also valid as a list of Fatspawn names, with these notable additions to the list of "Virtue" Names:

"Virtue" Names: Embon, Excess, Fast, Feast, Glutton, Hedon, Moderation, Ravenous, Restraint, Thrill, Weight.

Fatspawn Traits

Fatspawn share a number of racial traits owing to their heritage.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Fatspawn mature at the same rate as humans but live a few years longer.

Alignment. Fatspawn tend toward extremes of law or chaos. Whether they accept their nature or attempt to control it, the decision often leans them toward Lawful or Chaotic alignments.

Size. Fatspawn are about the same size as humans, but tend to be much heavier in weight. Your size is Medium

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your otherworldly lineage, you have excellent vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Enduring Stomach. You have resistance to damage caused by ingested substances, such as poisoned food or drinks, or caused by overeating.

Natural Glutton. You have proficiency in the Eating skill.

Heritage of Hunger. Your nature is one influenced by supernatural gluttony. You have disadvantage on checks and saves made to resist food or drink when it is offered, even when eating would push you past your natural full limit, but in return you have some of the abilities of your otherworldly kin. You know the Sex Appeal cantrip. Once you reach 3rd level, you can cast Stretch Stomach once per day as a 2nd level spell. Once you reach 5th level, you can also cast the Abyssal Stomach spell once per day. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and your choice of Infernal, Abyssal, or Sylvan.

Determining Height and Weight

Use the below table to determine a character of this race's base weight for bulk calculations, and also to randomly determine their starting height and weight if desired.

Race Base Height Height Modifier Base Weight Weight Modifier
Fatspawn 4'9" +2d8 110 lb. x (2d6) lb.

New Race: Fatling

Being born and having lived your life on the Material Plane, you may or may not have known that one of your parents was in fact, a Fatcubus or other fiend, and that by being their child made you a type of Cambion. From a young age, you've felt the urge to fatten up friends, enemies, strangers, and yourself alike, but the power to either submit or to deny those urges was always in your hands.

Fatling traits

Born directly of Fiendish blood Fatlings have traits akin to both of their parents

Ability Score increase. Your Charisma score increases by 2 and your Constitution score increases by 1.

Age. Fatlings mature at the same rate as their mortal parent but usually live two or three times as long.

Alignment. About half of Fatlings become infected by the evil desires of their fiendish parent, but just as many are Chaotic Neutral and want little more than to watch themselves and their neighbors grow as fat as possible.

Size. Fatlings have extreme variations in size, from the few who try to keep themselves slim to focus their efforts on others, to ones who try to grow as fat as possible. Your size is Medium or Small, matching the size of your mortal parent.

Speed. If your mortal parent is Medium sized, you have a base walking speed of 30 feet. If it is Small, it is 25 feet. This may be different than the normal speed of the mortal parent’s race.

Languages. You can speak, read, and write Common and your choice of Infernal or Abyssal. If your mortal parent speaks another language, you know that one too.

Darkvision. Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dual Nature. You have two creature types: humanoid and fiend. You can be affected by a game effect if it works on either of your creature types, or on the specific race of your humanoid parent.

Wings As an action, you can summon or dismiss a pair of wings on your back that give you a flying speed equal to your walking speed. If you choose to fly using your wings, you must stay within 5 feet of the surface below your feet. Your wings might be accompanied by short horns, a narrow tail, or other features usually associated with Succubi. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Fiendish Legacy. Three times each day, you can cast Create Fattening Food and Drink, limited to 2 pounds of food and 2 cups of drink each cast and it does not restore hit points. When you reach level 3, you can cast Stretch Stomach at its lowest level once per day, and when you reach level 7 you can cast Hypnotic Hunger at its lowest level once per day. Your spellcasting ability is Charisma for these spells.

Gluttonous Suggestion. As an action, one creature that you can see within 30 feet of you must succeed on a Charisma saving throw against a DC of (8+ your Charisma modifier + your Proficiency bonus) or be affected by this trait for one minute. Creatures immune to being charmed or that do not need to eat automatically succeed. A creature can also choose to voluntarily fail this saving throw. An affected creature is under all of the following effects while the Fatling is not incapacitated:

  • Any saving throws made to resist eating food or drinking nourishing drinks, or effects that otherwise put food into the target’s stomach (such as the Overabundance spell) are made with disadvantage.
  • Attack rolls and ability checks made by other creatures to feed the targeted creature are made with advantage.
  • The target has advantage on Eating checks.

You can have only one creature affected by this ability at a time. If a creature you target succeeds on the saving throw, you must finish a long rest before using it again.

Determining Height and Weight

Use the below table to determine a character of this race's base weight for bulk calculations, and also to randomly determine their starting height and weight if desired.

Race Base Height Height Modifier Base Weight Weight Modifier
Fatling 4'9" +2d10 110 lb. x (2d8) lb.

New Race: Gelatinfolk

First born of the hedonistic desires of an ancient weight lich, many artificers throughout the ages delving into weight magic have copied those methods to create their own. These creatures are edible slimelike beings that have since grown an intelligent mind of their own.. They are extremely diverse in form and mind, with each one being created by different masters for different functions.These functions are often unknown to them, as gelatinfolk often gain sentience and memory only after their creator’s death.

Gelatinfolk Traits

Ability Score Increase. Your Ability Score Increases are determined by your subrace.

Age. Gelatinfolk don’t follow normal patterns of age or maturity, though most are not sentient when they are born. The time that they awaken this way is usually considered their “birthday.” Some know that they will “expire” one day, while others do not, and gelatinfolk as old as a thousand years have been recorded.

Alignment. Because they were created to be servants or even tools, sentience is rarely a trait designed by the creator. Thus, Gelatinfolk choose their own paths in life after awakening to it, and don’t tend towards any particular alignment. The exception are those for whom sentience was indeed desired by the creator, where they are generally Lawful.

Size. Gelatinfolk come in a variety of shapes and sizes, from small ones once treated as pets to great ones using their bodies as a food hoard. With proper care a small one could become medium and a medium one large. Your size is Medium, but if you weigh less than 60 pounds, you take up the same space as a Small creature. Except for this, you follow the normal rules for taking up the space of larger creatures as a result of high body weight.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit, and you lose an equivalent amount of mass. Additionally, gaining and losing weight through diet and exercise is harder for you. Halve the number of pounds of fat you gain or lose at the end of a long rest from an excess or deficit of diet points.

Speed. Your base walking speed is 30ft.

Homogenous. Without a solid frame or definite organs, variations in weight affect you differently.

  • You do not suffer Emaciation from being below your base weight, as you do not have the same internals. Instead, if your weight falls below 25 pounds, you fall unconcsious until your weight is restored above 25 pounds.
  • When you are burdened, your walking speed is reduced by 10 feet in addition to normal effects.
  • When you are impeded, you do not suffer disadvantage on Athletics checks.
  • When you are immobilized, you are not restrained, but your walking speed is reduced to 5 feet and you cannot dash.

Slime Capacity. Due to the Gelatinfolk having stretchy, adaptive bodies, their eating capacity is equal to their Constitution score, but they can't make stuffing rolls and take overindulging damage as normal.

Amorphous Body. Gelatinfolk are made of a gelatinous substance, and can cast Alter Self, only choosing the change appearance option but not limited to the body structure you have, once per short rest. You cannot change your size, weight, color, or texture to anything other than what it normally is. When you Squeeze to fit into a smaller space, you fit through a gap as small as 6 inches in both directions, regardless of your size. At the DM’s discretion, it may take several turns to squeeze through it.

Languages. Gelatinfolk speak Common and primordial

Determining Height and Weight

Use the below table to determine a character of this race's base weight for bulk calculations, and also to randomly determine their starting height and weight if desired.

Race Base Height Height Modifier Base Weight Weight Modifier
Gelatinfolk 4'8" +2d10 100 lb. x (2d6) lb.

Subrace: Viscogelatin

The most common and sticky variant of Gelatinfolk. These were originally designed to serve as a sort of strong basic feeding unit.

Viscogelatin Traits

Their traits are a bit representative of their nature as the more simply made Gelatinfolk

Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.

Viscous Body. ViscoGelatin are not particularly fast or slow. Given that they are quite sticky, however, they are able to scale even sheer walls with ease, albeit slowly. You gain a climbing speed of 10ft and can climb vertical surfaces as smooth as glass without making an Athletics check.

Ooze Resilience. ViscoGelatin are notoriously hard to kill. You have advantage on death saving throws. In addition, strikes against you while you are unconscious do not critically hit, though they do still have advantage.

Unarmored Defense. Your lack of a solid body makes it difficult to wear normal armor (armor has to be special tailored to you with a 25% cost increase) but allows you instead to absorb some attacks. Your unarmored AC is 10+Dexterity Modifier+Constitution Modifier.If a class ability or spell offers a new way to calculate your AC, such as offered by the Barbarian, Monk, or Sorcerer classes, or the Mage Armor spell, you must choose which one you want to use.

Body Blaster. Using the edible slime from your own body, you are able to cast the Feed once with this trait using as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Subrace: Vivagelatin

Another variant on the original mold. The VivaGelatin were carefully sculpted with strength and appeal in mind

Vivagelatin Traits

Ability Score Increase. Your Strength score increases by 2 and your Charisma increases by 1.

Unarmored Defense. Your lack of a solid body makes it difficult to wear normal armor (armor has to be special tailored to you with a 25% cost increase) but allows you instead to absorb some attacks. Your unarmored AC is 10 + your Constitution Modifier + your Strength modifier. If a class ability or spell offers a new way to calculate your AC, such as offered by the Barbarian, Monk, Sorcerer classes, or the Mage Armor spell, you must choose which one you want to use.

Sweet(Savory) Snare. As an action, you can attempt to restrain a creature you can touch. The target must make a Strength saving throw. On a failure, the target is restrained, takes 1d4 bludgeoning damage, and is forced to consume a number of pounds of fatty food equal to the damage dealt, and you lose an equal amount of weight. The damage increases to 1d6 at level 6, 1d8 at level 11, and 1d10 at level 16. While restraining a creature this way, you can use your action to make it repeat the saving throw or suffer the same effect, you are unable to grapple another target, and your movement speed is reduced to 0. The target is no longer restrained if a creature that can touch it succeeds on a Strength check, if the target succeeds on an Athletics or Acrobatics check, or if you use your action to do anything but stuff the target. The DC for this feature is 8 + your proficiency bonus + your Strength modifier. After you successfully restrain someone on the initial save once, you must finish a short or long rest before using this feature again.

Pudding Power. Vivagelatin are as hard to down for good as any Gelatinfolk. If you are reduced to 0 hp and are not killed outright, you can instead drop to 1 hp. Once you use this ability you must take a long rest before you can use it again.

New Warforged Subrace: Kitchenforged

Unique to the continent of Sybaris, the Kitchenforged, as they have been mockingly called, are a distinct variation of Warforged construct-peoples found in ancient ruins the world over. When, or how such creations came to be is unknown, but the few surviving the plundering of ancient ruins, natural calamity and wild magics have slowly begun to surface.

Servant Statuary

Formed of various woods, stones and precious metals, these construct-people most resemble animate, articulate statuary - sculpted in idealized mimicry of mortal races. Artfully constructed, and skillfully wrought, these living masterpieces are both pleasing of form, and deliberate in function. Most are wrought of enchanted, decorative stone, trimmed in burnished metal, providing a mien of flesh, despite their marbled complexions, or glittering veins of gold and other precious metals wrought throughout their animate stone ‘flesh’. Despite being lost to the ages, their forms and functions endure, but their creators are long since vanished, leaving these eternal servants to master their own fates.

Engraven Girth

Just like the mortals their fashioning mimics, these constructs know smell, taste, cravings, fondnesses and preferences. While they have no need for such things, such is the animation of their being that their excesses manifest on their sculpted forms, much as it would a mortals figure.

Inclusive Engraven Girth

No warforged should feel excluded from the pleasures of earthly excess. Feel free to adopt the Engraven Girth racial trait to any warforged subrace you play.

Kitchenforged Traits

Kitchenforged are a subrace of Warforged unique to Adipea and the continent of Sybaris. Hand-crafted in an era forgotten by time, each one is a unique representation of their maker’s craft, and the tastes of their long-vanished masters.

Abillity Score Increase. Your Constitution score and one other ability score of your choice increase by 1.

Size. Crafted in the likeness of common mortal races, your size is Medium. Kitchenforged have a base weight 2 times that of the race they are crafted in the likeness of.

Additionally, Kitchenforged use double their Strength score when calculating their Bulk limit.

Toughness. Crafted of animate stone, metal and other such materials, your ability to absorb blows far exceeds that of your mortal counterparts, and even your Warforged cousins. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Culinary Creation. You have proficiency in the eating skill and with Chef's utensils.

Masterwork

Kitchenforged are individualized works of art, and each incorporates a feature unique to their creation. Choose one of the following:

Iron Chef. The namesake of your kind, you are outfitted with a masterworked array of utensils, cutlery and dishware for working in any kitchen. You have a built-in set of Cook’s Utensils and can raise your voice up to three times it’s normal volume.

Porter. You are refreshingly cool to the touch at all times, and have spaces in your figure to accommodate up to 20 pounds of food. As a free action, once per turn, you can cause spaces you occupy or are adjacent to to be lightly obscured by fog, or end the effect if it’s active. Non-magical food stored on your person takes quadruple the normal amount of time to spoil.

Stonehearth. You are comfortably warm to the touch at all times, and glow with an inner hearthfire, magical heat or similar effect. You can be used in place of a campfire to prepare meals, and give off light equivalent to a torch. You can quench this light, focus it as though from a bullseye lantern, or return it to normal as a free action.

Foodforged

Warforged are traditionally created out of animate stone, rope, metal, and wood. However, you should feel free to reflavor any warforged to be made of food instead.

If you decide to do so, consider adopting the Food Composition trait as well, in case the materials you choose happen to still be edible.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of average food, doubled on a critical hit, and you lose an equivalent amount of mass.

Racial Variant traits- Fatty Abilities

Some players would rather play the more traditional races included in Official DnD material, but would still like to reflect the idea that the more expansive nature of the world might have an effect on their racial abilities. The following is a list of potential abilities that can be used for the official DnD races. Some Game Masters might want simply add the ability to the racial abilities of the given race, and some others might want to replace a racial trait with these new ones. Consult with your Game Master if you feel like you'd want to make use of one of these racial abilities.

Also included is a note as to whether the nature of the ability would be Ancestral and Cultural, for those of you using the Ancestry & Culture rules by Arcanist Press (available on DrivethruRPG).

If you are using these abilities with Ancestry & Culture and creating a mixed heritage character, the following rule is suggested for character creation:

Fatty Abilities - Mixed Heritage

If one or more of the Ancestries of your mixed Ancestry characters has a Fatty Ability (defined here as any racial ability that affects the Eating Skill or any of the mechanics unique to ExpanD&D such as Bulk Limits, eating capacity, or other such traits), you may choose one of them for your character; this is separate from the additional ancestry abilities you normally get from a Mixed Ancestry character.

Dwarf - Heavy Hauler (Ancestral)

Dwarves are already built to endure heavy loads without any impediment to their speed. Your movement speed is not reduced by being Impeded.

Elf - Metabolic Control (Ancestral)

Elves have somewhat more control over their physiology than most races. During a long rest, an Elf can add or remove exercise points to their metabolism up to their proficiency bonus.

Halfling - Impressive Capacity (Ancestral)

Halflings count as one size larger than normal when determining Stomach capacity, but not exercise requirements or any other factors. (This means if you're using the normal rules where small and medium are essentially the same size, a Halfling has the stomach capacity of a large creature, and if you are going with the variant where small creatures can eat less, they still have the capacity of a medium creature.)

Human - Natural Glutton (Cultural)

Humans are culturally insatiable creatures, and take just as well to food as anything else. You have proficiency in the Eating skill.

Dragonborn - Defensive Belch (Ancestral)

Dragonborn can use their reaction and expend their use of their breath weapon to destroy any amount of incoming food they would be forced to eat from one source, I.E. one blast of the feed spell or one creature's attack that might force them to consume a mass of food.

Gnome - Food Cunning (Ancestral)

The Gnomish Cunning that is a part of their makeup also makes them particularly good at avoiding being fed when they don't want to be. They have advantage on saving throws made to resist eating food involuntarily.

Half-elf - Adaptive gluttony (N/A)

Half-elves can choose to either take Natural Glutton from their human side or Metabolic Control from their Elven side.

Half-Orc/Orc - Aggressive Eater (Orc Cultural)

You can add your Strength modifier in addition to your Constitution modifier for Eating checks and to determine Stomach Capacity.

Tiefling - Devil's Food (Cultural)

Using some of that learned magic, you can enchant a pound of food you touch as a bonus action, allowing it to immediately add or remove 1d4 pounds of fat or muscle (your choice on both options) to whoever consumes it. You can do this on a number of pounds per long rest equal to your Charisma modifier.

Class Content

This section contains content relating to classes and sub-classes

New Class: The Fleshbound

In the beginning of the days of our order, we were little more than slaves to the one who created us. Our power over our forms and the forms of others was given unto us that we might be an instrument of mastery and control. No more. Now we perfect our art not to better our masters, but to better ourselves. And those who stand in our way will face the full weight of our wrath. - From the tenets of the Fleshbound.

Slaves no more

Lipomancers have long sought to create the perfect servants and reflections of their power. Even Narce herself went to dark places at times to advance her studies and abilities. There is little debate that what was done by the ancient council of the first Lipomantic empire was an atrocity, but it gave birth to what is perhaps one of the shining orders that marks the new age of this realm. A symbol of the world's shifting views and understanding of the importance of the body and the embracing of its alteration, the Fleshbound are a mystic order that focuses on the manipulation of the flesh in combination with a martial art.

Originally the first Fleshbound were created to serve as bodyguards and symbols of the Lipomantic Empire's power; martial warriors who needed no weapons but their own, mystically pliable flesh to do battle, and were outfitted and trained to wield their bodies in unique ways that few others could match. They were treated as slave warriors, and inevitably, when their masters' power waned, they rebelled and formed their own order.

Since then, they've established monasteries across the realms, training those who have been changed by lipomantic arts, or those who come seeking their ways with honesty and intent, even if they do not have the augmentations yet. A series of schools for the unique and those who wish to learn.

The Flesh is meant to change

The arts of the fleshbound are strange and sometimes terrifying to those who are unfamiliar. They ply their bodies and the bodies of others like a sculptor might work clay, using their mastery of flesh in a deadly dance of combat. Their bodies, and the bodies of their enemies, are but tools in their arsenal, and the different schools that have emerged from the years since the Fleshbound were freed have each honed their own unique approach to this art, from elastic warriors who constrict their foes to those who immobilize their enemies under their own weight.

Creating a Fleshbound

When creating a fleshbound, consider how they came to be a member of one of the mystic orders. The Fleshbound are something akin to monks, but their order is not one devoted to the traditional monastic teachings. Rather, it is a school for those who have been afflicted by Lipomancers and others with unnaturally malleable bodies, and a place where others may come to learn the arts.

Is your character someone who was experimented on by a Lipomancer or some strange creature, who then sought a monastery of the fleshbound to learn how to handle their changed self? Or did they seek the Fleshbound directly, hearing of their prowess and seeking to learn how to do what they do? Are they someone who takes to the spiritual aspects of the Fleshbound, or do they only desire to control themselves and their powers?

Quick Build

You can make a Fleshbound quickly by following these suggestions. First, put your highest ability score in Constitution, followed by either Wisdom or Strength. Then, choose the Recovering Immobile background.

The Fleshbound
Level Proficiency Bonus Features Living Weapon Flesh Shapes
1st +2 Living Weapon, Unarmored Defense 1d4
2nd +2 Flesh Shaper, Mastery of Form 1d4 2
3rd +2 Fleshbound Tradition, Absorb Lipomancy 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack, Flux Strike 1d6 3
6th +3 Mystic Weapon, Fleshbound Tradition feature 1d6 4
7th +3 Body Hardening 1d6 4
8th +3 Ability Score Improvement 1d6 4
9th +4 Flesh Shaper Improvement 1d6 4
10th +4 Mastery of Form Improvement 1d6 4
11th +4 Fleshbound Tradition Feature 1d8 4
12th +4 Ability Score Improvement 1d8 5
13th +5 Eyes of the Glutton's Temperence 1d8 5
14th +5 Fleshbound Tradition feature 1d8 5
15th +5 Enduring Flesh Shape 1d8 5
16th +5 Ability Score Improvement 1d8 5
17th +6 Fleshbound Tradition Feature 1d10 6
18th +6 Pliant Escape 1d10 6
19th +6 Ability Score Improvement 1d10 6
20th +6 Perfect Control 1d10 unlimited

Class Features

As a Fleshbound, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Fleshbound level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Fleshbound level after 1st

Proficiencies

Armor: None

Weapons: Simple Weapons

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Strength, Constitution

Skills: Eating, plus two from Acrobatics, Arcana, Athletics, History, Insight, and Religion

Equipment

You start with the following Equipment, in addition to the equipment⁠ granted by your background:

  • any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) four handaxes or (b) four javelins
  • a week's worth of fatty food rations

Unarmored Defense

The Fleshbound practice a unique technique focused on absorbing blows rather than avoiding them. Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Living Weapon

At 1st level, your training has taught you to use Combat styles that use your malleable body to your advantage, allowing you to perform unique feats of martial prowess that take advantage of your unique physiology, striking with suddenly inflating body parts or twisting your form to attack from unique angles.

You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • Your unarmed strikes can inflict your choice of bludgeoning, piercing, or slashing damage.
  • You can use either your Strength or your Constitution for attack and damage rolls with your unarmed strikes, though you must use the same attribute for both rolls.
  • You can roll a d4 in place of the normal damage of your Unarmed Strike. This die changes as you gain fleshbound levels, as shown in the Living Weapon column of the Fleshbound table.
  • When you use the Attack action with an Unarmed Strike on Your Turn, you can make one Unarmed Strike as a Bonus Action.

Flesh Shaper

At 2nd level, you have gained the ability to use your malleable form to enhance your combat prowess, allowing you to temporarily transform yourself, granting special traits and abilities for a duration. On your turn, you can shape your flesh as a bonus action. Choose one of the following transformations and gain their effects for the duration.

  • Elastic. You gain resistance to piercing damage, and whenever you successfully grapple a creature, you can choose to deal damage to them equal to your Living Weapon die + your Constitution modifier, as you constrict their bodies. Additionally, your melee reach extends by 10 feet. Your Stomach capacity is doubled for the duration.
  • Inflated. You gain resistance to bludgeoning damage, and your movement speed increases by 10 feet for the duration. While transformed, you can cross empty horizontal spaces without falling, allowing you to float between buildings without having to jump, though you still fall when you end your movement. You fall only at a rate of 60 feet per round, however, and do not take any falling damage when you land. Your weight is halved for the duration.
  • Engorged You gain resistance to slashing damage, and you may add your Wisdom modifier to the damage rolls of your unarmed attacks. Your weight doubles for the duration.

Your transformation lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your transformation on your turn as a bonus action. You regain expended uses of this feature on a Short or Long Rest.

Mastery of Form

Also at 2nd level, the Fleshbound gain a certain degree of control over their own bodies, allowing them to shape or build them however they desire. Over the course of a long rest, the Flesh shaper can gain or lose a number of pounds of fat or muscle, distributed across their body as they desire, up to the result of a roll of their Living Weapon dice, plus their proficiency bonus and their Wisdom modifier. This change is done after calculating any weight gained or lost as a regular result of digesting over a long rest.

Fleshbound Tradition

Beginning at 3rd level, you join one of the Fleshbound traditions. Choose from one of the traditions at the end of the class description or one from another source.

Your tradition grants you features at 3rd level, and again at 6th, 11th, 14th, and 17th levels

Absorb Lipomancy

Also at 3rd level, you learn to manipulate your biology to help you deal with massive surges of lipomantic power, a welcome quality when dealing with the lipomantic assaults common in this world. Whenever you are struck or affected by an attack or spell that would cause you to gain or lose weight or consume food, you can use your reaction to reduce the weight changed or food consumed.

As a reaction, reduce the effect by 1d10 + your Constitution Modifier + your Fleshbound level.

If you reduce the effect to 0, you absorb the energy into your body, gaining temporary hit points equal to half your Fleshbound level. You can only gain temporary hit points this way a number of times per Long Rest equal to your Constitution Modifier.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Flux Strike

At 5th level, your ability to manipulate physiology extends to your enemies. Whenever you hit a creature with an Unarmed Attack, you can add or remove a number of pounds of fat from their frame equal to twice the amount of damage you dealt with the attack. You can also choose to focus the attack on altering their body as well, forgoing the damage you rolled and instead increasing their weight by ten times the amount of damage you would have dealt. You may make this decision after you find out if you hit, but before you roll for damage.

The weight gain or loss caused by this feature cannot reduce a creature below their base weight.

Mystic Weapon

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Body Hardening

At 7th level, you have learned to use your bulk to absorb the impact of drastic effects, because often you will be too heavy to properly avoid them. When you are subjected to an effect that allows you to make a Dexterity saving throw, you may add your Constitution modifier to the saving throw result instead of your Dexterity. You still do not get to add your proficiency bonus unless you are proficient in Dexterity Saving Throws, however.

Additionally, this potency is far more drastic on things that naturally focus on your physiology. When you are subjected to an effect that normally allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flesh Shaper Improvement

At 9th level, you have improved your ability to shape your form. Your Flesh Shaped forms gain the following additional abilities:

  • Elastic. While in this form, creatures you grapple are considered restrained by you.
  • Inflated. While in this form, your long jump and high jump distances are doubled, and you can walk across and stand on liquids and the thinnest of surfaces, such as a sheet of ribbon, without falling or tearing through.
  • Engorged. While in this form, you gain advantage on saving throws to resist being pushed or moved, and can use your reaction to make an unarmed strike against a creature that misses you with a melee attack.

Mastery of Form Improvement

At 10th level, you improve your subtle control of your body. You can choose at any point, without needing an action, to either double or halve your normal bulk limit, before any magical effects on it, allowing you to either carry more body weight than normal or feign being more hindered than you are.

Beyond that, you can further control your digestive systems, allowing you to increase or decrease the number of exercise points or diet points that affect you over the course of any long rest by an amount up to a roll of your Living Weapon Dice plus your Wisdom modifier.

Eyes of the Glutton's Temperence

At 13th level, your mastery of the lipomantic energy of your creation and your control over your body grants you insight into the creatures you encounter. You can immediately tell the following traits about any creature you can see within 30 feet:

  • What their bulk or flex limits are
  • What their current weight is
  • What their stomach capacity is
  • How much food is currently in their stomach
  • What their currently accumulated diet points and exercise points are
  • What their eating skill is

Enduring Flesh Shape

At 15th level, your flesh shape has become ease itself for you to maintain. It no longer has a maximum duration, allowing you to maintain any flesh shape until you fall unconscious or end it yourself. You must still expend another use to change flesh shapes, however.

Pliant Escape

At 18th level, your ability to control your body allows you to escape from the most difficult situations. You can expend half of your movement speed to escape any restraints, magical or otherwise, and to escape any grapple, including being swallowed by a creature. This does not allow you to escape being immobilized by your weight however.

Perfect Control

At 20th level, you have absolute control over your body. You can fake any condition effect, suffering its effects on you until you choose to end them, neither of which requires an action or reaction. A creature observing you cannot tell the difference between your faked conditions and the true condition without the ability to magically read your thoughts or detect lies.

Additionally, this control extends to your body mass. You can double the limits of your Mastery of Form ability, including its effects on your body over a long rest and its ability to affect your bulk limit, and your stomach capacity is considered limitless while in the Elastic form of your Flesh Shaper ability.

Fleshbound Traditions

The Fleshbound are each born from lipomantic energy, whether they were created to be a servant, or granted the power by one of the free monasteries. But each Fleshbound, whether trained or created, hones its talents related to the task they had been created for. Some monasteries teach only one of the ways, but some are home to members of each of the original ways of the fleshbound, and teach each student in the path that best suits them.

Way of the Guardian

The Guardians were the bodyguards of the ancient lipomancers, the personal protectors and the aegis to keep their masters from harm. The modern free fleshbound have honed this talent, making them uncrackable bulwarks to protect their allies. Now, however, it is those they -choose- to protect who gain this potent aid.

Guardian Shape

Beginning when they take this tradition at 3rd level, the Fleshbound learns a new form to make use of with their Flesh Shaper ability:

  • Hardened. You gain resistance to bludgeoning, piercing, and slashing damage, and can use your reaction to interpose yourself between your allies and danger. Whenever an ally within 5 feet of you is hit by an attack roll, you can use your reaction to take the hit instead, becoming the target of the attack and using your Armor Class to determine if it hits.

Living Shield

At 6th level, you learn to completely cover your companions from the damaging effects around you. Whenever an ally within 5 feet of you is forced to make a saving throw, you can use your reaction to take the effect for them instead, shielding them from its effects, whether it be the Dexterity Saving throw caused by dragon's breath, or the Wisdom Saving Throw of a fatcubus's charm. You then make the saving throw as normal.

Guardian's Stamina

At 11th level, your sheer stamina allows you to take hardy blows for your allies. Whenever you are in your Hardened flesh shape and use its reaction ability or your Living Shield feature, you gain temporary hit points equal to your Fleshbound level.

Unyielding Bulwark

At 14th level, your ability to cover your allies extends to everyone you can reach. Whenever you use your reaction to use your Living Shield feature or your Hardened Flesh shape's ability, you can choose to cover each ally of your choice within 5 feet of you until your next turn. This can mean you will be taking several attacks or harmful saving throws, however, so use this ability sparingly.

Wall of Flesh

At 17th level, the Guardian gains the ability to become a literal wall to separate their allies from their enemies. As an action, the Guardian can become a wall that occupies any combination of 20 interconnected five-foot squares. While in this state, the Guardian is immobilized by their weight and blocks passage of any creatures through their space. When the Guardian uses this ability, they gain a number of temporary hit points equal to ten times their Fleshbound level. This form lasts until these temporary hit points are expended, or until 10 minutes have passed, at which point the Guardian loses any remaining temporary hit points and returns to their normal form.

Way of the Enforcer

The Enforcers were the iron fist of the lipomancers, using their abilities to control the flesh of others as well as themselves, to batter their foes into submission using their own bodies. Now the Fleshbound practice this art as a message to those who would look down on them: We are the masters of not only our bodies, but also yours. Beware.

Weaponmaster

Beginning when you take this tradition at 3rd level, you learn to apply your abilities to the weapons your master teaches you to wield. You gain proficiency in two additional weapons of your choice. Additionally, you may use your Fleshbound abilities with these two weapons and any Simple weapon, rather than just with your unarmed strikes.

Flesh Warrior

At 6th level, your martial prowess improves. You gain the following benefits

  • Mystic Weaponmaster. Any weapons you wield that benefit from your Weaponmaster ability are considered magic weapons.
  • Flesh Parry. Whenever you are hit with a melee attack, you can use your reaction to increase your Armor Class by 2 against that specific attack. If that would make the attack miss, the target gains or loses an amount of fat up to twice your Fleshbound level.

Flux Capacity

At 11th level, the foes you strike feel their body weigh heavier upon them. Whenever an enemy gains weight from your Flux Strike ability, their bulk limit is halved until the start of your next turn.

Devastating Critical

Starting at 14th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Flux Crush

At 17th level, your blows rapidly hammer your opponents into immobility or emaciation. Once per round, Whenever you use your Flux Strike ability to forgo dealing damage, you may immediately make another attack at the same target. This second attack, if it hits, must also use your Flux Strike ability to forgo dealing damage.

Way of the Tender

The Tenders were the personal maids and servants of the ancient lipomantic empires, seeing to the daily needs and personal comforts, as well as the health, of their masters. The Free Fleshbound carry this art on as a method of healing and aiding others, keeping them strong and able to act even when their bodies fail them.

Tender's Touch

At 3rd level, you gain the ability to channel lipomantic energy to heal wounds. You have a pool of dice that you spend to fuel this healing. The number of dice in the pool equals 1 + your Fleshbound level. The dice in this pool use your Living Weapon damage die.

As an action, you can heal one creature you can see within 5 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, then add your Wisdom modifier, and restore a number of hit points equal to the total. The target also gains or loses (your choice) a number of pounds of fat equal to the result of the roll.

This ability uses a bonus action if you are using it on yourself. Your pool regains all expended dice when you finish a long rest.

Soothing Ministration

At 6th level, your tending to your allies allows them, and yourself, to recover faster when they need it, although your assistance is perhaps a bit fattening. Whenever you and your allies take a short rest together, each of you may spend an additional hit die to regain hit points without reducing their current pool of hit dice. This increases to two bonus dice at 14th level, and three at 17th level. Creatures that expend these bonus hit dice fatten for the amount of hit points they restored.

Mobility Assistance

At 11th level, your ministrations help those suffering from their weight manage it. Any creatures that benefit from your Soothing Ministration feature also have their bulk limit doubled until their next short or long rest.

Cleansing Touch

At 14th level, your healing touch can cleanse your allies of maladies. Whenever a creature is healed by your Tender's Touch feature, you can choose to end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

You can use this ability a number of times equal to your Wisdom modifier, and regain expended uses at the end of a long rest.

Lipomantic Revival

At 17th level, your abilities tap into the bridge between life and death, and can drag an ally back from beyond, though such a return is taxing on their bodies. Once per long rest, you may cast the Raise Dead spell, without expending material components. A creature that is successfully revived this way, however, burns most of their body fat in the return, and is left at their scrawny emaciation threshold.

Artificer: Specialists

Culinarian Specialist

The culinarian works within the realm of mysterious artifice that is consumable items and items designed around improving the efficacy of hedonism and gluttony, and the practice thereof.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency with tinker's tools and cook's utensils, assuming you don't already have them. You also gain tinker's tools and cook's utensils for free - the result of tinkering you've done as you've prepared for this specialization.

Crafting. If you craft a magic item in the food category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Culinarian Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Culinarian Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Culinarian Spells
Artificer Level Spell
3rd Hearty Tonic, Syrup Trap
5th Stretch Stomach, Emburden
9th Healing Salve, Redirect Repast
13th Create Fattening Food and Drink, Fatball
17th Immobilize Monster, Rampant Vitality

Auto-feeder

At 3rd level, you have managed to piece together the designs for a device meant to automatically deliver food to yourself and others.

Whenever you finish a long rest and your tinker's tools are with you, you can create an auto-feeder, which a small device that can be carried on your person. If you already have an auto-feeder from this feature, the first one breaks down.

An Auto-feeder can be used in two distinct ways: Feeding yourself and feeding others.

On your turn, a number of times per turn equal to your Intelligence Modifier, the auto-feeder can feed you a pound of food, or a food item of your choice without requiring an action or reaction.

As a bonus action on your turn, you may attempt to have the auto-feeder feed a target you can see within 30 feet of you a pound of food or piece of food of your choice. An unwilling creature can attempt a Dexterity Saving Throw against your spell save DC to avoid this, and on a success the food is lost splattered across the ground after being launched with significant force, but the target is not forced to eat it.

Additionally, the Auto-feeder possesses enough basic magic to supply you with mundane, basic quality food, up to a number of pounds per day equal to 5 times your Intelligence modifier.

The auto-feeder also serves as a tester for any ingredients or food put through it, allowing you to determine if any ingredient or food has been poisoned or in some manner unsafe to consume, magically or otherwise.

Weaponized Chef

At 5th level, the Auto-feeder also functions as a weapon to augment your spells and attacks. Any time you hit a creature with an attack roll or spell attack roll, you can choose to force them to consume 1d4 pounds of food. The force of this blast also deals 1d4 points of force damage as the magical overcharge blasts the food into the creature. This feature can only trigger once each turn.

Hearty Cuisine

At 9th level, your culinary skills have improved and you have also made improvements to your auto-feeder.

Your auto-feeder is now able to attempt to feed each creature of your choice within 30 feet as a bonus action rather than a single creature, and may feed you any amount of food on your turn by magically teleporting the food into your stomach rather than feeding it to you directly. The attacking ability of your auto-feeder also improves, allowing it to feed 2d4 pounds of food and inflict 2d4 points of force damage on a successful attack or spell attack roll.

Additionally, any food made by you or your auto-feeder has faint magical or supernatural qualities. Every time a creature consumes food of your or your auto-feeder's creation, you can choose one of the following effects:

  • the creature immediately gains 1 pound.
  • the creature immediately loses 1 pound.
  • the creature has advantage on saving throws against exhaustion for the next hour.
  • the creature gains darkvision to a distance of 30 feet for the next hour.
  • the creature gains disadvantage on Dexterity(stealth) checks for the next hour
  • the creature gains advantage on Constitution(eating) checks for the next minute.

Culinary Savant

At 15th level, your culinary experience is so extensive that you have inured yourself to most of the dangers of overindulgence. You have resistance to damage caused by overeating or ingesting harmful food, and are unaffected by the Burdened and Impeded Bulk statuses.

In addition, your auto-feeder improves in the following ways:

  • Its range of feeding increases to 120 feet
  • The food and force damage inflicted by its attack augmentation ability both increase to 4d4.

Beyond that, your food also gains the following additional possible effects:

  • The creature immediately digests 1d4 pounds of food
  • the creature's movement speed is reduced by 10 feet until the end of their next turn. (this effect does not stack with itself)
  • The creature gains an additional exercise point when they take their next long rest.
  • The creature loses an exercise point when they take their next long rest. (to a minimum of 0)

Diet Demolitionist Specialist

The Diet Demolitionist has a fixation, some might say an obsession, with explosive potential. Not just in the form of bombs, but also in the form of explosive increases in weight, turning the terrain of a battle into a mass of craters and bloated bodies in a fit of inspirational frenzy.

Tools of Demolition

When you adopt this specialization at 3rd level, you gain proficiency in improvised weapons. Additionally, you gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with another set of artisan's tools of your choice.

Diet Demolitionist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Diet Demolitionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Diet Demolitionist Spells
Artificer Level Spell
3rd Chaotic Corpulence, Feed
5th Asset Barrier, Weighing Ward
9th Noxious Wave, Overabundance
13th Fatball, Softskin
17th Fist of the Feeding Star, Portly Portent

Bloat Bomber

At 3rd level, you learn how to create a supply of magical grenades. Using alchemist's supplies or tinker's tools, you can take an action to magically create a number of grenades equal to your proficiency bonus. You can create grenades a number of times equal to your Intelligence modifier, regaining expended uses after finishing a long rest. You can also expend a spell slot of 1st level or higher in place of expending one of your uses.

When you create grenades, you determine which type of grenade you create for each one, choosing from the options on the Bloat Bomber Grenades table. Each grenade has a different form of activation and a different set of effects. Any saving throws caused by your grenades are made against your Spell Save DC. Any grenades you have created become inert at the end of your next long rest.

Bloat Bomber Grenades
Grenade Activation
Concealing Throw to a location up to 60 feet away as a bonus action. The area within a 20 foot radius of that location is heavily obscured until the end of your next turn.
Explosive An improvised throwing weapon with a range of 30/60. A struck target and any creature within 10 take 2d6 + your Intelligence Modifier piercing damage.
Fattening An improvised throwing weapon with a range of 30/60. A struck target and any creature within 10 feet of them fatten for 2d10 + your Intelligence modifier.
Gas Throw to a location up to 60 feet away as an action. All creatures within a 20 foot radius of that location must make a Constitution saving throw or take 1d10 poison damage and be Bloated until the end of your next turn.
Gluttony Throw to a location up to 60 feet away as an action. All creatures within a 20 foot radius of that location must make a Wisdom saving throw or become Ravenous until the end of your next turn.
Stuffing An improvised throwing weapon with a range of 30/60. A struck target and any creature within 10 feet of them eat 2d4 + your Intelligence modifier pounds of food.

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Experimental Grenades

At 9th level, add the following grenade types to your Bloat Bomber Grenades list.

Grenade Activation
Inflating Throw to a location up to 60 feet away as an action. All creatures within a 20 foot radius of that location must make a Constitution saving throw or become Inflated until the end of your next turn.
Barrier Throw to a location up to 60 feet away as a bonus action. All allies within a 20 foot radius of that location gain temporary hit points equal to 1d10 + your Artificer level.

Enhanced Explosives

At 15th level, your grenades payloads are further improved. Any grenades with an effect with a duration of 'until the end of your next turn' have the duration increased to 'for a number of rounds equal to your Intelligence modifier (minimum 2)'. Any grenades with an immediate effect add your proficiency bonus to any numerical effects.

Artificer Infusions

Listed below are additional infusions available to Artificers.

New Replicable Items

Add the following to the Replicable Items tables of the Artificer at the appropriate levels.

Replicable Item (Artificer level) (Attunement)
Battle Burrito (10th) no
Brutal Bun (6th) no
Cleansing Creampuff (2nd) no
Clothes of Holding (2nd) no
Fleet Flan (6th) no
Mystic Meringue (10th) no
Porcine Periapt (2nd) no
Swift Souffle (6th) no
Tough Tart (6th) no

Girth-binding belt

Item: A belt, girdle or other waist attire.

While worn, the item reduces the wearer's apparent weight an amount of the wearer's choice up to 100 pounds. Additionally, the belt reduces the wearer's diet points by half during diet calculations if worn over the course of the long rest.

The weight limit increases to 200 when you reach 10th level in this class and 300 when you reach 14th level in this class.

Bodybuilding Band

Item: A ring or bracer

While worn, whenever you would gain muscle mass, you gain twice that amount.

Fattening Weapon

Prerequisite: 6th-level artififcer

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. Additionally, targets struck by the weapon Fatten for twice the damage dealt.

Fitness Armor

Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

A creature gains a +1 bonus to Armor Class while wearing this item. Additionally, double the number of exercise points gained while wearing this item.

This armor has 4 charges. As a bonus action, the wearer can expend 1 charge to Slim for an amount equal to 2d10 + their Character level. The armor regains 1d4 expended charges daily at dawn.

Barbarian: Primal Paths

Path of Crushing Flesh

Also known the path of the Blubbernaut by those who are less fearful of these massive barbarians than they should be, the path of Crushing Flesh is a path of barbarians who use their excessive weight to form a pillowy bulwark between the enemy and their allies, and to crush those who would stand against them beneath their titanic weight.

