5e Vore Rules

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5e Vore Rules

By Squidpad

Devour

When you take the Devour action, make a Strength(Athletics) check on a target that is grappled by you, restrained, charmed by you, or incapacitated, contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check (their choice). If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

After making one successful Devour check, the target is Partially Swallowed, meaning they are both grappled and blinded. If the target fails a second contest, they are successfully swallowed and the grapple ends. Creatures that are Charmed by you or are Restrained or Incapacitated have disadvantage on their Strength(Athletics) or Dexterity(Acrobatics) check. If the creature you are trying to swallow is 1 or more size categories larger than you, you require 1 additional Devour check to consume them per difference in size category. If the creature you are trying to swallow is 1 or more size categories smaller than you, you require 1 less Devour check in order to consume them (minimum 1).

If the creature is willing, you may swallow them with one fewer Devour action, without having to meet the normal requirements. Neither creature needs to make an ability check.

Feed

Sometimes, you aren't the one looking to be stuffed. If a creature is eligible to be Devoured by you, you may instead take the Feed action to attempt to feed them to a willing creature. Make a Strength(Athletics) check, contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check (their choice). If you're able to make multiple attacks with the Attack action, this attack replaces one of them. On a success, treat the creature being fed as having made a successful Devour check against the other creature.

If both creatures are willing, you may automatically feed one creature to the other with a single Feed action, without having to meet the normal requirements.

You may make at most 2 Devour or Feed checks per turn.

Regurgitate

As an action, you may choose to regurgitate 1 creature from your stomach. The creature lands prone on a tile adjacent to you.

Digestion

The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside of you. At the start of each of your turns, you may choose to fill your stomach with acid, dealing 1d8 + your Constitution modifier acid damage to all creatures in your stomach.

Your stomach acid's damage increases by 1d8 when you reach certain levels: 5th level (2d8 + your constitution modifier), 11th level (3d8 + your constitution modifier), and 17th level (4d8 + your constitution modifier)

Once a creature reaches 0 hit points, its body starts to dissolve. Every 10 minutes, all creatures with 0 hit points larger than Tiny in your stomach decrease by 1 size category. Tiny creatures are dissolved completely. At the start of each 10 minute interval, roll a d20 for each piece of gear in your stomach. For non-magical items, on an Even result, the item is destroyed. Magical items and items made of Adamantine cannot be digested.

Capacity

A creature's capacity depends on its size. Certain creatures may have special traits that allow them to defy these rules, and certain spells may affect capacity. A creature's capacity reflects on how much it can carry and a creature's capacity points reflects on how many points it counts as when devoured by another creature.

A creature's Maximum Capacity is equal to twice its Capacity.

At 11th level, your capacity doubles.

To calculate how full you are, add up the capacity points of every creature currently in a your stomach, and compare it to your own capacity.

Capacity by Size

Size Capacity
Tiny 1/4
Small 1
Medium 4
Large 16
Huge 64
Gargantuan 256

When at or over half capacity, a creature's speed is reduced by half. When at or over capacity, a creatures have Disadvtanage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws. When at or over three-quarters of their maximum capacity, creatures are Restrained. Creatures over their Maximum Capacity take 1d10 bludgeoning damage at the end of their turn for every 4 points they are over their maximum capacity. If the total capacity points of creatures in your stomach reaches one of the numbers in the chart, it takes up the corresponding amount of space.

Races with a trait that makes them count as one size larger when determining their carrying capacity do not have their speed halved when at or over half capacity, though they still suffer all other effects.

Binger Beware

Often times, devouring a target is a risky move. If they are stronger than you or have a natural weapon such as spines or a fiery body, succesfully digesting them may prove nearly impossible.
Sometimes, devouring an enemy may leave you vulnerable, or in an awkward position. Will walking around with the stomach still thrashing with a creature inside disturb or intimidate the people around you?
Addtionally, be careful about what they carry on their person. Devoured potions may take effect, and valuable gear may be destroyed unless the target is thoroughly searched first.