Crushing Flesh DC

Some of the Path of Crushing Flesh abilities call for a saving throw. The saving throw DC for these abilities is

8 + your Proficiency Bonus + your Constitution modifier

Fleshy Bulwark

At 3rd level, when you take this path, your rage is augmented by a surge of supernatural flesh. While raging, your body swells outward with fat that, while visually impressive, does not actually affect your body weight. You are treated as being one size category larger than normal while raging (to a minimum size of large). Your weapons and armor increase in size to match your new size. Your weapon attacks deal an additional 1d4 damage to reflect this increased size.

Flesh Boulder

Also at 3rd level, while raging you become a rampaging juggernaut that pushes aside all in your path. While you are raging, you can move freely through the spaces of any creatures of your size or smaller. Any creature smaller than you is pushed aside to the nearest unoccupied space when you enter their space and must make a Strength Saving throw, falling prone and taking bludgeoning damage equal to your Rage damage plus your Constitution modifier on a failure. Creatures of your size make a Strength Saving throw when you attempt to enter their space, and if they succeed they prevent you from doing so until the start of your next turn. If they fail, they are pushed and fall prone, taking damage as normal.

A creature can only be subjected to this saving throw once per turn.

Flesh Juggernaut

At 6th level, your unstoppable momentum makes you difficult to slow when you are on the warpath. While raging, you cannot be restrained or have your movement reduced by nonmagical means, including difficult terrain or hindrances of your own bulk.

Earth Shatter

At 10th level, you have gained the ability to concentrate your weight into one point powerfully enough to shake the earth. As an action while raging, or as a bonus action if used immediately after taking the Dash action, you can choose to fall prone and force all creatures of your choice within 20 feet of you to make a Strength saving throw or fall prone, taking bludgeoning damage equal to your Rage Damage plus your Constitution modifier.

Creatures that are already prone must also make a Constitution saving throw or be stunned until the end of your next turn.

After you use this feature, you can’t use it again until you finish a short or long rest.

Fatty Titan

At 14th level, you are an unstoppable force of weight, and all of your abilities are improved. You gain all of the following changes to your other primal path abilities:

  • the additional weapon damage provided by fleshy bulwark increases to 2d4.
  • Creatures who fail a save against Flesh Boulder take an additional amount of damage equal to your Strength modifier.
  • Flesh Juggernaut negates any and all effects of being over your bulk limit.
  • Earth Shatter has its range increased to 40 feet.

Path of the Predator

Barbarians of the path of the predator nurture a voracious hunger that drives them to incredible feats of gluttony. They have built their muscles, stomachs, and predatory senses all for the purpose of devouring whole enemies roughly their own size.

Feral Jaws

When you choose this path at 3rd level, your maw becomes a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Additionally, you can use a bonus action to make a bite attack against any creature you are grappling.

Swallow Whole

Also at 3rd level, when you deal damage to a creature with your bite attack while raging, if their current number of Hit Points is less than or equal to than 10 + two times your Barbarian level, you can use your reaction to swallow them whole.

A creature you swallow in this way begins suffocating and is blinded, restrained, and incapacitated while in your stomach, and the creature contributes 1/10th of its weight for the purpose of determining your fullness. If you fall to 0 hit points while you have a creature in your stomach, it is neither restrained nor incapacitated and can exit your body using 5 feet of movement, ending the blindness. If a creature falls to 0 hit points in your stomach, they turn into into an amount of Fatty food equal to 1/10th their total weight. Any edible items are immediately consumed with the creature, and activate their effects on you. Any inedible items are coughed up on your next short or long rest.

If a creature in your stomach's hit points increase beyond the threshold of hit points that would allow you to swallow them whole, they are no longer incapacitated in your Stomach, and can attempt to escape by using their Action to make a Strength(Athletics) or Dexterity(Acrobatics) check with a DC of 8 + your Constitution modifier + your Proficiency bonus, emerging from your stomach in the nearest unoccupied space on a success. They can also deal damage to you from the inside, forcing you to make a Constitution Saving throw with a DC of 10 or the total damage dealt, whichever is greater. On a failure, you spit them up into the nearest unoccupied space.

Indomitable bulk

At 6th level, your sheer power allows you to move even when others would be completely immobilized. Your Eating Capacity, Bulk Capacity and Carrying Capacity are doubled, and you never lose movement speed from being Encumbered or Impeded by your Bulk.

Ravenous Constitution

At 10th level while raging you have advantage on Constitution checks and saves, and digest pounds of food equal to your Constitution modifier at the beginning of each of your turns.

Gluttonous Frenzy

Starting 14th level, while raging you now gain Hit Points equal to the pounds of food you digest from your Ravenous Constitution feature, and you do not need to use a reaction when you use Swallow Whole.

When you swallow an enemy, any hostile creature within 30 feet of you must make a Wisdom save versus a save DC of 8 + your Strength modifier + your Proficiency bonus. On a failure they become frightened for 1 minute. A frightened target can repeat this saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target is immune to this feature for the next 24 hours.

Bard: Bard Colleges

College of Seduction

Bards of the college of Seduction make perfect use of their bodies and their magic to manipulate others to doing just what they want. Expanding bosoms and bottoms, giving just the right amount of curve or just the right kind of wink, and using their natural force of personality to overpower the wills of others is standard practice for these cunning individuals. Seduction is, of course, a more complex art that the mere physical and sexual attractions. The ability to listen, to nurture another and push them to confide in you, these are all important aspects if one is looking for more than a simple bed to share for the night. The college of seduction trains seductresses and spies more than it does philanderers and rakes, though such inevitably do come to be more often than they'd like.

Bodyshaper

You learn the Sex Appeal cantrip, if you do not know it already, and it does not count against your number of cantrips known. When you cast it, the spell does not require concentration, and has a duration of One hour for each of your Bard levels.

While under the effects of the cantrip, you gain the following bonuses:

  • You can use an Action to force a creature to make a Wisdom Saving throw. On a failure, you learn definitively whether your form is effective on them, and what form would be effective if it is not. On a success, you cannot use this ability against them again until you finish a short or long rest.
  • You can expend a use of your Bardic Inspiration as a reaction to a creature within 60 feet of you who your form is effective against making a Wisdom or Charisma saving throw to roll your Bardic Inspiration die and subtract it from that Saving Throw.
  • You can expend a use of your Bardic Inspiration as a bonus action to alter your shape as per the Change Appearance option of the Alter Self spell. The new form maintains the effects of the Sex Appeal cantrip. This lasts until the cantrip ends or you use another bonus action to revert to your previous state.

Seduce

Also at 3rd level, you learn to augment your natural skills and capacity for bodyshaping with a more subtle form of magic to draw in your targets. As an Action, you can force a target within 60 feet of you who can see you to make a Wisdom Saving Throw. On a failure, the target is charmed by you until your next long rest, or until you or any of your allies deal damage to them. While charmed in this way, the target answers any question you ask truthfully to the best of their knowledge, and regards you as a trusted confidant and object of affection; whether that affection be romantic, sexual, or another form is decided by you when they fail the saving throw.

You can use this feature a number of times equal to your Charisma modifier, regaining expended uses whenever you finish a long rest.

Enhanced Allure

At 6th level, the essence of your charms is improved, granting additional effects for every creature that you charm. Each creature that is charmed by you has the following effects:

  • You can spend a bonus action to learn an appearance that the creature would find attractive that you can use with your Bodyshaper feature.
  • You can designate a number of other creatures up to your Charisma modifier that the creature is also charmed by so long as they are charmed by you.
  • You can use an Action to suggest a course of action to the creature that is not directly harmful to itself or counter to its nature. It must make a Wisdom Saving Throw, doing its best to follow the course of action on a failure.

Alluring Aura

At 14th level, your Bodyshaper ability improves with the following benefits

  • While your Bodyshaper ability is active, any creature that your form is effective for who is within 30 feet of you and can see you must make a Wisdom Saving throw or be charmed by you as long as they can see you and your Bodyshaper ability is active.
  • You can change your appearance as a bonus action without having to expend a use of your Bardic Inspiration.
  • Your words speak to the mind of anyone who hears you; you can speak to them regardless of what languages they know, so long as they speak at least one language.

College of Decadence

Culinary Training

The College of Decadence not only teaches song and entertainment to best accompany feasting, but also has its students practice culinary arts. When you join the College of Decadence at 3rd level, you gain proficiency with Brewer's Supplies, Cook's utensils, and the Eating skill.

Inspired Hunger

At 3rd level, you are a master of the feast whose words and art may inspire gluttony and satedness as desired. Whenever a creature you grant inspiration to uses it, their stomach capacity increases by the inspiration die's roll. This effect lasts until they use another inspiration die or until they finish a long rest.

Additionally, you may expend a use of your bardic inspiration to add an inspiration die to any of your Eating checks, also increasing your own stomach capacity by the inspiration die's roll until you use this ability again or finish a long rest.

As a bonus action, you can expend a use of your bardic inspiration to roll your inspiration die and reduce the stomach capacity of another creature by the roll's result. This effect lasts until the end of your next turn.

Encourage Digestion

At 6th level, your performances speak not only to the minds of your audience, but also quite literally to their stomachs. You may cast Abyssal Stomach or Hypnotic Hunger without expending a spell slot. You have two uses of this feature, and regain expended uses when you finish a long rest.

Song of Mobility

At 14th level, immobility remains a distant fear to those in your company. Once per long rest, you may spend an hour performing for a group of creatures. For twenty-four hours or until their next long rest, a number of your audience equal to your Charisma modifier (minimum 1) may double all their bulk limits.

College of Fattening Fate

Gambling and gluttony. Greed and excess. The thrill of leaving your fate to the luck of the draw is addicting to some, especially when stakes are high. And what higher stakes are there than your own body? A bard of the College of Fattening Fate puts their own figure on the line even as they manipulate the weights and fates of their allies.

Heavy Stakes

Starting at 3rd level, when you expend a use of your Bardic Inspiration, roll two 1d12. If one result is even and the other is odd, you gain weight equal to the sum of the results. Otherwise, you lose weight equal to the sum of the results.

The Deck of Many Fates

At 3rd level, you obtain a Tarot deck, which is a gaming set you are proficient in and which you can use as a spellcasting focus for your Bard Spells. If you lose your deck or if it is destroyed, you will find it in your hand at the end of your next long rest.

Fortune’s Hand

Starting at 3rd level, when you regain Bardic Inspiration, roll once on the Fortune Table on the other side of this page for each use of Bardic Inspiration you regain (rerolling repeats until all results are unique) and add each resulting Fortune to your Fortune's Hand. If you had any Fortunes in your Fortune's Hand when you regain uses of Bardic Inspiration, you lose those Fortunes and must roll for new ones.

You can use a bonus action and expend one use of Bardic Inspiration to grant one creature you can see within 60 feet other than yourself the benefits of a Fortune in your Fortune’s Hand. After you grant a creature a Fortune, remove that Fortune from your Fortune's Hand.

Self-fulfilling Prophecy

Starting at level 6, you can expend a use of your Bardic Inspiration to grant yourself the benefits of one of the Fortunes in your Fortune’s Hand. A Fortune used in this way is removed from your Fortune’s Hand.

Destined Draw

Starting at level 14, your time looking into the future has awoken you to the beginning and end of a journey. Roll 1d4 and take the result from the Destiny Table. You can replace one of the Fortunes in your Fortune’s Hand with the result from this roll. Once you replace a Fortune in this way, you must finish a long rest before you do so again. If you expend a use of Bardic Inspiration to grant a creature the benefits of one of these Fortunes, the weight you gain or lose when you from the use of Bardic Inspiration is doubled.

d20 Fortune
1 Magician. Gain advantage on your next ability check, and fatten for twice the result.
2 High Priestess. Gain advantage on your next Wisdom save or Wisdom check, and shrink for the total result.
3 Empress. Regain 1d8 hit points if you have food in your stomach. Otherwise, regain 1d4 hit points, and gain 1d4 pounds of average food in your stomach.
4 Emperor. Deal an extra 1d8 damage on your next damage roll if you have food in your stomach. Otherwise, deal an extra 1d4 damage and gain 1d4 pounds of average food in your stomach.
5 Hierophant. The next saving throw a creature makes against one of your spells is made with disadvantage. if they fail, you fatten for ten times the spell's level.
6 Lovers. Regain 1d8 hit points and creature you can see within 30 feet of you regains the same number of hit points, both fattening for the same amount.
7 Chariot. Gain advantage on your next Constitution save, Constitution check, or Death Saving Throw, and fatten for the total result
8 Strength. Gain advantage on your next Strength save or Strength check, and swell for the total result.
9 Hermit. Gain advantage on your next Intelligence save or Intelligence check, and shrink for the total result.
10 Wheel of Fortune. Gain advantage on your next saving throw, and fatten for the total result.
11 Justice. The next time a creature deals damage to you, it takes 1d8 psychic damage and fattens for twice that amount.
12 Hanged Man. Gain advantage on your next Dexterity save or Dexterity check, and slim for the total result.
13 Death. Regain 1d8 hit points after you next damage a creature and fatten for twice the damage dealt.
14 Temperance. Gain 2d8 temporary hit points and fatten for an equal amount.
15 Devil. The next attack made against you has disadvantage. If the attacker misses, they fatten for twice the bard who granted this effect's level.
16 Tower. Gain advantage on your next attack roll. If it hits, Swell for twice the bard who granted this effect's level.
17 Star. Either one disease or one condition afflicting you ends. The condition can be blinded, deafened, paralyzed, or poisoned. You also fatten for the bard who granted this effect's level.
18 Moon. The next enemy you hit has its speed reduced to 0 until the end of its next turn, and it fattens for the damage dealt to it.
19 Sun. Gain advantage on next Charisma save or Charisma check, and slim for the total result.
20 Judgement. The next time you fall to 0 hit points but not killed outright, you drop to 1 hit point instead. You slim for twice the bard who granted this effect's level when you do.
Destiny Table
d4 Destiny
1,2 The Fool. All allies you can see within 120 feet of you regain 2d10 hit points and gain +1 AC for 1 minute. This healing is doubled for dying allies. Each ally fattens for twice the healing they receive.
3,4 The World. All enemies you can see within 120 feet must make a Wisdom Saving Throw. A creature takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Each enemy fattens for twice the damage they take.

College of the Battle Dancer

A rather esoteric, but far flung college dedicated to entrancing performances through evocative, sometimes provocative dances - said to energize and rejuvenate in the midst of heated battle. Battle Dancers are daring performers, not shy about wading into battle, where they might encourage and inspire the warriors of the day.

Bonus Proficiency

At 3rd Level you gain Proficiency in Dexterity (Acrobatics) and Charisma (Performance) skills. If you are already proficient with either of these, choose another skill proficiency for each proficiency you already have.

Battle Dance

At 3rd level, you can inspire nearby allies, invigorating them with a burst of energy. As an action, you may spend 2 uses of your Bardic Inspiration to grant a willing creature other than you that can see you an additional action on its next turn. This action is wasted if not used on the creature’s next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

A creature targeted by this ability must finish a long rest before being able to be targeted again, and cannot benefit from this if it is under the effects of the Haste spell or similar magic that gives it extra actions.

Heavy Hips

At 6th level you have learned to use a combination of your weight, dancing maneuvers, and impressive hips to wrong-foot and batter your foes. As an action, select one target no more than one size larger than you, within your reach. Your target must make a Strength or Dexterity saving throw (their choice). The DC of this save is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice).

On a failure the enemy takes 2d6 bludgeoning damage and suffers one of the following effects:

• The target is pushed 10 feet away from you.

• The target is immediately knocked Prone.

You can use this feature a number of times equal to your Strength or Dexterity modifier, whichever is higher (a minimum of once). You regain any expended uses when you finish a Long rest.

At higher levels, the damage done and distance you are able to push enemies with this feature increases, provided your Bulk is over a certain threshold. At 11th level, if you are at least Burdened by your Bulk, the damage done increases by 1d6, and distance you can push an enemy increases by 5 feet. At 17th level, if you are at least Impeded by your Bulk, the damage done increases by an additional 1d6, and the distance you can push an enemy increases by an additional 5 feet.

Inspiring Dance

At level 14, you have perfected your battle dance, and can inspire allies to even greater heights in the midst of combat. By spending an additional use of your Bardic Inspiration as part of your Battle Dance, you may grant the targeted creature an additional Turn, which they must take immediately after your turn. If this bonus turn is not used, it is wasted.

Once you use this feature, you must finish a long rest before using it again.

Blood Hunter: Blood Hunter Orders

Note: These subclasses use the Blood Hunter class created by Matthew Mercer, which can be found on DM's Guild for a Pay What You Want price.

Order of Excess

Lipomantic creatures are a threat all their own, and the orders of the Blood Hunters have taken note of their particular threat, outside of the typical realms of the creatures that they tend to hunt. The Order of Excess does as all great Orders do, studying their opponent and learning to use their powers to their advantage, when and wherever they can. The Lipomantic energy they channel allows them to better wield not only their own flesh, but the flesh of others as a weapon to bring low their enemies.

Hunter of Flesh

Beginning at 3rd level, the essence of your hunt and study of the lipomantic creatures of the realm changes the very essence of your Blood Hunter abilities, changing the way your Blood Maledicts function and providing you with an additional crimson rite. When you choose this archetype you gain the following abilities:

Flesh Maledict. Whenever you amplify a Blood Maledict, you may choose to fatten for four times the roll of the hemocraft die rather than taking damage.

Rite of the Glutton. You learn the esoteric rite of the Glutton. Your rite damage is Force damage. This rite is dangerous, providing keen power but also a drawback. Successful attacks also Feed the target fatty food equivalent to the damage dealt by the rite. Missed attacks, however, cause you to eat fatty food equivalent to a roll of your hemocraft die.

Weaver of Fat

Also at 3rd level, you gain a pool of additional lipomantic energy to apply to your strikes at the end of each long rest. This pool is equal to your Blood Hunter level plus your Intelligence modifier (minimum 1.)

Each time you strike a creature with a weapon attack that has your crimson rite applied to it, you may add an additional amount of rite damage to the attack by spending points from the pool, up to a maximum of your proficiency bonus on each attack. Each point spent this way Slims you for two pounds and Fattens the target for two pounds. (This is in addition to any other effects of the rite, such as the fattening effects of the Rite of the Glutton)

Blood Curse of the Burdened

At 7th level, you've learned to hold your enemy in place with the threat of a heavy fate should they attempt to escape you. You gain the Blood Curse of the Burdened for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Burdened

Prerequisite: 7th level, Order of Excess

As a bonus action you can mark a target within 30 feet with a Lipomantic curse that will cause them to grow fatter the more they move. Until the end of your next turn, every foot the target moves, voluntarily or otherwise, will fatten the creature for twice the distance traveled. Additionally, every 5 feet traveled causes the target to take 1d4 points of Force damage.

Amplify. You can amplify this curse to give the target a push immediately after the curse takes effect. The target must make a Constitution Saving Throw against your Hemocraft DC or be pushed a number of feet in a direction of your choice equal to five times your Intelligence Modifier (minimum 5 feet.)

Brand of Lipomantic Backlash

At 11th level, your brand of castigation leaves your target ready to be fattened with brutal efficiency, letting you exploit openings with magically-enhanced force.

Whenever a creature affected by your Brand of Castigation misses you with an attack roll while they are within your melee reach, you may use your Reaction to make a weapon attack against them. This attack also comes with a lipomantic backlash, causing the target to fatten for twice the damage dealt.

Leptophobia

At 15th level, you can augment your Blood Maledicts to plant a seed of Lipomantic essence within a target's mind which blossoms and spreads to those nearby, twisting them and afflicting the victims with a severe fear of being thin, as well as the irrational sensation that they are rapidly losing weight.

Whenever a target is affected by one of your Blood Maledicts, you can use this feature to force the target and any creatures of your choice within 20 feet of them to make a Wisdom Saving Throw against your Hemocraft DC (This is in addition to any saving throws caused by your maledict). On a failure, the target immediately takes the Eating action, consuming as much food as possible that is within reach, and must spend their next turn seeking out and eating as much food as they possibly can. Whenever the target takes damage from overeating, and at the end of each of their turns, they can make the saving throw again, ending the effect on a success. Otherwise, the effect continues for up to one minute, requiring concentration as if concentrating on a spell.

On a successful save, the target immediately takes the Eating action, consuming as much food as possible that is within reach, and the effect ends.

All food consumed by a target while under this ability's effects is considered Fattening, and the target immediately Fattens by one pound per pound of food consumed.

This ability may be used once, regaining expended uses on a short or long rest.

Feedback Loop

At 18th level, your understanding of Lipomancy grants you intrinsic knowledge of how to manipulate such energies in the bodies of others to create a sustained cycle of effects. As an Action, you may touch a creature and affect them with a Feedback Loop for the next 10 minutes, choosing either Constructive or Destructive from the options listed below. Once used, you may not use this feature again until you finish a long rest.

Constructive. The affected creature has resistance to damage caused by overeating, as well as one damage type of your choice, but whenever they take damage of those types, they fatten for the total damage taken after damage reduction.

Destructive. Whenever the affected creature casts a spell, they must make a Constituion Saving throw against your Hemocraft DC or fatten for twice the spell's level, taking an equivalent amount of Force damage as well.

Order of the Liposanguinor

Vampirism is a deadly threat, and the Liposanguinor, a Vampire that not only drains blood, but body mass as well, is a rare but potent threat. An order has arisen from the blood hunters who, like their cousins in the Order of the Lycan, seek to tame this deadly curse to aid in their battle against darkness, even at the cost of both their humanity and their waistline. The arcane rituals of the Order of the Liposanguinor afflict the blood hunter with a more tame version of the curse, giving them less of the powers of a Liposanguinor, but also less of the banes. members of this order also are unable to raise other Liposanguinors outside of a ritual known as the Rites of Blooding, where a neophyte Blood Hunter is inducted into the order.

Dark Adaptation

While you are not hindered by sunlight, your true powers awaken in the dark. Starting when you choose this archetype at 3rd level, you gain Darkvision out to 120 feet, and have advantage on any Wisdom (Perception) checks made while you are in dim light or darkness.

You do, however, qualify as Undead for effects that deal additional damage to the Undead, such as Holy Water or a Paladin's Divine Smite.

Additionally, any Blood Hunter powers with variable effects or DCs based on your Intelligence modifier now use your Charisma modifier, as your vampiric nature has merged with your Blood Hunter abilities.

Rites of Blooding

Also at 3rd level, your vampiric transformation has melded with your rituals as a Blood Hunter. You gain a claw attack and a bite attack, each of which are unarmed attacks that deal slashing or piercing damage respectively equal to your hemocraft die. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Additionally, when you use your Attack action to grapple and successfully grapple your opponent, you may attempt to bite them as a bonus action.

Bite attacks against a willing creature, a creature that is grappled by you, or a creature that is incapacitated or restrained, deal an amount of Necrotic damage equal to your hemocraft die. You regain hit points equal to the necrotic damage dealt this way, and the target slims, and you fatten, for the same amount.

Also, as an Action, you can bite a willing target and, instead of dealing damage, transfer any amount of pounds of fat from your body to the target's.

Deathly Grace

At 7th level, you have awakened more of your Vampiric abilities. You are permanently under the effects of Spider Climb, and while you have an active rite on your unarmed strikes, they are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, or Persuasion. For each of these choices, if you are already proficient in all three of these skills, you can choose to gain Expertise in one of them instead.

Brand of the Liposanguinor

Starting at 11th level, you gain resistance to necrotic damage, and while in dim light or darkness you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Additionally, targets afflicted by your Brand of Castigation take an additional amount of Necrotic damage equal to your Charisma modifier. This necrotic damage is affected by your Rites of Blooding feature as if it had come from your bite attack.

Blood Curse of Vampiric Charm

At 15th level, you gain the Blood Curse of Vampiric Charm listed below for your Blood Maledict feature. This does not count against your number of Blood Curses known.

Blood Curse of Vampiric Charm

Prerequisite: 15th level, Order of the Liposanguinor

As a bonus action, you force a creature within 30 feet of you that can see you to make a Wisdom Saving throw. On a failure, the target is charmed by you for the next hour. While charmed this way, the target treats you as a trusted friend, takes your requests or actions in the most favorable way it can, and is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. The effect ends early if you die, are on a different plane of existence from the target, or end the effect with a bonus action.

Amplify. The effect's duration extends to 24 hours, and you may immediately transfer any amount of fat either from the target to you or from you to the target if they fail the saving throw.

Multi-Classing with the Liposanguinor

You may replace the Intelligence score requirement for Multi-Classing out of Bloodhunter with your Charisma score while using the Liposanguinor subclass. If your DM allows, you may also replace the Intelligence score requirement for Multi-Classing into the Blood Hunter Class, but may only select the Liposanguinor subclass if you do so in this way, unless you meet the Multi-Class Requirements Normally.

Unholy Regeneration

At 18th level, you have reached the pinnacle of your melding of Liposanguinor and Blood Hunter. At the start of your turn, if you have at least 1 hit point and aren't in sunlight or running water, you regain hit points equal to your Constitution modifier. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Additionally, any necrotic damage you deal, not just with your bite's natural necrotic damage, heals you for the amount of damage dealt and causes you to gain an equivalent number of pounds of fat.

Liposanguinor's Gift

Also at 18th level, you are no longer negatively impacted by being above your Bulk limit.

Order of the Sin Eater

In a world where lipomantic creatures run wild, and the magic of flesh is a danger to the innocent, the order of the Sin Eater embraces this power as yet another tool to wield against the darkness. They empower themselves to literally consume curses and lipomantic energy, housing it in themselves in order to be repurposed into power to unleash upon their enemies. Sin Eaters act in a more supportive role in the world than most Blood Hunters. Where others would seek first to slay a monster plaguing a village, the Sin Eater first seeks to consume any curses that have been laid upon the inhabitants, not only to ease their suffering, but to empower themselves for the eventual battle with the creature that placed them.

Rite of the Flesh

When you join this order at 3rd level, you learn the esoteric rite Rite of the Flesh (detailed below).

Rite of the Flesh. Your rite damage is force. The damage you take activating this rite adds an equivalent number of pounds of fat to your body.

If you hit a creature that has body fat with your Rite of the Flesh, they gain a number of pounds of fat equal to twice the rite damage dealt to them. You may choose to lose an equivalent amount of weight.

Upon reaching 11th level, the pounds of fat gained equal twice the total damage dealt by the attack.

Consume Sin

Also at 3rd level, you learn the ancient technique of sin eating. You are able to cast the Remove Curse or Lesser Restoration spells without material components, though your renditions of them have the following alterations:

  • The casting time is one minute, during which you perform an elaborate ritual that involves drawing the curse from the target, forming into a mass of energy which you then consume.
  • Consuming Sin has a hefty effect on your waistline. Every time you use this ability, you gain 10d6 pounds of fat immediately, and your stomach is filled to bursting with dark energy, filling your stomach to maximum capacity, including an eating check for overeating, with the equivalent of fatty food. If you are already at this limit when you attempt to use this ability, you overtax yourself, consuming a number of pounds of fatty food over your limit equal to your Character level plus a roll of your rite damage die. (If you have no maximum stomach capacity for any particular reason when you use this ability, consume pounds of fatty food equal to 2d20 plus your Character level.)
  • Consuming Sin also energizes your body for a time as well, however. Until your next long rest, you take only half of the damage you normally would when activating your crimson rites or empowering blood curses, you may roll one additional crimson rite damage die when determining damage for attacks empowered with your rite, and have advantage on Saving Throws made to resist being cursed (any affect that could be removed by the Remove Curse spell.)
  • Any Creature whose sin you consume finds their body drained of mass. They lose 10d6 pounds of fat (if possible).

You are able to use this feature a number of times equal to your Intelligence modifier. You regain expended uses after a long rest.

Starting at 7th level, you can cast Greater Restoration instead of Lesser Restoration using this feature.

Blood Curse of Penance

At 7th level, you learn to draw a target's sins from their body and use them as a weapon against them, gaining the new blood curse, Blood Curse of Penance (detailed below). This does not count against your blood curses known.

Blood Curse of Penance

Prerequisite: 7th level, Order of the Sin Eater

As a bonus action, you force a creature within 60 feet of you to consume their sins all over again, causing them to make a Wisdom Saving Throw taking psychic damage equal to your Blood Hunter level plus your Intelligence modifier on a failure, or half as much on a success, gaining a number of pounds of fat equal to twice the damage dealt. A creature that fails this Saving Throw is also stunned until the end of your next turn. Creatures with an Evil alignment (or, at the DM's discretion, creatures not of an Evil Alignment that have a particularly sinful past) have disadvantage on the Saving Throw.

Amplify. The blood curse affects any number of creatures of your choice within 10 feet of the initial target.

Brand of the Sinner

At 11th level, you gain an amount of additional benefit from your Sin Eating. When you use your Consume Sin ability, you also regain one of your expended uses of your Blood Maledict ability, and gain a number of Temporary Hit Points equal your Blood Hunter level.

In addition, your Brand of Castigation now visits the pain of the sins you consume on your foes. Half of the damage you would take from overeating is instead dealt to the creature suffering from your Brand of Castigation.

Unleash Sin

At 15th level, you learn to unleash the sins you have consumed upon your foes. As an action that you may only use while you are under the lingering effects of your Consume Sin ability, you can unleash sin. Your stomach empties of all of its contents without digesting them, and you unleash a burst of dark energy in a 30 foot cone originating from your position. Each creature caught within this area of effect must make a Constitution Saving Throw against your hemocraft DC.

Each creature that fails this saving throw consumes fatty food up to their maximum stomach capacity, including an eating roll for overindulging (creatures without a maximum stomach capacity consume a number of pounds of fatty food equal to your Blood Hunter level.). Affected creatures also take an amount of force damage equal to three rolls of your Rite Damage die, plus your Constitution modifier, or half as much if they succeeded on the saving throw, and gain an amount of pounds of fat equal to four times the damage they took.

Once you have used this ability, you cannot do so again until you complete a long rest.

Sin Magnet

At 18th level, you can siphon curses in the act of being cast into yourself, sparing your allies from suffering their effects. As a reaction to a creature you can see within 30 feet of you being cursed, you may expend one of your uses of your Consume Sin ability to immediately consume the curse, preventing it from taking effect. Consuming Sin in such a rapid, reactionary fashion is dangerous, however, and has a number of side-effects.

  • While the target creature does not lose any mass, as the curse did not manage to take hold on them, your body balloons as it tries to contain the rapid surge of dark energy. You gain double the amount of fat you normally would, and your stomach fills beyond capacity as if you had consumed sin on a full stomach, even if it was empty when you used this ability.
  • Your movement speed is halved until the end of your next turn, as you struggle to acclimate to such a sudden rush of dark energy.
  • You inadvertently Unleash Sin in a random direction. This release does not expend your use of the ability, but you have no control over its aim and targets, and it does not empty your stomach of food as it normally would. Roll 1d8 to determine the direction you unleash the cone in.

Cleric: Divine Domains

Hedonism Domain

Gods of pleasure and Hedonism - Sune, Sharess, Hedone, Dionysus, and others- value the satisfaction of desires and the pursuit and spread of pleasure and beauty to all as one of the most divine pursuits. Clerics are of a god of hedonism seek to spread pleasure and fulfillment to those around them, and are a beacon of joy, happiness, and gratification. Sometimes they need to force someone to enjoy themselves or stop hindering the enjoyment of others, however.

Hedonism Domain Spells
Cleric level Spells
1st Burn Fat, Charm Person
3rd Stretch Stomach, Weighing Ward
5th Abyssal Stomach, Overabundance
7th Sexual Hypnotism, Create Fattening Food and Drink
9th Amazonian Figure, Fat Surge

Pleasurebringer

When you choose this domain at 1st level, you gain the Sex Appeal cantrip if you don't already know it. You also gain proficiency with Cooking Utensils.

Touch of Pleasance

Also at 1st level, you can use your touch to soothe the pain and unpleasantness in others. As an action, you can touch a creature you can see to remove one of the following conditions: Blinded, Stunned, Frightened, or Deafened.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Divine Feast

Starting at 2nd level, as an action you can use your Channel Divinity to create a feast composed of pounds of food and non-alcoholic drink equal to double your Wisdom modifier + your levels in Cleric. The food created is of any quality you choose, and any creature who partakes gains one temporary Hit Point per pound of food consumed. Temporary Hit Points gained from this feast stack with themselves, but not from other sources of temporary Hit Points. Those partaking also gain one of the following benefits, regardless of the amount of food they consume:

  • Resistance to Poison damage
  • Advantage on Constitution saves against Disease
  • +1 AC

These bonuses last for 1 hour. A creature must finish a long or short rest before they can benefit from these bonuses again. An hour after creating the feast, any uneaten food vanishes.

Enchanted Treats

At 6th level, when you complete a long rest but before you prepare spells for the day, you may imbue food or drink with spells and remaining spell slots you had prepared the previous day. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. The spell must have a range of touch or greater and target only one creature. When the imbued food is consumed, the spell is triggered targeting the consumer. You still cast the spell, and must concentrate on it if the spell requires concentration. If the spell involves an attack roll, you must make it when a creature eats it. One piece of food can have only a single spell placed on it at a time with this feature. Any food imbued using this feature expires at the end of your next long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, enemies damaged by your cleric cantrips gain a number of pounds of fat equal to the damage dealt.

Icon of Excess

At 17th level, you have become the icon of your deity's hedonism. You are immune to being Charmed, you cannot gain levels of Exhaustion, you no longer have a Bulk Limit or a maximum Stomach capacity, and you no longer need to breathe. Instead of sleeping, you can spend the time during a Long Rest that you would be sleeping enjoying delicious food and achieve the same benefits.

Fitness Domain

In times of mass shifts in waistlines there are some who instead choose to pursue their own physical health and wellness. Those of heavier devotion will commit themselves to a god under fitness, strength or vitality.

Fitness Domain Spells
Cleric level Spells
1st Burn Fat, Modify Metabolism
3rd Enhance Ability, Moonbeam
5th Aura of Lightness, Melf's Minute Meteors
7th Aura of life, Fire Shield (warm shield only)
9th Amazonian Figure, Flame Strike

Burning Metabolism

From 1st level, Anytime you deal fire or radiant damage with a cleric spell,feature or subclass feature each target of the effect loses a number of pounds of mass equal to the damage dealt, and when you restore a creature's hit points with a cleric spell, you can cause the creature to gain or lose a number of pounds of mass up to the number of hit points it regains.

Waistline Warrior

Also at 1st level, you learn the Trim cantrip if you don't already know it. For you, it is a cleric cantrip. You also gain proficiency in one of the following skills of your choice: Acrobatics or Athletics.

Channel Divinity: Burning Vigor

Starting at 2nd level, when you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Channel Divinity: Fit Sprint

Starting at 6th level, as an action, you can grant a burst of speed to a willing creature you can see within 30 feet of you. Until the end of your next turn, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the effect ends, if the target is Emaciated or Burdened by its bulk, the target can’t move or take actions until after its next turn as a wave of lethargy sweeps over it.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. This damage applies double the usual effects of your Burning Metabolism feature.

Peak Health

Starting at 17th level, for every 2 years that pass, your body ages only 1 year.

Additionally, you can use your action to maintain peak physical condition. You gain or lose weight such that you are neither Burdened nor Emaciated. If you are neither Burdened nor Emaciated, you can choose any amount of weight to gain or lose short of becoming Burdened or Emaciated by the change in weight. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw. On a failure, it takes damage equal to your cleric level. This damage is radiant if you gained weight or fire if you lost weight. You can use this feature as a reaction in response to becoming Burdened or Emaciated. After you use this feature, you can't use it again until you finish a short or long rest.

Slob Domain

Worship isn't always pretty. Certain gods value their servants dedication far more than their restraint or energy. Those who deeply devote themselves to gods of Gluttony, Sloth, or decadence may end up walking the path of the slob domain. While not always, this is often a dark path, and this archetype is intended as a villainous archetype.

Slob Domain Spells
Cleric level Spells
1st Feed, Gaseous Rupture
3rd Dietary Curse, Emburden
5th Noxious Wave, Slow
7th Alluring Feast, Fatball
9th Fat Surge, Slovenly Plague

Gluttony's Agent

Beginning when you choose this domain at 1st level, you gain the flabshock cantrip. It is considered a cleric spell for you. You also gain proficiency in the Eating skill.

Blessing of Sloth

Also at 1st level, you can imbue a creature with a lazy disregard for discomfort, allowing them to ignore certain hindrances. As an action, you bless a creature you touch, granting them resistance to damage caused by overeating, and allowing them to use their reaction when they would take bludgeoning, piercing, or slashing damage from a nonmagical source to reduce that damage by your Wisdom modifier. Only one creature can benefit from your blessing at a time, and a creature that is blessed loses the blessing if you use this feature again.

Channel Divinity: Tainted Surge

At 2nd level, you can channel your divine power to debilitate those around you. You release a cloud of tainted energy around you, affecting all creatures of your choice within 20 feet. Each creature takes an amount of Poison damage equal to 5 + your cleric level, and must make a Constitution saving throw against your Spell Save DC. those that fail are bloated for one minute. Creatures that are immune to poison automatically succeed on this saving throw.

Gaze of Indolence

At 6th level, creatures that meet your eyes find themselves drained of the will to act, sliding into sloth and indulgence. When a creature you can see and that can see you targets you with an attack, you can lock eyes with them using your reaction. They must make a Wisdom saving throw against your spell save DC. If they fail the saving throw, they make the attack with disadvantage, and they suffer from the effects of the slow spell until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once.) You regain expended uses whenever you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, enemies damaged by your cleric cantrips gain a number of pounds of fat equal to the damage dealt.

Improved Gaze of Indolence

At 17th level, your gaze not only drains foes of the will to act, but fills them with rapture at their own slovenliness. A creature affected by your Gaze of Indolence is also charmed by you for the duration (the triggering attack still happens), and emits noises of pleasure and noxious expulsions that unsettle those around them. Any of the affected creature's allies have disadvantage on attack rolls and ability checks so long as they remain within 20 feet of the affected creature.

Druid: Druid Circles

Circle of the Harvest

Some druids would rather share nature's bounty with as many as they can. They help nature grow strong and numerous plants, which they then use to craft delicious delicacies to help show what bounty the earth can bring. And when others still refuse to respect the power of nature, they bring to bear the danger that gluttony and misuse can bring. This is the Circle of the Harvest; the satisfaction of plenty for their allies, and the terrible penalty of overindulgence for their enemies.

Harvest hand

At 2nd level you gain proficiency with Cook’s Utensils, and whenever you make a Wisdom (Survival) roll to forage for food, you add your levels in druid to the number of pounds of food you find.

Additionally, over the course of 1 minute, you can touch a number of pounds of non-meat food equal to your Druid level and make them into food of any quality. You can instead touch a creature’s stomach for 1 minute, changing the quality of non-meat food in their stomach to any other quality. Once you transmute food in this way, you must finish a short or long rest before you can do so again.

Growing Touch

Also at 2nd level you can summon fruiting plants to aid you, feeding your foes and hampering their movement. As an action you can make a ranged spell attack against a creature you can see within 60 feet. On hit, the target takes bludgeoning damage equal to your Wisdom modifier + you levels in Druid, is fed pounds of fatty food equal to half the damage done (rounded down), and has their movement speed halved by sappy vines until the end of its next turn.

Additionally, when you are targeted by an attack, you can use a reaction to cause a growth of plants to spring to your defense, imposing disadvantage on one attack roll targeting you.

Plant Transmutation

At 6th level, you can use your touch to immediately turn a nonmagical plant into food, and vice versa. As an Action, you can perform one of the following abilities The number of pounds you can transmute with one use of this feature is equal to twice your druid level.

  • Plant to Food. You can turn one nonmagical plant you touch into an amount of food equivalent to its weight, by turning a tree into chocolate or a bush into a stack of apples, for instance.
  • Food to Plant. You can turn any amount of food into a plant of equivalent weight that grows in a pattern of your choice, such as turning 10 pounds of rations into a 10-pound ladder of vines to climb a wall.

You can use this feature a number of times equal to your Wisdom modifier between Long rests.

Food Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Sweet Pudding, a Food Elemental, a Cake Golem, or a Feeder.

Harvest's Wrath

At 14th level, you can call down the wrath of the harvest upon a target, forcing them to feel the penalty of their overindulgence. As an Action, which can be performed while in a wild shape, you can force a target you can touch to make a Constitution save against your Spell DC. On a failure, any food in their stomach has its weight multiplied by 10, and they take 1d6 Bludgeoning damage for each of your levels in Druid. Once you have used this ability, you must complete a Long rest before you can do so again.

Circle of the Spread

There is a darker, less beautiful side to nature. The relentless cycle of the mire, the spread of disease, the rampant transference of dangerous change. The Circle of the spread represents this darker side of nature, the infectious spread of their tainted gluttony and baser indulgences spreading like a viral infection to those they come into contact with. While not always, this circle usually represents a darker path, and is intended as a villainous character option.

Circle Spells

Your connection to the infectious spread of your dark taint grants you access to certain spells. At 2nd level you gain the Flabshock cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Spread Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Spread Spells
Druid level Spells
3rd Emburden, Narce's Fatness Arrow
5th Noxious Wave, Overabundance
7th Blight, Nature's Bounty
9th Cloudkill, Slovenly Plague

Plaguebringer

At 2nd level, your connection to nature allows you to spread disease through touch. When you gain this feature, you learn two diseases from the Circle of the Spread Diseases list at the end of this archetype. As an action, you can expend one of your uses of your wild-shape ability and make a melee spell attack to touch a creature to force them to make a Constitution Saving throw, contracting one of your known diseases on a failure. Each disease has its own duration and effect.

You learn an additional disease at 6th level, and again at 10 and 14th level, and each time you gain a level in this class you can exchange one of your diseases known for another whose prerequisites you meet.

Viral Spread

At 6th level, you gain the ability to influence the spread of your diseases. As a bonus action, you can cause a creature affected by one of your diseases that you can see within 60 feet of you to spread that disease to another creature within 10 feet, forcing that creature to make a Constitution Saving Throw or contract one of the diseases the first creature has. Once you use this feature, you cannot do so again until you finish a short or long rest.

Virophage

At 10th level, you can consume the diseases of others to bolster your strength. By touching a creature that is afflicted by a disease as an action, you remove the disease and gain one of the following benefits.

  • Regain one use of your Wild Shape
  • Gain Temporary Hit points equal to your Druid Level

Once you use this feature you cannot do so again until you finish a long rest.

Patient Zero

At 14th level, you become an incubator for disease and malignancies. You are immune to poison and unaffected by diseases, but can still contract them. Any disease you are afflicted with does not apply any effects to you unless you allow it (whether one can allow only part of a disease to affect themselves or must take it all is up to the GM), but you can spread them to others. As an action, you can force a creature within 10 feet of you to make a Constitution Saving Throw against your Spell Save DC, contracting one of the diseases you currently have on a failure. The target can make another saving throw at the end of each of their turns. If they succeed on three of these saving throws, the disease ends. If they fail three of them, the disease lasts until removed, or until the instance of the disease that afflicts you ends or is removed.

Circle of the Spread Diseases

Bloodblight

Duration: 1 minute

An afflicted creature suffers Necrotic damage at the start of each of its turns equal to your Druid Level. It may make a Constitution saving throw again at the end of each of its turns, ending the effect early on itself on a success.

Fattening Fever

Duration: 7 days

An afflicted creature cannot gain exercise points, gains double the diet points from any food they eat, and gains 1d10 pounds of fat at the end of each long rest.

Hungerplague

Duration: 1 day

An afflicted creature always feels as if their stomach is empty, no matter how full it actually is, and must make a Wisdom Saving Throw against your Spell Save DC any time they come within 5 feet of food or begin eating until all of it is gone.

Zuggtmoy's revenge

Duration: 1 hour

An afflicted creature can barely form sentences around their constant gaseous emissions. Attempts to form verbal components of spells requires a Concentration check with a DC equal to your Spell Save DC.

Ragefire

Duration: 1 minute

An afflicted creature cannot tell friend from foe, attacking anything that seems remotely threatening in a blind rage. They can make a wisdom saving throw against your spell save DC at the start of each of their turns to ignore the effect for the turn.

Ratsbane

Duration: Until cured

Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.

Mule's Folley

Prerequisite: 6th level

Duration: 7 days:

An afflicted creature's carrying capacity, bulk limit, and lift/drag limits are all halved for the duration, and they have disadvantage on Strength Checks and Strength Saving Throws.

Gutshrink

Prerequisite: 6th level

Duration: 1 day

An afflicted creature's stomach capacity is reduced by half, and they can stuff themselves for only half the result of an overeating check.

Nymph-touch

Prerequisite: 6th level

Duration: 7 days

An afflicted creature is driven wild with lust and must make a Charisma saving throw against your Spell Save DC each time it sees a new creature that shares a creature type with it or be charmed by it until it no longer sees that creature.

Bloat-bulge

Prerequisite: 10th level

Duration: 1 day

An afflicted creature swells with so much internal gas that their body begins to float, hovering at least 5 feet off the ground at all times, and is only able to move by releasing some of the constant internal buildup, allowing them a fly speed of 10 feet per round, and giving them disadvantage on Dexterity checks and Dexterity Saving Throws.

Toxicrete

Prerequisite: 10th level

Duration: 7 days

The affected creature and any creature within 5 feet of them that is not immune to poison or disease is poisoned.

Musclebane

Prerequisite: 10th level

Duration: 7 days

An affected creature's muscles begin to swell and turn to lard. The creature has disadvantage on Attack rolls, and each day half of their current muscle mass is converted into body fat.

Inevitable Immobility

Prerequisite: 14th level

Duration: Until cured

Every 24 hours, if a creature is less than half way to their next bulk limit, they gain enough fat to put them to the half-way point. If they are above half way to the next bulk limit, they gain enough fat to put them past it. If they are already immobile or have no bulk limit, they gain one fifth of their current weight.

The Coming End

Prerequisite: 14th level

Duration: 7 days

The creature has vulnerability to all damage. It can make another Constitution saving throw at the end of each of its turns. If it succeeds on three of them, the disease ends. If it fails three of them, it suffers for the full duration unless removed.

Fighter: Martial Archetypes

Battle Chef

The Battle Chef intends to master both food and combat in equal measure, brewing dishes to help prepare one for battle and mastering a martial regiment that balances fat and muscle into one well-oiled machine.

Master Chef

Starting when you choose this archetype at 3rd level, you gain proficiency with Cook's Utensils and Brewer's supplies, and may add double your proficiency bonus to checks made to create food or drink with them. You also are proficient with improvised weapons that are kitchenware, such as pans, chef’s knives, ladles.

Guts

Also starting at 3rd level, when you finish a short or long rest, you gain a number of guts points equal to half your Fighter level (rounded down). You lose any guts points over this number when you finish a long rest. You can use guts points to perform various Battle Chef features. An attack can only be affected by a single Battle Chef feature that modifies an attack. You can gain guts points in the following ways:

Critical Hit. When you make a weapon attack and roll a 20 on the die, you regain 1 spent guts point.

Killing blow. When you reduce a hostile creature to 0 Hit Points, you regain 1 spent guts point.

Chef's Specialty

By 3rd level, you have established a healthy knowledge of ingredients and their special magical properties. You can expend 1 guts points whenever you use a Specialty. If the target cannot eat, any specialties that require the target to eat something have no additional effect.

Specialty DC = 8 + your Proficiency bonus + your Wisdom modifier

Bloating Bean. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to force it to eat a bloating bean. It must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn due to the uncomfortable bloating, gassy sensation.

Slippery Grease. You coat your weapon in slippery grease that splashes onto the opponent's hands. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to attempt to disarm it. It must make a Dexterity saving throw or drop 1 held item of your choice. On a failed save, it drops the object you choose. The object lands at its feet

Zephyrleaf. Eating this lightly magical leaf fills your body with excess wind that is very quickly released, but allows you to move forward and retreat after an attack too swiftly to be tracked. When you make an attack, you may spend 1 guts point to increase your melee reach by 5 feet for this attack.

Frost Oil. Coat your weapon with this frigid oily substance. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to force it to make a Constitution saving throw or have its movement speed reduced by half on its next turn.

Belly Bump

Starting at 7th level, you can spend 1 or more guts points after a melee attack hits to follow it up with a blow from your body. If the attack hits, the target must succeed on a Strength saving throw against your Specialty DC or be thrust directly away from you 10 feet per point of guts spent on the attack.

Burning Oil

Starting at 7th level, you've learned to quickly coat your weapon in burning oil between attacks. When you hit an enemy with a melee weapon attack, you can spend 1 or more guts points to ignite the oil on your weapon, causing the attack to deal an extra 1d6 fire damage per guts point spent.

Quick Snack

Starting at 7th level, you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may use this ability only once per turn.

Culinary Teamwork

Starting at 10th level, you can use Belly Bump, Burning Oil, or Chef's Specialty to augment the melee attacks of an ally within 5 feet of you, if you are also adjacent to the enemy they are attacking.

Third Wind

By 15th level, you've learned of a variety of energy and stamina restoring herbs and spices. You can spend 1 guts point as a bonus action to regain hit points equal to 1d10 + your Fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Leadberry

Starting at 18th level, you can use the leadberry. The leadberry is a dangerous creation of a variety of magical and very fattening ingredients that can lend temporarily incredible momentum to your attacks, but also leaves a hefty aftermath. As a bonus action, you can eat the leadberry, causing your attacks to score a critical hit on a roll of 18-20 for the next minute. After the minute is over, you gain 1d100 pounds of fat. Once you have used this ability, you can't do so again until you finish a long rest. If any creature besides you eats the leadberry, they do not receive its benefits, but still gain 1d100 pounds of fat after 1 minute.

Thunderous Critical

Also starting at 18th level, whenever you score a critical hit on a Melee weapon attack, the force of your weight radiates out from the point of impact, causing enemies within 5 feet of the target to take half the resulting damage of the Critical hit.

Knights of the Steel Harvest

The Knights of the order of the Steel Harvest are renowned for their roundness, but also for their unstoppable nature on the field of battle. The order itself owns a number of keeps throughout the land that it uses to train new members of the order in their particular fighting style. Knights of the order hold true to the idea that one does not need a shield to protect from impact if their body can serve as an additional layer of protection, and so cultivate a heavy, rotund body, along with the strength and skill underneath to wield it, to augment their heavy armor while wielding two-handed weapons of great heft to their utmost effect.

Restriction: Knighthood

Knights of the Steel Harvest are tied to a specific order of knights.

Superheavy Knight serves as the generic name for the archetype for use in campaigns that do not feature this particular order.

Protective Padding

The Knights of the Steel harvest pride themselves on their defensive layer of fat underneath their heavy armor, though those less committed to this style might attempt to substitute this with heavy cloth or thick leather instead.

Beginning when you take this archetype at 3rd level, while wearing heavy armor and not wielding a shield, you may add half your Constitution modifier (minimum 1) to your armor class.

At 15th level this bonus increases to add your entire Constitution modifier to your armor class.

Fat Tactics

At 7th level, you have learned the secrets the knights employ to not only maintain their physique, but also employ it on the battlefield.

You gain proficiency in the Eating skill.

Whether you already had proficiency in the Eating skill or not, you gain expertise in it as well.

Additionally, while wearing heavy armor and not using a shield, you may attempt to shove or knock an enemy prone as a bonus action.

Tireless

At 10th level, your body has been honed to be a bottomless well of stamina to call on in times of need.

You are no longer negatively affected by being burdened or impeded by your bulk threshold, and whenever you roll initiative and do not have the use of your second wind ability remaining, you regain the use of it.

Heavy Strikes

At 15th level, you have learned to put your weight behind each of your blows. While wearing heavy armor and not using a shield, you can add your Constitution modifier to the damage roll of one of your weapon attacks. You may use this ability once on each of your turns.

Iron Fortitude

At 18th level you have become a true bastion of durability.

While wearing heavy armor and not using a shield, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally, being Immobilized by your bulk threshold no longer restrains you, but rather only reduces your movement speed by 10 feet, to a minimum of 5 feet a round.

Lipomantic Rune-Knight

Lipomancy is a powerful school of magic, and its energies can be turned to a variety of purposes. The more martial minded have formed the techniques of the Lipomantic Rune-knight, who use the lipomantic energies of their own body fat to power magical runes etched into their weapons and armor, making them heavyset rune knights of terrifying capacity.

Rune Knight DCs

Some of the abilities of the Lipomantic Rune-Knight call for saving throws. The DC for these saving throws is 8 + Proficiency bonus + your Intelligence modifier.

Rune-Carving

Beginning when you take this archetype at 3rd level, you may carve a set of runes into a suit of armor and a single weapon of your choice over the course of a long rest. Once inscribed, the runes flare to life with lipomantic power, enabling the abilities of your archetype to be used with them so long as you are wielding them.

Additionally, your weapon is considered magical for the purposes of overcoming damage resistance, and your armor is considered magical for the purposes of resizing to fit you or effects that would ignore or damage nonmagical armor.

You may only have one set of armor and one weapon inscribed with runes at a time. When you choose a new set of armor or new weapon, the runes on the previous item go inert.

Feasting Strike

Also at 3rd level, you can use your rune-carved weapon to draw mass into yourself to fuel your other abilities. When you hit an enemy with a weapon attack using your rune-carved weapon, you deal an extra amount of Necrotic damage equal to your Intelligence modifier (minimum 1), and fatten for the total necrotic damage of the attack.

Lipomantic Burst

At 7th level, the runes on your armor can be used to thrust attackers away from you. When you are hit by a melee attack, you can use your reaction to deal 1d10 + your Intelligence modifier in force damage to your attacker, and force your attacker to make a Strength Saving throw or be pushed 20 feet directly away from you and knocked prone. Using this feature drains 1d10 pounds of fat from your body, and once used cannot be used again until your 4th turn after you use this. The number of rounds that must pass reduces by 1 at 10th, 15th, and 18th level; at 18th level, you can use this feature once every round.

Rune-blast

At 10th level the runes on your weapon allow you to blast targets with raw power drained from your body. You can replace any of your weapon attacks using your rune-carved weapon with a rune-blast attack.

A rune-blast attack is a ranged spell attack which uses your Intelligence modifier, and has a range of 60 feet. On a successful hit, the target takes damage equal to the damage die of your weapon plus twice your Intelligence modifier in force damage, and you slim for the total damage dealt.

Runic Shift

At 15th level, as a bonus action, you can activate the runes on your armor to enhance your mobility on the battlefield. Until the end of your turn, your walking speed increases by 10 feet, you do not provoke opportunity attacks from creatures you have attacked this turn, and you can move through solid objects and the spaces of other creatures without expending additional movement. Ending your turn inside an object causes you to take 2d10 points of force damage and immediately move to the nearest unoccupied space.

Using this feature drains 1d10 pounds of fat from your body, and once used cannot be used again until your 2nd turn after you use this. The number of rounds that must pass reduces by 1 at 18th level; at 18th level, you can use this feature once every round.

Lipomantic Conduit

At 18th level, you improved the potency of your Lipomantic runes, granting the following additional effects to your rune-carved equipment.

  • When you kill an enemy with your rune-carved weapon, you automatically fatten for 1d10 and regain an equal number of hit points.

  • Your rune-carved armor grants you resistance to your choice of acid, cold, fire, or lightning damage. You can change the resistance of your armor over the course of a long rest.

  • You can use a bonus action to cause your rune-carved weapon and/or your rune-carved armor to appear on your person, equipped and ready for battle.

  • While wearing your rune-carved armor, you suffer no ill effects of being over your bulk limit.

Lingering Soul: Phantom Callings

The following Archetypes are for the Lingering Soul class designed by Matthew Mercer, which can be found on DMsguild for a pay what you want price.

Calling of the Hungry Shade

The Hungry Shade is the specter of one who dedicated themselves entirely to indulgence in life, who died during a particularly spectacular act of hedonism, or who is ravished by a cursed hunger that they cannot sate. They hunger for sustenance they can no longer have, feeling the dread hunger of one who wants to gorge, but no longer is flesh. The Hungry Shade takes this hunger out on others, using the bodies of those they possess to attempt to sate their neverending hunger.

Upon becoming a Hungry Shade, choose either your Strength, your Constitution, or your Charisma to become your Aspect. Your Aspect Modifier is equal to that of the chosen ability score. You gain proficiency in Charisma Saving Throws.

Possessing Hunger

Upon following this calling at 1st level, your unending hunger infects anyone you possess. Any Host you possess is unendingly hungry, as if their stomach was empty, and you can use your Action or Bonus Action to force your host to take the Eating Action, or to take the Use an Object action to eat a Food Item. You do not suffer any of the bludgeoning damage your host takes from overeating past their fullness limit.

Additionally, at the end of each of your turns, if your host's stomach is empty, they take an amount of psychic damage equal to your Lingering Soul level, as the unnatural hunger gnaws at their mind. You do not suffer any of this damage. You may choose not to inflict this damage if you so desire, but doing so requires your reaction to stave off the hunger you feel.

Supernal Metabolism

Also at 1st level, you can speed your host's metabolism with the remnants of your own. As an Action, you can cause your host to instantly digest a number of pounds of food in their stomach equal to your Aspect Modifier, removing that food from their system and causing them to instantly gain 1d4 pounds of fat for each pound of food digested this way.

Shade's Influence

At 6th level, your touch can help or hinder your host with dealing with their weight. While you are possessing a creature, their bulk limit is either doubled or halved, your choice. You can change this decision from one to the other using your reaction at any time.

Spectral Teeth

Also at 6th level, you can incite your host to bite down on anything they could eat, including other creatures. When you use your action to force a creature to make a weapon attack, you can have them make a bite attack using their Strength or Dexterity (your choice) against a creature within their melee range. This bite attack is considered magical, and deals 1d6 piercing damage, plus either your host's Strength or Dexterity modifier (the same as was used for the attack roll). The bitten target Slims equal to half the damage dealt, and your host consumes an equivalent number of pounds of fatty food as the lipomantic energy stolen condenses in their stomach.

Ravenous Plague

At 11th level, your hunger oozes out from your corporeal vessel, infecting others nearby. Any creature friendly to your host within 30 feet of them is also affected by your Possessing Hunger feature, as is any creature your host has bitten with your Spectral Teeth feature since the beginning of your last turn.

Ascendant Gluttony

At 15th level, your gluttonous influence twists your host and those nearby into superhuman feats of voracity. You have complete control over the metabolism of your host and any creatures affected by your Ravenous Plague feature. You choose whether any food they consume enters their stomach, or is immediately converted into a number of pounds of fat equal to twice the number of pounds of food consumed. Additionally, whenever you use your Action or Bonus action to force a creature to take the Eating action, they can eat twice the amount of food they normally could when they take that action.

beyond this, whenever your host or a creature affected by your Ravenous Plague feature is targeted by an attack, spell or ability that would force them to eat food, you can use your reaction to attempt to force them to eat it. If they are unaware of your possession, such as by the Unseen Passenger feature, the attack roll automatically succeeds or they automatically fail the ability check or saving throw, and can then make a Wisdom (Insight) check against your Lingering Soul DC, becoming aware of the possession on a success. Otherwise, the attack roll against them gains advantage, or they gain disadvantage on the ability check or saving throw.

Monk: Monastic Traditions

Way of the Full Circle

The Way of the Full Circle incorporates ancient techniques and strategies originally meant for sport, but have since found new purpose in more martial pursuits. Monks of the Way of the Full Circle are often just as round as the ring their forebears competed in, and know how to use their weight to their advantage, especially when grappling and defending. They have also inherited the specialized techniques to cultivate and maintain the prodigious figures that best suit their path.

Grappling Style

At 3rd level your training and diet has honed your body for your Path. You gain Proficiency in the Strength (Athletics) and Constitution (Eating) skills if you don’t have them already. When you attempt to grapple or shove a creature, you add a bonus to the Strength(Athletics) check to do so equal to half your Wisdom modifier, rounded down (minimum 1). If you are Burdened or greater by your bulk or Clumsy or greater by your Flex, you instead add your full Wisdom modifier (minimum 1) as a bonus to the check.

Additionally, if you are Burdened or greater by your bulk or Clumsy or greater from your Flex, enemies one size larger than you do not automatically succeed on attempts to break your grapples.

Full Circle Technique

Also at 3rd level, you learn the ritual styles and maneuvers of your Path. When you use your Flurry of Blows, you may replace one of the unarmed strikes from that feature with a grapple or shove attempt. You also learn the following ki features, which can be used in place of a grapple or shove attempt:

Demon Crushing Hold (1 Ki point)

Make a Strength (Athletics) check, contested by your opponent’s Strength (Athletics) or Dexterity (Acrobatics), as if grappling, against a creature currently grappled by you. If you succeed, your target is restrained while they are grappled by you, and you may move freely through your target’s space. At the start of each of your target’s turns while they are grappled by you, they take bludgeoning damage equal to your Wisdom modifier (minimum of 1).

Dragon’s Breath Throw (1 Ki point)

You throw a creature grappled by you 5 feet horizontally, in any direction, ending the grapple. This increases to 10 feet if you are Burdened or Clumsy, 15 feet if you are Impeded or Lumbering, and 20 feet if you are Immobilized or Musclebound. Your target must make a Strength saving throw against your Ki save DC. They have disadvantage on this save if they cannot move the full throw distance due to an obstacle or another creature. On a failure they fall prone and take bludgeoning damage equal to your martial arts die. If your target would be pushed into another creature’s space, that creature must also make the save for this maneuver.

If the impacted creature is one or more sizes smaller than the thrown one, it makes the save with disadvantage, and it does not stop the movement of the thrown creature, moving into available nearby spaces if necessary. On a failure, it takes bludgeoning damage equal to your martial arts die and is knocked prone.

Warrior’s Catch

Starting at 6th level, you can deflect or even catch melee attacks. When you are hit by a melee weapon attack, you can spend 1 Ki point to use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, and you would be able to make a grapple attempt against the creature that triggered this effect, you may automatically apply the grappled condition to that creature. Attack rolls with the weapon or attack that triggered this feature have disadvantage until the grapple ends.

Mountain Stance

At 11th level you are as durable and immovable as a mountain. While you are grappling a hostile creature, you gain resistance to bludgeoning, piercing and slashing damage. If you are Burdened or greater by your bulk or Clumsy or greater by your flex, you cannot be moved while you are grappling a hostile creature.

Additionally, if you begin your turn grappling a hostile creature, you gain temporary Hit Points equal to your Wisdom modifier.

Spirited Embrace

At 17th level, once per turn, you may spend 2 Ki points to make your next grapple or shove attempt deal damage equal to martial arts die + your Wisdom modifier. If you are Burdened or greater by your bulk or Clumsy or greater by your flex, you instead deal damage equal to two of your martial arts dice + your Wisdom modifier. The damage from this feature is in addition to any damage dealt by the maneuver.

Additionally, you can now grapple creatures up to 2 sizes larger than yourself, and they do not automatically succeed when they attempt to break your grapple.

Way of the Sated Fist

Monks of the way of the sated fist place the idea of satisfaction and fullness as one of the highest states of being a mortal can achieve. To this end, they often glut themselves on whatever food and drink they can get their hands on, growing wide and heavy, often with a mixture of fat and muscle, as a result. They devised this martial style to help combat the inhibiting nature of such a figure.

Hungering Fists

Beginning when you choose this path at 3rd level, you can draw energy from your opponent to fuel your weight and vitality. Whenever you critically hit an opponent with an unarmed strike, you regain a number of Hit Points equal to your Martial Arts die + your Wisdom modifier, and gain an equal number of pounds of fat on your body. Your target loses an equal amount of weight.

Fullness of Body

Also at 3rd level, you can use your Ki to enhance the growth of your body. By spending 1 Ki point as an action you can instantly convert any food in your stomach into fat, adding the combined weight of all food in your stomach to your body weight and rendering your stomach empty. When you do this, regain hit points equal to half the total weight gained this way (rounded up).

In addition, you may add your Wisdom score to your Strength and Constitution scores for determining your Bulk Limit.

Iron Flesh

At 6th level, as a reaction to taking damage, you may spend 2 Ki to gain resistance to all damage, including the triggering attack, until the beginning of your next turn. After using this ability, you must complete a long rest before you can use it again.

Additionally, you may ignore penalties to your movement speed from being Burdened or Impeded. If you are Immobile, you may make attacks without disadvantage from being Restrained by your own body.

Sated Fists

At 11th level, whenever you use your martial arts die to deal damage to a hostile creature, you gain bonus damage to that attack based on your current bulk. The bonus damage increases with your bulk: +2 if you are Burdened, +4 if you are Impeded or +6 if you are Immobilized.

Mind over Body

At 17th level, you can spend 4 Ki points as an action to gain the effects of the spell Freedom of Movement on yourself for 1 hour.

Way of the Myo-Oni

"I will grind you beneath my heel and leave naught but ashes in my wake."

Some care not for elegance or grace in the monastic arts. Some hone their bodies not for speed, but for power. Some would see their enemies crushed beneath them and stand tall as an unbreakable bastion of iron flesh and dominant strength. Those monks who favor the direct approach may take up the Way of the Myo-Oni, a stance that emphasizes strength and raw power and durability over the dexterity and elegance of more traditional monastic arts.

Stance of the Demon

Beginning when you choose this tradition at 3rd level, you learn to become a bastion of durability, taking blows with the sheer hardness of your body instead of evading them. You may use your Constitution score instead of your Dexterity score when determining your AC with your Unarmored Defense Monk ability.

Additionally, when you are hit with a melee attack, you can use your Reaction to harden yourself to the damage. When you do so, the damage you take from the Attack is reduced by 1d10 + your Constitution modifier + your monk level. You may use this ability a number of times equal to your Constitution modifier (Minimum 1.) You regain all expended uses upon finishing a short or long rest.

Oni's Physique

Also at 3rd level, you may add your Wisdom modifier in addition to all other calculations when determining Flex Limit, Bulk Limit, Carrying Capacity, Push, drag, and lift Limit, and amount of Muscle Mass to gain when gaining weight.

You can also generate a number of exercise points at the end of each long rest up to your Wisdom modifier (minimum 1).

Bone Breaking Strength

At 6th level, your overwhelming strength is leveled to crush your foes. Whenever you successfully grapple or force-feed a creature, you may deal damage to the creature equal to your Martial Arts damage die plus your Strength modifier.

Additionally, while you are grappling a creature, you can choose to make additional grapple attempts to deal damage rather than making attacks.

Crushing Counter

At 11th level, you punish those who dare to attack you in melee. Whenever you are struck by a melee attack and not knocked unconscious, you may immediately spend 1 ki point to make a single melee attack against the creature that struck you, adding your Proficiency bonus to the damage roll of a successful hit. You may not use any other monk abilities, such as Stunning Strike, to affect this attack. You may use this ability a number of times per round equal to your Wisdom Modifier (minimum 1).

Oni's Appetite

At 11th level, you are considered one size larger than normal when determining stomach capacity and how much food you can eat in a single eating check.

Demon's Rampage

At 17th level, you may unleash your brutal wrath on those around you by channeling your rage to become a tempest of destruction. As an action, you may spend 3 ki points to make a single unarmed attack against each enemy within 20 feet of you. Each attack that successfully hits is a critical hit that also adds your Proficiency bonus to the damage roll.

Multi-Classing with the Myo-Oni

You may replace the Dexterity score requirement for Multi-Classing out of Monk with your Constitution or Strength score while using the Myo-Oni subclass. If your DM allows, you may also replace the Dexterity score requirement for Multi-Classing into the Monk Class, but may only select the Myo-Oni subclass if you do so in this way, unless you meet the Multi-Class Requirements Normally.

Paladin: Sacred Oaths

Oath of Duality

Temperance and Indulgence. Gluttony and Moderation. These ideas are opposites, but not necessarily opposed. The idea of paradox and duality is worth exploration on its own, and the balance between opposite extremes is an important part of the enlightenment of the Paladins of the Oath of Duality.

Oath Spells

Oath of Duality
Paladin Level Spells
3rd Shield of Faith, Burn Fat
5th Lesser Restoration, Narce's Fatness Arrow
9th Remove Curse, Noxious Wave
13th Banishment, Fatball
17th Geas, Slovenly Plague

Tenets of Duality

The tenets of Duality are designed to encourage paladins to embrace the contradictory nature and changing flow of the world. They vary from order to order, but often following lines similar to these.

Share your Love with others. The bliss of duality is a gift to be shared with others, to allow them to experience what embracing contradiction and change has to offer is the highest glory.

Put others before yourself. It is important that others be allowed to indulge or temper themselves before you. Once your quest is done there is time for yourself, but others must come first.

Indulgence and Temperance. Indulgence is best experienced when it will not be debilitating afterward, and temperance is most rewarding when it leads to pure indulgence afterward. The cycle of bliss is everlasting.

Embrace the Balance. All things have a balance of duality. Those who indulge too much become mindless, those who temper too much become lifeless. Always strive to strike the balance.

Channel Divinity

When you take this oath at 3rd level, you gain the following two channel divinity options:

Indulge the masses. As an Action, you Slim for up to five times your Paladin level and distribute holy energy among each other creature of your choice within 20 feet of you. You can distribute 1d4 of Healing for every five pounds you lost, and each creature Fattens for five times the healing they received. Until the start of your next turn, each creature healed this way deals 1d8 additional radiant damage on their next successful weapon attack. Your first successful weapon attack on your next turn deals an additional amount of radiant damage equal to half of the total radiant damage dealt this way.

Temper excesses. As an Action, each other allied creature of your choice within 20 feet of you Slims for a total amount of weight divided among them of up to ten times your paladin level. Each affected creature gains advantage on their next Attack Roll or Ability Check. You Fatten for twice the weight lost this way and gain a bonus to your Armor Class equal to your Charisma Modifier (minimum +1) until the end of your next turn.

Aura of Duality

Beginning at 7th level, you emit an aura of Duality that affects yourself and all friendly creatures within 10 feet of you. Your aura has one of the following effects, which you can switch between as a bonus action:

  • Indulgence. You gain resistance to Radiant damage and other friendly creatures gain resistance to Necrotic damage and damage from overeating. Any weight you gain is halved, with the other half being divided across all other creatures affected by your aura. Other creatures affected by your aura have their Stomach capacity increased by your Charisma modifier (minimum +1)
  • Temperance. You gain resistance to Necrotic damage and damage from overeating and other friendly creatures gain resistance to Radiant damage. Your Stomach capacity is increased by your Charisma modifier (minimum +1). Other creatures affected by your aura halve any weight they gain, the other half going to you instead.

At 18th level, the range of this aura increases to 30 feet.

Body of Balance

Beginning at 15th level, When you deal damage that is resisted by a target, you can use your reaction to ignore that resistance for this one instance of damage. When you do, you slim for half the damage dealt.

When you take damage of a type you have resistance to, you can use your Reaction to halve that damage again after the reduction provided by resistance, Fattening for the damage reduced this way.

You may use this ability a number of times per day equal to your Charisma Modifier (minimum 1), regaining expended uses when you finish a long rest.

Additionally, your body has grown adept at handling the changing nature of your oath. You may add your Charisma modifier to your Strength and Constitution modifiers for the purposes of determining your Bulk limit.

Avatar of Duality

At 20th level, you gain the ability to become a personification of Duality. As an Action, you transform, gaining the following benefits for 1 minute:

  • The damage resistances provided by your Aura of Duality become damage immunities.
  • You and any allies affected by your Aura of Duality gain advantage on Constitution ability checks and saving throws.
  • You may use your Channel Divinity feature without expending its use.
  • Double the maximum weight lost by Indulge the Masses, which subsequently allows you to distribute more healing. The radiant damage provided to affected creatures increases to 2d8.
  • Double the maximum total weight lost by Temper Excess. The Advantage provided affects all attack rolls and ability checks until the end of your next turn, and the bonus to your Armor Class increases to twice your Charisma Modifier.

Oath of Strength

The oath of strength is one called upon when tremendous challenges require tremendous force to overcome. Paladins who take up this oath devote themselves to becoming icons of power, bulwarks of strength, and a wall between the weak and those who would choose to threaten them. These Paladins -- Sometimes called Crusaders or Warseekers-- take the field of battle with fervor and zeal, their bodies growing more imposing the longer they stand against their foes as divine power surges through them.

Oath Spells

Oath of Strength
Paladin Level Spells
3rd Burn Fat, Modify Metabolism
5th Enhance Ability, Aid
9th Haste, Aura of Vitality
13th Softskin, Guardian of Faith
17th Amazonian Figure, Destructive Wave

Tenets of Strength

The exact words of the Oath of Strength vary from order to order, but they all share the same four central tenets. They are often tattooed on the shoulders and back of those who take the oath.

Protect the weak. Your strength is a divine blessing that not all can possess. Use it in the defense of those who lack that strength.

Rise to a challenge. Any who doubt your strength must be shown the truth. Any true challenge laid down must be answered.

Pursuit of strength. To protect more innocents, we must seek more strength to better ourselves. Always seek to grow more powerful, but do so wisely.

Seek great resistance. Seek the greatest among your foes to prove your might. Their underlings will cower before you when you have broken their general.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Titan of Fortitude. You can use your Channel Divinity to grow in size and strength. as an Action, you can increase your size by one size category and gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. For the duration, you may add your Charisma modifier (minimum bonus of +1) to damage rolls of your Melee Weapon Attacks. These benefits last for 1 minute.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Taunt the Unholy. As an action, you present your holy symbol and speak an inflammatory prayer inciting the ire of your foes. Each enemy that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on all attack rolls against targets other than you for a number of rounds equal to your Charisma Modifier (minimum 1 round). This effect ends early if you fall unconscious.

Aura of Might

Starting at 7th level, you emanate a bolstering aura that fortifies your strength and the strength of your allies. You and friendly creatures within 10 feet of you have advantage on Strength Saving Throws, and their Bulk limit increases by one quarter of its normal amount (rounded down).

At 18th level, the range of this aura increases to 30 feet.

Divine Bulwark

Starting at 15th level, you can use your divine magic to redirect blows away from your allies and toward yourself. As a reaction, used in response to an ally within 5 feet of you being attacked, you can redirect the attack toward yourself.

Divine Behemoth

At 20th level, you gain the ability to manifest true divine strength. As an action, you can magically become a divine behemoth, gaining the following benefits for 1 minute:

• Your Size is increased by one size category, and all Melee Weapon Attacks you make deal an additional d4 damage.

• Your Melee Weapon Attacks deal double damage to objects and structures.

• You cannot be charmed, restrained, paralyzed, or petrified.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Protection

Paladins of the Oath of Protection have devoted their life to protecting others. Growing their own form, they create of themselves a wall, to protect innocents and their allies. Focused on defense and control of the battlefield, they are a force to be reckoned with on the battlefield.

Tenets of Protection

A paladin of the Oath of Protection unflinchingly puts their life on the line to protect innocents:

Guard the Weak. You are their shield. Guard your allies; absorb the hits so that they don’t have to.

Stand Strong. Never let yourself be cowed by those who would put you aside.

Build the Wall. You are the barrier that protects your wards. Never pass up an opportunity to fortify your form.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells
Paladin level Spells
3rd heavy smite, sanctuary
5th enhance ability, weighing ward
9th aura of vitality, spirit guardians
13th softskin, guardian of faith
17th amazonian figure, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Seismic Step. As an action, you slam your foot into the ground, sending a shockwave through their vicinity. All creatures of your choice within 20 feet must make a Strength saving throw with a DC equal to 8 + proficiency build + the paladin’s Strength modifier. A creature that fails is moved up to 10 feet in any direction at the paladin’s discretion and is knocked prone.

Body Block. As an action, you call out your enemies, using your unmissable figure to draw the ire of their foes. You may choose a number of targets within 30 feet up to their Charisma modifier. A chosen target receives disadvantage if they attack any target other than the paladin. The effect lasts for one minute, while you concentrate on it as if on a spell.

Buttressing Aura

Starting at 7th level, your very presence seems to make your companions hardier and more resistant to injury. Allies within 10 feet of you recieve a +1 bonus to their AC and saving throws while you are conscious. If you are Impeded, the bonus increases to +2; and if you are Immobilized, the bonus increases to +3.

At 18th level that range of the aura extends to 30 feet.

Unyielding Stance

Starting at 15th level, you become nearly impossible to shift against your will. While standing, you cannot be forced to move or knocked prone.

Stalwart Bastion

Starting at 20th level, as an action you become an unstoppable force on the battlefield. For one minute, you gain the following benefits:

  • You ignore all penalties associated with bulk limits.
  • You gain advantage on all Strength and Constitution checks and saves.
  • You gain resistance to all forms of damage.
  • As a bonus action, you may perform your Seismic Stomp without expending a use of your Channel Divinity.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Plenty

Paladins who follow the Oath of Plenty are normally makeshift orders that protect the helpless and the poor, keeping people alive and safe with their strength and supplies. More organized followers of the Oath of Feasting are rescue workers and first responders who travel in large groups to carry huge amounts of resources.

Tenets of Plenty

The Oath of Plenty emphasizes the following tenets.

  • Destroy Hunger. You know the pains of hunger and thirst and the illnesses they can cause. You must preserve the people and feed those who can’t feed themselves.
  • Sustainable Aid. You must foster independence within those you serve, working toward solutions that will maintain their health and happiness even after you move on.
  • Spread No Strife. Stealing or seizing someone else’s belongings, even to benefit another, shows a failure to bring plenty to everyone. Lack and loss breed resentment and jealousy, and you must not be the cause of that conflict.
  • Answer the Call. No request from those in need should go unheard.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells
Paladin level Spells
3rd goodberry, tango's tincture
5th calm emotions, prayer of healing
9th beacon of hope, plant growth
13th create fattening food and drink, fabricate
17th amazonian figure, fist of the feeding star

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options,

  • Surfeit of Stars. As a bonus action, you form stars of food that orbit those under your protection. For the next minute, when an enemy you can see within 30 feet of you attacks a creature besides you, you can use your reaction to cause the attacker to take 1d4 radiant damage and be forcefed a number of pounds of fatty food equal to the damage dealt.
  • Blessed Bounty. As an action, you bless all nonmagical food and drink within 10 feet of you for 1 hour. Food blessed in this way is purified and rendered free of poison and disease, and a creature that eats 1 pound of food blessed in this way gains 1d4 pounds of weight. Additionally, any creature that consumes any food blessed in this way before the blessing ends has their current and maximum hit points increased by an amount equal to your Charisma modifier and the number of diet points the food is worth, rounded up, for 1 hour. A creature cannot benefit from this increase again for 1 hour after receiving the increase.

Aura of Plenty

Starting at 7th level, creatures around you need not fear famine, for you come bearing plenty. Your aura extends 10 feet from you and provides the following benefits:

  • When a friendly creature within the aura, including you, would lose weight, whether naturally or otherwise, they may choose to halve the weight they lose.
  • You double the amount of food you create with your paladin spells if it is created in an unoccupied space within the range of this aura, and when you feed a creature within the range of this aura with a paladin spell or with Surfeit of Stars, the amount of food the target eats is doubled. At 18th level, the range of this aura increases to 30 feet.

Rapid Response

Starting at 15th level, you have the ability to travel quickly to respond to emergencies. You can cast the spell Find Greater Steed without expending a spell slot. When you do, you can also create a number of spectral mounts equal to your Charisma modifier, summoned as if by the spell Phantom Steed. These other mounts follow you, staying within 100 feet of you, unless you mentally instruct them to stay in a location or they have a rider. They must stay within a mile of you or disappear as if the spell that summoned them had ended. All mounts summoned in this way count as one size larger when determining their carrying capacity, bulk limit, and the weight they can push, drag, or lift.

Faminebreaker

At 20th level, as an action, you can transform into a harbinger of abundance, gaining the following benefits for 1 minute:

  • When you use a paladin spell to create food or drink, you can use a reaction to bless it as if you had used Blessed Bounty on it. The damage dealt by Surfeit of Stars increases to 2d4 + twice your Charisma modifier.
  • You and your allies within 30 feet of you have advantage on Constitution checks, Constitution saving throws, and death saving throws.
  • You and your allies within 30 feet of you have resistance to necrotic and poison damage.
  • Once you use this feature, you can’t use it again until you finish a long rest.

New Fight Club: Salt and Ceremony

Note: This Subclass uses the Pugilist class created by SterlingVermin, which can be found on DM's Guild for a Pay What You Want price.

While the art has evolved for combat, taking on both armor and a more aggressive stance, the Salt and Ceremony fight club originates in a more traditional and ceremonial form of wrestling combat. As such, practitioners of this fight club tend to have at least a faint sense of honor and tradition, though many have simply turned to the style as a method of throwing their weight around; quite literally, as the fight club focuses on forceful blows backed by the weight of fat and muscle that most practitioners build during training.

Ceremonial Salute

Starting when you choose this fight club at 3rd level, you gain proficiency in the Performance skill.

As a Bonus action, you can expend 1 moxie point make a shout, salute, or other gesture of respect to one target within 30 feet of you that can see and hear you. The target must make a Wisdom saving throw. On a failure, your attack rolls against that target gain advantage until the start of your next turn, and their attack rolls against you gain disadvantage until the start of your next turn, as your imposing presence shakes them to the core. Undead and Constructs are immune to this effect.

The Save DC for all Salt and Ceremony abilities is calculated as follows:

Salt and Ceremony DC = 8 + your Proficiency bonus + your Wisdom modifier.

Weight Advantage

Starting at 6th level, you use the bulk that you have built during your training to your advantage. You are treated as one size larger than normal for the purposes of grappling, and creatures of a size smaller than this modified size have disadvantage on checks made to escape your grapples.

Crushing Weight. As a bonus action, you can spend 1 moxie point to crush a creature you are grappling, dealing your Fisticuffs die + your Strength modifier in bludgeoning damage.

Strike Rebound. When a creature strikes you with a melee attack, you can use your reaction to spend 1 moxie point and force the target to make a Strength Saving throw. On a failure, they are pushed 10 feet away from you after the attack, and take Bludgeoning damage equal to your Constitution modifier.

Hold Ground. When an effect would attempt to forcibly move you, you can use your reaction to spend 1 moxie point to gain advantage on any rolls made to resist the effect.

Iron Stomach

Starting at 11th level, you have hardened body and soul into a perfect machine. You have resistance to poison damage and advantage on saving throws against poison, you have advantage on Constitution(Eating) checks and your full capacity for eating is doubled, and the DC of your Salt and Ceremony abilities increases by 2.

Ring Toss

At 17th level, you can hurl even the heaviest of targets with your sheer strength and determination. When you make an attack against a creature you are grappling or who is grappling you, you can expend 3 moxie points to make it a Ring Toss. If the attack hits, the grapple ends as the creature is thrown a number of feet in a direction of your choice equal to the result of a roll of your Fisticuffs die plus your Strength modifier, is knocked prone, and must make a Constitution saving throw or be stunned until the end of their next turn.

Ranger: Ranger Conclaves

These archetypes are designed using the Revised Ranger from the Unearthed Arcana.

Siege Master

In a world of widening waistlines, sometimes the mobility of the Ranger's Path becomes threatened. But the defenders of the world will not halt for a mere impedence of the flesh. Instead they adapt, honing their style to fit their new nature. To that end come the siege masters. Warriors of the longest range, the Siege Masters need not rush across the battlefield to chase down their target. Instead, they need only find the highest vantage with the best view, and rain death down upon their enemies with their specially constructed weapons.

Siege Warfare

When you take this archetype at 3rd level, you become proficient in the use of tinker’s tools and their use in constructing specialized ‘Siege Weapons’. You gain your own siege weapon, which you have been designing and constructing during your spare time, as well as proficiency with Siege Weapons. It is a two handed ranged weapon that deals 2d6 piercing damage and has the Ammunition(300/1200) property and the siege property, allowing it to deal double damage to objects and structures. The weapon itself takes on a form of the Ranger’s choosing, but common designs include massive crossbows, heavy-bore rifles, or powerful siege bows.

If you lose your siege weapon or need to make an additional one, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. You can use a single non-artifact magical ranged weapon over the course of this process to imbue the completed weapon with the magic item's properties. The original item is destroyed and reduced to its component parts, which are used in the construction of the new weapon. Siege Weapons are considered martial weapons for rules and effects that consider specific types of weapons, but characters who gain proficiency in all martial weapons do not gain proficiency in Siege Weapons. A creature that is not proficient in Siege Weapons has disadvantage on attack rolls made with them.

At the end of each short or long rest, you can create 20 pieces of ammunition for your Siege Weapon. This ammunition is unstable and become inert after 24 hours. Each round weighs one quarter of a pound. You can expend 5gp worth of materials during the creation of these rounds to stabilize them and make them permanent. Additionally, you may pay 10gp per round to convert any magical ammunition of any type into Siege Weapon ammunition that has the same bonus over a long rest.