Benefits to a Healthy Diet

Eating a foe isn't just a great way to clear a battlefield or a dungeon. It's also a handy snack!

When you finish digesting a creature (or multiple creatures), your physical needs for food are put on pause for a time. Your days without eating are reset to 0, and do not begin to accumulate until a number of extra days. The amount of extra days you recieve depends on your capacity as well as the amount you ate.

Meal Size Extra Days
Below 1/2 1
1/2 Capacity 3
Capacity 7
Above Capacity 14
Maximum Capacity (And Above) 30

To calculate your meal size, add up the Capacity points of every creature digested in a single day, and compare it to your own Capacity.

Ingesting new meals before your extra days are used up does not add extra days. If the new meal would give you more extra days than you currently have remaining, take the new result. Otherwise, the new meal does nothing besides go straight to your hips.

Escape

A creature inside of a stomach can use their action to struggle, giving them a chance of escape. They may make a Strength(Athletics) check against your Stomach DC, which is equal to 10 + your constitution modifier + your proficiency bonus. On a success, the predator marks 1 level of Indigestion

Indigestion Level Penalty
1 Disadvantage to resist poisoning
2 -5 move speed
3 Disadvantage on ability checks
4 -10 move speed
5 You must regurgitate the entire contents of your stomach

When a pred's stomach no longer has any living prey, their Indigestion Counters reduces by 1 every minute.

If a predator is slain, occupants can escape by spending half their movement, exiting prone.

Clench

As an action, a creature can clench their stomach and steel their resolve, stifling attempts to escape. Until the end of their next turn, creatures inside of them have disadvantage on struggle checks.


Variant Rules: Weight Gain

If you're interested in characters gaining/losing weight, here are a couple of options:

Meal Size Weight Gained
Below 1/2 10%
1/2 Capacity 33%
Capacity 50%
Above Capacity 75%
Maximum Capacity (And Above) 100%

The % increase is based on the creature's "Normal" weight, before any meals or extra weight are calculated.
The weight gained from a meal disappears steadily, vanishing at a rate of 20 lbs per day until the creature returns to normal weight.


This ruleset assumes that as a predator's Capacity increases, so does their metabolism. If you want to assume that metabolism stays the same, try estimating the weight of each prey, then add half of each prey's weight to the predator's weight after digestion. This weight builds up much faster for large meals, so watch out!

Subclasses

Fighter, Gastro Warrior

Fighter based on having lots of creatures in your stomach

Student of Gastronomy

At 3rd level, you gain proficiency in Cook's Utensils

Combat Gastronomy

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Gastro Points.

Gastro Techniques. You learn three gastro techniques of your choice, which are detailed under “Gastro Techniques” below. Many gastro techniques enhance an attack in some way. You can use only one gastro technique per attack.

Gastro Points You gain Gastro Points equal to half the capacity points of creatures in your stomach at the start of your turn. Your gastro points reset to 4 each time you take a short or long rest. You may store gastro points up to double your capacity

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Gastro Techniques

The gastro techniques are presented in no particular order.

Emetic Strike When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they must regurgitate a creature.

Flavoring Strike When you hit with a weapon attack, you may spend 4 gastro points to mark the target. The next Strength(Athletics) - made to Devour the target is made with Advantage.

Disrupting Strike When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they are poisoned until the end of your next turn.

Mouth Cannon When you make an attack, you may spend 4 gastro points to regurgitate a creature with great force in place of the attack. Make a ranged attack on any target within 30 feet. On a hit, both that target and the creature take 1d6 bludgeoning damage for each capacity point of the creature.

Projectile Eater When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 gastro point and your reaction to reduce the damage done by 1d12 + your Constitution modifier + your fighter level. If the damage is reduced to 0, you may swallow the projectile. If the projectile was a potion, you gain it's effects immediately.

Hearty Belch When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an ear-shattering belch in place of the attack. All creatures within 5 feet of you must make a Constitution Saving Throw. Affected creatures take 2d6 + your Constitution Modifier thunder damage on a fail, or half on a success.

Launching Belch When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an powerful belch in place of the attack. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you.