Additionally, over the course of a long rest, you can modify a Siege Weapon's configuration, granting it a number of Enhancements. (Enhancements detailed at the end of this archetype) You can give a Siege Weapon a number of enhancements at one time equal to your Proficiency bonus. Each time you would grant a Siege Weapon a new enhancement beyond this limit, you must remove one of the existing enhancements. You must also meet the level requirement of each enhancement you wish to add to the Siege Weapon.

Steady stance

Also at 3rd level, you can take a steady stance to improve your aim. If you have not moved yet on your turn, you may enter Steady Stance, after which you may not move for the rest of your turn. While in Steady Stance, you may add half your Wisdom modifier (rounded down) to your attack rolls. If you are over any bulk or flex thresholds, this bonus increases to your full Wisdom modifier. Steady Stance lasts until you move or are moved, such as by a mount you are riding or the Thunderwave spell. You must be proficient with a kind of vehicle to be able to adopt a Steady Stance while on that kind of vehicle, but its movement does not disrupt your stance.

At level 7, you no longer need to be over your bulk or flex threshold to add your Full Wisdom modifier to your attack rolls.

Vital Shots

At level 7, your attacks while in Steady Stance deal an additional amount of damage equal to your Wisdom modifier. If you are Impeded or Lumbering or greater, or on a critical hit, this bonus increases to twice your Wisdom modifier.

Heavy Ammunition

At 11th level, you have refined your siege weapon and ammunition to be even more effective, able to pierce the most durable of armors. Your Siege weapon deals an additional 1d6 damage, and any damage dealt by your siege weapon ignores damage resistance to bludgeoning, piercing, and slashing.

Battlefield Supremacy

At level 15, your prowess on the battlefield makes you the master of the steady shot. Your attacks with your Siege Weapon score a critical hit on a roll of 19-20, and while you are in Steady Stance, your first attack each round gains advantage on the attack roll. If you are Immobilized, your attacks with your Siege Weapon don't suffer disadvantage for being restrained and score a critical hit on a roll of 18-20. If you are Musclebound, your attacks with your Siege Weapon don't automatically fail and score a critical hit on a roll of 18-20.

Siege Master Enhancements

Splinter bolt

Once per turn, when an attack with this weapon reduces an enemy to 0 hit points, the attack splinters, dealing half of its initial damage to an adjacent target.

CQC Mount

You can use a bonus action to attach or detach a Melee Weapon that doesn't have the Heavy property to this weapon. While attached, you can use either weapon as if you were holding it.

Selector switch

Before each attack with this weapon, you can elect to change the piercing damage this weapon deals to either Bludgeoning or Slashing damage. You must make this decision before the attack roll is made.

Stabilizing attachments

Prerequisite: 7th level

As long as you are holding this weapon in two hands, its stabilizing elements prevents you from suffering the negative effects of being Burdened or Impeded, and still allows you to move at a speed of 5 feet per round while Immobilized.

It also allows you to move at up to half your walking speed without breaking Steady Stance.

CQC Plating

Prerequisite: 7th level

While holding this weapon in two hands, you gain the benefits of holding a Shield, and do not suffer disadvantage for making ranged attacks with this weapon while within 5 feet of a hostile creature.

Heavyweight Launcher

Prerequisite: 7th level

While in Steady Stance, you can use your Action to make a single ranged weapon attack against a target with this weapon. On a hit, the attack deals an additional 1d6 points of damage, and if the target is huge or smaller, they must make a Strength Saving throw against the creator of this weapon's Spell Save DC or be pushed up to 10 feet directly away from you. This movement does provoke attacks of opportunity.

Targeting sights

Prerequisite: 11th level

While in Steady Stance, you can use your Reaction when you hit a creature with an attack with this weapon to force them to make a Strength Saving throw against the creator of this weapon's Spell Save DC. On a failure, their movement speed is reduced to 0 until the end of their next turn. You can use this feature once per turn. If you are at least Impeded or Lumbering, you can use this feature twice per turn.

The Big one

Prerequisite: 11th level

You may spend your action to fire a powerful shot. Roll a single Ranged Weapon Attack with this weapon, and measure it against the Armor Class of each creature in a line originating from you that is 5 feet wide and has a length up to your weapon's short range. Each target that the attack roll would hit suffers this weapon's damage plus an additional 2d6 points of damage. If you are at least Impeded or Lumbering, you gain advantage on this attack roll. You can use this feature a number of times up to this weapon's creator's Wisdom modifier, regaining expended uses on a short or long rest.

Siphoning Shots

Prerequisite: 15th level

Whenever you critically hit with this weapon, you regain hit points equal to half the damage dealt on the attack, and fatten for the total number of hit points regained this way.

Target Painter

Prerequisite: 15th level

Whenever you hit a creature with this weapon, you can use your reaction to paint them as a target, granting the next attack made against them by a creature other than you advantage.

Firing Brace

Prerequisite: 15th level

While in Steady Stance, when you take the attack action on your turn, you can use your Bonus action to make an additional attack with this weapon against one of the targets you chose with that attack action.

Wild Walker

Some rangers become more in tune with their aspects of the wild, eventually opening their bodies to protean energies of raw nature. These energies infuse the Wild Walker, giving them a bestial form possessed of the traits, instincts and raw hunger of the wild. As their connection to the wild deepens, their hunger intensifies and their form grow in strength.

Ravenous Hunter

Beginning at 3rd level, the number of diet points you burn, your stomach capacity, your stuffing limits, and your digestion rate are all doubled.

Also at 3rd level, your hunting prowess has been amplified to feed the beast within you. When you roll a Wisdom (Survival) check to forage and succeed, you find 4 times as much food as you normally would. On a failure, you find 2 times as much food as you normally would on a success. This replaces the benefit to foraging from Natural Explorer.

Wild Nature

At 3rd level, when you join this conclave, choose a wild nature and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Instincts. You gain darkvision out to 60 feet, and you do not have disadvantage on Wisdom (Perception) checks that rely on sight in a lightly obscured area. Additionally, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: AC, current hit points, movement speed, or one of your ability scores.

Charger’s Gait. Your walking speed increases by 10 feet.

Survivor’s Grit. When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Constitution modifier.

Feral Form

Also at 3rd level, when you join this conclave, you choose a feral form adaptation from the list below. When you reach 11th level in this conclave, you gain a feral mobility adaptation, and when you reach 15th level, you gain a feral weapon adaptation.

As a bonus action, you can expend a use of this feature and adopt your feral form, manifesting your chosen adaptations. The exact nature and appearance of your adaptations are up to you, but should be appropriate to the effects of the feature. Each round you maintain your feral form counts as 1 hour of workout. This increases to 2 hours of workout per round at 11th level and 3 hours of workout per round at 15th level. Your feral form lasts until you dismiss it as a bonus action or for 1 minute. Before your feral form ends, you can expend another use of this feature to extend its duration by 1 minute (no action required).

You can use this feature a number of times equal to half your Ranger level (rounded up), and you regain all expended uses when you finish a long rest.

Prowler’s Stealth. You have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured by the shadows of trees, foliage, morning mist, or similar natural phenomena. In addition, any hit you score against a creature that is suprised is a critical hit.

Charger’s Aggression. Once on on your turn when you make a weapon attack, you can move up to 10 feet closer to your target through any movement means available to you before making the attack. This movement is in addition to your normal movement speeds, but can't be used if your speed is reduced to 0.

Survivor’s Durability. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, when you are hit by an attack, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for that attack.

Natural Predator

At 7th level your wild nature deepens, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Senses. You gain Tremorsense out to 30 feet.

Charger’s Bloodlust. You gain a bonus equal to half your Wisdom modifier (minimum of 1) to attack rolls made against your all your favored enemies and against any creature without all its hit points.

Survivor’s Endurance. You gain a number of temporary hit points equal to your Constitution modifier at the end of each of your turns.

Feral Mobility

At 11th level, you choose a feral mobility adaptation from the list below.

Prowler’s Path. You have a swimming speed of 30 feet and a burrowing speed of 15 feet. You can hold your breath for a number of minutes equal to your Constitution score. When you swim, burrow, or walk across loose earth, you can make the space you pass through difficult terrain until the end of your next turn as you disturb the water or ground.

Charger’s Wings. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Once per round, if you fly at least 30 feet straight toward a creature, and if your next melee weapon attack against it hits, the attack deals an extra 1d6 damage to the target.

Survivor’s Thorns. You have a climbing speed equal to your walking speed. Any creature that strikes you in melee or begins their turn grappling you or grappled by you takes piercing damage equal to your Constitution modifier.

Apex Predator

At 15th level your wild nature peaks, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Escape. You can use the Disengage action as a bonus action on your turn. Additionally, you have advantage on ability checks and saving throws made to escape a grapple or to end any effect that applies the restrained condition on you.

Charger’s Takedown. Once per round, if you move at least 20 feet in a straight line towards a creature, and if your next melee weapon attack against it hits, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Survivor’s Resilience. You gain advantage on all Strength, Constitution, and Dexterity saving throws against spells and other magical effects.

Feral Weapon

Also at 15th level, you choose a feral weapon adaptation from the list below.

Your feral weapon is a natural weapon appropriate to your choice which you can use to make unarmed strikes. When making unarmed strikes with this natural weapon, you can use Dexterity instead of Strength for the attack and damage rolls, you can roll 2d4 in place of the normal damage, they deal the damage type noted in the feature, and they count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Prowler’s Venom. This natural weapon deals piercing damage. If you hit a creature with this weapon, it must pass a Constitution save against your spell save DC or be poisoned and take 2d4 poison damage at the start of each of its turns for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Charger’s Savagery. This natural weapon deals slashing damage. If you hit a creature with this weapon, it and any creatures of your choice that can see you or the target within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened by you until the end of its next turn. Creatures besides the target you hit have advantage on this save.

Survivor’s Embrace. This natural weapon deals bludgeoning damage. If you hit a creature with this weapon, the target is grappled with an escape DC equal to your spell save DC. Until this grapple ends, the target is restrained, you can attack that creature with this natural weapon as a bonus action, and you can’t use this natural weapon on another target.

Rogue: Roguish Archetypes

Essence Thief

The Essence thief believes that even if they aren't the best, they can just take the traits that make someone else the best instead. They drain some of the essence of individuals they touch with their magic, taking on their physical traits as they glide across the battlefield, accumulating power.

Essence Theft

Beginning at 3rd level, you gain the ability to steal some of your victims' essence with but a touch. You can steal essence from a hostile creature using a Dexterity (Sleight of Hand) check opposed by their Strength (Athletics) check or Dexterity (Acrobatics) check, or as a result of dealing sneak attack damage to them. You can also steal essence from a non-hostile creature using a Dexterity (Sleight of Hand) check opposed by their Wisdom (Perception) check.

On a success, choose two Attributes. For the next minute, ability checks using those attributes have advantage, and the target has disadvantage on ability checks using those same attributes. These stolen attributes might manifest on your body as simple glowing marks, or they might manifest as suddenly appearing muscle, sexual characteristic mass, body fat, height, or other traits which do not count against your character's total weight or other characteristics. After the minute is over, these attributes recede as they are expended.

This ability's duration increases to an hour at 17th level.

This ability can be used a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest.

Essence Devour

Also at 3rd level, the rogue can choose to drain some of the essence from a creature they kill and make it their own. Unlike Essence Theft, this drain is permanent. Whenever the rogue kills a creature, they can choose to gain weight (fat or muscle) or height (Which cannot increase their size category) in any combination from the creature, up to a number of pounds of fat or inches of height equal to 1d10 + your Charisma bonus + your Rogue level, distributing across their body as they like, with every one point being worth a pound of mass and every 5 points being worth an inch of height. This essence does not have as much flashy potential, but has a practical application: The rogue can expend body mass or height to fuel temporary proficiency with the skills and tools they are not currently proficient with.

At the cost of 10 pounds of mass or 2 inches of height in any combination, the rogue can use this ability before making a roll to gain proficiency in any skill they do not currently have proficiency with for one skill check, or with a tool, vehicle, weapon, or armor they do not currently have proficiency with for up to an hour.

You may use this portion of this ability a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest.

Improved Devour

At 9th level, you have improved your ability to convert essence into skill on a temporary basis. You can expend one use of your Essence Devour ability to gain expertise on a skill you already have proficiency in for a single check, or with a tool you already have proficiency in for up to an hour.

In addition, you can expend two uses of Essence Devour to do the same for a skill or tool you don't currently have proficiency in.

Thief of Faces

At 13th level, when you use your Essence Theft ability on a humanoid, you can choose to take on the appearance of that humanoid as well, turning yourself into perfect visual copy of your victim. You retain your physical and mental stats, but take on their appearance, height, and weight for the duration.

Additionally, while you've stolen someone's essence, you can attempt to extract information from them by using your action or bonus action to force them to make an Intelligence Saving throw. The DC is 8 + Proficiency bonus + your Charisma modifier, and on a failure you learn the truthful answer to one question of your choice. Once they succeed on the saving throw, this portion of this ability cannot be used on them again for the remainder of the duration of Essence Theft.

Essence Assassin

At 17th level, your ability to steal essence has improved, and the drain has become so potent that it leaves enemies winded. A creature who you successfully use Essence Theft on gains the Poisoned condition until the ability's duration ends. Additionally, they are always a viable target for your Sneak Attack ability, even if you have disadvantage on your attack rolls against them.

If you kill a target under the effects of Essence Theft and use Essence Devour on them, the effect of Essence Theft remains until the end of your next long rest.

Gourmand

Rogues are the masters of precise operations. Especially so when it comes to the application of magic to a trade such as cooking and brewing. The Arcane Gourmand is a master chef who applies their roguish expertise to their pursuit of lipomancy. Maybe you found an ancient tome on the subject penned by the Lich Queen herself, or discovered them on your own through experimentation. The Arcane Gourmand's meals are almost divine to their friends, but those who earn their ire will quickly find themselves stuffed beyond recovery.

Gourmand's Training

When you choose this archetype at 3rd level, you gain proficiency with poisoner's kits and cooks utensil's. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

When you force-feed a creature, you may replace the Strength (Athletics) check required with a Dexterity (Sleight of Hand) check, if you are proficient with the skill.

Lipomantic Cuisine

Also at 3rd level, whenever you finish a long rest, you prepare two lipomantic recipes of your choice from the options listed below. The resulting products are of fatty quality that weigh 2 lbs each. These infused foods remain potent until the end of your next long rest. You can prepare one additional recipe at 9th, 13th, and 17th level. When you get to those levels, the table expands to include new options to choose from.

When subjected to an effect of a recipe that requires a saving throw to resist, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier or suffer the recipe's effects. For any recipes that cast a spell when consumed, if the spell normally requires concentration, it lasts for half of the listed duration.

Additionally, whenever you cause a creature to take bludgeoning damage as a result of overeating, you may add your Sneak Attack dice to the damage. This additional damage may only be dealt once per turn, if you haven't used your Sneak Attack feature this turn.

Swift Stuffing

At 9th level, your ability to feed friends and foes alike has improved. You can use your Cunning Action to consume or force-feed a creature a piece of food.

In addition, you no longer need to be grappling a hostile creature to force-feed them as long as you have an ally within 5 feet of the creature.

Master Chef

At 13th level, your mastery of cooking with lipomancy has reached a new peak. You have discovered how to make powerful foods infused with arcane energy. Once per week, you can spend 8 hours working with your cook's utensils and 100 gp worth of materials to create one of the following magical food items: The Battle Burrito, the Mystic Meringue, or the Swollen Sweetroll. Each of these items weighs 5 lbs, and is worth a whopping 20 Diet Points.

Self-Rising Dough

At 17th level, you have mastered the ultimate recipe; the Self-Rising Dough. This small, innocuous looking ball of pink dough fits in the palm of your hand, and weighs five pounds. When fed to a creature, they must make a Constitution saving throw. On a failed save, roll 2d6. The weight of the Dough multiplies by this amount, potentially resulting in a Constitution (Eating) check. On a successful save, the final weight of the Self-Rising Dough is halved. The creature has disadvantage on this saving throw if they are not hostile to you, as they are taken by surprise.

Lipomantic Recipes

Fattenium Oil. This small bottle of pink liquid is filled with liquid Fattenium, a substance left behind in areas of heavy lipomantic corruption. As a bonus action on your turn, you may coat a slashing or piercing weapon in the oil, causing any creatures damaged by your Sneak Attacks with that weapon to Fatten equal to the result of your Sneak Attack dice. This effect lasts for one minute, or until you clean the poison from the blade as an action.

Cleansing Creampuff. This small, decadent looking creampuff is both tasty and a great boon. Upon consumption, the imbiber may end one of the following conditions afflicting them: blinded, deafened, frightened, or poisoned.

Lethargic Licorice. This dark colored bundle of licorice smells of blackberries. Upon consumption, the imbiber must make a Constitution saving throw. On a failed save, the creature gains the poisoned condition and their speed is halved for one minute as the poison within the licorice takes hold. On a success, the creature is unaffected

Appetizing Apple. This cherry red apple contains a powerful hex. Upon consumption, the imbiber must make a Charisma saving throw or be subject to the spell Charm Person, as if it were cast by the Arcane Gourmand.

Bulging Burger This large, greasy burger is stacked high with all manner of meats and condiments. Upon consumption, the imbiber must make a Constituion saving throw or be subjected to the effects of the spell Immobilize Person.

Lipomantic Recipes (9th level)

Glutton's Gravy. This is a large tub of... gravy. Upon consumption, the imbiber must make a Wisdom saving throw or become Ravenous for one minute.

Fizzy Fountain. Upon consumption of this fizzy beverage, a willing creature gains the benefit of the Fly spell. For an unwilling creature, they must make a Dexterity saving throw or begin to slowly drift away from the ground. They move upwards at a rate of 15 feet per round minus 5 for every exceded bulk threshold, and after 6 rounds they plummet to the ground.

Lipomantic Recipes (13th level)

Cautious Crepe This delicious looking crepe looks to be coated in pink dust. Upon consumption, the imbiber must make a Constitution saving throw. On a failed save, the creature becomes unable to speak, use breath weapons if it has any, or produce the verbal components of spells for a number of rounds equal to your Wisdom modifier.

Empowered Eclair. This oversized eclair is dripping with white cream. Upon consumption, the imbiber is empowered with a wellspring of lipomantic power as per the spell Rampant Vitality.

Lipomantic Recipes (17th level)

Taco of Torpor. This taco is overflowing with meat and cheese, and is drenched in a mysterious pink sauce. Upon consumption, the imbiber must make a Wisdom saving throw. On a failed save, the creature falls asleep for one hour or until it takes damage.

Caloric Cake. This slice of cake looks like it came from heaven itself. Upon consumption, the imbiber is gains the benefit of the spell Adipose Armor.

Credits

Yoichi Hayabusa - Gourmand's Mixture

This archetype was written by Bird from the RetroFeed Discord

Inflator

This subclass uses the Simple Inflation rules. Inflation DC Whenever you make use of one of your inflation abilities against an enemy they must beat out your inflation DC (8 + your proficiency bonus + your Intelligence modifier).

Minor inflation

When you pick this archetype at level 3, you begin to learn how to utilize both liquids and gases to inflate yourself and your enemy. As an action, choose either yourself or a creature within 30 feet and apply one of the following effects, depending on whether you target yourself or another creature and whether you use a gas or a liquid to inflate them. If you inflate yourself, the effect ends if your concentration ends (as if you were concentrating on a spell) or if you deflate yourself as a bonus action. You may only have one enemy inflated at a time. In any case, until the effect ends, the target inflates with a number of pounds of the chosen medium equal to 4d4 times 10. For each size a creature is below Medium, halve this number, and for each creature it is above Medium, multiply this number by 8.

Gas.

self. Your movement speed increases by 10 feet and climbing no longer costs you extra movement.

enemy. The target makes a Constitution save against your inflation DC and on failure floats upward at a speed of 15 feet per round at the beginning of its turn. If they do not have a fly speed, they cannot descend, but can move by pushing or pulling on a fixed object or surface within reach, which allows it to move as if it were climbing. The target may repeat the saving throw at the end of each of its turns, deflating and proceeding to fall when it succeeds.

Liquid

Self. You gain resistance to bludgeoning damage.

Enemy. The target must make a Dexterity saving throw against your Inflation DC or have their movement speed halved and Dexterity saves be made with disadvantage. The target may repeat the saving throw at the end of each of its turns, deflating when it succeeds.

Tactical Deflation

At level 9, you have learned to harness your powers of inflation in reverse and use your own deflation process to your advantage. You may use the following abilities depending on the type of inflation you are under whenever your deflate yourself as a bonus action, or as a reaction if you deflate yourself by dropping concentration.

Gas

Burst. The force of your deflation forces creatures within 5 feet of you to succeed against a Strength saving throw against your inflation DC or be knocked prone and deafened.

Liquid

Jet The force of your deflation propels you with surprising speed, allowing you to fly up to 20 feet without provoking opportunity attacks

Major Inflation

Starting at level 13, your mastery of your inflationary skills has improved allowing you to harness more potent versions of your various inflations. Alongside their original benefits, whenever you use one of your inflation powers you also gain the following abilities

Gas

self. you can give yourself advantage on Dexterity(Stealth) checks by filling yourself with just enough air to dampen the sound of your movement.

enemy. You can control the buoyancy of a creature you have inflated with gas, allowing you to change the target’s altitude by up to 20 feet in either direction on your turn.

Liquid

self. In response to being struck by a Melee attack, you can use your reaction to cause the attack to bounce back after dealing damage, causing the attacker to make a Dexterity Saving Throw against your Inflation DC or take half of the damage of their own attack.

enemy. A creature you have inflated with liquid is restrained, and when it is hit by an attack or forced to move by an effect besides this one it must make a Dexterity saving throw against your Inflation DC or be rolled and forced to move 10 feet away from the attacker or in the direction of the forced movement.

Master Inflator

Starting at 17th level, you can inflate a number of additional creatures beyond your first at a time equal to your Intelligence modifier (minimum 1).

Shadowblade

Bonus Proficiencies

Starting at 3rd level you gain Proficiency in Constitution (Eating) and Dexterity (Sleight of Hand) skills. If you are already proficient with either of these, choose another skill proficiency for each proficiency you already have.

When you have Proficiency (or Expertise) in the Constitution (Eating) skill, you may use your Cunning Action to drink a potion or eat a piece of food.

Folded Blades

At 3rd level you can compress and fold your flesh, disguising your weight from inspection and creating spaces to hide small weapons and items about your person. Over the course of a short or long rest, you may reduce your apparent weight to any weight that is not below your base weight, and within one Bulk threshold of your actual weight. During this process, you may hide a number of weapons with the Light property equal to your Constitution modifier (minimum 1) about your person. You may also hide a number of items about your person equal to your Constitution modifier (minimum 1), provided each weighs no more than 2 pounds. You may retrieve these weapons and items on your turn as if drawing them from a sheath, even if you would normally be prevented from doing so.

While your weight is disguised you can fool personal inspection, physical measure, or any other mundane effect which would otherwise reveal your weight or the weapons and items hidden on your person. You do not suffer Bulk penalties to Dexterity checks or Dexterity saving throws if your apparent weight is below your Impeded Threshold, otherwise you suffer Bulk penalties as normal.

If you die or are knocked unconscious your actual weight is revealed, and any weapons and items hidden on your person from this feature are dropped on the ground within 5 feet of your current position. If you would occupy more space than normal as a result of your weight, any creatures in spaces now occupied by you are displaced to the nearest available space of their choosing.

Blade Burst

Also at 3rd level you can launch blades hidden on your person with surprising and deadly force. As an action you can target a creature you can see within 20 feet of you. That creature must make a Dexterity saving throw against your Blade Burst save DC. On a failure the target takes piercing damage equal to 1d4 + your Sneak attack damage, or half as much on a successful save. You may only use this feature if you have weapons hidden on your person from your Folded Blades feature.

Blade Burst save DC = 8 + your Proficiency bonus + your Constitution modifier.

Unfolding Blast

At 9th level, you can expel all your folded blades in a burst of blubber and steel. As an action select a number of creatures you can see within 20 feet, up to the number of weapons hidden on your person from your Folded Blades feature. Each target must make a Dexterity saving throw against your Blade Burst save DC. On a failure the target takes piercing damage equal to 1d4 + your Sneak attack damage, or half as much on a successful save. Any blades in excess of your targets are expelled with no effect.

After taking this action, your actual weight is revealed, and any items hidden on your person from your Folded Blades feature are dropped on the ground within 5 feet of your current position. If you would occupy more space than normal as a result of your weight, any creatures in spaces now occupied by you are displaced to the nearest available space of their choosing.

Combined Barrage

At 13th level your flesh can channel the magic, poison and other harmful effects imbued within or applied to your folded blades. If a target fails their saving throw against your Blade Burst or Unfolding Blast features, they suffer the effects of any poisons, additional damage or other harmful effects of the weapons stowed on your person as part of your Folded Blades feature.

You can now use an action to disguise your weight with your Folded Blades feature, and may store and use Darts with your Blade Burst. You can also use your Cunning Action to store up to two weapons or items on your person per turn, as part of your Folded Blades feature.

Folded Mastery

At 17th level you have mastered the ability to compress and fold your flesh. You can now reduce your weight to any weight that is not below your Base weight, and within two Bulk Thresholds of your actual weight.

Your Blade Burst and Unfolding Blast now deal piercing damage equal to 1d6 + your Dexterity modifier + your Sneak Attack damage, or half for targets who pass the saving throw.

You can now use your Unfolding Blast to launch all of your Folded Blades at a single target. When you use your Unfolding Blast, you may instead select a single eligible target. That target must make a Dexterity saving throw against your Blade Burst save DC. On a failure, the target takes piercing damage equal to 1d6 per blade expelled + your Dexterity modifier + your Sneak Attack damage, or half as much on a successful save.

Sorcerer: Sorcerous Origins

Adiposean

When Narce invented the art of Lipomancy, it didn’t take long before wizards began experimenting (as they do) to find the limits of this new technique. Some, in an attempt to increase their power, tried to infuse their bodies with more intense concentrations of lipomantic energy. Out of these early experiments were created the first adipose sorcerers. In the time since then, some sorcerers are the result of experiments; some are born in areas of high lipomantic energy concentrations; and some simply have simply been born with the power with no apparent link. Born with an intrinsic link, these magicians do not have the fine control that a lipomantic wizard holds; rather, the energy runs through them, affecting their bodies and their spells alike.

Fattening Flux

Starting at 1st level, the unstable lipomancy that runs rampant through your veins causes a constant state of flux within your body. When you replenish your sorcery points after a long rest, you gain weight equal to your sorcery points maximum. When you expend sorcery points, you lose weight equal to the amount spent.

These effects are not limited to the sorcerer. At level 1, your Flux die is a d4. Creatures that fail a save, are hit by your spell attack roll, or affected by your spells when no save is given, gain weight as determined by your Flux die. They gain 1 Flux die in fat for every level of the spell slot used, or 1 Flux die for cantrips. Your Flux die becomes a d6 at 5th level, a d8 at level 10, and a 1d10 at level 15.

Solid Body

At 1st Level, due to the lipomantic effects on your bloodline, your well-fed form is better at absorbing blows. You may calculate your AC using your your Dexterity modifier or Constitution modifer, whichever is higher.

Arcane Replenishment

At 6th level, You have gained some mastery of the fattening energies that infuse you. As an Action, regain a number of sorcery points up to your Charisma modifier. Take 1d6 points of Necrotic damage and lose an equal amount of weight equal to the damage taken for each point gained. After using this ability, you must complete a short or long rest before you can do so again.

In addition, your body has become better adapted to handling the burdens you carry. Your Bulk limit is doubled. This stacks with effects from Brawny, size, and similar abilities.

Adipose Metamagics

At 14th level, you have learned how to use your body as fuel to heighten the effects of your spells. You gain the following intrinsic metamagics in addition to the ones you already know:

Elevated Spell. When you cast a spell, you can treat the spell as if it had been cast using a higher level spell slot by spending 2 sorcery points for each level you wish to increase the spell by, up to the highest level spell you can cast.

Widening Spell. When you cast a spell, you can spend 2 sorcery points to cause each creature affected by your Flux die to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies.

Lipomantic Wellspring

At 18th level, your body has become inured to the ravages of lipomancy as you fuel your spells. You gain resistance to necrotic damage. In addition, as an action you may tap into the font of lipomantic energy that flows through you, increasing its flow to a torrent. For 1 minute, at the beginning of each of your turns, you regain 1 sorcery point, and heal 1d6 hit points and gain an equal number of pounds of fat. Once you use this ability, you cannot use it again until you have completed a long rest.

Friendly Fattening

As written, the Adiposean sorcerer will fatten up their enemies and allies both. If you want to avoid friendly fire, here are two options to discuss with your DM:

  • Allow allies to roll a Constitution saving throw to avoid the fattening effects of the spell.
  • Exclude allies from the effects of the spells entirely, and have it only target enemies.

Fey-Heart Feeder

Your innate magic evinces the capricious nature of wanton fey mingling with your own. This gift may be an inheritance from a particularly sybaritic fey ancestor, or perhaps a force of chaos and indulgence chose you to be a wellspring of hedonism on a whim. Regardless of the source of your power, you find an affinity for magics that inspire gluttony and excess in those around you, sometimes without them ever becoming aware of your influence.

Capricious Casting

At 1st level, the following spells are added to the Sorcerer spell list for you.

Spell Level Spell
1st Resize
2nd Narce's Fatness Arrow
3rd Overabundance
4th Create Fattening Food and Drink
5th Blueberrify

Trickster's Stealth

At 1st level, you gain proficiency in Stealth. Additionally, you can Hide as a bonus action.

When you reach 3rd level in this class, you learn invisibility, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can cast it as a bonus action.

Virulent Voracity

Starting at 6th level, as an action, you can spend 3 sorcery points to infect a creature you can see within 120 feet with mindless hunger. The creature must make a Charisma saving throw against your spellcasting DC. On a failed save, the creature becomes charmed by you for 1 minute. While charmed in this way, the creature must spend its action, bonus action, and movement to seek out and devour the nearest food on each of its turns, and it cannot take reactions. The creature doesn't move into obviously dangerous ground.

The spell ends for an affected creature if it takes any damage. If someone else uses an action to attempt to shake the creature to its senses, the creature can repeat the saving throw with advantage. Anyone who damages the creature or tries to shake it to its senses must pass a Charisma save or be charmed by you in this way for 1 minute. A remove curse spell ends the effect early.

Fey Resistance

Starting at 14th level, you have advantage on saving throws against spells and other magical effects.

Form of the Feeder Fey

Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to adopt the form of a fey wellspring of excess. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

While in this form, you gain the following benefits:

  • You gain a flying speed of 30 feet.
  • You are affected by the Reduce effect of the Enlarge Reduce spell, reducing your size to Tiny instead of the normal reduction.
  • You can cast feed and abyssal stomach at their lowest levels without expending a spell slot or requiring material components.
  • As an action, you can turn invisible until your concentration ends (as if concentrating on a spell), with any equipment you are wearing or carrying turning invisible as long as it is on your person.

Also starting at 18th level, you can use an action to touch a creature and weaken their will. If the creature fails a Charisma saving throw against your spellcasting DC, it must eat any food offered to it. For 1 minute, any spell attacks that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the overabundance spell). While under the effects of this magic, the target's stomach capacity is effectively infinite, they cannot take damage from overeating, and they are charmed as if by your Virulent Voracity feature.

Gaseous Power

All Sorcerers' powers come from within themselves, from their bloodline, from natural vagaries of magic within them, or from a number of other factors in their makeup. Sorcerers of the Gaseous Power origin draw their magic from a more literal interpretation of that idea. The magic within their body wells up like an arcane gas cloud, which must eventually be released to deadly effect.

Noxious Power

Starting at 1st level, the caustic nature of the gasses constantly brewing within you grants you resistance to Poison damage and advantage on saving throws made against poison.

Gaseous release

When you choose this origin at 1st level, your body's natural gas wells up when you draw upon your energy to cast spells. You can use a bonus action on your turn to release this gas in a cloud around you immediately before or after you cast a spell of 1st level or higher, causing other creatures within 5 feet of you to make a Constituion saving throw or be Poisoned until the start of your next turn. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Noxious spell

At 6th level, you gain the ability to weave your spells into your gaseous releases. When you cast a spell that does not require an attack roll, you can choose to forgo the Verbal and Somatic components of the spell and release it as a 20-foot radius cloud of gas centered on a point within 60 feet of you, which persists for a number of rounds equal to your Charisma modifier. Any creature that enters the cloud or starts its turn within it, including you, is subjected to the spell. A creature can only be affected by the cloud once per use of this ability. Creatures that don't need to breathe or are immune to poison are unaffected by the spell. If the spell requires concentration, you must concentrate on the cloud for its duration. Once you have used this ability, you cannot do so again until you finish a long rest.

Gaseous flight

Starting at 14th level, you have supreme control over your gaseous production. As an action, you can produce an excessive amount of gas and store it in your body, inflating your body or part of your body to twice your original size. You take up the space of a creature one size larger than normal, and gain a fly speed equal to your current speed. This inflation lasts until you release the gas as an action on your turn, at which point any creatures within 20 feet must make a Constitution saving throw or be poisoned for the next minute. Any creature that succeeds on this saving throw is immune to this effect for the next 24 hours.

Any armor or clothing not made to accomodate this growth might be destroyed when you trigger it.

Stinking Aura

At 18th level, your gaseous releases have become constant and unceasing, but you have magical control over its potency. You have disadvantage on Stealth checks, but you constantly exhude an aura of gas within 20 feet of you. Creatures you choose that enter your aura for the first time on their turn or start their turn in your aura must make a Constitution saving throw or spend their Action retching and coughing. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Additionally, you can also use this aura to bolster allies by making the stench pleasant to their senses. You can choose a number of allies within your aura equal to your Charisma modifier (minimum 1.) to be bolstered by your aura, granting them advantage on Constitution Checks and Constitution Saving throws. You are always affected by this version of the ability and do not count against the number of creatures that can be affected by it.

Voidborn

Voidborn sorcerers are touched in some way by elemental emptiness. Some have been exposed to the all-consuming vastness of the outer rifts, others may have void elemental ancestry, and others still have lost a tiny piece of their soul, connecting them to a powerful metaphysical want that is made real and dangerous. Voidborn sorcerers are rare, as their insatiable needfulness threatens to bring bankruptcy and famine. Many are allowed to waste away and starve before ever reaching adulthood. But those who do manage to stave off the void find that it makes a powerful font of sorcery, as there is great strength in emptiness, as they draw magic into their bodies to fill the eternal hunger.

Bottomless Void

Starting at 1st level, your deep connection to the outer rifts threatens to devour you from within, which renders your appetite nigh inexhaustible. At the end of each long rest, make a Constitution save with disadvantage against your spellcasting DC. On a failure, you lose a number of pounds of fat equal to two times your sorcerer level.

In addition, immediately before you would have to roll to Overstuff yourself, you instead instantaneously digest all food in your stomach, gaining 1d4 pounds of fat for each pound of food digested in this way. Food digested in this way does not count toward diet points at your next long rest. This occurs automatically a number of times equal to your sorcerer level. You regain all expended uses of this feature when you complete a long rest.

Finally, the void within grants you a unique durability to sheer magic; you have resistance to Force damage.

Devour Missile

Starting at 6th level, you gain the ability to swallow spells and projectiles launched at you. When you are targeted by a ranged spell attack or a ranged weapon attack, you can use your reaction to spend 1 sorcery point if it is a ranged weapon attack or 1 point per spell level and consume the effect of the attack, nullifying it for you.

Redirect Missile

At 14th level, when a creature within 15 feet of you would be the target of a ranged spell attack or ranged weapon attack, you may use your reaction to spend 3 sorcery points to become the target of the attack, even if you would normally be outside the attack’s range. If it is a spell that has multiple targets, you replace only the one target. You may use the Devour Missile class feature with the same reaction.

All-Consuming

Beginning at 18th level, the bottomless void within can devour any matter that passes your lips. As an action, you can expose the void within, drawing any objects and creatures in a 15 foot cone in front of you into the void to be consumed. Any creatures and objects up to Large size or smaller that are fully, or partially within the cone are affected. Nonmagical objects are consumed immediately. Magical objects or creatures must make a Constitution saving throw. On a failure, the target takes 1d4 points of Force damage for each of your levels in Sorcerer, or half as much damage on a success. Objects destroyed or creatures reduced to 0 hit points by this damage are consumed. Anything consumed by this ability is both stretched and compressed, grown and shrunk rapidly by the force of the void, and ends up becoming 10d10 pounds of normal food in the sorcerer's stomach. Once you use this feature, you must complete a long rest or spend 13 sorcery points as a bonus action before you can do so again.

Additionally, your Bottomless Void ability no longer has a maximum number of uses and triggers each time you would be forced to overstuff yourself.

New Vigilante Method: Tricks and Treats

This archetype uses the Vigilante class by Mark Humes, which can be found on DM'sguild for $2

The right combination of chemical delivery agent and innocuous pastry goes a long way. In a world where many are ruled by their stomach, turning the greed and gluttony of those who would oppose you against them is not only a potent strategem, it is the hallmark of the Vigilante who follows the Tricks and Treats method. Alchemically altered pieces of food, tools for forcing targets to consume such food, and even a few tricks for those who don't eat normally.

Smack n Stuff

When you choose this method at 3rd level, you gain the ability to fight with weapons in one hand and food in another, even loading food onto your ranged weapons. When you hit a creature with a weapon attack, you can force that creature to make a Dexterity saving throw against your save DC. A creature that fails is forced to consume one special food item of your choice that you are carrying on your person, or just 1d4 pounds of mundane food you are carrying.

You can use this feature a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a short or long rest.

Chemical Payload

Also at 3rd level, you learn to chemically treat some of your food to elicit specific responses from those who eat them. Anything from emotional and mental responses to physical alterations may be capable depending on the type of payload you pack into a piece of food. When you gain this feature, select two of the payloads listed below whose prerequisites you meet. You are able to alchemically alter any piece of food to carry one of those payloads over the course of a long rest. As your vigilante level increases, you will create and discover additional payloads, up to a final count of six payloads from the list. Each time you gain a new payload, select one which you do not already possess from the lists below; you may not take the same payload more than once, though you may swap one payload known for another one whenever you would gain a payload as well. With your DM's permission, you may create your own payloads as well instead of the ones listed.

While you can create any number of altered items carrying an individual payload that you know, you cannot have more than your maximum number of payloads at any one time. Any unused payloads are assumed to go inert whenever you choose to make more. You can have a maximum number of payloads on your person equal to the number of payloads that you know.

By their nature as food, these payloads obviously have no effect on creatures that are unable to eat.

Improved Payload

When you reach 6th level, you have discovered more methods of handling your payloads and developed a new one as well. You gain one additional payload of your choice.

Additionally, as a bonus action, you may attempt to feed one special food item or 1d4 pounds of mundane food to a target who is blinded, frightened, paralysed, poisoned, prone, restrained, stunned, or has had their movement reduced by your Mark of Vengeance feature, and is within 15 feet of you.

Make a Strength(Athletics) check or Dexterity(Acrobatics) check, contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check. On a success, the target is forced to eat the food.

Food Decoy

At 11th level, you have learned to predict your enemy's movements and trick them with decoys designed to deploy your payloads. You gain one additional payload of your choice.

When you are hit with a melee attack by a creature affected by your Mark of Vengeance, you may use your reaction to force the attacker to make an Intellgence saving throw against your save DC.

On a failure, you appear in a different space adjacent to the creature, avoiding the attack and revealing that what had been in your space was a decoy which forces the target to consume one special food item of your choice that you were carrying on your person, or just 1d4 pounds of mundane food you were carrying.

Using this ability expends one use of your Smack n Stuff feature.

The Big One

At 14th level you have learned to create a truly insane mixture of powerful alchemical formulas to mix into your payloads. You gain two additional payloads of your choice.

Additionally, you may create one of your payloads at the end of each of your long rests by combining the effects of two payloads you know. This does not count as an additional payload toward your maximum payloads carried, but you can only have one of these special items at a time.

Chemical Payloads

Adipose Amplifier The target Fattens equal to half their current body weight.

Appetite Enhancer The target must make a Charisma saving throw. On a failure, the target's hunger becomes overwhelming for the next minute. For the duration, any time the target's turn comes to an end and they have not eaten at least one pound of food, they take 2d6 points of psychic damage.

Armor Burst The target's form bloats outward rapidly, damaging nonmagical armor and stretching thin any armor plates that remain or are part of the creature's physique. The creature's armor class provided by natural or physical armor is reduced by 4 points, to a minimum of 10 + Dexterity, for the next minute. This effect stacks with itself and lasts for up to a minte from the last application, though after the target returns to normal shape any mundane armor might still be damaged.

Fattening Foam The target's stomach is immediately filled to capacity, including an overeating check, with pounds of harmless foam that qualifies as an equivalent number of pounds of fatty food.

Fear Toxin The target must make a Wisdom saving throw or become Frightened of other creatures for one minute. They may repeat this saving throw at the end of each of their turns.

Knockout Drug The target must make a Constitution saving throw or fall unconscious for up to an hour. The target awakens early if they take damage or if someone spends an action waking them up.

Lifting Gases The target must make a Constitution saving throw or be inflated with lifting gases, ascending uncontrollably at a rate of 30 feet a round at the start of each of their turns for the next minute. The target may make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Metabolic Shock The target must make a Constitution saving throw. On a failure, their movement speed is halved, their bulk limit is halved, and their Strength or Dexterity based attack rolls and ability checks are made at Disadvantage for the next minute as their body goes into metabolic shock, forcibly slowing them down for the next minute.

Inhibition Suppressant The target must make an Intelligence saving throw on each of its turns for the next 1d6 rounds or be forced to divulge one piece of information of your choice against their will. The information you can glean from this effect includes the following:

  • The target's armor class

  • The target's highest saving throw

  • The target's name and the organization they work for

  • The target's current hit points

  • The target's current goal

  • One of the target's hidden desires

The Dungeon Master may approve other pieces of information you might request at their discretion

Potent Addictive The target must make a Charisma saving throw or be charmed by you for 24 hours. The target may repeat the saving throw each time you or an ally deal damage to them. While charmed in this manner, the target has disadvantage on all defensive rolls to resist being fed food by you, and is always a viable target for your Improved Payload bonus action.

Target Broadener The target must make a Constitution saving throw. On a failure, the target's obvious sexual characteristics (typically breasts, hips, ass, etc.) immediately become absurdly oversized, throwing the target off-balance and creating a broader surface area for blows to make contact with. Attacks against the target have advantage for the next minute.

Warlock: Otherworldly Patrons, Pact Boons, and Eldritch Invocations

Spirit of Indulgence

Hunger is a powerful metaphysical force, and many beings embody its drive to consume and take. Your patron is one of these beings. Fiends of gluttony, ancient beings of unknowable hunger, and decadent trickster Archfey are all things a Warlock may decide to form a pact with, granting them powers over hunger and desire.

Expanded Spell List

The Spirit of Indulgence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spirit of Indulgence Expanded Spells
Spell Level Spells
1st Goodberry, Fattening Jest
2nd Narce's Sympathy Gain, Stretch Stomach
3rd Hypnotic Hunger, Overabundance
4th Create Fattening Food and Drink, Sexual Hypnotism
5th Dominate Person, Blueberrify

Hunger Sense

Starting at 1st level, you have an innate sense of what a creature desires most and when they are feeling physically hungry. As an Action, you can make a Wisdom (Insight) check against a creature that you can see, opposed by that creature's Charisma (Deception) check. On a success, you learn the thing the creature desires most at the moment, as well as its stomach capacity and how much food is currently in their stomach. If the check fails against a creature, that creature cannot be targeted by this ability again until you finish a short or long rest.

Charmed Offering

Starting at 6th level, you can conjure a piece of enchanted food or drink. Food enchanted this way disappears within 24 hours of creating it. You may also enchant a piece of food you have conjured magically, such as through the feed spell. A creature that eats a piece of food enchanted in this way must make a Charisma saving throw with Disadvantage or be charmed by you for 24 hours. This charm ends if you or your companions do anything harmful to it. Once you have used this ability, you cannot do so again until you finish a long rest.

Mutual satisfaction

Starting at 10th level, your Patron allows you to share in the positive effects of your ministrations on others. Whenever you cast a spell that only targets a creature charmed by your Charmed Offering or feed them a consumable magic item, you can choose to also be affected by that spell or item. You can also make any spell you cast that targets only you also target a creature charmed by your Charmed Offering.

Additionally, a target charmed by your Charmed Offering now, in addition to being charmed, regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the charm.

Hungering Presence

At 14th level, you emit an aura of hunger and desire that you may turn to affect any creature you choose within its radius. Creatures of your choice that start their turn within 30 feet of you must make a Constitution saving throw against your Spell DC or be racked with crippling hunger. They have disadvantage on all attack rolls and ability checks made while affected by this hunger, and you have advantage on Charisma checks made to influence them. They may repeat this saving throw at the start of each of their turns, ending this effect on themselves on a success. Being stuffed past their full limit gives a creature advantage on this saving throw, but having no food in their stomach gives them disadvantage. Once a creature has successfully saved against this feature, they are immune to its effects for 24 hours.

The Great Hungerer

You have encountered something in your travels. A curse? An affliction? No this is something else altogether. It has made you stronger, tougher, more in tune with the arcane - but you cannot help but crave. An ancient, unfathomable hunger wells up in you, just below the surface of your thoughts, waiting to taste of the world and everything within.

Expanded Spell list

The following spells are added to the Warlock spell list for you.

Great Hungerer Expanded Spells
Spell Level Spells
1st Absorb Elements, Purify Food and Drink
2nd Alter Self, Stretch Stomach
3rd Redirect Repast, Siphoning Smite
4th Softskin, Stoneskin
5th Amazonian Figure, Rampant Vitality

Tireless Hunger

At 1st level, your patron has infected you with its ravenous appetite and granted you the means to feed it. Your maw becomes a natural weapon, which you can use to make unarmed strikes, and you can use Charisma instead of Strength for the attacks and damage rolls of unarmed strikes made with this weapon. You roll 1d6 piercing damage when you hit with it, instead of the bludgeoning damage normal for an unarmed strike.

If you later gain the Pact of the Flesh feature your maw counts as one of that boon’s natural weapons and your unarmed strikes from that feature can use your Charisma modifier for attack and damage rolls. You must use the same modifier for both rolls.

Eldritch Vitality

Also at 1st level, you gain Proficiency in the Constitution (Eating) skill. You gain a number of temporary Hit Points equal to half your Charisma modifier (rounded down) at the end of each of your turns. This number increases to your full Charisma modifier when you reach 6th level in this class.

Ravenous Strikes

Beginning at 6th level, when you gain temporary hit points at the end of your turn from the Eldritch Vitality feature, the number of temporary hit points you gain is equal to your full Charisma modifier, or you can instead gain temporary hit points equal to half the total damage you have dealt with your unarmed strikes over the course of your turn.

Eternal Hunger

Starting at 10th level, you add your Charisma modifier to your stomach capacity and stuffing rolls.

Additionally, you emanate an aura of hunger in a 10-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature takes necrotic damage equal to your Charisma modifier. When you damage an enemy with this feature and you are not full (including the result of an Eating check), your stomach fills with pounds of Fatty food equal to half the damage done to that creature.

The Shape of Hunger

Starting at 14th level, you may use an action to transform into the Shape of Hunger. You immediately digest all food in your stomach, gaining two pounds of fat or muscle for each pound of food you digest in this way (your choice) and regaining a number of Hit Points equal to the number of pounds of food digested. The Shape of Hunger lasts 1 minute, and while transformed you receive the following benefits:

  • Your size increases by one category, doubling in all dimensions and multiplying your weight by eight. If there isn’t enough room to double your size, you attain the maximum possible size in the space available.
  • You have advantage on Strength checks and Strength saving throws.
  • Your unarmed strikes deal an additional 1d4 damage.
  • The range of your Eternal Hunger becomes 30 feet, and the amount of food you gain from it is equal to the full damage it deals.
  • Immediately after you hit an enemy in range of your Eternal Hunger with an unarmed strike, you can use your reaction to instantly digest all of the food in your stomach. You regain Hit Points equal to the number of pounds of food digested. You also gain two pounds of fat or muscle for each pound of food digested this way. Food digested in this way does not give you diet points.

Once you use this feature, you can’t use it again until you finish a long rest.

The Great Ooze

There is something strange about the minds of the great oozes. They are as unknowable as any great being, and yet also simpler than a beast in some regards. Their power is undeniable, but their form is perhaps unusual, even among demons, devils and other outsiders. Beings such as Juiblex and other great oozes occasionally will offer a mote of their power to a warlock, however, and then things get truly strange.

Expanded Spell List

The following spells are added to the Warlock spell list for you.

Great Ooze Expanded Spells
Spell Level Spells
1st Tasha's Caustic Brew, Syrup Trap
2nd Stretch Stomach, Web
3rd Bestow Curse, Overabundance
4th Evard's Black Tentacles, Softskin
5th Contagion, Fist of the Feeding Star

Protean form

Beginning when you take this archetype at 1st level, the ooze has provided you with the power to temporarily melt your form into a mass of slime to travel through obstacles. You have resistance to acid damage. Additionally, over the course of your movement, you may travel through gaps as narrow as 1 inch wide, including through spaces occupied by enemies. Difficult terrain also does not slow your movement speed.

Also, you can perform grapple checks using your Constitution modifier rather than your Strength modifier, and targets you are grappling have disadvantage on attacks against you.

Slime Invasion

Also at 1st level, you can ride inside targets to shield yourself from harm. As a bonus action, you can ride inside an allied creature adjacent to you or attempt to force yourself inside of an enemy you are grappling. An enemy must make a Strength saving throw against your spell save DC to avoid swallowing you. A creature with no mouth or that otherwise cannot eat automatically succeeds this saving throw. While swallowed in this way, the following effects are active, affecting both you and the creature:

  • You Can't take any Actions or Reactions except those allowed by these effects.
  • You fill the creature's stomach capacity, including an Eating check for overindulging. Creatures with no maximum stomach capacity treat your size in their stomach as double your normal weight. You are not food, however, and thus you cannot be digested or affected by spells like Abyssal Stomach
  • You have total cover from any effects not originating inside your target. You do however also take any falling or thunder damage the target suffers.
  • You can use your bonus action to overfill your target, increasing your volume in their stomach by a number of pounds equal to your Proficiency bonus.
  • You can use your reaction whenever your target would be forced to eat food to consume any food they ingest until the start of your next turn, adding it to your stomach capacity instead of theirs.
  • Your target can use their Action to attempt to expel you, making a Strength Saving throw against your spell save DC. On a failure, they cannot repeat the action again until after their next turn. On a success, you leave their body and the effects of this feature end.
  • An allied creature can allow you to use them as a focus for spellcasting, allowing you to cast spells as normal, originating from them and using their line of sight for determining effects.
  • You can use your Action to force an enemy creature to make an attack with one of its weapons against another creature within its range.

These effects last until the creature dies, at which point you are ejected from them and emerge in an unoccupied space within 5 feet, or until you choose to leave them as a bonus action on your turn.

Splattering Escape

Beginning at 6th level, whenever you take a hit, you can splatter yourself across the area in response, spraying creatures with acid before reforming yourself somewhere safer. When you take damage, you can use your reaction to splatter yourself, turning into a spray of ooze that causes each creature within 10 feet of you to take 3d6 Acid damage. You are no longer a creature for this duration, and you reform in a location within 30 feet at the start of your next turn, the ooze seeping into that location to reshape into your form.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Improved Protean Form

At 10th level, the malleability of your form improves, granting you greater control. You can Disengage as a bonus action. When you do, you can attempt to use your Slime Invasion on an enemy creature within your movement range by moving into their space. When you do this, you force them to make a Dexterity Saving throw rather than a Strength saving throw, but they then suffer the effects as normal on a failure.

Additionally, your resistance to acid damage becomes immunity.

Slime Mastery

At 14th level, your Slime Invasion improves, allowing you to add any or all of the following effects of your choice while using it.

  • The target is immobilized. If they have no bulk limit, increase their weight by 4 times their current weight.
  • The target is affected by the Enlarge portion of Enlarge/Reduce
  • The target cannot speak, simply dribbling slime whenever they attempt to.
  • You can use your bonus action to force the target to move up to their movement speed in a direction of your choice, ignoring any movement speed penalties from their weight.
  • You can use your bonus action to force an enemy target to let you use them as a focus as if they were an allied creature until the end of your turn. They must make a Charisma saving throw against your Spell Save DC, preventing you from doing this on a success.
  • You can grant an Allied target any damage resistances or immunities you also possess.

Pact of the Feast

This pact grants a warlock magical command over conjured food, allowing them to produce it in endless amounts, providing yet another tool to their reprtoire to attack their foes. After all, the best way to one's heart is through their stomach.

You gain the ability to generate food from your body at will. In narrative play this means you always have a supply of mundane food, of the quality of your choice, to eat or share as you please. Aside from being generated magically, this food is inherently mundane.

In combat, this means that you have an unlimited supply of food to use with things like the Force-Feeding and Eating actions as well, but more than that, you also gain a unique ability to use in combat.

Feasting Blast

As an Action, a stream of food streaks toward a creature within 120 ft. Make a ranged spell attack against the target. On a hit, the target eats 1d6 pounds of food.

The action creates more than one beam when you reach higher levels of the Warlock class: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

This ability is affected by all of the Eldritch Invocations that would affect your Eldritch Blast cantrip, and qualifies for any prerequisites that would require the Eldritch Blast cantrip even if you don't have it. However, any effects that would affect the 'damage' the attack deals instead affect the amount of food the target is forced to eat.

Pact of the Flesh

This pact is for those who would absorb power into themselves rather than wield it in the form of tools. A gift from the patron that imbues some of their power directly into the warlock, the pact of the flesh is a potent tool for both defensive and offensive purposes.

When you take this gift at 3rd level, you are infused with the otherworldly weapons and durability of your patron.

You gain a +1 bonus to AC at all times. You also gain claws, hooves, horns or any other natural melee weapon of your choosing which deals 1d6 bludgeoning or slashing damage (your choice). You can use your Dexterity ability score instead of Strength when rolling for attack and damage rolls with your natural weapon. You must use the same ability score for both rolls.

Additionally, attacks with your natural weapon are considered magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks.

Pact of the Flesh and the Hexblade Patron

It is up to the Dungeon Master to determine whether or not the natural weapons provided by the Pact of the Flesh qualify for the Hexblade Patron's Hex Warrior feature similarly to the Pact of the Blade.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Fattening Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can cause them to Fatten equal to twice the amount of damage dealt.

Twin Blades of the Pactbearer

Prerequisite: 12th level, Pact of the Blade feature

When you summon your pact weapon, you can choose to summon a second weapon in your off-hand. This second weapon cannot be a magic weapon bound to you by a ritual, but otherwise acts in the same manner as your Pact Weapon, and is able to benefit from invocations that affect your Pact Weapon.

Unnatural Physique

Prerequisite: 12th level

You can cast Amazonian Figure on yourself at will, without expending a spell slot or material components.

The Warrior's Touch

Prerequisite: Pact of the Blade feature or Pact of the Flesh feature

Whenever you reduce a creature to 0 hit points with your pact boon feature, you may immediately use your bonus action to regain hit points equal to your Charisma modifier (minimum 1). If you do so, you gain a number of pounds of fat or muscle (your choice) equal to twice the health regained this way.

Swift Summoning

Prerequisite: Pact of the Blade feature

You may conjure your pact weapon as a bonus action rather than as an action.

Malleable Form

Prerequisite: Pact of the Flesh feature or Pact of the Tome feature

Over the course of a long rest, you are able to alter the facets of your physical being. You may increase or decrease your height by 1d4 inches, gain or lose an amount of fat or muscle equal to 1d10 lbs, and alter your physical sex to the opposite one, assuming your race has two sexes. Your change in height cannot reach the point at which it would change your size category.

Gift of Wings

Prerequisite: 15th level, Pact of the Flesh feature

You gain the ability to sprout a pair of wings from your back, themed appropriately to your patron. These wings grant you a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Hardened Flesh

Prerequisite: 15th level, Pact of the Flesh feature

You can cast Stoneskin on yourself at will, without expending material components

Flurry of Claws

Prerequisite: 5th level, Pact of the Flesh feature

When you make an attack action on your turn with a natural weapon, you can use your bonus action to make two more natural weapon attacks immediately afterward.

Aspect of Terror

Prerequisite: 10th level, Pact of the Flesh feature

As an action, you can exhude an aura of terror by performing some action, whether it be roaring, stomping the ground, or some other gesture of intimidation, which causes enemies to react in fear. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Eldritch Capacity

Increase your Stomach Capacity by an amount equal to your Charisma modifier.

Eldritch Pie

Prerequisite: 11th level, Pact of the Feast feature

You may conjure a goodberry pie as an Action. Once you use this feature, you cannot do so again for 1d4 days.

Eldritch Butler

You can cast Unseen Servant at will, without expending a spell slot. You may only have a number of servants active at a time using this invocation up to your Proficiency bonus.

Eldritch Conviction

Your hit point maximum increases by an amount equal to your warlock level and increases by 1 each time you gain a level in this class. If you lose this invocation, you lose any bonuses to your hit point maximum you received from this invocation.

Malleable Measure

Prerequisite: 5th level

You can cast Enlarge/Reduce once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.

The Hand that Feeds

Prerequisite: 9th level, Pact of the Flesh

Another creature of your choice that can touch you can use its action to feed you a piece of food. It gains a bonus of +1 to its AC, and the AC bonus that you receive from your pact boon increases to +2. You must both be willing. These benefits last for 1 hour. After you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Reach

Prerequisite: Pact of the Flesh feature

When you make a melee attack, or cast a spell with a range of Touch, your reach for it is 5 feet greater than normal.

Gluttony’s Reward

Prerequisite: Pact of the Flesh feature, 7th level

Your patron’s might flows through your body, granting you the following benefits:

• While you have food in your stomach, your hit point maximum and current hit points increase by 5 and your unarmed strikes have a bonus of +1 to their attack and damage rolls. You lose these bonuses if your stomach is empty.

• Before you make an attack with an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Wizard: Arcane Traditions

Lipomancy

The art of using body mass to augment spellcasting is an ancient one, used to both show status as an individual of both knowledge and plenty, and for its practical impact on the nature of spellcasting. Fat is an energy source, and using it as fuel for arcane rituals that bolster stamina and power allows Lipomancers to last longer on the field of battle than a typical Wizard.

Lipomancy Transfer

Starting at 2nd level, you have learned to weave body mass into your arcane rituals. You have gained the ability to convert magic into mass and vitality, as well as the opposite. You can use this feature in one of two ways.

Burn: As a bonus action, you can regain a single spell slot of a level up to your Proficiency bonus. You take 1d6 points of Necrotic damage per level of the spell regained this way and lose five times as many pounds in fat as the damage done. This damage ignores temporary Hit Points.

Build: As a reaction to taking damage, you can Sacrifice a spell slot with a level up to your Proficiency modifier. You regain 1d6 Hit Points for each spell level sacrificed this way and gain five times as many pounds of fat as healing done.

You may use this feature a number of times equal to your Intelligence modifier, regaining expended uses on a long rest.

Lipomancy Savant

Also at 2nd level, your abilities with lipomancy allow you to pour additional time and effort into your research to make adding new spells to your spellbook more efficient. You can reduce the gold and time cost to scribe new spells of any type into your spellbook by one half, but if you choose to do so, the scribing of the spell also costs a number of pounds of fat equal to ten times the spell's level and leaves you with a point of exhaustion after completing the scribing whether you are successful or not.

Additionally, you may add your Intelligence score to your Strength and Constitution scores for determining Bulk Limits.

Fat Spells

At 6th level, you learn to imbue fattening magic into all the spells you cast.

Whenever you cast a spell that affects another creature, you can transfer some of your own fat to them if they fail the spell’s save or are hit by the spell attack. The amount you can transfer is equal to twice the total of your intelligence modifier, plus the level of the spell, you lose an equal amount of pounds of fat. This effect can happen once per turn, and can effect one creature when it does.

Heightened Lipomancy

At 10th level, you’ve learned to enhance your lipomantic spells by giving them more arcane power. Whenever you cast a spell of at least first level that affects a target’s weight or causes them to eat food, you can expend a second spell slot of the same level as the first to give any creature making a saving throw do so at disadvantage or give any spell attacks it requires advantage.

Fat Mastery

By natural levitation, augmentation of weight, or sheer stubbornness, at 14th level you have mastered your weight to the point that nothing can hinder your movement, even magically. As long as you are conscious, you are permanently under the effects of a Freedom of Movement spell.

Additionally, when you cast a spell that would change a target’s weight through fat, you may decide the exact result on any dice that would be rolled as part of the effect if the level of the spell cast is 6th or lower. After using this feature, you must wait until a long rest to use it again.

Myomancy

Although initially, Myomancy was first crafted as a more specialized subset of Lipomancy, in time the noted differences between the two arts lead to an increasing Epistemological drift that, in the modern day, sees the two as nigh-on diametrically opposed schools of magic. The Myomancers of today are also, perhaps, a bit enraptured in their art; something about the physical perfection that myomancy bestows creates an impressive level of arrogance in many of its practitioners, even among Wizards, a profession famously frought with such egos.

Atha's Alterations

Atha, often credited as the first great pioneer of the school of Myomancy, is said to have developed this magical perfection of form to provide a more long-lasting, less debilitating rendition of the abilities provided by the famed spell Tenser's Transformation. Regardless of its provenance, the results are undeniable. When you take this wizard tradition at 2nd level, you gain certain benefits that continue to grow as you gain levels in this class.

  • Your maximum hit points increase by 1 times your Wizard level, and increase by an additional 1 each time you gain a level in this class. At 10th level this increases to 2 times your wizard level.
  • Your unarmored AC is calculated as 10 + your Strength modifier + your Dexterity modifier.
  • You gain proficiency with Simple weapons. At 10th level this increases to proficiency with Martial weapons.
  • At the end of each long rest, during diet calculations, you may replace pounds of fat you would gain with pounds of muscle equal to your Wizard level.
  • Your Strength score and Strength score maximum increase by 2 when you are Clumsy. This increases to 4 if you are Lumbering and 6 if you are Musclebound.

Cantrip Fist

Also at 2nd level, you have learned to infuse the magic of simple cantrips into your own body to enhance your unarmed strikes. Your unarmed strike gains the following properties:

  • You learn the Atha's Uppercut cantrip, and can cast it in place of one of your attacks when you use the Attack Action.
  • Whenever you Critically Strike a creature with your unarmed strike, or when you use your reaction after striking a creature normally with it, you may Swell yourself and Shrink your opponent by the damage dealt.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swelling Spells

At 10th level, your body-enhancing spells can include an effect that swells muscles and provides temporary enhancement even beyond that.

Any time you cast a spell with a target of Self, or cast a beneficial spell on yourself or an ally, you can choose to have them Swell for five times the spell's level.

Additionally, whenever you do this, you can expend an additional spell slot to grant them even more muscles and a bonus to their armor class that lasts until the end of your next turn as their body is magically hardened by this increased bulk. The bonus to AC is equal to the additional spell slot's level (maximum of +5), and the target Swells further for ten times the additional spell slot's level.

Atha's Perfection

At 14th level, the modifications to your body and skills made by your Atha's Alterations feature reach their pinnacle, turning you into a true titan upon the battlefield.

  • You have proficiency in Strength saving throws
  • You can cast Atha's Uppercut using a Weapon Attack rather than an Unarmed Attack.
  • When you hit a creature with an attack using Atha's Uppercut, you can expend a spell slot to deal additional damage equal to 1d6 per level of spent spell slot, to a maximum of 6d6 additional damage.
  • You gain an additional Flex threshold called Titanic, equal to 4x your Flex limit. Additionally, you treat flex limit penalties as if they were one threshold lower, causing you to suffer no penalties for being Clumsy and only suffer the penalties of Musclebound when you are Titanic. Additionally, the Strength bonus from Atha's Alterations increases to 8 while Titanic.

Prestige Classes

What is a Prestige Class?

Prestige classes are a concept that have existed through several editions of D&D, representing unique specialization and dedication to a narrow field, creating a character with unique abilities compared to typical members of most standard classes. In general, 5th edition's design space tends to focus on the maximum possible flexibility, allowing all characters to have certain options. To that end, this edition's prestige classes build on the game's basic options to represent more specialized options and unique training for those who wish for more specialization.

Using Prestige Classes

A prestige class requires a high level of skill before a character can master even its basic elements.

Prestige classes might confer lost lore, allow access to an inscrutable form of magic, grant mastery of an exotic fighting style, or be built around the knowledge harbored by a secret society.

Mechanically, a prestige class is a character class that requires the same training and focus as any other class. You enter a prestige class by way of the normal multiclassing rules. However, you cannot enter a prestige class until you are at least 3rd level—and many prestige classes have even higher level requirements.

Most prestige classes require characters to complete specific deeds in order to gain access to the class. You cannot advance in a prestige class until its gatekeepers—typically those who harbor the class's lore—agree to accept you.

A prestige class typically offers access to unique game mechanics available only to members of that class. Such mechanics reflect specific lore, secrets, or techniques impossible to master without earning the respect and trust of those who already possess that knowledge.

Joining a Prestige Class

In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in the game.

Typically, a prestige class requires you to undertake specifica actions in the game so that your character can begin pursuing the class. If those actions aren't already possible in your campaign, talk to your DM about integrating the prestige class that interests you.

A prestige class uses the normal D&D multiclassing rules (see chapter 6, "Customization Options" in the Player's Handbook). When your character is ready to advance a level, you can choose to gain a level in a prestige class. Your levels in all your classes, including prestige classes, are added together to determine your character level.

Prerequisites

Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it.

A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed—finding a magic item, defeating a monster, surviving a particular challenge, and so on—before being able to take up that class.

Experience Points

Just as with the standard rules for multiclassing, the experience point cost to gain a level is always based on your total character level, not your level in a particular class.

Hit Points and Hit Dice

Each prestige class specifies the hit points you gain from it. You add together the Hit Dice granted by all your classes and prestige classes to determine your pool of Hit Dice. If the Hit Dice are the same die type, you simply pool them together.

Proficiency Bonus and Proficiencies

Your proficiency bonus is always based on your total character level, not your level in a particular class. A prestige class specifies whether it grants proficiencies when you enter it.

Prestige Class Features

You gain prestige class features just like normal class features. Sometimes, a prestige class can improve features you have gained from other classes. If a prestige class grants Channel Divinity, Extra Attack, or Unarmored Defense, that feature is treated the same way as if you had gained it from multiple standard classes.

Spellcasting

Some prestige classes grant spellcasting. Each prestige class provides details on how to determine your overall spellcasting ability, using the rules for spellcasting andmulticlass characters.

The Glutton Incarnate

While within the realms outlined in this document, there exist many who devote themselves to using their size, hunger, and girth to their advantage, none give themselves so whole-heartedly to sheer gluttony, hedonism, and fattening as the glutton incarnate. Abandoning all concern for their waistlines, they dive whole-heartedly into the realms of engorged feasting and devouring of all in sight, and their unnatural desires and hungers grant them unique abilities to fatten not only themselves, but those around them, bloating enemies and allies alike in a wanton display of debauchery.

The Glutton Incarnate
Level Features
1st Gluttonous Power
2nd Bulwark of Flesh, Lipomantic Magic
3rd Ability Score Increase, Flabby Form
4th Infect food
5th Glutton's Touch, Bountiful Girth
6th Aura of Gluttony
7th Ability Score Increase
8th Afflict Hunger
9th Haze of Gluttony
10th Boundless Girth

Prerequisites

In order to advance as a Glutton Incarnate, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Constitution of 13. An especially hardy body is needed to handle the ordeals of the glutton incarnate.

  • Proficiency in the Eating skill. The ability to gorge oneself is central to the path of the glutton incarnate.

  • Character level 5th. only powerful souls can perform the insane physical feats of the glutton incarnate, and you must be a 5th-level character before you can gain levels in the Glutton Incarnate prestige class.

  • Complete a Special Task. You must find a Glutton Incarnate to teach you in the ways of this prestige class, and they may require a special test or task to prove yourself worthy of their teachings. They may require you to fatten yourself well beyond any size you've previously been, prove yourself in an eating contest, find and consume a particular magical substance, or any other number of tasks. You may also require an additional test in order to achieve the 10th level of this prestige class.

Class Features

As a Glutton Incarnate, you gain the following class features

Hit Points

Hit Dice: 1d10 per Glutton Incarnate level.

Hit Points per Level: 1d10 (or 6) + your Constitution modifier per Glutton Incarnate level.

Proficiencies

none

Equipment

The Glutton Incarnate prestige class does not grant any special equipment.

Gluttonous Power

Upon taking the first level in the Glutton Incarnate prestige class, the glutton gains power over a supernatural force of gluttony that now suffuses their being. They gain a number of abilities that rely on a roll of their Glutton dice. You have a pool of d6s for your Glutton Dice, beginning at 1d6. This pool increases as you gain additional pounds of fat, in increments equal to your Bulk Limit, up to a maximum number of d6s equal to your Glutton Incarnate Level. At 1st level, the Glutton Incarnate gains the following abilities:

  • Gift of Gorging. If they do not already have it, the Glutton Incarnate gains expertise in the Eating skill. Additionally, your stomach capacity is increased by an amount equal to your base capacity for each Glutton die you possess. So having 4d6 glutton dice would increase your stomach capacity by 4 times your base capacity.

  • Grand Swallow. When using the eating action, instead of the normal amount, the glutton incarnate can consume a number of pounds of food equal to the result of a roll of their glutton dice.

  • Supreme Capacity. Any time the Glutton Incarnate is required to make an eating check for stuffing themselves, they can roll their glutton dice and add the result to the number of pounds of food they can consume above their normal limit, on top of the overstuffing roll.

Some of the Glutton Incarnate's abilities may call for a saving throw. The DC for such abilities is equal to:

Glutton Save DC = 8 + your proficiency bonus +

your Constitution modifier

Bulwark of Flesh

At 2nd level, the unnatural mass of the glutton incarnate can be used to defend themselves. When they would be hit with an attack, the Glutton Incarnate can use their reaction to roll their Glutton Dice, reducing any damage they take by the result of that roll. Then they gain weight equal to twice the result of the glutton dice roll. You can use this ability this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Additionally, you may use your Constitution modifier instead of your Dexterity modifier when calculating your AC, as long as you are over your first bulk limit.

Lipomantic Magic

Upon reaching 2nd level, you start to mix together your previous magical might with your new Glutton powers, if you previously knew magic. Your connection to lipomantic magic is different from the spellcasting you learned before. However, your strength in one magic still plays into the other. Therefore you may add half your Glutton Incarnate level when calculating multiclassing spell slots. Every other level, starting with 2nd, you may learn an additional spell of any level that you have slots for, from any spell list, but it must either cause creatures to gain weight, eat food, or digest food, or other spells considered “Lipomancy” by your DM.

Ability Score Improvement

At 3rd level, When you reach 3rd level, and again at 7th, 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.

Flabby Form

Starting at 3rd level, you treat each bulk limit as one lower for any penalties, meaning you have no penalties while Burdened. You also gain an additional Bulk limit equal to 4x your burdened bulk limit, this is the new point where you become immobilized from bulk.

At 7th level, your bulk limits count as two lower for any penalties, and you also gain an additional Bulk limit equal to 5x your burdened limit at which you become immobilized. You also now suffer the penalties of being Malnourished when under your first bulk limit.

Infect Food

At 4th level, the Glutton Incarnate's sheer presence spreads fattening essence to the world around them. Any food consumed within 30 ft Glutton Incarnate provides double the diet points it otherwise would have.

Additionally, as an action, the Glutton Incarnate can infect any food within 30 ft with their own ravening desire for fattening. They roll their glutton dice, animating that many pounds of food within 30 ft and causing it to seek out any creature of the Incarnate's choice within range and attempting to force feed the chosen target. An unwilling target may make a Dexterity Saving throw against your Glutton Save DC to avoid this effect.

If you do not have the spellcasting feature from any class, you may also use this ability as an attack. It is considered a ranged weapon attack with a range of 30 ft, with an attack bonus equal to your Constitution modifier plus your proficiency modifier. The damage is feeding damage equal to a roll of your glutton dice. When this ability is used this way to may an attack against a creature that cannot eat food, you instead deal force damage equal to half the result of your glutton dice roll.

Glutton's Touch

At 5th level, the Glutton Incarnate's power lends raw fattening power to their combat style. Whenever they deal damage to a creature, or a creature fails a save the Glutton Incarnate forced that doesn’t deal damage, that creature Fattens equal to the result of a roll of the incarnate's glutton dice. This amount is doubled on a critical hit.

Bountiful Girth

Also at 5th level, the sheer Lipomantic power running through the Glutton Incarnate gives them the power to move, despite whatever weight of flab they may possess. you have a flying speed equal to your walking speed. If you choose to fly this way, you must stay within 5 feet of the surface below your feet, but can hover indefinitely, rotating as you wish as if weightless and cannot be knocked prone. This speed cannot be affected by your bulk. Additionally, you do not have disadvantage on attacks due to effects from your bulk.

Aura of Gluttony

At 6th level, the Glutton Incarnate's presence also instills unnatural hunger into those around them. As long as they are conscious, All creatures of the Incarnate's choice within 10 feet treat the Glutton Incarnate’s stomach capacity as their own, if it would be higher. Any eating checks made within the aura are made at advantage. Additionally, the Glutton Incarnate can use their Supreme Capacity ability on any creature of their choice within their Aura of Gluttony.

At 10th level, the radius of this aura increases to 30 feet.

Afflict Hunger

at 8th level, the Glutton Incarnate can afflict a target with such overwhelming hunger that they have no choice but to consume any food offered to them. As an action, the Glutton Incarnate can cause all creatures of their choice within their Aura of Gluttony to make a Charisma Saving Throw. On a failure, the unnatural hunger of the aura overwhelms their sense of restraint. For the next minute, an affected creature immediately consumes any food on their person, and any food given to them, regardless of how full they are, and without requiring an action or reaction, tearing through their feast with unnatural speed. An afflicted creature can repeat this saving throw at the end of each of their turns, ending the effect early for themselves on a success.

Once a creature has succeded on its saving throw, they are immune to this effect for the next 24 hours.

Haze of Gluttony

At 9th level, the Glutton Incarnate can afflict a very special curse upon anyone unlucky enough to incur their wrath. Once per long rest, the Glutton Incarnate can cast a unique version of the Geas spell. While under the effects of this unique geas, the victim is compelled to gorge and fatten themselves as much as possible.

They suffer the psychic damage of the spell once for every hour they go with an empty stomach, as well as once each day any time they refuse food if they are not already stuffed to capacity. The geas also causes them to automatically fail any save made to resist an effect that would fatten or feed them, with rolls made for such effects against them always having advantage.

Boundless Girth

At 10th level, the Glutton Incarnate has truly become one with the gluttony and flab that suffuses them. They no longer suffer any penalties for being over their bulk limits when using their Bountiful Girth speed, and cannot be moved, pushed, restrained, or grappled by creatures that are not of a larger size category than them and weigh more than them.

Additionally, whenever you would gain the ravenous condition for any reason, you may choose not to if you wish. You may not choose to end the ravenous condition with this ability if you’ve allowed it to affect you, however.

Also, a number of times per day equal to their Constitution modifier (minimum 1), whenever the glutton incarnate is called upon to roll their glutton dice, they can choose to roll the maximum possible result. Expended uses of this ability are regained after a long rest.

New Equipment

Armor

Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -

New Armor Properties

New Armor Descriptions

Weapons Table

Simple Melee Weapons
Weapon Cost Damage Weight Properties
Calorite Dagger 125 gp 1d4 Piercing, 1 Food 2 lb. Light, Finesse, Thrown (20/60)
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
Food Dart 10cp 1d4 food 1/4 lb. Finesse, Single-use, thrown (range 20/60)
Martial Melee Weapons
Weapon Cost Damage Weight Properties
Calorite Ball and Chain 200 gp 1d10 Bludgeoning, 1d6 food 10 lb. Special, Reach, Food Backlash
Vöx Blade 120 gp 1d8 Slashing, 2d6 fat 5 lb. Versatile (1d10 slashing, 2d8 fat), Vöxturite
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Vöxturite Slinger 300gp 2d10 fat 10 lb. Ammunition (120/480), Two-Handed, Reload(2), Misfire(2), Fat Backlash
Vöx Pistol 150gp 2d6 fat 3 lb. Ammunition (60/240), Reload (6), Misfire (1), Fat Backlash

New Weapon Damage Types

Some weapons might have a unique entry in their damage type column rather than the traditional 5th edition damage types. These entries are designed to indicate that rather than dealing traditional damage, these weapons affect a creature's body mass or stomach capacity. The damage types are described below.

Food: Food damage forces the target to eat a number of pounds of standard food rather than dealing damage. Ability modifiers do not add to the amount of Food damage a weapon deals. Food damage can come in Slimming or Fatty variety as well, in which case it would be listed as Slimming Food or Fatty Food damage.

Fat. Fat damage fattens the target rather than dealing damage.

Brawn. Brawn damage Swells the target rather than dealing damage.

Thin. Thin damage Slims the target rather than dealing damage.

Shrink. Shrink damage Shrinks the target rather than dealing damage.

New Weapon Properties

Fat Backlash. Whenever a weapon with this quality rolls a Critical Miss or, if the weapon is a firearm, Misfires, the wielder fattens for double the result of a roll of the weapon's fat damage dice.

Food Backlash. Whenever a weapon with this quality rolls a Critical Miss or, if the weapon is a firearm, Misfires, the wielder eats pounds of normal food equal to double the result of the weapon's food damage dice.

Single-use. A weapon with this property breaks when used for an attack and cannot be used again, whether the attack it was used for hits or misses.

Calorite Ball and Chain. The Calorite Ball and Chain has disadvantage on all attacks made with it unless the wielder takes a bonus action to spin the weapon. The weapon continues spinning without needing another bonus action for a number of rounds equal to your Strength Modifier (minimum 1).

New Weapon Descriptions

Calorite Ball and Chain. A ball and chain weapon crafted from a mass of stomach-bloating mineral, this weapon is dangerous to the stomachs and bones of the wielder's enemies, but equally dangerous the wielder if used improperly.

Calorite Dagger. A dagger made of Calorite, a rare stomach-bloating mineral, this dagger fills stomachs as easily as it opens veins.

Food Dart. This dart injects a struck target with a chemical substance that fills their stomach with the equivalent of standard food.

Vöxturite Slinger. This firearm propels a uniquely crafted Vöxturite bullet which shatters on contact with the target, fattening them violently before dispersing harmlessly.

Vöx Blade. This longsword isn't just etched with Vöxturite, it is made entirely from the metal. This provides it with not only the traditional effects of Vöxturite etched weaponry, but some additional innate fattening power behind its strikes regardless the skill of the cut.

Vöx Pistol. This handheld version of the Vöxturite Slinger is favored for its reliability and greater ammunition capacity, at the expense of its range and power.

Vöxturite weapons

Vöxturite is a semi-natural metal that occurs in places of strong Lipomantic energy concentrations, and which has powerful reactions with the physiology of creatures, causing them to grow in fat when violently exposed to it. Vöxturite exposure becomes more potent the more skillfully it is applied. Some adventurers have their weapons etched with powdered Vöxturite to give them a fattening edge. You can etch a single weapon or twenty pieces of ammunition with Vöxturite for 100 gp. Vöxturite etched weapons and ammunition (And weapons with the Voxturite property) Fatten targets struck for the total of the Attack roll made to hit.

Adventuring Gear

Name Cost Weight Effect
Calorite Chunk 100 gp 1/2 lb. Limitless source of bland food, so long as it's not eaten whole.
Vöxturite Vial 50gp 1 lb. Special, see Description
Vöxturite Bullets (20) 5gp -

New Item Descriptions

Calorite Chunk. Calorite is a rare edible mineral that filters into the stomachs of creatures who are injured with it, allowing it to be used both for food and weaponry. A Calorite Chunk is a raw mass of Calorite used for sustenance. One bite of Calorite equivalent to roughly 1/10th of a pound is enough to fill the stomach with the equivalent of a pound of normal food. If the entirety of the Caloric Chunk is not consumed, it regenerates to its full mass at a rate of 1/10th of a pound per hour. The taste of Calorite is not pleasant, however.

Vöxturite Vial. This vial can be thrown as an Improvised Weapon. On a hit, a target Fattens for 1d10 and is coated in Vöxturite dust. Any subsequent weapon attacks that hit the target cause them to fatten for the result of the attack roll that hit them. This effect lasts for an hour or until the target uses an Action to attempt to clean the Vöxturite off of themselves with a DC 10 Dexterity check.

Vöxturite Bullets. These bullets are used specifically for the various Vöxturite firearms, and cannot be used for any other types of firearms.

PART III

Tasty, Tasty Magic

Class Spell Lists

All Spells

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Artificer

Cantrips (0 level)
  • Atha's Uppercut
  • Flabshock
  • Trim
1st level
  • Find Food and Drink
  • Feed
  • Gaseous Rupture
  • Hearty Tonic
  • Modify Metabolism
  • Resize
  • Tango's Tincture
2nd level
  • Fat Transference (Ritual)
  • Graceful Girth
  • Stretch Stomach
  • Weighing Ward
3rd level
  • Healing Salve
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Noxious Wave
  • Stretch/Compress
4th level
  • Create Fattening Food and Drink
  • Softskin
5th level
  • Portly Portent
  • Rampant Vitality

Bard

Cantrips (0 Level)
  • Flabshock
  • Sex Appeal
  • Trim
1st Level
  • Find Food and Drink
  • Fattening Jest
  • Feed
  • Gaseous Rupture
  • Modify Metabolism
  • Resize
2nd Level
  • Dietary Curse
  • Fat Transference (Ritual)
  • Graceful Girth
  • Immobilize Person
  • Narce’s Sympathy Gain
  • Weighing Ward
3rd Level
  • Abyssal Stomach
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Noxious Wave
  • Redirect Repast
4th Level
  • Alluring Feast
  • Sexual Hypnotism
5th Level
  • Fist of the Feeding Star
  • Immobilize Monster
  • Portly Portent
6th Level
  • Collapse
  • Fatnap
  • Narce's Hypnotic Trance
7th Level
  • Raze Restraint
8th Level
  • Cornucopia
9th Level
  • Sculpt Flesh

Cleric

Cantrips (0 Level)
  • Word of Famine
  • Word of Feasting
1st Level
  • Burn Fat
  • Exercism (Ritual)
  • Find Food and Drink
  • Feed
2nd Level
  • Dietary Curse
  • Fat Transference (Ritual)
  • Immobilize Person
  • Stretch Stomach
  • Weighing Ward
3rd Level
  • Abyssal Stomach
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Redirect Repast
4th Level
  • Alluring Feast
  • Create Fattening Food and Drink
5th Level
  • Amazonian Figure
  • Portly Portent
  • Rampant Vitality
6th Level
  • Fatnap
7th Level
  • Raze Restraint
8th Level
  • Cornucopia
9th Level
  • Knights of the Round

Druid

Cantrips (0 Level)
  • Word of Famine
  • Word of Feasting
1st Level
  • Exercism (Ritual)
  • Find Food and Drink
  • Feed
  • Gaseous Rupture
  • Syrup Trap
  • Tango's Tincture
2nd Level
  • Emburden
  • Graceful Girth
  • Immobilize Person
  • Stretch Stomach
  • Weighing Ward
3rd Level
  • Abyssal Stomach
  • Expanding Edict
  • Healing Salve
  • Noxious Wave
  • Overabundance
  • Redirect Repast
4th Level
  • Create Fattening Food and Drink
  • Softskin
  • Nature’s Bounty
5th Level
  • Amazonian Figure
  • Blueberrify
  • Rampant Vitality
  • Slavering Beast
  • Slovenly Plague
6th Level
  • Fatnap
  • Investiture of Fat
7th Level
  • Amplify Gravity
8th Level
  • Cornucopia
9th Level
  • Dessert Storm

Paladin

1st Level
  • Burn Fat
  • Find Food and Drink
  • Feed
  • Heavy Smite
2nd Level
  • Siphoning Smite
  • Weighing Ward
3rd Level
  • Aura of Lightness
  • Expanding Edict
4th Level
  • Create Fattening Food and Drink
  • Embulking Smite
5th Level
  • Amazonian Figure
  • Rampant Vitality

Ranger

1st Level
  • Find Food and Drink
  • Feed
  • Modify Metabolism
  • Tango's Tincture
2nd Level
  • Graceful Girth
  • Stretch Stomach
3rd Level
  • Healing Salve
  • Overabundance
4th Level
  • Softskin
  • Nature’s Bounty
5th Level
  • Fist of the Feeding Star
  • Slavering Beast

Sorcerer

Cantrips (0 Level)
  • Atha's Uppercut
  • Flabshock
  • Trim
1st Level
  • Chaotic Corpulence
  • Feed
  • Gaseous Rupture
  • Modify Metabolism
2nd Level
  • Asset Barrier
  • Dietary Curse
  • Emburden
  • Immobilize Person
  • Stretch Stomach
3rd Level
  • Abyssal Stomach
  • Drink Strength
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Noxious Wave
  • Redirect Repast
  • Stretch/Compress
4th Level
  • Alluring Feast
  • Fatball
  • Flabling Bolt
5th Level
  • Fat Surge
  • Immobilize Monster
  • Portly Portent
  • Slovenly Plague
6th Level
  • Collapse
  • Investiture of Fat
7th Level
  • Amplify Gravity
8th Level
  • Adipose Armor
9th Level
  • Dessert Storm

Warlock

Cantrips (0 Level)
  • Atha's Uppercut
  • Flabshock
  • Word of Famine
  • Word of Feasting
1st Level
  • Feed
  • Gaseous Rupture
  • Hearty Tonic
  • Modify Metabolism
2nd Level
  • Dietary Curse
  • Emburden
  • Immobilize Person
3rd Level
  • Abyssal Stomach
  • Bloat
  • Drain
  • Drink Strength
  • Fat Feedback
  • Noxious Wave
4th Level
  • Alluring Feast
  • Fatball
  • Flabling Bolt
5th Level
  • Fat Surge
  • Immobilize Monster
  • Slavering Beast
  • Slovenly Plague
6th Level
  • Collapse
  • Investiture of Fat
7th Level
  • Raze Restraint
8th Level
  • Summon Fatcubus
9th Level
  • Sculpt Flesh

Wizard

Cantrips (0 Level)
  • Atha's Uppercut
  • Flabshock
  • Trim
1st Level
  • Find Food and Drink
  • Feed
  • Gaseous Rupture
  • Hearty Tonic
  • Modify Metabolism
  • Resize
2nd Level
  • Asset Barrier
  • Dietary Curse
  • Emburden
  • Fat Transference (Ritual)
  • Graceful Girth
  • Immobilize Person
  • Narce's Fatness Arrow
  • Narce’s Sympathy Gain
  • Stretch Stomach
3rd Level
  • Abyssal Stomach
  • Bloat
  • Drain
  • Drink Strength
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Noxious Wave
  • Redirect Repast
  • Stretch/Compress
4th Level
  • Fatball
  • Flabling Bolt
  • Softskin
5th Level
  • Fat Surge
  • Immobilize Monster
  • Portly Portent
  • Slovenly Plague
6th Level
  • Fatnap
  • Investiture of Fat
  • Narce's Hypnotic Trance
7th Level
  • Amplify Gravity
8th Level
  • Summon Fatcubus
9th Level
  • Sculpt Flesh
Optional Rule: Goodberry Gorging

The following is a fun potential side-effect of Goodberries and similar spells that create food that provides sustenance without mass.

Goodberry surge. Each time a character consumes a goodberry after their 5th goodberry within an hour, there is a 25% chance that each of the goodberries in the character's stomach will instantly digest, emptying the character's stomach of them and causing the character to gain 1d10 pounds for each goodberry digested.

Spell Descriptions

Atha’s Uppercut

Evocation Cantrip


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: touch
  • Components: S, M (Part of your body you can make an unarmed attack with)
  • Duration: Instantaneous

You wind up a powerful blow infused with muscle magic and make an unarmed melee attack against one creature within your reach. On a hit, the target suffers the attack’s normal effects and then is wracked by surging myomancy and takes an additional 1d6 bludgeoning damage. You and the target both swell for twice the damage of the attack.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Flabshock

Evocation Cantrip


  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

A jolt of fattening electricity leaps from your fingers toward your target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, gaining a number of pounds of fat equal to twice the damage dealt.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Sex Appeal

Enchantment Cantrip


  • Classes: Bard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a small amount of makeup applied to the face as the spell is cast)
  • Duration: Concentration, up to 1 minute.

You accentuate your sexual characteristics with a little extra oomph--a broader bust with deeper cleavage, a more shapely and prominent butt, more soft and appealing features-- and gain Advantage on Charisma checks made against targets who could be sexually attracted to your race and sex for the duration of the spell.

Trim

Transmutation cantrip


  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

One creature you can see within range must succeed on a Constitution saving throw. On a failure, it takes 1d8 slashing damage and slims for twice the damage dealt.

The spell's damage increases by one die when you reach 5th, 11th, and 17th level.

Word of Famine

Evocation cantrip

  • Classes: Cleric, Druid, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d8 necrotic damage; otherwise, it takes 1d12 necrotic damage. The target also loses a number of pounds of weight equal to twice the damage dealt. The spell's damage increases by one die when you reach 5th, 11th, and 17th level.

Word of Feasting

Conjuration Cantrip


  • Classes: Cleric, Druid, Warlock
  • Casting time: 1 action
  • Range: 60 feet.
  • Components: V, S

One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d12 force damage, otherwise, it takes 1d8. The target Fattens equal to twice the damage taken in this way.

The spell's damage increases by one die when you reach 5th, 11th, and 17th level.

Burn Fat

1st-level Transmutation


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a touch, searing pain burns away excess weight. Make a melee spell attack. On a hit, the target loses 4d4 pounds of fat, and if the target is an enemy, they take an equivalent amount of fire damage.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the weight loss of the spell increases by 2d4 for each spell slot level above 1st.

Chaotic Corpulence

1st Level Evocation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 15 ft
  • Components: V, S
  • Duration: Instantaneous

Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw. A creature takes 1d8 fire damage and 1d8 cold damage on a failed save, or half as much damage on a successful one. If the amount of fire damage a creature takes does not match the amount of cold damage it takes, it fattens or slims equal to the damage it takes, gaining weight if it took more cold damage, or losing weight if it took more fire damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the fire damage or the cold damage (your choice) increases by 1d8 for each slot level above 1st.

Exercisism (Ritual)

1st level transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a burnt candlewick)
  • Duration: Instantaneous

A willing creature you touch generates 1 exercise point and loses 1 hit point.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of diet points burnt and hit points lost increases by 1 for each slot level above 1st.

Find Food and Drink

1st Level Divination


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an empty plate, bowl, or cup)
  • Duration: Concentration, up to 1 hour.

The smell of food registers strongly on your senses. For the duration of the spell, you can find the shortest path to the nearest piece of food or drink and you have advantage on Survival checks to forage.

Fattening Jest

1st-level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,
  • Duration: Instantaneous

You make a joke at the expense of one creature of your choice within range's weight, laced with a subtle enchantment. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d10 Psychic damage, gaining that much weight in fat, and reducing their movement speed by half on their next turn as they get used to the new weight. On a successful save, the target takes half as much damage and their movement speed is not halved.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Feed

1st-level conjuration


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure three blasts of fatty food to force a target to eat. Make a ranged spell attack roll against a target within range for each blast. On a hit, the target is forced to consume 1d8 pounds of fatty food. On a critical, the amount of food doubles.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, create one additional blast for each spell level above 1st.

Gaseous Rupture

1st-level conjuration


  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

A creature of your choice within range must make a Constitution saving throw. On a failure, they are rendered unable to speak until the end of your next turn as their body bloats with noxious gases that continuously erupt from them, and each creature (including the target) within 10 feet of the target suffers 1d10 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage of the spell increases by 1d10 for each spell level above 1st.

Hearty Tonic

1st level conjuration


  • Classes: Artificer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (alchemist’s supplies)
  • Duration: 1 hour

You create a hearty tonic in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker gains 2d4 + 2 temporary hit points and gains double the amount of temporary hit points in fat.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create an additional hearty tonic for each slot level above 1st.

Heavy Smite

1st level Evocation


  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute

You channel your weight into a single crushing blow. The next time you hit a target during the spell’s duration, you strike with devastating force, dealing an additional 1d8 Force damage. Additionally, the target must make a Constitution saving throw. On a failed save, until the end of the target's next turn, attacks against the target are made with advantage and it automatically fails all Strength and Dexterity saving throws.

Modify Metabolism

1st level Transmutation


  • Classes: Artificer, Bard, Wizard, Warlock, Sorcerer, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 24 hours

With a touch, you alter a creature’s metabolism, either increasing or decreasing the amount of calories they burn over the day. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, at the end of their next long rest when calculating the number of diet points burned by exercise, the number is affected in one of the following ways of your choice:

Increase: Double them for the target.

Decrease: Halve them for the target.

Resize

1st-level transmutation (ritual)


  • Classes: Artificer, Bard, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a needle and thread)
  • Duration: Instantaneous

With a series of eldritch measurements, you change the dimensions of nonmagical cloth outfits, instantly retailoring them. You can tailor up to six sets of clothes to fit their wearers (creating more fabric as necessary) or hem a single one in to the point of unusability.

Hem in. Choose one creature in range that you can see wearing nonmagical clothes. The creature makes a Strength saving throw. On a failure, the clothes shrink and constrict them, dealing them 1d6 bludgeoning damage and the creature becomes Restrained. If they succeed, they take half as much damage and rip through the outfit, damaging it but avoiding the restrained effect. This damage is only cosmetic, and does not impede the use of armor. A creature Restrained in this way can use its action to make another Strength save against your spellcasting DC. On a success, they force their outfit to retain its original size.

At Higher Levels. When you cast this spell using a spell slot of higher level than 1st, you can affect more kinds of materials. With a 2nd level spell slot, you may target leather armor in addition to clothes. With a 3rd level spell slot, the spell can affect armor made from mundane metals. With a 4th level spell slot, the spell works on adamantine, mithril and other mystical materials, though it thins or thickens the material rather than conjuring more of it. With a 5th level spell slot, it can affect magical clothing and armor.

Syrup Trap

1st level conjuration


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

Sticky syrup covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Strength saving throw or become grappled. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become grappled. A creature grappled by the syrup can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer grappled. A creature grappled by the syrup may also try to eat the syrup that is sticking to it, using an action or bonus action to consume 1 pound of fatty food. After consuming a number of pounds of fatty food equal to your spellcasting ability modifier, it is no longer grappled.

Tango’s Tincture

1st level evocation


  • Classes: Artificer, Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

You feed a creature a magical restorative leaf, and the target gains 1 diet point. For the duration of the spell, the target regains a number of hit points equal to your spellcasting ability modifier + the target’s Constitution modifier at the end of each of its turns and Fattens equal to half the number of hit points it regained. The spell ends early if the target falls to 0 hit points.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the healing increases by 2 hit points for each level above 1st.

Asset Barrier

2nd-level Transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One target creature you can see within range must make a Constitution saving throw. If it fails, one of the creature's assets balloons dramatically in size until it is roughly the size of the creature itself.

The creature takes up the space of a creature one size larger than itself for the duration of the spell, and creatures cannot pass through their space. The creature's weight is effectively tripled by the increased size, and their movement speed is halved by their new, unwieldy assets.

Dietary Curse

2nd level enchantment


  • Classes: Bard, Cleric, Sorcerer, Wizard, Warlock
  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You designate a creature you can see within range and afflict them with a dietary curse. The target must succeed a Wisdom saving throw or be cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Any food the target consumes is worth double the normal amount of diet points, and the target gains 1 lb. per lb. of food they consume.

• Any food the target consumes with worth half the normal amount of diet points, and the target loses 1 additional lb. of weight per lb. they would lose when calculating diet and experience at the end of the day.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 1 week. If you use a spell slot of 7th level or higher, the duration is 1 month. If you use a spell slot of 8th level or higher, the duration is until dispelled. Using a spell slot of 4th level or higher grants a duration that does not require concentration.

Emburden

2nd level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

At your command, the gravity for a specific creature intensifies. You force a creature that you can see within range to make a Strength saving throw. On a failure, until the spell ends, the creature makes all Dexterity checks and Dexterity saving throws with disadvantage, its movement speed is halved, and its bulk limit is halved.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Fat Transference (Ritual)

2nd level transmutation


  • Classes: Artificer, Bard, Cleric, Wizard
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You touch a pair of willing creatures within range who must be within 10 feet of you throughout the casting. One target loses up to 2d100 pounds of weight, and the lost weight is transferred to the other target, causing it to gain an equal amount of weight as was lost.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of weight transferred increases by 1d00 for each slot level above 2nd.

Graceful Girth

2nd level transmutation


  • Classes: Artificer, Bard, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of oil)
  • Duration: 8 hours

You touch a creature. The creature can use it’s Dexterity score in place of its Strength score for determining its Bulk limit until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Immobilize Person

2nd-level Transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Your magic temporarily fattens a humanoid creature into immobility. The target must make a Constitution saving throw or gain enough fat to push them past their immobility threshold until the spell ends. Creatures without bulk limits instead gain 100d100 pounds until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends as well.

At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, you may target one additional creature per slot level above 2nd. The creatures must be within 30 feet of each other.

Narce's Fatness Arrow

2nd level evocation


  • Classes: Wizard
  • Casting time: 1 action
  • Range: 90 ft
  • Components: V, S, M (Powdered mint leaf and a cow's stomach)
  • Duration: Instantaneous

A shimmering pinkish arrow streaks toward a target within range and bursts in a spray of fattening venom. Make a ranged spell attack against the target. On a hit, the target takes 4d4 poison damage immediately and 2d4 poison damage at the end of its next turn. On a miss, the arrow splashes the target with venom for half as much of the initial damage and no damage at the end of its next turn. The target Fattens equal to the damage dealt this way.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Narce's Sympathy Gain

2nd level enchantment


  • Classes: Bard, Wizard
  • Casting time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 hour

You form a bond with a willing target. For the duration of the spell, any weight gain or loss one member of the bond would suffer is halved, rounded up or down as the caster chooses. The other member gains or loses a similar amount of weight, rounded in the opposite direction of the first.

At Higher levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 8 hours. When you cast this spell using a spell slot of 4th level, the duration increases to 1 day. When you cast this spell using a spell slot of 5th level, the duration increases to 1 week. When you cast this spell using a spell slot of 6th level, the duration increases to 1 month. When you cast this spell using a spell slot of 7th or higher, it becomes permanent until dispelled.

Siphoning Smite

2nd level transmutation


  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 2d4 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt. The target loses a number of pounds of mass equal to the amount of damage you healed, and you gain an equal amount of fat or muscle (your choice). At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. The target loses a number of pounds of mass equal to the amount of damage you healed, and you gain an equal amount of fat or muscle (your choice). On a successful save, the spells ends. At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d4 for each slot level above 2nd.

Stretch Stomach

2nd Level Transmutation


  • Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You increase the elasticity of a creature’s stomach, allowing them to consume far more food than normal. The target is able to eat an additional 1d4+casting modifier pounds of food over their normal food limit before rolling a save against stuffing.

At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, increase the amount of additional food a creature can eat by 1d4 per each spell level above 2nd.

Weighing Ward

2nd-level abjuration


  • Classes: Artificer, Bard, Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: 1 minute

You create an invisible ward on one creature within range. Until the spell ends, any creature that targets the warded creature with an attack or a harmful effect must first make a Constitution saving throw. On a failure, the warded creature gains resistance to the attack, while the attacking creature immediately gains fat equal to four times the damage dealt.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Abyssal Stomach

3rd level Transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, taken immediately before a creature would take damage from overeating
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

In reaction to a creature overeating, you may cause them to instantaneously digest all food in their stomach, instantly converting it to fat. A creature gains 1d4 pounds of fat for each pound of food digested this way. Food digested this way does not count toward diet points at your next long rest.

Aura of Lightness

3rd level transmutation


  • Classes: Paladin
  • Casting Time: 1
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Uplifting energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become burdened, impeded, or immobilized by their own bulk and has advantage on Dexterity saving throws and Acrobatics checks.

Bloat

3rd level transmutation


  • Classes: Wizard, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small piece of string soaked in fat)
  • Duration: Concentration, up to 1 minute

You pile fat onto someone else, using your own body as the source. When you first cast the spell, the target must make a Constitution save. On a success, 4d6 lbs of fat are added to the target, and the spell ends. On a failure, 8d6 pounds of fat are added to the target, and until the spell ends, you may use your action every turn to automatically fatten the target for 8d6 pounds . You lose weight equal to that gained by the target.

The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the bloat increases by 1d6 for each slot level above 3rd.

Drain

3rd level transmutation


  • Classes: Wizard, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small piece of string soaked in fat)
  • Duration: Concentration, up to 1 minute

You begin leeching away the fat on the target’s body and adding it to your own. When you first cast the spell, the target must make a Constitution save. On a success, 3d6 lbs of fat are drained from the target, and the spell ends. On a failure, 6d6 pounds of fat are drained, and until the spell ends, you may use your action every turn to automatically drain the target of 6d6 pounds of fat. You gain weight equal to that lost by the target.

The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the drain increases by 1d6 for each slot level above 3rd.

Drink Strength

3rd Level Transmutation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (An iron band worn around the caster's neck)
  • Duration: Concentration, up to a minute

You siphon away a creature's physical prowess into a stream of liquid strength, which you drink down, growing in power as you do. Make a melee spell attack. On a hit, the target is tethered to you by a magical stream of its own strength which flows into your mouth, which you must maintain each turn using your bonus action or let the spell end early. The tether has a length of 30 feet. If the creature ends its turn outside that radius, the spell ends.

At the end of each of your turns while the spell is active, the target takes 1d10 Necrotic damage and Shrinks for twice the damage it takes. You Swell for an equal amount as you drink in the target's sapped strength. While tethered to you, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage the spell does increases by 1d10 for each slot level above 3rd.

Expanding Edict

3rd level enchantment


  • Classes: Bard, Cleric, Druid, Paladin, Wizard
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: 1 week

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it Fattens equal to half its bulk limit each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the duration is 30 days. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Fat Feedback

3rd level abjuration


  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a discordant blast of energy, attempting to disrupt a creature's spellcasting. The target must make a Wisdom saving throw; on a failure, they lose the highest remaining spell slot they have, up to third level. The target gains 1d12 lbs of fat for every level of the lost spell slot.

At Higher Levels: When cast from a 4th level or higher slot, the target loses the highest remaining spell slot they have, up to the level of the spell slot used in casting Fat Feedback.

Healing Salve

3rd level evocation


  • Classes: Artificer, Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an herbalism kit)
  • Duration: 1 minute

You touch a creature and apply a magic healing ointment. For the duration of the spell, the target regains a number of hit points equal to 3d4 + your spellcasting ability modifier at the end of each of its turns and Fattens equal to half the number of hit points it regained. If the target loses any hit points, the spell ends.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the healing increases by 2 for each level above 2nd.

Heavy Transport (Ritual)

3rd level transmutation


  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 8 hours

A chair, wheelbarrow, cart, or other inanimate object of similar size and function comes to life at your command, accommodating its form to allow creatures to mount it and reinforcing its durability.

For the duration of the spell, you or a creature you choose can ride the transport and the object becomes Large if it was Medium. The transport uses the statistics of an Animated Table, except that it cannot attack, its False Appearance matches the appearance of the object it was originally, its walking speed is 10 feet, and it can travel 1 mile in an hour or 2 miles at a fast pace.

If you or the creature you chose to ride the transport use an action to touch the transport, the transport can use its reaction to enter the space of the creature that touched it and allow that creature to mount it without using any of the rider’s movement and regardless of the rider’s weight or the space it occupies. When the spell ends, the transport gradually returns to its original form, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the transport takes any damage.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the transport’s walking speed increases by 10 feet and its travel speed increases by 1 mile for each level above 2nd.

Hypnotic Hunger

3rd-level Enchantment


  • Classes: Artificer, Bard, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A piece of food worth at least 5 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

Holding up a piece of food, You create a small feast of 30lbs of fatty food in a space adjacent to you and force a target you can see within range to make a Wisdom saving throw. A target that is immune to the charmed or ravenous condition is immune to this spell. On a failure, the target is charmed by you and ravenous, and are compelled to try to eat the created feast first before anything else. The target can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends. If the spell ends and the target has been eating for three rounds or more, they are stunned until the end of their next turn as they are struck by a feeling of immense fullness.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature, and create 15 more lbs of fatty food, for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Noxious Wave

3rd level conjuration


  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting time: 1 action
  • Range: self (60 foot cone)
  • Components: V, S, M (a piece of garlic)
  • Duration: Instantaneous

Your body swells with a sudden surge of unnatural poisonous gases before you release them in a burst of toxic potency. Each creature in a 60 foot cone originating from you must make a Constitution saving throw or suffer 8d6 poison damage and be poisoned for 1d6 rounds. Creatures that succeed on the saving throw take half as much damage and are not poisoned.

At Higher Levels. When you cast this spell using a slot of 4th level or higher, the poison damage increases by 1d6 for each spell level above 3rd.

Overabundance

3rd level enchantment


  • Classes: Druid, Ranger
  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You cause food to spontaneously multiply in a targeted creature’s stomach. When you cast this spell on a creature you can see, the target must make a Constitution saving throw. On a success, they gain 2d4 lbs of fatty food in the stomach, and the spell ends. On a failure, they are forced to consume 4d4 pounds of fatty food, and until the spell ends, you may use your action to cause the creature to consume another 3d4 pounds of fatty food. You may use a bonus action to switch the target to another creature, forcing the new target to repeat the initial saving throw. The spell ends if you use your action to do anything else, if your current target is ever outside the spell's range, if the target has total cover from you, or if the target succeeds on a saving throw against this spell.

At Higher Levels: When you cast this spell using a slot of 4th level or higher, the amount of food created on both the initial casting and on subsequent actions increases by 1d4 for each slot level above 3rd.

Redirect Repast

3rd level conjuration


  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a creature within range. An unwilling creature can make a Constitution save, and if it succeeds, it isn’t affected.
For the duration of the spell, all food you swallow is instantly transported to the stomach of the target creature. Alternatively, when you cast this spell, you can choose for the spell to work in reverse, transporting food eaten by the target creature to your stomach instead.

The spell ends early if you cast this spell again. An unwilling creature can repeat the save at the end of each minute, or when it takes damage or makes a saving throw from food transported into them by this spell, ending the spell on a success.

At Higher Levels: When you cast this spell using a spell slot of 4th level, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th level, the duration is 24 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 week. When you cast this spell using a spell slot of 8th level, the duration is 1 month. When you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Stretch/Compress

3rd level transmutation


  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a few chips of lead)
  • Duration: Concentration, up to 1 minute

You cause a humanoid you can see within range to grow larger or smaller for the duration. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. Everything a target is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. This transformation may cause the target's burdened or emaciated state to change.

Stretch: The target's height and base weight double, though its current weight stays the same. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

Compress: The target's height and base weight are halved, though its current weight stays the same. This reduction decreases its size by one category—from Medium to Small, for example.

Alluring Feast

4th level enchantment


  • Classes: Bard, Cleric, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (non-slimming food worth at least 1 GP, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You create a feast in an unoccupied space within range. The feast occupies a 5 foot cube and consists of a number of pounds of fatty food equal to your spellcasting ability modifier. Any creature that can see or smell the feast that moves or ends its turn within 10 feet of it for the first time in a round must succeed on a Wisdom saving throw or be charmed by you. A creature which eats the food made by this spell automatically fails this save, and creatures with no food in its stomach has disadvantage on the save. The feast produces a number of pounds of fatty food equal to your spellcasting ability modifier per creature charmed by you in this way at the start of each of your turns. While charmed in this way, a creature must spend its movement, action, and bonus action to move towards the feast and eat the food provided by it. The creature doesn't move into obviously dangerous ground. A creature charmed by the Feast can repeat the saving throw against its effects on the end of each of its turns, but suffers disadvantage on these saves until they are full, including the result of an overstuffing check. On a success, it is no longer charmed by you and cannot be charmed in this way until after its stomach next becomes empty.

Create Fattening Food and Drink

4th-level Conjuration


  • Classes: Artificer, Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create 90 pounds of fattening food and 60 gallons of mead, ale, wine, and similarly heavy drinks, either in containers already present or in summoned platters and casks. Anyone partaking in the food or drink gains 1d6 pounds of fat and heals 1 Hit Point per pound of food or pint of drink. The food preserves for a number of days equal to your spellcasting modifier before spoiling, and the drink lasts twice as long before becoming stagnant.

Embulking Smite

4th level evocation


  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 4d6 force damage to the target, and the target must make a Constitution saving throw.

On a failure, the target gains enough weight to push it past its immobility threshold and an additional 1d100 pounds until the end of its next turn. A creature without bulk limits instead gains 100d100 pounds until the end of its next turn.

Fatball

4th-level Evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A tiny ball of butter and sulfur)
  • Duration: Instantaneous

A warbling, translucent ball of energy streaks from your pointing finger to a point you choose within range. There is a low boom of energy, and nearby creatures are buffeted with fattening force. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 bludgeoning damage on a failed save, or half as much damage on a successful one, fattening for twice the damage dealt.

The blast spreads around corners, and turns any nonmagical food caught in the radius into magically fattening food that adds 1d10 pounds of fat to any creature that consumes it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Flabling Bolt

4th level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (100 ft line)
  • Components: V, S, M (A tiny ball of butter and glass rod)
  • Duration: Instantaneous

A stroke of warbling, fattening force forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 9d6 bludgeoning damage on a failed save or half as much damage on a successful one, and fattens for twice the damage dealt.

The blast turns any nonmagical food caught in the line into magically fattening food that adds 1d10 pounds of fat to any creature that consumes it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Nature’s Bounty

4th level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S, M (a sappy plant stem)
  • Duration: Concentration, up to 1 minute

Writhing, sappy vines fill a 20-foot square on the ground that you can see within range. For the duration, these vines turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a

Dexterity saving throw or be forced to consume 4d6 pounds of fatty food and be restrained by the vines until the spell ends. A creature that starts its turn in the area and is already restrained by the vines is forced to consume an additional 2d6 pounds of fatty food. A creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Sexual Hypnotism

4th-level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You augment your physicality with an enchantment that elicits raw attraction from those who gaze upon you, coupling it with a visual showcase for added effect. One sexual characteristic of your choice expands drastically and becomes the most prominent feature on your body, and anyone who looks at you for the duration of the spell must make a Wisdom saving throw or be charmed by you. Anyone who would not normally be sexually attracted to your sex or the body parts on display has advantage on the saving throw.

Softskin

4th-level abjuration


  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

With a touch, the target's skin becomes pliant and springy, bending and rebounding against assault. Until the spell ends, the target can use their reaction to force a creature that hits them with an attack to make a Dexterity saving throw. On a failure, the attack hits that creature instead. On a success, the attack hits as normal.

Amazonian Figure

5th-level Transmutation


  • Classes: Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour.

With a touch, you endow a friendly creature with the build of a magically sculpted amazon, even if it may be buried under fat. The target's bulk limit doubles for the duration of the spell, as well as their carrying capacity, push and drag limit, and long and high jump distance.

Additionally, the target has advantage on Strength checks made to move, lift, or break objects or grapple creatures.

Blueberrify

5th-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A blueberry)
  • Duration: Concentration, up to 1 minute

A blueberry shoots from your hand, flying into the mouth of a creature you can see within range to attempt to inflate it with blueberry juice. The target must make a Constitution saving throw. On a successful save, the target takes 2d8 bludgeoning damage, and the spell ends. On a failed save, the target takes 4d8 bludgeoning damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 bludgeoning damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, the target inflates with a number of pounds of blueberry juice equal to the damage dealt, and the target must make another Constitution saving throw. After failing three Constitution saving throws against this spell, including the initial save, the target inflates with enough juice to push the target to immobility and occupies the space of a creature one size larger than normal, though the target can be rolled easily. The inflation ends after 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Fat Surge

5th-level Transmutation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch with this spell must make a Constitution saving throw or gain an amount of fat that would push them past their next bulk threshold. If the creature does not have bulk limits or is already immobilized, it simply gains 10d100 pounds of fat.

Fist of the Feeding Star

5th level conjuration


  • Classes: Bard, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A piece of food or drink)
  • Duration: Instantaneous

You flourish the food used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 bludgeoning damage and is forced to consume an equal number of pounds of fatty food. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Immobilize Monster

5th-level Transmutation


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Your magic temporarily fattens a creature into immobility. The target must make a Constitution saving throw or gain enough fat to push them past their immobility threshold until the spell ends. Creatures without bulk limits instead gain 100d100 pounds until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends as well.

At Higher Levels. When casting this spell using a spell slot of 6th level or higher, you may target one additional creature per slot level above 5th. The creatures must be within 30 feet of each other.

Portly Portent

5th level divination


  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (candle wax)
  • Duration: 1 hour

You foresee a future where you narrowly dodge a number of hazards or perils, but are much heavier. For the duration of the spell, you cannot be surprised and have advantage on all saving throws, and when you trigger a trap or are targeted by an attack that your allies are not aware of, you have enough time to shout out one word to warn them. Each time you roll a saving throw or recieve one of its other benefits while this spell is in effect, you gain 2d20 pounds.

Rampant Vitality

5th level transmutation


  • Classes: Artificer, Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This risky spell channels an overload of life energy through your body. Your health and physical prowess are greatly augmented, but the excess power raging through your body is absorbed, manifesting on your frame as fat. For the duration of this spell, your Strength and Constitution scores are each increased by 4, and you gain 20 pounds of fat at the end of each of your turns.

When this spell ends, you suffer a further backlash as the accumulated life energy coalesces all at once, causing you to put on a surge of weight. For each round the spell lasted, you gain 1d100 pounds of fat.

Slavering Beast

5th level enchantment


  • Classes: Druid, Ranger, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (alchemist’s supplies)
  • Duration: Concentration, up to 1 minute

You force one creature you can see to make an Intelligence saving throw. A willing creature can fail the save automatically. If it fails, the target’s maw becomes a natural weapon which deals 1d12 piercing damage on a hit. The natural weapon is magic and has a +2 bonus to attack and damage rolls made with it. For the duration of the spell, the target regards all creatures it can see as enemies, allies included. Each time the target takes damage, it can repeat the save, ending the effect on a success. At the beginning of each of its turns, the target must use its movement to move toward the nearest creature by the shortest path possible and use its action to bite it if it is within reach. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Slovenly Plague

5th level necromancy


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: touch
  • Components: V, S,
  • Duration: Until Dispelled

Your touch spreads a plague of unnatural indolence, gluttony, and Noxious emissions. Make a melee spell attack against the target. If it hits, the target is afflicted with the Slob Plague disease below. The disease begins immediately, but the target must make a Constitution saving throw at the end of each of its turns. If it succeeds on three of these saves, the disease ends on the target and they are immune to the disease for the next 7 days. If it fails on three of these saves, it is afflicted with the disease until it is dispelled or removed with any effect that removes a disease. If the disease ends on the first target, all creatures that have been subsequently afflicted by the disease immediately recover from it as well.

Slob Plague. Slob plague is an only mildly debilitating disease but spreads rapidly. A creature afflicted by Slob Plague has disadvantage on Strength and Dexterity ability checks and has their movement speed reduced by 10 feet (minimum 5 feet.) Additionally the target is afflicted with constant gaseous emissions that spread the disease and make it difficult to speak.

Any time an afflicted individual attempts to cast a spell with Verbal components they must make a DC 15 Concentration check to successfully cast the spell, losing the spell slot with no effect on a failure as their gaseous emissions mangle the spell's verbal component. Any creature that ends their turn within 10 feet of a creature afflicted by Slob Plague must make a Constitution Saving Throw (DC 13 or the Spell save DC of the one who initially afflicted the plague onto the first target, whichever is higher). On a failure, they also contract the Slob Plague. On a success, they resist the disease and cannot contract it again from the same person.

Slob Plague and the Contagion Spell

At the Game master's discretion, the Slob Plague Disease can be added as one of the possible diseases afflicted by the Contagion spell. In that scenario, the affects of the disease remain the same, with the following exceptions: Each individual instance of the disease lasts for only 7 days, as if caused by a fresh casting of Contagion, but when the initial subject is cured, the subsequent individuals affected are still diseased.

Collapse

6th level evocation


  • Classes: Bard, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A creature you choose within range must make a Constitution saving throw. On a success, the target takes 6d6 force damage. On a failure, the target takes 12d6 force damage, or twice as much damage if the target is immobilized by its bulk, and its weight is reduced to its base weight, ending any spell that caused it to gain weight (such as Immobilize Monster).

Fatnap

6th level enchantment


  • Classes: Bard, Cleric, Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a downy feather)
  • Duration: 1 hour

You make a soothing gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. A creature with 0 hit points is unaffected. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. A target gains 1 pound of fat every minute (60 in one hour). If a target remains unconscious for the full duration, that target gains the benefit of a long rest, even if it has benefited from a long rest within the past 24 hours, and it can't be affected by this spell again until it finishes a long rest not given by this spell.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional willing creature for each slot level above 6th.

Investiture of Fat

6th level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your body suddenly swells with additional fat, granting you toughness and extraordinary inertia. You are swathed in thick layers of adipose, and you gain the following benefits for the duration of the spell:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks
  • Your weight quadruples. You cannot be moved against your will, and are immune to effects that would reduce your movement speed. You ignore any penalties imposed by being over your bulk limit.
  • You increase in size by one size category, growing to the extent that your surroundings allow. You gain advantage on Strength ability checks and saving throws, and the extra force behind your blows means all melee weapon attacks deal an additional 1d4 damage.

Your clothing and equipment grow with you, and are not harmed by this spell.

Narce's Hypnotic Trance

6th-level Enchantment


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature and send them into a hypnotic, hungering trance of healing. An unwilling creature may make a Wisdom saving throw to negate this effect, but otherwise, the creature enters a trance for the duration of the spell. The target is unresponsive to creatures that attempt to interact with it, but will seek out any food within their sight range and attempt to consume it. Any food consumed is immediately digested and converted into fat, at a rate of 2 lbs. of fat per 1 lb. of food. For each pound of fat gained this way, the target regains 1 hit point. If the target takes damage while under the effects of the spell, the spell ends.

Amplify Gravity

7th level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

This spell amplifies gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures have their bulk limits quartered, any objects have their weights quadrupled, and any ground in the area counts as difficult terrain. Creatures in the area suffer disadvantage on Dexterity checks and Dexterity saving throws. A flying creature that isn’t on the ground at the end of each of its turns must succeed on a Strength saving throw or fall. Creatures in this area take twice as much damage from falling.

Raze Restraint

7th level enchantment


  • Classes: Bard, Cleric, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snapped chain link)
  • Duration: Concentration, up to 1 minute

Up to 10 creatures you can see within range must make an Intelligence saving throw. On a success, a creature takes 3d10 psychic damage and the spell ends. On a failure, a creature takes 6d10 psychic damage, Fattens equal to the damage it took, and for the duration of the spell, the target is Ravenous.

Adipose Armor

8th Level Abjuration


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

Your fat surges and billows to deflect and absorb damage. For the duration of the spell, you have resistance against bludgeoning, piercing, and slashing damage, as well as against one of acid, cold, fire, lightning, poison, or thunder damage (your choice), and whenever you take damage of one of the types this spell grants you resistance to, you gain a number of pounds of fat equal to the damage you took.

Cornucopia

8th Level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a food vessel worth at least 100 GP, which is consumed)
  • Duration: 24 hours

You transform a food vessel into a cornucopia which never stays empty for long. For the duration of the spell, the cornucopia fills up with fatty food whenever a creature holding it speaks the name of the food it desires as a bonus action. The cornucopia can hold 1 pound of any liquid or solid food, cleaning itself between uses, and it cannot spill; a creature must use its action to take and consume food from the cornucopia. Food generated by the cornucopia preserves for a number of days equal to your spellcasting modifier, and drink lasts twice as long before becoming stagnant. A creature gains 1d6 pounds of fat and heals as many hit points after eating 1 pound of food from the cornucopia. Casting this spell on the same vessel every day for a year makes the transformation permanent.

Summon Fatcubus

8th Level Conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a pig killed within the last 24 hours)
  • Duration: Concentration, up to 1 hour

You profess insatiable hunger, summoning a fatcubus. The fatcubus appears in an unoccupied space you can see within range, and the fatcubus disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the fatcubus, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the fatcubus’ turns, it makes a Charisma saving throw. The fatcubus has disadvantage on this saving throw if you say its true name. On a failed save, the fatcubus continues to obey you. On a successful save, your control of the fatcubus ends for the rest of the duration. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled fatcubus doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fatcubus can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

Dessert Storm

9th Level Conjuration


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A sugary maelstrom forms in a cylinder with a radius of 360 feet and up to 5,000 feet tall, centered on a point you can see, and the area becomes lightly obscured for the duration of the spell. Howling winds kick up biting grains of sugar. Each creature in the area of the maelstrom when it appears must make a Dexterity saving throw. On a failed save, a creature takes 2d4 piercing damage, is force-fed a number of pounds of fatty food equal to the damage taken, and is blinded until the end of their next turn. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2. A wave of magic causes food in the area to multiply. Uncovered food is carried into the storm as it grows, while food in containers expand to fill their vessels to the brim. Creatures with food in their stomachs feel the effects of this as well, and are effectively forcefed enough food to make their stomachs full, if they were not already, including the result of an Eating check.

Round 3. A crackle of greased lightning kicks up through the maelstrom. Six creatures of your choice within the maelstrom’s area are struck by bolts of lightning. A given creature can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one, and Fattens equal to the damage taken.

Round 4. Coagulated sweets fly dangerously through the whirlwind. Each creature in the maelstrom’s takes 2d4 bludgeoning damage and is forcefed a number of pounds of food equal to the damage taken.

Round 5-10. Hot chocolate rain spirals on heavy winds from the center of the of the malestrom. The maelstrom’s area becomes difficult terrain and is heavily obscured. Each creature there takes 1d4 fire damage and is forcefed a number of pounds of fatty food equal to the damage taken. The searing chocolate and buffeting wind counts as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Knights of the Round

9th Level Conjuration


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a figurine of a knight worth 100 gp)
  • Duration: Instantaneous

You call upon legendary knights of bounty. You choose up to 13 points that you can see within range. At each point a summoned knight appears and feeds all creatures it can reach an overwhelming amount of food. Each creature in a 20' radius centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature is stuffed with 20d8 lbs of fatty food on a failed save, or half as much damage on a successful one. A creature in the area of more than one summoned knight is affected only once.

Sculpt Flesh

9th-level Transmutation


  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A pound of lard, a handful of bonemeal, and a drop of your own blood)
  • Duration: Concentration, up to 1 hour.

Touch a creature that you can see within reach. That creature must make a Constitution saving throw. If it fails, you can reshape their body as you see fit. You can increase or decrease the creature's size by up to two categories, increase or decrease its weight up to ten times its original weight, add or remove up to four limbs, redistribute weight, change the creature's sex, change hair, skin, and eye color, increase or decrease any one Physical attribute by up to 6 points, which can be in excess of 20, and cause any number of minor physical changes that are up to the DM's discretion. None of these changes may result in the creature being unable to sustain its own life (If the creature needs a head to breathe, for instance, you could not remove its head). If you hold concentration for the full duration of this spell, these changes last until dispelled. A creature can only be affected by one instance of Sculpt Flesh at a time, and casting a second instance on a creature dispels the first.

PART IV

Widened Workshop

Feats

This section contains listings of new Feats

Glutton

Mastering gustatory excess, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Eating skill. If you are already proficient in the skill, you gain expertise with it, which means your proficiency bonus is doubled for any ability checks you make with it.
  • you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn.

Natural Product

You are able to produce an edible product from an appropriate part of your anatomy, such as milk from your breasts, in quantities far greater than normal for your race. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You produce 1 pint (pound) of product every two hours.
  • Your product is Average quality, and generates 1 exercise point, per pint, to produce. If you are below your races base weight, your product is Slimming quality, and burns half a diet point per pint to produce (rounded up at the end of the day). If you are above three times your races base weight, your product is Fatty quality, and burns 2 diet points per pint to produce.
  • You can store a number of pints (pounds) of product equal to four times your Constitution modifier (minimum of 2). You cannot produce more product if you have reached this limit, and leak small, uncomfortable amounts until you harvest your product. Stored product counts towards your encumbrance limit.
  • Your product capacity is modified by size: it is halved per size smaller than Small, or quadrupled per size larger than Medium. Your production rate is multiplied by 4 for each size you are above Medium and halved for each size you are below Medium. Any diet points you burn through production are subject to modifiers from your size and spells like Modify Metabolism.

Growth Spurt

A growth spurt has caused you to be large for your race, standing head and shoulders over your fellows. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your size increases by one step (Small to Medium, Medium to Large, etc), to a maximum of Large.
  • Once per long rest you can gain temporary hit points equal to a roll of your Hit Die + Your Constitution modifier as a reaction to taking damage.

In addition your character gains the following limitations:

  • You require two times the daily amount of food as a normal member of your race.
  • Your base height increases by twice your race’s base height
  • Your base weight is four times that of an average member of your race.

Shrunken Advantage

Exposure to magic has caused you to become small for your race, standing head and shoulders under your fellows. If you have a racial trait that makes you count one size smaller for determining your carrying capacity, it is disabled. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your size decreases by one step (Medium to Small, Large to Medium, etc), to a minimum of small. You gain all of the traits appropriate to your new size.
  • Once per long rest you can take the Dodge action as a reaction when you are attacked.

In addition your character gains the following limitations:

  • You require half the daily amount of food as a normal member of your race.
  • Your base height decreases by ½ your race’s base height.
  • If your race's original size is Large, your base weight is a quarter of your races base weight. Otherwise your base weight is half your race's base weight.

Honeyed Words

You have a way with words that makes recovering from a gaffe or verbal misstep look easy. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion Skill. If you are already proficient in the skill you, add double your proficiency bonus to checks you make with it.
  • You may reroll one Charisma skill check of your choosing. You must accept the second result, even if it is worse. You must finish a long rest before you can use this ability again.

Voracity

You are possessed of an unnatural hunger that allows you to attempt to swallow other creatures whole. You gain the following Benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You can use your Action to attempt to swallow a creature of your size or smaller that you are grappling or who is restrained and adjacent to you. Make a Strength(Eating) check contested by the creature's Strength(Athletics) or Dexterity(Acrobatics) check. If you succeed, you swallow the creature whole. You may only have one living creature consumed this way at a time. A creature you swallow in this way begins suffocating and is blinded and restrained, and the creature contributes 1/10th of its weight for the purpose of determining your fullness. Any damage the creature manages to do to you while in your stomach causes you to make a Constitution Saving Throw, with a DC of 10 or Half the damage taken, whichever is higher, spitting the creature up into the nearest unoccupied space on a failure. If you fall to 0 hit points while you have a creature in your stomach, it is no longer can restrained and can exit your body using 5 feet of movement, ending the blindness. If a creature falls to 0 hit points in your stomach, they turn into into an amount of Fatty food equal to 1/10th their total weight. Any edible items are immediately consumed with the creature, and activate their effects on you. Any inedible items are coughed up on your next short or long rest.

Character Backgrounds

Recovering Immobile

Whether it be a result of an attack you lived through before you became an adventurer, a wayward bit of magic, or just sheer overindulgance, in your past you have had experience with being immobilized by your own flesh. Your time being a mountain of mass all on your own has shaped you and changed you, even if you have managed to slim down to a more manageable size by this point. Now you have a sense for the sheer heights of gluttony that can be achieved in this world.

Skill Proficiencies: Eating, Insight

Tool Proficiencies: Cook's Utensils

Languages: One of your choice

Equipment: A set of common clothes, a set of massive clothes from when you were immobilized, a trinket rolled randomly on the table, cook's utensils, and a pouch containing 10 gp.

Immobilizing Event

A number of different events might cause a character to be rendered immobile in their past. Choose an event or roll on the table below to define your experience being immobilized.

d10 Immobilizing Event
1 I ate myself into immobility
2 A spell or potion gone wrong rendered me too fat to move
3 I was attacked by mysterious creatures that fattened me and left me for dead
4 I was taken hostage and fed to make sure I wouldn't be able to escape on my own
5 My significant other fattened me up until I could not move
6 I don't remember what happened, I just woke up one day unable to move
7 I was treated as a prize hog by some powerful figure
8 I was mind controlled and forced to stuff myself until I was immobilized
9 I was caught in the crossfire of powerful fattening magics
10 My culture values fat as a sign of beauty, and I was groomed to be the most beautiful specimen of my home

Feature: Glutton's Awareness

You have an easier time than most finding the places where one might get food easier in a city. Whether by negotiating for nearly expired food or just through knowing the best deals, you can typically find food in a city for half the price it would normally cost to buy.

Suggested Characteristics

Whether they enjoyed it or not, Recovering Immobiles are more often than not shaped by the events that left them unable to move for long periods. Now that they are able to walk again, their perspective has completely changed.

d8 Personality Trait
1 The feeling of warm fat is intoxicating
2 I have very particular tastes when it comes to food
3 I never say no to an eating contest
4 I make sure everyone around me is eating right; can't have them wasting away
5 I portion my meals exactingly to make sure I am always the weight I want to be
6 I'm always making unique combinations with the food I get whenever I eat
7 I've got a unique sway to my motions left over from my heaviest times right before immobility
8 I have a habit of eating to hide my emotions
d6 Ideal
1 Bounty. No one should ever go hungry. If people want to eat themselves immobile, they should have all the food they need. (Good)
2 Restraint. I've taken more than my fair share of food already, I'll make sure I'm not taking more than is fair now. (Lawful)
3 Freedom. Maybe I'll get back to immobility at some point, maybe I won't. But it will be on my terms. (Chaotic)
4 Gluttony. All the food in the world exists to be fed to me and my endless hunger. (evil)
5 Satisfaction. I make sure me and my allies eat till we're full. No more, no less. (neutral)
6 Trauma. My experiences being immobile were harrowing. I'm never going back to that point (any)
d6 Bond
1 I've got someone to take care of who's approaching or beyond immobility themselves
2 I've still got lingering traces of hunger from the events that left me unable to move. I need to find out more about what happened.
3 I'm only mobile again thanks to someone who saved me; I owe that person my life.
4 I was happy and fat before someone stole that situation away from me. I need revenge, whether I go back to that or not.
5 Now that I've lost weight, those who knew me before have spurned me.
6 I had to make a deal with someone in exchange for being able to walk again, and I'm still waiting for that to come home.
d6 Flaw
1 My time immobile scarred me. I have a deep-seated phobia of getting fat again.
2 I can't resist the smell of good food, even when I can't afford it.
3 I keep having these urges to fatten people up, and sometimes I can't help it.
4 Deep down, I fear that I might -want- to be immobile again.
5 Restraint? What does that mean?
6 I've developed an eating disorder as a result of my experiences.
Variant Feature: Not quite Recovered

Sometimes the recovery from immobility wasn't quite as smooth as you might have hoped. In addition to the benefits and traits granted by this background, a character can choose to start their adventure at a weight just above their first bulk threshold (typically 10-50 pounds above). In exchange, they start with an extra 3 days worth of rations to represent the extra food they've been holding on to.

Extra Character Details

Height and Weight

Included here are extra Height and Weight tables for the races added to the game in this document, to help provide base height, weight, and random additional modifiers for each.

Race Base Height Height Modifier Base Weight Weight Modifier
Fatspawn 4'9" +2d8 110 lb. x (2d6) lb.
Fatling 4'9" +2d10 110 lb. x (2d8) lb.
Gelatinfolk 4'8" +2d10 100 lb. x (2d6) lb.

Determining Starting additional weight

It is up to you at character creation to determine if the extra weight added onto your character's base weight using the Weight Modifier is muscle, fat, or a mix of both, and how much of each if so.

Starting out Big and Fat

If you'd like your character to start out with some additional heft to them, ask your GM, and they may allow you to double the number of dice your character rolls for their Weight Modifier at character creation (For instance, 2d6 becomes 4d6, 2d4 becomes 4d4, etc etc.) This will allow your character to start out extra chunky or beefy, and in some cases may actually cause them to start over one of their Limits.

Gluttonous Boons

This section contains additional Epic Boons (As seen in the Dungeon Master's Guide) specifically pertaining to settings using the ED&D rules.

Boon of Limitless Capacity

You no longer have a maximum stomach capacity; you can fit anything in your stomach, and the amount of food you can eat in a single action or bonus action is quadroupled.

Boon of Lipomantic Enrichment

You are no longer negatively impacted by being over your Bulk Threshold. In fact, quite the opposite; the grander your fleshy form is, the more powerful you become. The effects of being over your Bulk Limit change to the following:

  • Burdened becomes Heartened: If you have exceeded your Bulk limit, you have advantage on Constitution checks and saving throws and you gain Temporary Hit Points equal to your Constitution score on each long rest.
  • Impeded becomes Empowered: If you have reached a weight of 1.5 times your bulk limit, you gain an additional 10 feet of movement speed and immunity to falling damage.
  • Immobilized becomes Ascendant: If you have reached a weight of 2 times your bulk limit, you regenerate hit points equal to your Constitution modifier at the start of each of your turns as long as you are not Incapacitated or Unconscious, and your Armor Class increases by 3.

Boon of Metabolic Control

You have absolute control over not only your metabolism but those of your companions as well. Each time you take a Long Rest, you and any number of willing creatures of your choice that are resting with you can modify their total Diet and/or Exercise Points after any other modifications are applied. They can decrease their Diet or Exercise Points by any amount down to a minimum of 0, and can increase their Diet or Exercise points by any amount up to a maximum of ten times their current amounts.

Boon of Myomantic Enrichment

You are no longer negatively impacted by being over your Flex threshold, and in fact your absurd physique only becomes ever more capable as you grow in muscle mass. The effects of being over your Flex Limit change to the following:

  • Clumsy becomes Brutish: If you have exceeded your Flex Limit, you have advantage on Strength checks and Saving Throws and can lift, push, and drag twice as much as usual.
  • Lumbering becomes Hulking: If you have reached a muscle mass of 1.5 times your Flex limit, any attacks that add your Strength modifier to damage rolls now add double your Strength modifier.
  • Musclebound becomes Gargantuan: If you have muscle mass of twice your Flex limit, your movement speed doubles, and you gain an equivalent climb and swim speed, and qualify as two sizes larger than normal for any effects that consider size category.

Magic Items

This section contains listings of new Magical Items.

Battle Burrito

Food, rare

For the next minute, you gain the following bonuses:

  • +2 to your Armor Class
  • +1 to attack and damage rolls made with weapon attacks.
  • +10 temporary Hit Points

Brutal Bun

Food, uncommon

For the next 2d4+1 rounds, when you use your action to take the Attack action, you may make an additional attack using your bonus action.

Cleansing Creampuff

Food, uncommon

Upon consumption, the imbiber may end one of the following conditions afflicting them: blinded, deafened, frightened, or poisoned.

Clothes of Holding

Wondrous item, rare

This finely worked set of clothes will fit anyone, always working to mold their wearer’s figure in a flattering fashion. While you wear these, your effective weight is decreased by up to 500 lbs, not to exceed racial limits. This does not decrease your actual weight; any effects that increase your weight function normally, but do not have any apparent effect unless it exceeds the ability of the clothes of holding to hide.

Everlasting Trail Ration

Wondrous item, common

This unassuming trail ration is a pressed log of nuts, dried berries, and smoked meat, all held together with a suet-like substance and weighing 1 lb. If eaten slowly, this trail ration can regenerate itself back to its original size. It can provide up to 4 lbs of normal food if eaten gradually over the course of an entire day without being completely consumed. If eaten all at once, it continues to regenerate while in the creature’s stomach, adding 4 lbs of normal food to their next diet calculation.

Feasting Food

Cursed Food, uncommon

This cursed food item can appear to be any normal type of food. Upon conscumption however, the creature enters a frenzied, hungering state, seeking out any food in the vicinity to devour. A creature consuming the Feasting Food must make a Charisma Saving Throw (DC 14) or become Charmed by the food. While charmed in this way, the creature must immediately seek out and consume any food they can find. This includes any food they may be able to summon through spells such as create fattening food and drink, which they will create when they run out of other food to consume if they are still under the food's effect by that point.

Any and all food eaten during this state is instantly digested, adding their diet points to the creature's total, but also immediately adding 1d4 pounds of fat to the creature's body per pound of food consumed.

This state lasts for up to 10 minutes, or until the creature is immobilized.

Feasting Table

Wondrous Item, Very Rare

This tiny object looks like a miniature sculpting of a feast table laden with food. When its command word is spoken and the item is thrown on the ground, it expands into a life-size table laden with an impressive spread of delicious food and drink. The item functions as the spell Heroes' Feast.

An individual need only eat 10 pounds of food from the table to gain the benefits of the Heroes' Feast spell, but the food is not only very fattening, it is enchanting. Any creatures sitting down to eat at this table must make a DC 18 Wisdom Saving throw. If they succeed, they may eat as much as they want from the table. If they fail, they are compelled to continue eating until all of the food on the table is gone. There are 200 pounds of food on the table, and each pound of food consumed adds 1 pounds of fat to the partaker and is digested instantly, preventing the consumer from stuffing themselves past fullness.

Once the item has been used and the hour duration of the feast is up, the item cannot be used again for two days.

Flabludgeon

Weapon (Any Hammer or Mace), rare (requires attunement)

You can use a bonus action to speak this magic bludgeon's command word, causing it to thrum with violent energy. While active, the weapon deals an extra 2d6 Force damage to any target it hits, and targets struck fatten for twice the total damage dealt by the attack. The energy lasts until you use a bonus action to speak the command word again or until you drop or stow the bludgeon.

Fleet Flan

Food, uncommon For the next 2d4+1 rounds, you may take the Dash or Disengage action as a bonus action.

Girdle of Slimming

Wondrous Item, (Uncommon, rare, very rare)

This wide belt of fine leather is decorated with graceful concave lines, arcing inwards towards the buckle. When the belt is put on, the wearer may attempt to achieve a specific weight. The belt reduces the wearer’s apparent weight by up to a maximum of (100/200/300) lbs. This effect lasts until the belt is taken off, at which point the wearer returns to their actual size.

In addition, while this belt is worn, it will absorb energy from consumed food to aid the wearer in staying slim. Each Diet point of food eaten is instead converted into charges on the belt. The belt can contain (5/10/15) charges, and sheds (1d6+1 / 2d6+2 / 3d6+3) charges after each long rest. If the belt absorbs more charges than its limit, it absorbs all food in the wearer’s stomach and is then immediately destroyed. The wearer immediately Fattens equal to the number of charges in the destroyed belt.

Girdle of Fattening

Cursed Wondrous Item, rare

This belt looks very similar to a Girdle of Slimming and an identify spell will initially classify it as such, but the decorative designs on it tend to bend away from the buckle. When the belt is put on, it immediately reduces the apparent weight as though it were a rare Girdle of Slimming.

While this belt is worn, it augments the amount of food consumed by the wearer. Every pound of food consumed by the wearer gains 1 additional Diet point, consuming 1 charge from the belt. The belt contains 10 charges and regenerates 1d6+4 charges after each long rest.

The Remove Curse spell transforms this item into a rare Girdle of Slimming.

Goodberry Pie

Food, common

Each of the 10 slices of this delicious pie causes the consumer to gain 2d20 pounds of fat.

Mystic Meringue

Food, rare

For the next minute, gain the following bonuses:

  • +1 to the saving throw DC of your spells.
  • +1 to spell attack rolls.

Porcine Periapt

Wondrous Item, uncommon

This necklace consists of a fine golden chain holding a small amulet. Upon the amulet is engraved a cute stylized pig. While the necklace is worn, the bearer may consume up to twice their normal passive limit before rolling to overeat.

Restorative Ointment

Wondrous Item, Rare

This small metal tin contains a thick, creamy, tan, ointment that smells faintly of sweet botanicals and can be used in a multitude of ways. With each use, the target gains 1d6 pounds. Each full tin contains 5 doses. As an action you may expend 1 dose to do one of the following:

  • Antitoxin - When applied to a poisoned creature, they gain advantage on all checks against the poison
  • Antibiotic - When applied to a diseased creature, it removes disease.
  • Salve - When rubbed into a wound, the creature heals 4d4+4 hit points.
  • Nutritional supplement – When consumed by a healthy creature, they immediately gain 4d4 pounds. This is in addition to the 1d6 pounds gained from usage.

Slimming Celery

Food, Common

This stalk of celery is easily broken into 10 pieces, that each cause a consuming character to lose 2d20 pounds when eaten.

Span of the Slight

Weapon (any polearm), very rare (requires attunement)

When you hit with an attack using this magic polearm, the target takes an extra 1d6 thunder damage and slims for twice the total damage dealt by the attack. In addition, while you hold the polearm, whenever you fatten, you fatten for half of what you normally would.

While attuned to the weapon, you no longer feel hunger and do not need to eat or drink.

When you draw this weapon, you can sate nearby appetites, ending the ravenous condition and any effects compelling creatures to consume food on all creatures within 30 feet of you. This property can be used only once per short or long rest.

Swift Souffle

Food, uncommon

For the next 2d4+1 rounds, the consumer's movement speed is increased by 20 feet.

Swollen Sweetroll

Cursed Food, very rare

Upon consumption of this delicious sweetroll, the creature must make a Constitution Saving Throw (DC 17) or be fattened to immobility. If the creature does not have a bulk limit, or is already immobile, they instead gain 20d100 pounds of fat.

Symbol of Gluttonous Faith

Wondrous item, very rare, requires attunement by a cleric or paladin

This immaculately worked holy symbol has had an unusual amount of care lavished on its construction and ornamentation, and seems to almost glow with its own light. While wielding this holy symbol, all spell attacks gain +1, and all spell DCs are raised by 1; however, the wielder has disadvantage on saving throws to resist effects that would force the wielder to consume food.

Tough Tart

Food, uncommon

Upon consumption, the character gains Temporary Hit Points equal to their Character Level plus their Constitution modifier (minimum 1).

Artifacts

Arc Carver

Weapon (longsword), artifact (requires attunement)

A weapon as ancient as the art it helped birth, Arc Carver's name is etched in history alongside its eternal wielder, the legendary Narce, mother of Lipomancy. Crafted from a fragment of the raw essence of magic, shaped by the iron will of Narce herself, Arc Carver is a peerless weapon from whom the very first spells of Lipomancy were drawn, the inspiration behind the art itself. The weapon is too powerful in its true, unrestrained state for even Narce to wield indefinitely, and so she crafted it with layers of restrictions and suppressing power that can only be unleashed when one of comparable will to the Lich Queen herself holds the blade in their hands.

In its dormant state, the weapon is scarcely more notable than a regular longsword, the only thing distinguishing it from its more mundane kindred being the intricate runes carved along the length of the blade. Even in this state, however, the weapon is deadly, carving through enemies with an arc of lightning that leaves foes charred in its wake.

As its true power is unleashed, however, the weapon grows not just in strength but in grandeur, becoming more impressive, its styling more opulent, and in its semi-released form, it appears to be a sword of incredible artistry, its blade becoming jagged like the lightning it is formed of, its magic beginning to seep out of the blade on its own, affecting everything around it. At this point the weapon will go wild if not kept in check by someone of incredible force of personality, its raw magic lashing out, the essence of lipomancy both made from it and made into it causing wild transformation of living creatures within its reach.

All of this, however, pales in comparison to the power upon its full release. In its true, untethered state, it scarcely even resembles a blade anymore, instead having more in common with a living bolt of lightning attached to a hilt, writhing and lashing about under its own power. At this point not even Narce can fully contain its energies, and the weapon lashes out at everything around it, chaotically warping the landscape and the creatures its power can reach, its sheer chaotic energy on full display.

It is said that just witnessing this blade in its full potential inspired Narce, and just her momentary glimpse of its power lead to the development of the Flabshock cantrip, the very first of the lipomantic spells that would be drawn from the study of this blade's chaotic power over flesh and matter, life and energy. It is a weapon that even gods have taken note of, and its power has echoed through the halls of so many realms beyond the material, that the spells and abilities it inspired have been found in the divine blessings of gods and demons unto their clerics and warlocks.

More than Narce herself, this blade is the origin of Lipomancy.

Sealed

In its sealed state, the Arc Carver has the following properties:

  • A +3 bonus to attack and damage rolls
  • 4 minor beneficial properties
  • 2 major beneficial properties
  • 4 minor detrimental properties
  • 2 major detrimental properties
  • Attacks made with this weapon can be made using the attacker's Strength, Dexterity, or Intelligence modifier for attack and damage.
  • The weapon traces with lipomantic lightning drawn from not only the weapon, but its wielder's connection to it, causing all successful hits to deal an additional 2d6 + the Wielder's Constitution modifier points of Lightning damage, and causing targets hit to Fatten equal to the Lightning damage dealt in this way.
  • Lipomantic Charges. The weapon forms a symbiotic relationship with its wielder, siphoning its lipomantic energy into charges that the wielder can use in a number of ways. The Weapon has a maximum number of charges equal to a combination of its wielder's Charisma and Constitution Modifiers, and regains 1d6 charges each day at dawn. The wielder can also charge the weapon with their own lipomantic energy, suffering 2d6 points of Necrotic damage that ignore damage resistance and losing a number of pounds of fat equal to twice that number, causing the weapon to regain Lipomantic Charges equal to half that number. Performing this sacrifice takes an Action.
  • Invoke Lipomancy. Arc Carver's Wielder can expend Lipomantic Charges to cast certain spells at their lowest spell level, ignoring material components; the spells available and the number of charges required to cast them are as follows: Burn Fat (1 charge), Chaotic Corpulence (1 charge), Heavy Smite (2 charges), Modify Metabolism (2 charges), Immobilize Person (3 charges), Siphoning Smite (3 charges)
  • Fuel Magic. Arc Carver's Wielder can expend Lipomantic Charges to heighten the level of a spell being cast by its wielder using their own spell slots or Arc Carver's Invoke Lipomancy ability at a cost of 3 Lipomantic Charges per spell level beyond the spell's base level.
  • Lipomantic Sense. The Wielder of Arc Carver is in tune with the essence of lipomancy. They can tell by looking at a creature what their current weight is and how much of it is fat or muscle.
  • Lipomantic Infusion. The powers of Lipomancy course through the wielder, doubling their Bulk Limits.
  • Unleash Potential. The Wielder can attempt to unleash Arc Carver into its next state by making a Charisma Saving Throw (DC 25). On a success, the weapon advances to its next stage of release. On a failure, the weapon refuses its release and the wielder cannot attempt to release it again until the weapon is ready. Roll a D6 at the beginning of each of the wielder's turns. On a 5 or a 6, the weapon is ready to attempt to unleash again.
Partial Release

In its partially released state, the Arc Carver retains all properties of its sealed state and gains the following:

  • The bonus to attack and damage rolls increases to +4
  • The Lightning damage the weapon deals increases to 4d6 + the wielder's Constitution or Charisma modifier, whichever is higher.
  • The Weapon's maximum Lipomantic Charges increase to 1.5 times their original value.
  • The damage the wielder can suffer to restore Lipomantic charges increases to 4d6 points of Necrotic damage.
  • Lipomantic Backlash. The Wielder must make a Charisma Saving Throw (DC 25) at the beginning of each of their turns or suffer 4d6 points of Necrotic Damage that ignore damage resistance and immunity and lose a number of pounds of fat equal to twice that amount.
  • The Following Spells are added to the list of spells available using the Invoke Lipomancy ability: Bloat (3 charges), Drain (3 charges), Fatball (5 charges), Immobilize Monster (5 charges), Fat Surge (6 charges)
  • Lipomantic Sense Improves, allowing the wielder to see whether a creature has a bulk limit and if so, what it is.
  • Lipomantic Infusion improves, allowing the wielder to digest a number of pounds of food in their stomach equal to their Proficiency bonus as a bonus action. They get to decide whether the diet points from any food digested this way enters their metabolism or not, and they may also choose to turn those diet points into exercise points.
  • Leash the Storm. The Wielder can attempt to leash Arc Carver into its previous state by making a Charisma Saving Throw (DC 25). On a success, the weapon regresses to its previous stage of release. On a failure, the weapon refuses its leashing and the wielder cannot attempt to leash it again until the weapon is ready. Roll a D6 at the beginning of each of the wielder's turns, on a 5 or a 6, the weapon is ready to be leashed again. The Wielder can also pay a price if they fail the roll to automatically succeed. Doing so causes them to take Arc Carver's Lipomantic Backlash damage, only they lose a number of pounds of fat equal to ten times the damage dealt, and they also gain a point of exhaustion.
Unleashed

In its Unleashed state, the Arc Carver retains all properties of its previous two states and gains the following:

  • The bonus to attack and damage rolls increases to +5
  • The Lightning damage the weapon deals increases to 6d6 + the wielder's Constitution AND Charisma modifiers.
  • The Weapon's maximum Lipomantic Charges increase to 2 times their original value.
  • The damage the wielder can suffer to restore Lipomantic charges, and the damage of Lipomantic Backlash both increase to 6d6 points of Necrotic damage.
  • The saving throw to resist Lipomantic Backlash increases to DC 30.
  • The Following Spells are added to the list of spells available using the Invoke Lipomancy ability: Investiture of Fat (6 charges), Dessert Storm (9 charges), Knights of the Round (10 charges)
  • Lipomantic Sense improves further, allowing the wielder to see how much food is in a creature's stomach and how many diet and exercise points are in their metabolism pool.
  • Avatar of Lipomancy. The wielder of Arc Carver no longer has a bulk limit and has an infinite stomach capacity. As a bonus action, they can digest any amount of food in their stomach, choosing whether to accept any diet points the food provides into their system, and choosing whether to convert any of those diet points into exercise points. They can also use this ability on any willing creature they can touch.

Artifact Properties

Listed below are some additional artifact properties that artifacts in the world might have in place of the more traditional beneficial and detrimental artifact properties. Feel free to insert these properties into the regular tables, use them in their own tables, or just pick and choose from among them as needed.

Minor Beneficial Properties
d100 Property
01-20 While attuned to the artifact, you gain proficiency in the Eating Skill. If you already had it, you gain Expertise.
21-30 While attuned to the artifact, your stomach capacity is doubled.
31-40 While attuned to the artifact, you can't be rendered Burdened or Clumsy by fat or muscle mass.
41-50 While attuned to the artifact, you have resistance to damage caused by overeating.
51-60 While attuned to the artifact, you can use an action to digest an amount of food in your stomach equal to your Constitution Modifier.
61-70 While attuned to the artifact, you can use an action to generate 2 lbs. of slimming food. After you do this, roll a d6. On a roll of 1-2, you can't use this ability again until the next dawn.
71-80 As 61-70 above, except the food is Average.
81-90 As 61-70 above, except the food is Fatty.
91-00 While attuned to the artifact, you gain a +1 bonus to Armor Class For each level of Bulk/Flex Penalty you are suffering. If you are immune to bulk penalties or have no bulk/flex limit, you gain +1 for each level you would be suffering from if you were/did not, considering your physical stats.
Major Beneficial Properties
d100 Property
01-20 While attuned to the artifact, your bulk limit is doubled.
21-30 While attuned to the artifact, you cannot lose weight unless you want to.
31-40 When you hit with a weapon attack while attuned to the artifact, the target Fattens equal to the damage dealt.
41-50 While attuned to the artifact, your movement speed cannot be reduced by any means, including your own weight.
51-60 While attuned to the artifact, you can use an action to gain or lose a number of pounds of fat or muscle up to your maximum hit dice. After you do this, roll a d6. On a roll of 1-2, you can't do this again until the next dawn.
61-70 As 51-60 above, except the amount is double your hit dice.
71-80 As 61-70 above, except the amount is triple your hit dice.
81-90 As 61-70 above, except the amount is quadrouple your hit dice.
91-00 While attuned to the artifact, your Maximum Hit Points increase by your Level for each level of Bulk/Flex Penalty you are suffering. If you are immune to bulk penalties or have no bulk/flex limit, they increase by your Level for each level you would be suffering from if you were/did not, considering your physical stats.
Minor Detrimental Properties
d100 Property
01-05 While attuned to the artifact, you have disadvantage on saving throws made to resist eating food.
06-10 Whenever you touch a piece of food while attuned to this artifact, roll a d6. On a 1-3, you eat it immediately without regard for how full you are or how dangerous it might be.
11-15 While attuned to the artifact, your bulk limit is halved while you are more than 10 feet away from it.
16-20 While attuned to the artifact, you have disadvantage on overeating checks.
21-30 While attuned to the artifact, you have a constant buildup of gaseous emissions that gives you disadvantage on Stealth checks.
31-35 While attuned to the artifact, all food and drink within 10 feet of you is fatty.
36-40 While attuned to the artifact, you are always treated as one bulk penalty higher than you actually are, meaning even while under your bulk threshold you are at least burdened.
41-45 While attuned to the artifact, you gain 1d4 x 10 pounds of fat at the end of each long rest.
46-50 While attuned to the artifact, your opinion of body fat changes as the DM decides.
51-55 While attuned to the artifact, your weight doubles when you are more than 10 feet away from it.
56-60 While attuned to the artifact, you lose 1d4 x 10 pounds of fat at the end of each long rest.
61-65 While attuned to the artifact, your weight halves when you are more than 10 feet away from it.
66-70 While attuned to the artifact, exercise points become diet points.
71-80 While attuned to the artifact, diet points become exercise points.
81-85 While attuned to the artifact, any food you touch immediately spoils
86-90 While attuned to the artifact, food and drink within 30 feet of you tries to feed itself to you. It attacks you, using your Proficiency Bonus and Constitution modifier. If it hits, you eat it. If it misses, it does not try again.
91-95 While attuned to the artifact, you lose proficiency in the eating skill and cannot gain it.
96-00 While attuned to the artifact, you have vulnerability to damage caused by overeating.
Major Detrimental Properties
d100 Property
01-05 At the start of each day that you are attuned to the artifact, roll a d6. On a roll of a 1, you are immobilized by fat until the next day, at which point you return to the weight you were previously at. even if you normally do not have a bulk limit. You cannot lose enough weight to reduce you below your immobility threshold while immobilized by this effect.
06-10 While attuned to this artifact, your Bulk Limit changes daily at dawn by rolling a d6. On a 1-3, your limit is quartered, on a 4-5 it is halved, and on a 6 it remains the same.
11-15 When you first attune to this artifact, you are given a quest determined by the DM. You must complete this quest as if affect by the Expanding Edict spell. Once you complete the quest, you are no longer affected by this property.
16-20 The artifact houses a ravenous life force of pure hunger. Each time you use an action to use one of the artifact's properties, there is a 50% chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control that will simply exist to consume food until the intruding life force is banished using magic such as the dispel good and evil spell.
21-25 Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points within 10 feet of the artifact, and any wielder attuned to it has those creatures or plants teleported into their stomach, becoming fatty food equal to one tenth of their original weight.
26-30 The artifact imprisons a Fatcubus (see the bestiary of this document). each time you use one of the artifact's properties as an action, the fatcubus has a 10% chance of escaping, whereupon it appears within 15 feet of you and chooses you as its next victim.
31-35 While attuned to the artifact, any humanoid who sees you must make a DC 20 Charisma Saving Throw or be compelled to feed you any food they have in their possession regardless of your protests or fullness. You cannot resist eating this food, and once they have fed you everything in their possession, the humanoid returns to normal behavior and forgets that they had fed you. If they succeed the saving throw, they are immune to this effect for the next 24 hours.
36-40 the artifact enchants food within 10 feet of it. Anyone eating such food gains 1d10 pounds of fat immediately, in addition to any qualities of the food itself.
41-45 the artifact enchants food within 10 feet of it. Anyone eating such food loses 1d10 pounds of fat immediately, in addition to any qualities of the food itself.
d100 Property
46-50 Before using one of the artifact's properties as an action, you must use a bonus action to sacrifice body fat, either from yourself or a willing or incapacitated creature within your reach. The subject takes 1d4 necrotic damage and loses ten times that amount of body fat.
51-60 When you become attuned to the artifact, you develop an insatiable hunger for humanoid creatures. Whenever you reduce a humanoid to 0 hit points, you must make a DC 20 Wisdom Saving Throw. On a failure, you unhinge your jaw and swallow the creature whole immediately, where they take up stomach capacity equal to one tenth of their weight and if they aren't already dead, begin suffocating and are blinded, restrained, and incapacitated. If they die, they turn into fatty food equal to one tenth of their weight, consuming any consumable items on their person, and coughing up any non-consumable items on their person at the end of the next short or long rest.
61-65 You take 4d10 Necrotic damage and lose twice that amount of weight in pounds of fat when you become attuned to the artifact.
66-70 You take 8d10 Force damage and gain ten times that amount of weight in pounds of fat when you become attuned to the artifact.
71-75 You must be Overstuffed beyond even an overeating check before you can become attuned to the artifact.
76-80 When you become attuned to the artifact, your stomach is filled beyond capacity with fatty food. Make an overeating check and then overfill your stomach beyond that capacity with an additional amount of fatty food equal to one half your normal maximum capacity.
81-85 Each time you become attuned to the artifact, you must make a DC 10 Constitution saving throw or gain ten times your current weight in pounds of fat.
86-90 While attuned to the artifact, constant gaseous emissions render you unable to speak but alert every creature within 300 feet to your presence at all times.
91-95 While attuned to the artifact, your bulk limit is halved and you cannot benefit from any effect that removes or increases your bulk limit or allows you to ignore the effects of being over them.
96-00 When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a gluttonous power from a higher plane that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of a Glutton Titan (see the bestiary of this document). It will typically prefer to fatten you into immobility and take the artifact than kill you, but however it must deal with you, once it obtains the artifact, the avatar vanishes.

PART V

The Ravenous Bestiary


Brownie

Tiny fae, chaotic neutral


  • Armor Class 15
  • Hit Points 10 (3d4+3)
  • Speed 15 ft, Fly 40 ft
  • Bulk limit 78 lb. Avg. Weight 40 lbs.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 14 (+2) 8 (-1) 14 (+2)

  • Skills: Deception+5, Eating + 4 Perception +2, Stealth +10, Sleight of Hand +7
  • Senses Darkvision 60 ft., Passive perception 12
  • Languages Common, Sylvan
  • Challenge 1/2 (100 XP)

Elusive: The brownie may cast Pass Without Trace once per day. Venomous: When the brownie successfully deals damage with its Bite or Poison Dart attack, the target must make a DC 12 Constitution saving throw. On a failure, the target is beset by hunger, and makes all attacks, saves, and skill checks with disadvantage until they consume at least 1 lb of food.

Poisonous: If the brownie is consumed then the eater must immediately make a DC 15 Constitution saving throw. On a failure, the target is beset by hunger, and makes all attacks, saves, and skill checks with disadvantage until they consume an additional 5 lb of food.

Actions

Bite: +7 to hit, hit: 2 (1d4) piercing damage.

Poison Dart: +7 to hit, 20’ range, hit: 1 piercing damage

Brownie

Small and mischievous, brownies appear as plump, winged humanoids between 5 and 7 inches tall. They are larger and hardier than their sprite cousins, but are still quite miniscule. They are most common in well-forested areas, but have been reported in other regions as well. They have become more common in cities and towns recently, as they can be found stealing food from kitchens, larders, and even market stalls.

Gluttonous tricksters. Brownies main goal in life is to eat, followed only by playing pranks. Adventurers tell tales of waking in the morning to find the contents of their bags strewn about the campsite, all edible items missing. Surprisingly strong for their size, they sometimes urge each other into increasingly audacious pranks, attempting to steal food from people in plain sight.

Although reported to be surprisingly delicious, most creatures avoid eating brownies. According to one ogre, “Dey ain’t fill ya up for nuffin, and yer always wantin’ ‘nother right after.”


Cake Golem

large construct, unaligned


  • Armor Class 10
  • Hit Points 104(11d10 + 44)
  • Speed 30ft.
  • Bulk limit N/A, Avg. Weight 2000 lbs.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities Lightning, poison
  • Damage Resistances Bludgeoning, Piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft., passive perception 10
  • Languages Understands the languages of its creator but can't speek
  • Challenge 5 (1,800 XP)

Immutable Form. The golem is immune to any spell or effect that would alder its form.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Siege Monster. The golem deals double damage to objects and structures

Food Composition. The golem is made of fattening magical substance. Any creature that hits the golem with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Food Blast. Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 9 (2d8+0) bludgeoning damage, and the target eats an equivalent number of pounds of food.



Ancient Lipomantic Dragon

Gargantuan dragon, chaotic neutral


  • Armor Class 20 (natural armor)
  • Hit Points 574 (28d20 + 280)
  • Speed 30 ft., climb 30 ft., fly 80 ft.
  • Bulk limit 57,600, Avg. Weight between 50,000 and 60,000 lbs.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 20 (+5) 13 (+1) 25 (+7)

  • Saving Throws Str +17, Con +17, Int +12, Cha +14
  • Skills Eating +24, Perception +15
  • Damage Resistances Necrotic, Force
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 25
  • Languages Common, Draconic
  • Challenge 24 (36,500 XP)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its slavering presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, Reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) either necrotic or force damage, dragon's choice. Necrotic damage Slims equal to twice the damage dealt and Fattens the dragon equally, force damage Fattens equal to twice the damage dealt.

Claw. Melee Weapon Attack: +17 to hit, Reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage

Tail. Melee Weapon Attack: +17 to hit, Reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage

Slavering Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become ravenous for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Slavering Presence for the next 24 hours.

Breath Weapon. (Recharge 5-6). The dragon has two potential breath weapons that each use the same recharge. The dragon can choose either Siphoning Breath or Swelling Breath.

Siphoning Breath: the dragon exhales a 120-foot line of siphoning lipomantic energy that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much on a successful one. Affected creatures Slim equal to twice the damage dealt, and the dragon Fattens for the total number of pounds lost this way among all affected creatures.

Swelling Breath: the dragon exhales Swelling lipomantic energy in a 90-foot cone. Each creatures in that area must make a DC 24 Dexterity saving throw, taking 91 (21d6) Force damage on a failed save, or half as much damage on a successful one. Each affected target Fattens for twice the damage dealt.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Lipomantic Dragon

Huge dragon, chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 275 (19d12 + 152)
  • Speed 30 ft., climb 30 ft., fly 80 ft.
  • Bulk limit 12,720, Avg. Weight between 11,000 and 13,000 lbs.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 26 (+8) 18 (+4) 11 (+0) 23 (+6)

  • Saving Throws Str +14, Con +14, Int +10, Cha +12
  • Skills Eating +20, Perception +12
  • Damage Resistances Necrotic, Force
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 22
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its slavering presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) either necrotic or force damage, dragon's choice. Necrotic damage Slims equal to twice the damage dealt and Fattens the dragon equally, force damage Fattens equal to twice the damage dealt.

Claw. Melee Weapon Attack: +14 to hit, Reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: +14 to hit, Reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage

Slavering Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become ravenous for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Slavering Presence for the next 24 hours.

Breath Weapon. (Recharge 5-6). The dragon has two potential breath weapons that each use the same recharge. The dragon can choose either Siphoning Breath or Swelling Breath.

Siphoning Breath: the dragon exhales a 120-foot line of siphoning lipomantic energy that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much on a successful one. Affected creatures Slim equal to twice the damage dealt, and the dragon Fattens for the total number of pounds lost this way among all affected creatures.

Swelling Breath: the dragon exhales Swelling lipomantic energy in a 90-foot cone. Each creatures in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) Force damage on a failed save, or half as much damage on a successful one. Each affected target Fattens for twice the damage dealt.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Lipomantic Dragon

Large dragon, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 195 (17d10 + 102)
  • Speed 30 ft., climb 30 ft., fly 80 ft.
  • Bulk limit 2,700, Avg. Weight between 2,000 and 3,000 lbs.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 16 (+3) 9 (-1) 21 (+5)

  • Saving Throws Str +10, Con +10, Int +7, Cha +9
  • Skills Eating +14, Perception +7
  • Damage Resistances Necrotic, Force, Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 30 ft., darkvision 120 ft., passive perception 17
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)

Actions

Multiattack. The dragon makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, Reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) either necrotic or force damage, dragon's choice. Necrotic damage Slims equal to twice the damage dealt and Fattens the dragon equally, force damage Fattens equal to twice the damage dealt.

Claw. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage

Breath Weapon. (Recharge 5-6). The dragon has two potential breath weapons that each use the same recharge. The dragon can choose either Siphoning Breath or Swelling Breath.

Siphoning Breath: the dragon exhales a 120-foot line of siphoning lipomantic energy that is 10 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much on a successful one. Affected creatures Slim equal to twice the damage dealt, and the dragon Fattens for the total number of pounds lost this way among all affected creatures.

Swelling Breath: the dragon exhales Swelling lipomantic energy in a 90-foot cone. Each creatures in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) Force damage on a failed save, or half as much damage on a successful one. Each affected target Fattens for twice the damage dealt.


Lipomantic Wyrmling

Medium dragon, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 20 ft., climb 20 ft., fly 60 ft.
  • Bulk limit 555, Avg. Weight between 300 and 600 lbs.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 14 (+2) 9 (-1) 17 (+3)

  • Saving Throws Str +6, Con +6, Int +4, Cha +5
  • Skills Eating +8, Perception +3
  • Damage Resistances Necrotic, Force
  • Senses blindsight 10 ft., darkvision 60 ft., passive perception 13
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) either necrotic or force damage, dragon's choice. Necrotic damage Slims equal to twice the damage dealt and Fattens the dragon equally, force damage Fattens equal to twice the damage dealt.

Breath Weapon. (Recharge 5-6). The dragon has two potential breath weapons that each use the same recharge. The dragon can choose either Siphoning Breath or Swelling Breath.

Siphoning Breath: the dragon exhales a 120-foot line of siphoning lipomantic energy that is 10 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 12 (7d6) necrotic damage on a failed save, or half as much on a successful one. Affected creatures Slim equal to twice the damage dealt, and the dragon Fattens for the total number of pounds lost this way among all affected creatures.

Swelling Breath: the dragon exhales Swelling lipomantic energy in a 90-foot cone. Each creatures in that area must make a DC 12 Dexterity saving throw, taking 24 (7d6) Force damage on a failed save, or half as much damage on a successful one. Each affected target Fattens for twice the damage dealt.



Ancient Myomantic Dragon

Gargantuan dragon, lawful neutral


  • Armor Class 22 (natural armor)
  • Hit Points 533 (26d20 + 260)
  • Speed 50 ft., climb 50 ft., fly 100 ft.
  • Bulk limit 100,000, Avg. Weight between 30,000 and 50,000 lbs, mostly muscle.

STR DEX CON INT WIS CHA
34 (+12) 10 (+0) 30 (+10) 12 (+1) 14 (+2) 28 (+9)

  • Saving Throws Str +19, Dex +7, Con +17, Cha +16
  • Skills Athletics +26, Eating +24, Perception +16
  • Damage Resistances Thunder
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 26
  • Languages Common, Draconic
  • Challenge 23 (32,500 XP)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its awesome presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, Reach 15 ft., one target. Hit: 23 (2d10 + 12) piercing damage plus 11 (2d10) thunder damage. The target either Swells or Shrinks equal to twice the damage dealt, the dragon's choice.

Claw. Melee Weapon Attack: +19 to hit, Reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage

Tail. Melee Weapon Attack: +19 to hit, Reach 20 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage

Awesome Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Charisma saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns or if the dragon or its allies deal damage to it, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Awesome Presence for the next 24 hours.

While charmed in this way, creatures are drawn to worship the dragon's muscularity and serve it in the hopes of receiving more impressive muscles of their own, even fighting their old allies at the dragon's command.

Mighty Breath. (Recharge 5-6). The dragon exhales thunderous force in a 90-foot cone. Each creature in that area must make a DC 23 Constitution Saving Throw, taking 88 (16d10) thunder damage on a failed save, or half as much on a successful one. Affected targets either swell or shrink equal to twice the damage dealt, the dragon's choice.

Pump You Up. The Dragon chooses one creature under the effects of its Awesome Presence within 60 feet. That creature swells by double 10d10 pounds. It must then make a DC 21 Charisma saving throw. On a failure, the duration of the charm effect extends by 24 hours, and the target no longer makes saves at the end of each of its turns for the duration. This can only affect a creature once every 12 hours.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Myomantic Dragon

Huge dragon, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 261 (18d12 + 144)
  • Speed 50 ft., climb 50 ft., fly 100 ft.
  • Bulk limit 15,000, Avg. Weight between 4,000 and 7,000 lbs., mostly muscle

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 26 (+8) 10 (+0) 12 (+1) 26 (+8)

  • Saving Throws Str +15, Con +13, Int +5, Cha +13
  • Skills Athletics +20, Eating +18, Perception +11
  • Damage Resistances Thunder
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 21
  • Languages Common, Draconic
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its awesome presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, Reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 5 (1d10) thunder damage. The target either Swells or Shrinks equal to twice the damage dealt, the dragon's choice.

Claw. Melee Weapon Attack: +15 to hit, Reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage

Tail. Melee Weapon Attack: +15 to hit, Reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage

Awesome Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Charisma saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns or if the dragon or its allies deal damage to it, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Awesome Presence for the next 24 hours.

While charmed in this way, creatures are drawn to worship the dragon's muscularity and serve it in the hopes of receiving more impressive muscles of their own, even fighting their old allies at the dragon's command.

Mighty Breath. (Recharge 5-6). The dragon exhales thunderous force in a 60-foot cone. Each creature in that area must make a DC 19 Constitution Saving Throw, taking 66 (12d10) thunder damage on a failed save, or half as much on a successful one. Affected targets either swell or shrink equal to twice the damage dealt, the dragon's choice.

Pump You Up. The Dragon chooses one creature under the effects of its Awesome Presence within 60 feet. That creature swells by double 10d10 pounds. It must then make a DC 18 Charisma saving throw. On a failure, the duration of the charm effect extends by 24 hours, and the target no longer makes saves at the end of each of its turns for the duration. This can only affect a creature once every 12 hours.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Myomantic Dragon

Large dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 50 ft., climb 50 ft., fly 100 ft.
  • Bulk limit 3,200, Avg. Weight between 1,000 and 1,600 lbs., mostly muscle

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 8 (-1) 10 (+0) 24 (+7)

  • Saving Throws Str +12, Con +10, Int +3, Cha +11
  • Skills Athletics +16, Eating +14, Perception +8
  • Damage Resistances Thunder, Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Senses blindsight 30 ft., darkvision 120 ft., passive perception 18
  • Languages Common, Draconic
  • Challenge 9 (5,000 XP)

Actions

Multiattack. The dragon makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, Reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) thunder damage. The target either Swells or Shrinks equal to twice the damage dealt, the dragon's choice.

Claw. Melee Weapon Attack: +15 to hit, Reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage

Mighty Breath. (Recharge 5-6). The dragon exhales thunderous force in a 30-foot cone. Each creature in that area must make a DC 16 Constitution Saving Throw, taking 55 (10d10) thunder damage on a failed save, or half as much on a successful one. Affected targets either swell or shrink equal to twice the damage dealt, the dragon's choice.


Myomantic Wyrmling

Medium dragon, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 40 ft., climb 40 ft., fly 60 ft.
  • Bulk limit 700, Avg. Weight between 200 and 350 lbs., mostly muscle

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 6 (-2) 8 (-1) 22 (+6)

  • Saving Throws Str +8, Con +6, Int +0, Cha +8
  • Skills Athletics +10 Eating +8, Perception +2
  • Damage Resistances Thunder
  • Senses blindsight 10 ft., darkvision 60 ft., passive perception 12
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 3 (1d6) thunder damage. The target either Swells or Shrinks equal to twice the damage dealt, the dragon's choice.

Mighty Breath. (Recharge 5-6). The dragon exhales thunderous force in a 15-foot cone. Each creature in that area must make a DC 13 Constitution Saving Throw, taking 22 (4d10) thunder damage on a failed save, or half as much on a successful one. Affected targets either swell or shrink equal to twice the damage dealt, the dragon's choice.



Ancient Noxious Dragon

Gargantuan dragon, neutral


  • Armor Class 21 (natural armor)
  • Hit Points 451 (22d20 + 220)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • Bulk limit 53,760 Avg. Weight between 50,000 and 60,000 lbs.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 30 (+10) 20 (+5) 16 (+3) 18 (+4)

  • Saving Throws Str +15, Con +17, Wis +10, Cha +11
  • Skills Eating +24, Insight +10 Perception +17, Persuasion +11,
  • Damage Resistances Poison
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 27
  • Languages Common, Draconic
  • Challenge 22 (30,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Noxious Backlash. Whenever the dragon takes damage of any type but psychic, each creature within 10 feet of the dragon takes 10 (3d6) poison damage.

Slob Plaguebearer. The dragon is a carrier of the Slob Plague. Its Bite, Noxious Backlash, and Noxious Breath all spread the disease to any creatures that are damaged by them, requiring a DC 19 Constitution saving throw to avoid contracting the disease. Subsequent spreads of the disease are also DC 19 to resist. The dragon itself is immune to the disease.

Actions

Multiattack. The dragon can use its Noxious presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, Reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, Reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: +15 to hit, Reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage

Noxious Presence. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 19 Constitution saving throw or be bloated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Noxious Presence for the next 24 hours.

While bloated in this way, any damage a creature takes other than psychic damage causes them and any creatures other than the dragon within 10 feet of them to suffer the dragon's Noxious Backlash damage.

Noxious Breath. (Recharge 5-6). The dragon exhales noxious gases in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Creatures that fail the saving throw also suffer the effects of the Slow spell until the start of the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Noxious Dragon

Huge dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 261 (18d12 + 144)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • Bulk limit 11,520 Avg. Weight between 11,000 and 12,000 lbs.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 26 (+8) 18 (+4) 14 (+2) 16 (+3)

  • Saving Throws Str +11, Con +13, Wis +7, Cha +8
  • Skills Eating +20, Insight +8 Perception +14, Persuasion +9,
  • Damage Resistances Poison
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 27
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Noxious Backlash. Whenever the dragon takes damage of any type but psychic, each creature within 10 feet of the dragon takes 10 (3d6) poison damage.

Slob Plaguebearer. The dragon is a carrier of the Slob Plague. Its Bite, Noxious Backlash, and Noxious Breath all spread the disease to any creatures that are damaged by them, requiring a DC 17 Constitution saving throw to avoid contracting the disease. Subsequent spreads of the disease are also DC 17 to resist. The dragon itself is immune to the disease.

Actions

Multiattack. The dragon can use its Noxious presence. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, Reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage

Tail. Melee Weapon Attack: +11 to hit, Reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage

Noxious Presence. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 16 Constitution saving throw or be bloated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Noxious Presence for the next 24 hours.

While bloated in this way, any damage a creature takes other than psychic damage causes them and any creatures other than the dragon within 10 feet of them to suffer the dragon's Noxious Backlash damage.

Noxious Breath. (Recharge 5-6). The dragon exhales noxious gases in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Creatures that fail the saving throw also suffer the effects of the Slow spell until the start of the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Noxious Dragon

Large dragon, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • Bulk limit 2400 Avg. Weight between 2,000 and 3,000 lbs.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 14 (+2)

  • Saving Throws Str +7, Con +9, Wis +4, Cha +5
  • Skills Eating +14, Insight +5 Perception +9, Persuasion +6,
  • Damage Resistances Poison, Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive perception 27
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Amphibious. The dragon can breathe air and water.

Noxious Backlash. Whenever the dragon takes damage of any type but psychic, each creature within 10 feet of the dragon takes 7 (2d6) poison damage.

Slob Plaguebearer. The dragon is a carrier of the Slob Plague. Its Bite, Noxious Backlash, and Noxious Breath all spread the disease to any creatures that are damaged by them, requiring a DC 15 Constitution saving throw to avoid contracting the disease. Subsequent spreads of the disease are also DC 15 to resist. The dragon itself is immune to the disease.

Actions

Multiattack. The dragon makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Noxious Breath. (Recharge 5-6). The dragon exhales noxious gases in a 90-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Creatures that fail the saving throw also suffer the effects of the Slow spell until the start of the dragon's next turn.


Noxious Wyrmling

Medium dragon, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 59 (7d8 + 28)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • Bulk limit 480 Avg. Weight between 400 and 500 lbs.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1)

  • Saving Throws Str +4, Con +6, Wis +2, Cha +3
  • Skills Eating +8, Insight +2 Perception +4, Persuasion +3,
  • Damage Resistances Poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive perception 27
  • Languages Draconic
  • Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Noxious Backlash. Whenever the dragon takes damage of any type but psychic, each creature within 10 feet of the dragon takes 3 (1d6) poison damage.

Slob Plaguebearer. The dragon is a carrier of the Slob Plague. Its Bite, Noxious Backlash, and Noxious Breath all spread the disease to any creatures that are damaged by them, requiring a DC 13 Constitution saving throw to avoid contracting the disease. Subsequent spreads of the disease are also DC 13 to resist. The dragon itself is immune to the disease.

Actions

Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 7 (1d10 +2) piercing damage plus 3 (1d6) poison damage.

Noxious Breath. (Recharge 5-6). The dragon exhales noxious gases in a 90-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Creatures that fail the saving throw also suffer the effects of the Slow spell until the start of the dragon's next turn.



Fatcubus

Medium fiend (shapechanger), neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 97(15d8 + 30)
  • Speed 30ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 350 lbs.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 20 (+5)

  • Skills Deception +10, Insight +5, Perception +5, Persuasion +10, Stealth +9
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal, telepathy 60ft.
  • Challenge 8 (3,900 XP)

Telepathic Bond. The fatcubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Innate Spellcasting. The fatcubus's innate spellcasting ability is Charisma (spell save DC 18). The fatcubus can cast the following spells, requiring no material components:

At Will: Abyssal Stomach, Create Fattening Food and Drink (one 4lb. meal at a time), Modify Metabolism,Resize, Sex Appeal, Stretch Stomach,

2/day each: Amazonian Figure, Ass Barrier, Fattening Jest, Hypnotic Hunger, Immobilize Person, Sexual Hypnotism

1/day each: Dietary Curse(24 hrs), Fatball

Shapechanger. The fatcubus can use its action to polymorph into a small, medium, or large humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed in appearance, but does resize to its new form. It reverts to its true form if it dies.

Unburdened. The fatcubus is unburdened by the size of whatever form it takes, including its true form. The fatcubus does not have a bulk limit.

Actions

Multiattack. The Fatcubus makes two attacks with its claws and uses its fattening breath, if able.

Claw (Fiend Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage, plus fat equal to damage.

Charm. One humanoid the fatcubus can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatcubus's verbal or telepathic commands. If the target suffers any harm from the fatcubus or her allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fatcubus's Charm for the next 24 hours.

The fatcubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fatcubus magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fattening Breath (recharge 4-6). The fatcubus exhudes a gaseous cloud in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d10+2) Poison damage, and gains an amount of fat equal to four times the damage dealt in this way.

Fattening Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, gaining 2d100 lbs of fat on a failed save, or half as much on a successful one.

Fatcubus

Some would say that the most pressing flaw of the Succubus or Incubus is their single-minded nature. While they are cunning and devious, their primary tool is lust and debauchery. Deprived of this, they have little at their disposal, and even in success, drain their victim dry before moving on. This is not true of the creature known as the Fatcubus. The entire realm of sin is in the range of the Fatcubus's powers, but they focus most strongly on the aspects of Gluttony and Greed alongside the more traditional Lust. Beyond their widened scope of manipulation, they also make their victims last longer, using them as a long-lasting power source which they can coax more energy from than most of their lesser ilk.

The name of the fiends is largely the term most mortals apply to them, as the true name of their race is a well-kept secret that lies separate from the masses of the Tanar'ri and the structured legions of the Baatezu.

Patient Temptors. The Fatcubus, like the incubus, is patient and cunning, but the Fatcubus has perhaps an even longer attention span for its schemes. A Fatcubus enjoys the long process of wearing down a target's will along with their form, watching them bloat and fatten until they are a soft, pillowy rendition of their former selves. They pride themselves on turning toned adventurers into quivering mounds of flab over the course of years, and then using the resulting victim as a potent source of energy, as their powers enter the realm of lipomancy.

A victim rarely notices their descent into gluttony's arms until it is far too late. A small meal grows slowly larger, an extra snack while on the road. A small paunch that forms under the armor, an extra meal at the end of the day. Eventually the formerly mighty warrior is a bloated glutton, content to eat and pleasure themselves until the Fatcubus comes to claim them, manifesting as a beautiful figure, plump with exaggerated sexual features, showing off the very fatty traits that the victim has been slowly trained to enjoy.

Rather than killing their victims, the Fatcubus keeps them as toys and pets, playing with their bodies as they fatten and shrink them to their whim, breaking them, mind and body, until they are obediant, lustful servants with no thought but their love and lust for their master. These loyal victims are a constant source of power that feeds the Fatcubus's growing powers.

Unnatural Attraction. While a Fatcubus retains the lethal kiss of their Succubus and Incubus brethren, that is not the only power their bodies exhude. Their kiss can also cause a target to rapidly grow fatter, and their ministrations slowly cause their victims to feel an intense attraction for more soft and fatty forms, their own included. The bodies of Fatcubi also build up a noxious fattening gas, which they can release to affect multiple victims at once.

More Potent Offspring. Like the Succubus or Incubus, the Fatcubus breeds with others of their kind to produce more of their own. On the occasion of their reproduction with a humanoid, however, the Cambion that they produce shares a spark of the Fatcubus's power, creating a being known as a Fatling. In a cruel twist of fate, perhaps as a balancing of scales to keep the Fatcubus from becoming too powerful, many Fatlings care more for growing themselves and others ever fatter than they care about performing tasks of evil or corruption. Those that do turn out as wicked as their parents, however, are powerful allies for their Fatcubus sires.



Fatling

Medium fiend, chaotic neutral (50%) or any evil alignment (50%)


  • Armor Class 16 (scale mail)
  • Hit Points 96(13d8 + 45)
  • Speed 30ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

  • Saving Throws Str +7, Con +6, Int +5, Cha +7
  • Skills Deception +7, Intimidation +7, Perception +4, Stealth +7
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60ft., passive perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge 6 (2,300)

Innate Spellcasting. The fatling's spellcasting ability is Charisma (spell save DC 15). The fatling can innately cast the following spells, requiring no material components:

At will: Create Fattening Food and Drink (one 2lb. meal at a time)

3/day each: Fattening Jest, Hypnotic Hunger, Sexual Hypnotism

1/day each: plane shift (self only), Fat Surge

Unburdened. The fatling is unburdened by its size, no matter how fat it gets. The fatling does not have a bulk limit.

Actions

Multiattack. The fatling makes two melee attacks or uses its Fat Ray twice.

Giant Fork. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target Hit: 6 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used in two hands to make a melee attack, plus 3 (1d6) magical bludgeoning damage that adds fat equal to the damage dealt.

Fat Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) force damage that adds fat equal to damage dealt.

Fattening Kiss. The fatling kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, gaining 1d100 lbs of fat on a failed save, or half as much on a successful one.

Fiendish Charm. One humanoid the fatling can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatling's spoken commands. If the target suffers any harm from the fatling or another creature or receives a suicidal command from the fatling, the target can repeat the saving throw, ending the effect on itself on a success. If the charm ends, the creature is immune to the fatling's Fiendish Charm for the next 24 hours. The fatling can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Fatling

The offspring of a powerful gluttony-aligned fiend (usually a fatcubus) and a humanoid (usually a human). Fatlings inherit aspects of both parents, but their leathery wings, sometimes horns, sometimes tails, and always sheer propensity for massive size are hallmarks of their otherworldly parentage.

Born to be Fat. Fatlings are often touched more by the gluttony side of their parentage than by the evil side. While a sizable portion of Fatlings grow to be just as malicious as their fiendish parents, just as many end up being simple tricksters and gluttons, whose desires are often summed up as the want to grow fatter and make others do the same. Even in youth, a fatling is an incorrigible glutton who encourages those around them to indulge just as they do.

Infectious Affection. Fatlings tend to spread their love for size and weight to those around them. Those who spend a large portion of time around the Fatling or who are repeatedly charmed by them often find their attractions leaning toward individuals who share the Fatling's propensity for enormity, and they just as often find their own waistlines mirroring their fiendish friend's. Fatlings raised in the Nine Hells often employ this trait to create a following of fatty servants to keep them safe, and those from the Abyss use this trait to keep prey or predators too fat to flee or give chase.



Feeder

Large monstrosity, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 93(11d10+33)
  • Speed 10ft., climb 10ft.
  • Bulk limit N/A, Avg. Weight 120 lbs.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)

  • Skills. Perception +6, Stealth +3
  • Senses darkvision 60 ft., passive perception 16
  • Languages --
  • Challenge 5 (1,800 XP)

False Appearance. While the feeder reamin motionless, it is indistinguishable from a normal table, cornucopia, or other eating platform full of food.

Grasping Tendrils. The feeder can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the feeder, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Shapechanger. The Feeder can use its action to polymorph into a table, a cornucopia, a platter, or some other means of containing or presenting food. Its statistics are the same in each form. A feeder reverts to its table form if it dies.

Walking Feast. The feeder generates an unlimited supply of enchanted, fattening food on its body. Creatures that spend their action eating from the feeder's body gain 1d6 pounds of fat and eat as many pounds of enchanted fatty food.

Actions

Multiattack. The feeder makes four attacks with its tendrils, uses Reel, and then uses Feast.

Tendril. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the feeder can't use the same tendril on another target.

Reel. The feeder pulls each creature grappled by it up to 25 feet straight toward it.

Feast. The feeder forces the target to consume some of the enchanted food on its body. The creature must make a Wisdom saving throw (DC 15), or be compelled to use its action continue eating the food on the feeder on each of its turns. The target may attempt the saving throw again at the start of each of its turns, or if another creature makes a DC 15 Strength check to pull them away from the feast. On a failure, the target is compelled to return to the feast and continue eating. On a success, the compulsion ends.



Feeder Fairy

Tiny fey, chaotic neutral


  • Armor Class 15
  • Hit Points 7 (1d4 + 5)
  • Speed 10 ft., fly 30 ft.
  • Bulk limit 82 lbs., Avg Weight 20 lbs.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 20 (+5) 10 (0) 14 (+2) 18 (+4)

  • Skills Eating +7, Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan, Elven, Common
  • Challenge 1/2 (100 XP)

Magic Resistance. The feeder fairy has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The feeder fairy's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit on spell attack rolls). It can innately cast the following spells, requiring only its fairy dust as a component:

At will: abyssal stomach, flabshock (1d8), feed

1/day each: ass barrier, dietary curse, fat feedback, fly, immobilize monster, modify metabolism, overabundance, resize, softskin, syrup trap

Actions

Superior Invisibility. The feeder fairy turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the feeder fairy wears or carries is invisible with it.

Glutton's Gift. The feeder fairy touches a creature and imbues it with a magical desire to eat and grow fatter. If the creature fails a DC 14 Charisma saving throw, the victim must eat any food the feeder fairy or their companions offer them. For the next minute, any spell attacks from any feeder fairy that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the Overabundance spell). While under the effects of this magic, the target's stomach capacity is effectively infinite, and they cannot take damage from overeating.

Feeder Fairy

Mischevious food-based tricksters, the feeder fairies are a mysterious plague upon the lives of everyday civilians who find themselves suddenly bloating outward from mysterious food that they can't seem to resist. There is little rhyme or reason behind their choice of initial victims, but from their initial point of impact, there is a very clear outward spiral of their influence once they appear in a location.

Interference is fattening. It is said that interfering with a victim of the feeder fairies, whether it be attempting to prevent them from eating, trying to share any of their food, or on rare occasion just interacting with them for long periods of time, is enough to attract the attention of their stealthy tormentors. From this chain of interactions, the influence of the feeder fairies spreads throughout groups of individuals who end up being assailed and bloated by these invisible tricksters, often left just on the brink of immobility, or sometimes even just beyond, before being left to their own devices.

Oblivious feasting. Those affected by the touch of the feeder fairy- known as the Glutton's Gift to those who study the creatures- are seemingly oblivious, or at the very least not as alarmed as they probably should be, to the vast amount of food they are consuming, or even to others in the same predicament, even as their bodies swell and fatten out around them. To that end victims will often go about their daily lives, obliviously being fed by the invisible fairies as they interact with others around them, unwittingly spreading the plague of fairies throughout their circle of peers. Some theorize that this is the means by which feeder fairies reproduce, as there never seem to be a shortage of fairies around to pick up the slack whenever a new victim needs to be fattened up. Once the population of a particular area has been sufficiently broadened at the waist however, they mysteriously disappear, presumably to find a new set of victims.



Food Elemental

Large elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 126(12d10 + 60)
  • Speed 30ft.
  • Bulk limit N/A, Avg. Weight 1600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 5(-3) 10 (+0) 8 (-1)

  • Damage Vulnerabilities Fire
  • Damage Resistances Thunder, Piercing and Slashing from nonmagical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft, passive Perception 10
  • Languages Terran, Aquan
  • Challenge 5 (1,800 XP)

Cobbleform. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 6 inches wide without squeezing.

Cook. If the elemental takes fire damage, part of it is cooked off; it drops an edible item that heals 1 hit point if consumed.

Food Composition. The elemental is made of fattening magical substance. Any creature that hits the elemental with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Actions

Multiattack. The elemental makes two slam attacks

Slam. +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Engulf (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, the target takes 13 (2d8 +4) bludgeoning damage and is forced to consume an equivalent amount of pounds of fatty food. If it is Large or smaller, it is also grappled (escape DC 14). Until the grapple ends, the target is restrained. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage and is forced to consume an equivalent amount of pounds of fatty food. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.



Glutton Titan

Huge celestial (titan), chaotic neutral (75%) or chaotic evil (25%)


  • Armor Class 22 (natural armor)
  • Hit Points 313 (19d12+190)
  • Speed 50 ft., fly 50 ft., swim 50 ft.,
  • Bulk Limit 14,400, Avg. Weight 10,000 lbs.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)

  • Saving Throws Str +17, Con +17, Wis +13, Cha +15
  • Skills Eating +17, Insight +13, Persuasion +15
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses truesight 120 ft., passive Perception 16
  • Languages all
  • Challenge 23 (32,500)

Innate Spellcasting. The Glutton Titan's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can ainnately cast the following spells, requiring no material components:

At will: Abyssal Stomach, Aura of Lightness, Create Fattening Food and Drink, Redirect Repast

1/day each: Expanding Edict, Investiture of Fat, Rampant Vitality, Slavering Beast, plane shift (self only)

Actions

Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 saving throw or be grappled and restrained until the end of the Glutton Titan's next turn, held fast to the sticky food residue on the titan's hands.

Food Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) pounds of fatty food fed to the target.

Reactions

Eat. When the Glutton Titan grapples and restrains a creature with its Slam attack, it can use its reaction to swallow them whole. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outisde of the Glutton Titan, and it takes 21 (6d6) acid damage at the start of each of the Glutton Titan's turns. A glutton titan can have up to 3 creatures swallowed at a time.

If the glutton titan takes 30 damage or more in a single turn from its swallowed creatures, the glutton titan must succeed on a DC 27 Constitution saving throw at the end of that turn or regurgitate the creatures, which fall prone in a space within 10 feet of the glutton titan. If the glutton titan dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone.

Legendary Actions

The glutton titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The glutton titan regains spent legendary actions at the start of its turn.

Attack. The glutton titan makes one attack.

Gaseous Release. (Costs 2 Actions). The glutton titan releases a foul cloud of noxious gases around it. All other creatures within 60 feet of the glutton titan must succeed on a DC 25 Constitution saving throw or be poisoned until the end of their next turn.



Liposanguinor

Medium Undead (shapechanger), Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 190 (20d8 + 100)
  • Speed 30 ft.
  • Bulk limit 570, Avg. Weight 400 lbs.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 17 (+3) 15 (+2) 20 (+5)

  • Saving Throws DEX +9, WIS +7, CHA +10
  • Skills Eating +10 Perception +7, Stealth +9
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages the languages it knew in life
  • Challenge 15 (13,000 XP)

Vampiric Creature. To conserve on page space: The Liposanguinor has all of the abilities of a more traditional Vampire, with any modifications or additions noted below.

Lipomantic Gift. The Liposanguinor is unaffected by being above its bulk threshold.

Actions

Multiattack. ( Liposanguinor Form Only). The Liposanguinor makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Liposanguinor Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the Liposanguinor can grapple the target (escape DC 18).

Bite. (Bat or Liposanguinor Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Liposanguinor, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, they lose a numbe of pounds of fat equal to the necrotic damage taken, and the Liposanguinor regains hit points and Fattens equal to that amount. The hit point reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Liposanguinor spawn under the Liposanguinor's control.

Charm. The Liposanguinor targets one humanoid it can see within 30 feet of it. If the target can see the Liposanguinor, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the Liposanguinor. The charmed target regards the Liposanguinor as a trusted friend to be heeded and protected. Although the target isn't under the Liposanguinor's control, it takes the Liposanguinor's requests or actions in the most favorable way it can, it cannot resist any food offered to it by the Liposanguinor, no matter how full it is, and it is a willing target for the Liposanguinor's bite attack.

Each time the Liposanguinor or the Liposanguinor's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Liposanguinor is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Harvest Moon (1/Day). The Liposanguinor magically calls 2d4 swarms of bats or rats provided that the sun isn't up. Optionally, the Liposanguinor can call 1d4 sweet puddings instead. The called creatures arrive in 1d4 rounds, acting as allies of the Liposanguinor and obeying its spoken commands. The beasts remain for 1 hour, until the Liposanguinor dies, or until the Liposanguinor dismisses them as a bonus action.

Lipomantic Transfer. By sinking its teeth gently into a willing creature, the Liposanguinor can siphon any amount of its own body fat into another creature.

Legendary Actions

The Liposanguinor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Liposanguinor regains spent legendary actions at the start of its turn.

Move. The Liposanguinor moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The Liposanguinor makes one unarmed strike.

Bite.(Costs 2 Actions). The Liposanguinor makes one bite attack.

Narce, The Lich Queen

Narce, once the greatest of lipomantic wizards, known originally as the Mother of Lipomancy, is an ancient woman who has persisted for thousands of years. Once a human of legendary renown, her desire for immortality bordering on an obsession lead her to the ancient art of lichdom. But lipomancy is the art of the living flesh, and the combination of her prowess as a Lipomancer and her sheer power as a Lich allows her to conceal her true nature from most anyone. She does not even detect as undead to the senses of paladins or detection magic, as she has taken precautions against such methods. To all outside eyes, she appears to be a Human Woman of graying hair but youthful, if incredibly broad, build.

Nowadays she often masquerades as Nera, a spellsword of some minor renown among the circles of most nations, someone who might occasionally treat with royalty, but is still known to walk among taverns and have a drink. She does not seek to make enemies of the world or dominate all life, but neither is she still a paragon of morality, her power and age having crumbled much of her personal restraint.

A Self-made Lich. Narce ripped the knowledge of the process of Lichdom from the minds of those who held it by force and used her own lipomantic power supplies to fuel the transformation, meaning she owes no fealty to anyone for this change, and her alignment remains largely inviolate. The unique nature of the power she uses to fuel the transformation also means that her body does not decay: The magic that fuels her life force is Lipomantic in nature, so as long as she keeps a steady supply of adipose on her frame, which tends to rapidly lose weight compared to normal members of society, her frame remains as lifelike and youthful as any.

Due to how often she travels, her phylactery is always on her person, and is perhaps one of the few clues as to her true nature: A pendant she wears around her neck, deep in her cleavage, that bears the symbol of Narce's ancient school of magic. Made from magically reinforced Adamantine fixed around an enchanted Diamond, the pendant itself cannot be destroyed by any mundane means. Nothing short of a disintegrate spell, an enchanted adamantine weapon, or something of even more destructive force can even damage the pendant, let alone destroy it. It has 100 hit points and an AC of 15.

Adipose Animation. While the traditional method of maintaining her lifeforce; using the imprisonment spell to trap creatures within her phylactery, is still functional for a unique specimen such as Narce, she also has her own unique method of maintaining the life-force that keeps her going. She is able to leech off the adipose and fat of creatures, including herself, to supplant the life-force supplied by a soul. The inefficiency of this method requires her to use an immense amount of body fat, but it does allow her to extend her life-force non-lethally, to the point that soul consumption is often a last resort if she is low on energy.

The only problem with the undertaking is that the creature cannot have been fattened by her using direct spells. The energy transfer of creating fat on a target is not perfectly efficient, and she loses more energy fattening a target than she gains from consuming the fat. To that end, she often only uses the slightest of magical touch to induce incredible hunger and metabolism in her target, and allows them to fatten themselves to the obscene levels required to fuel her existence. However, this takes some time, as nearly 100,000 pounds of sheer adipose is required to make up the combined life-force of one average humanoid soul.

To this end she often keeps a harem of servant men and women to serve as her feasting batteries, fattening each as massively as possible before draining them to fuel her life force and repeating the process. Whenever one of these servants dies, or if she spends more energy than normal and needs a particularly strong boost, she will often seek out new servants from the particularly gluttonous members of the world. She is not particularly concerned with whether or not the creature is willing, however. She will make an attempt to persuade with words to conserve energy, and if that serves, then well done. But if not, she has no problems taking what she wants by force.

Phylactery Failsafe. When a lich’s body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich’s phylactery, coalescing out of glowing smoke that issues from the device. Narce's personal phylactery is held within her cleavage on a pendant, but she has imbued it with a magical failsafe to ensure it should never be destroyed: Should her life force fade from her current body, the phylactery will be teleported to her secret lair deep beneath the city of Osbera.

Observational Wanderer. Unlike most Liches, Narce believes that experiencing all that reality has to offer is the secret to gaining power. To that end, she often tends to wander the world, experiencing the new creations of each passing generation, seeing the advances of magic and technology, tasting the food and drink that each place calls its own. She often does this under a number of different disguises, the most recent of which being Nera Songsparrow, a wandering spellblade of notable heft and considerable power, someone who is a known quantity in most of the courts of this world and several of the other planes.

Creator of Artifacts. Narce has created and left behind many artifacts throughout the ages, and she often will occasionally deposit a new one somewhere hidden away, experimenting to see when one might discover them and what one might do with such powerful magical items upon their acquisition. Her lipomantic statues are just one example of a variety of magical items she has sprinkled throughout the lands, along with her ancient Iron Staff which she has left to be discovered by an enterprising mage who might follow in her footsteps, and a number of other ancient lipomantic artifacts.

Undead Nature. A lich doesn’t require air, food, drink, or sleep. Narce enjoys it nonetheless though, and the lipomantic energy suffusing her body means that she digests and gains weight just as rapidly as her body loses it to fuel her appearance.

Narce's Lair

Narce's lair is hidden deep, deep beneath the city of Osbera, almost directly below the current seat of the throne, accessible only via magic as there are no physical entrances or exits at the moment. Here is where Narce returns when she feels tired of interacting with the world, and where she keeps the vast majority of her experiments and pet projects. Notable among these projects is 'Project F', an experiment to see just how fat one living humanoid can get with all of the magical tools at Narce's disposal. An elf who has long ago forgotten her own name and purpose, and who exists at this point only to grow more colossal. In times of dire need, Narce can drain enough life force from F's mass to sustain herself for some time, as a mere 100,000 pounds of adipose is little more than a drop in the bucket of F's ungodly mass, contained mostly in extra-dimensional space.

When encountered in her lair, Narce has a challenge rating of 32 (190,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Narce can take a lair action to cause one of the following magical effects; Narce can’t use the same effect two rounds in a row:

  • Narce rolls a d8 and regains a spell slot of that level or lower. If she has no spent spell slots of that level or lower, nothing happens.
  • Narce targets one creature it can see within 30 feet of it. A crackling cord of Lipomantic energy tethers the lich to the target. Whenever Narce takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Narce takes half the damage (rounded down), and the target takes the remaining damage, gaining a number of pounds of fat equal to twice the damage taken. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in Narce’s lair.
  • Narce calls forth the Lipomantic energy that permeates her lair. This energy coalesces and attacks one creature that Narce can see within 60 feet of her. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success, and Fattens equal to twice the damage taken.


Narce, the Lich Queen

Medium undead, Chaotic Neutral


  • Armor Class 23 (Natural Armor)
  • Hit Points 700 (25d8 + 575)
  • Speed 30 ft.
  • Bulk no limit, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 20 (+5) 27 (+8) 21 (+5) 30 (+10)

  • Saving Throws CON +12, INT +15, WIS +12, CHA +17
  • Skills Arcana +22, Deception +17, History +15, Insight +9, Perception +12
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages Common, Deep Speech, Dwarven, Elven, Infernal, Undercommon
  • Challenge 30 (155,000 XP)

Special Equipment: Narce carries the Arc Carver

Legendary Resistance (3/Day): If Narce fails a saving throw, she can choose to succeed instead.

Rejuvenation: If she has a phylactery, when destroyed, Narce gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Wizard Training: Narce is a 25th-level Wizard with the Lipomancy Arcane Discipline, with all of the class features that provides. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Narce typically has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, flabshock, any other 3 cantrips.
  • 1st level (5 slots): detect magic, magic missile, shield, thunderwave, resize
  • 2nd level (5 slots): detect thoughts, invisibility, Mirror Image, Impede, Narce's Sympathy Gain, Dietary Curse, Asset Barrier
  • 3rd level (4 slots): animate dead, counterspell, dispel magic, firebal, Drain, Abyssal Stomach
  • 4th level (4 slots): blight, dimension door, fatball
  • 5th level (4 slots): cloudkill, scrying, fat surge
  • 6th level (2 slots): disintegrate, globe of invulnerability, investiture of fat, narce's hypnotic trance
  • 7th level (2 slots): finger of death, plane shift, Mordenkainen's magnificent mansion
  • 8th level (2 slots): dominate monster, power word stun
  • 9th level (2 slots): power word kill, imprisonment, sculpt flesh

Signature Spells: Narce can cast Bloat and Hypnotic Hunger at 3rd level once per short or long rest each without expending a spell slot.

Turn Immunity. Narce is immune to effects that turn undead.

Actions

Multiattack. Narce makes three attacks with Arc Carver.

Paralyzing Touch. Melee Spell Attack: +15, Reach 5ft., one creature Hit: 10 (3d6) cold damage The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Flabshock. Ranged Spell Attack: +15, 120 ft., one target. Hit 18 (4d8) lightning/fat damage

Narce's Fatness Arrow Ranged Spell Attack: +15, 120 ft., one target. Hit 10 (4d4) poison damage, and the target takes 2d4 poison damage at the end of its turn. On a miss, the arrow splashes the target for half as much of the initial damage and no damage at the end of its next turn. The target Fattens equal to the damage dealt this way.

Feed. Ranged Spell Attack: +15, 120 ft., one target. Hit 3 (1d6) Fatty Food damage. Narce makes 3 attacks with this spell

Arc Carver. Magical Melee Weapon Attack: +15, 5 ft., one target. Hit 15 (1d10+11) Slashing damage plus 12 (2d6+5) lightning/fat damage.

Legendary Actions

Narce can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Narce regains spent legendary actions at the start of her turn.

Cantrip. Narce casts a cantrip.

Cast a Spell. (costs 2 Actions). Narce casts one of her spells.

Paralyzing Touch (Costs 2 Actions). Narce uses her Paralyzing Touch

Fattening Gaze (Costs 2 Actions). Narce fixes her gaze on one creature she can see within 10 feet of her, imposing her will over the target's very existence. The target must succeed on a DC 18 Charisma saving throw against this magic or become immobilized by fat for 1 minute. The immobilized target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to Narce's gaze for the next 24 hours. Creatures without a bulk limit have their weight multiplied by ten.

Siphon Weight. (Costs 3 Actions). each non-undead, non-construct creature within 20 feet of Narce must make a DC 18 Constitution saving throw against this magic, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one, and losing twice that amount of damage in pounds of fat, Narce gaining a total amount of pounds of fat equal to the fat lost among all targets.



Sweet Pudding

Large Ooze, unaligned


  • Armor Class 8
  • Hit Points 99(12d10 + 36)
  • Speed 20ft., climb 20ft.
  • Bulk. Limit N/A, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 2 (-5) 6 (-2) 1 (-5)

  • Damage Immunities Acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive perception 8
  • Languages None
  • Challenge 5 (1,800 XP)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

***False Appearance. *** While the pudding remains motionless, it is indistinguishable from a pile of congealed treats and sweets.

***Spider Climb. *** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

***Fatty Composition. *** The pudding is made of fattening magical substance. Any creature that hits the Pudding with a bite attack gains 1d4 pounds of fat, doubled on a critical hit.

Actions

Multiattack. The Sweet Pudding uses its Pseudopod attack twice. It can substitute either of these attacks with its Stuff ability if possible.

Stuff. When the Sweet pudding is grappling a creature it can stuff a tendril inside the nearest orifice. When the ooze stuffs the creature, the creature must succeed on a DC 15 constitution saving throw or take 20 (4d6 + 6) bludgeoning damage and gain an equal amount of pounds of fat. On a successful saving throw the creature still takes half the damage and fat.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, and the creature is grappled (escape DC 15).


Knight of the Steel Harvest

Medium humanoid (any race), any alignment


  • Armor Class 20 (Plate)
  • Hit Points 127 (15d8 + 60)
  • Speed 30ft.
  • Bulk limit 540, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Str + 8, Con +8
  • Skills Athletics +8, Eating +12, Intimidation +6
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 6 (2,300 XP)

Heavy Shove. The Knight of the Steel Harvest can attempt to shove or knock a target prone as a bonus action.

Heavy Strikes. Once per turn, when the Knight of the Steel Harvest hits with a melee attack, they may add their Constitution bonus (4) to the damage.

Heavy Padding. While wearing heavy armor and not using a shield, the Knight of the Steel Harvest's armor class includes half their Constitution bonus

Tireless The Knight of the Steel Harvest is not negatively affected by being burdened or impeded by their bulk limit.

Take a Breather. Once per combat, as a bonus action, the Knight of the Steel Harvest can regain 1d10+19 hit points.

Actions

Multiattack. The Knight of the Steel Harvest makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4)


Lipomancer

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.
  • Bulk limit 390 lbs., Avg. Weight 300 lbs.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 15 (+2) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, Eating +5, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 7 (2,900 XP)

Spellcasting. The lipomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lipomancer has the following wizard spells prepared:

Cantrips (at will): flabshock, light, mage hand, prestidigtation

1st level (4 slots): Detect Magic, Feed, Mage Armor, Resize, Shield

2nd level (3 slots): Immobilize Person, Narce's Fatness Arrow

3rd level (3 slots): Abyssal Stomach, Fat Feedback, Hypnotic Hunger

4th level (3 slots): Fatball, Softskin

5th level (1 slot): Fat Surge

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 + 2) piercing damage.

Content Errata

Changes to the rules

Safe to say that the developers at Wizards of the Coast were not envisioning this kind of content when they wrote the rules in the Player's Handbook and other books for DnD 5th edition. But some of the spells and effects within those books would be thematically handy or otherwise have an influence on some of these rules, so listed below, in no particular order, are a series of erratas to the main rules in regard to how they interact with these rules.

  • The Freedom of Movement spell also causes the target to ignore the effects of being over their bulk or flex limit for the duration, as the point of the spell is to allow one to not be hindered by restraints.

  • The Fly spell causes a target to be affected to not be restrained by their own fat for the duration if they were immobilized, as the spell renders their entire body able to float.

  • The Levitate, Tenser's Floating Disk, and Telekinesis spells have upper limits to the weight they can lift. You may cast these spells using a higher level spell slot, increasing that weight by 250 pounds for each spell slot level above the minimum you use. For example, casting Tenser's Floating Disk using a 4th level spell slot will allow it to carry 1000 pounds.

  • A changeling can only shapeshift within their current bulk limit; if they are burdened any weight they simulate must be within the burdened category, if they are not over their first bulk limit any weight they simulate must be under it, etc etc. They cannot shapeshift themselves even heavier than they truly are if they are already immobile.

  • The second feature of the Great Weapon Master feat can apply to any melee weapon held in two hands that you are proficient in, not just heavy weapons.

  • Large is the maximum size a player character can attain, even if excessive weight may make them take up the space of a creature larger than that. Spells and abilities that would increase a player character to a size larger than Large do not increase their size category, but still apply all other effects (Obviously exceptions to the rule as per GM approval.)

Art Credit:

All art used is presented with the permission of the Artist and/or Commissioner

  • Bar Break by 0pik-0ort

https://0pik-0ort.deviantart.com/art/Bar-Break-678918607

  • Kazrha Commissioned by Nexis89 from Debu-Rabu

https://debu-rabu.deviantart.com/art/kazrha-commission-577904462

  • Enchanted Expando-Panties by SpiralingStaircase

https://spiralingstaircase.deviantart.com/art/Enchanted-Exando-Panties-121708346

  • Enchanted Expando-Bra by SpiralingStaircase

https://spiralingstaircase.deviantart.com/art/Enchanted-Expando-Bra-121989914

  • Inflatrix Inflated by 0pik-0ort

https://0pik-0ort.deviantart.com/art/Inflatrix-Inflated-273942599

  • Thicc Morrigan by PrinceCoffeeCakes (@ImCoffeeCakes on Twitter)

https://princecoffeecakes.deviantart.com/art/Thicc-Morrigan-646840739

  • RWBY Ruby Hyper Weight Gain by ShubiJubi

https://shubijubi.deviantart.com/art/Commish-RWBY-Ruby-Hyper-Weight-Gain-687198090

  • Tina Armstrong: HEAVYWEIGHT by Saxxon

https://www.deviantart.com/saxxon/art/Tina-Armstrong-HEAVYWEIGHT-427578968

  • A Few Metric Tons by Draconder

https://www.furaffinity.net/view/36920628/

  • Gaping Maw by Draconder

https://www.furaffinity.net/view/34801233/

  • Gourmand's Mixture by Yoichi Hayabusa

https://twitter.com/yoichi_hayabusa

  • BH by Laz-Gin

https://www.gmbinder.com/images/fDUxtHE.png

Contributors

Listed below, in no particular order, are the names or usernames of every other content creator whose work went into creating this document, and who wanted to have their name listed.

Natsu-Kashi, Grogorath, Mohiten, echo_tine, Claire, Sanga Vespa, Gonkulous, Ranzer, LeonLockheart, Pirate, Beraxillia, WidthWeaver, PifPafPuff, Mister E, Deator

 

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