Belly Check When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to slam a creature with your stomach in place of the attack. Make a melee weapon attack against a creature within 5 feet. On a hit, that creature is takes 3d6 + your Strength modifier Bludgeoning Damage, and is knocked prone.

Whipping Tongue. When you make an attack, you may spend 2 gastro points to instead lash out your tongue at a creature within 10 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 5 feet closer to you and are grappled.

Gusto

Starting at 7th level, whenever you use your Second Wind or Action Surge features, you gain Temporary Hit Points equal to the current capacity points in your stomach.

Additional Techniques

At 10th level, you learn 2 additional Gastro Techniques of your choice

Stomach Shield

Starting at 15th level, while you have at least 8 capacity points of creatures inside of you, you gain half cover from all attacks

Relishing the Fight

Starting at 18th level, you regain 4 gastro points at the start of each of your turns.

Fighter, Feeder

Become a master feeder and stuff people into other people

Stuffing Expert

Starting at 3rd level, you have advantage on Strength(Athletics) checks to grapple other creatures, and to Feed them into allied creatures

Force Feed

Starting at 7th level, you may Feed a creatures to other creatures, even if the creature being fed isn't willing.

Where Do You Think You're Going?

Starting at 10th level, when you make an attack of opportunity, you may instead attempt to grapple the target.

Get Back in There!

Starting at 15th level, when a creature within 5 feet of you regurgitates another creature, you can use your reaction to shove the creature back inside. Make a Strength(Athletics) check contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check (their choice). On a success, the creature is treated as having failed a single Devour check against the other creature.

Master of Feeding

Starting at 18th level, when you Feed a creature to another unwilling creature, they cannot be regurgitated willingly. Additionally, when you feed a creature to a willing creature, they have Disadvantage on Strength(Athletics) checks made to struggle. Both of these effects last until the affected creature ends their turn more than 5 ft away from you.

Barbarian, Path of the War Glutton

Barbarians who take this path tap into their primal hunger, elevating their rage into a feeding frenzy. Followers of this path traditionally abstain from food, waiting to fully unleash their voracity on their foes, stuffing themselves to the brim with hostiles.

War Gluttons typically live solitary, nomadic lives, moving from place to place in search of new food sources.

Gastro Control

Starting at 3rd level, you gain immense control over your stomach. When you take the attack action, you may target a creature within your gut, clenching your stomach around them. This attack deals bludgeoning damage equal to 2d6 + your Strength modifier. At 6th level, the damage dealt by your Gastro Control feature is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and has a +1 to both the attack and damage roll. At 10th level, this increases to a +2, and at 14th level, this increases to a +3.

Iron Stomach

Starting at 6th level, your stomach becomes a nigh impenetrable prison. You gain resistance to all damage dealt by creatures in your stomach, and you gain advantage on Constitution Saving Throws to avoid regurgitating creatures.

Stomach Smash

Starting at 10th level, your stomach becomes a force to be reckoned with. As an action, when you have at least 4 points of prey in your stomach, you may shake the ground with your weight. All creatures within a radius of feet equal to the number of capacity points of prey in your stomach must make a Dexterity Saving Throw. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. On a fail, they take bludgeoning damage equal to your strength modifier, plus 1d6 per 4 capacity points of prey you have in your stomach, and are knocked prone. On a success, they take half of the damage, and are not knocked prone. This damage benefits from your rage damage bonus.

Expert Churner

Starting at 14th level, the damage dealt by your Gastro Control feature increases to 4d6 + your Strength modifier. Additionally, you may make this attack as a bonus action on your turn.

Druid, Circle of the Chimera

Partially transform into animal forms to enhance your abilities

Chimera Forms

Starting at 2nd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As an action, you can expend a use of your Wild Shape feature in order to gain two of the following effects, until you use this feature again:

  • Snake's Jaw: You gain advantage on Devour checks on creatures your size or smaller, and you do not have disadvantage on Devour checks on creature larger than you.
  • Bear's Teeth: When you take the attack action, you may replace the attacks with a melee spell attack using your wisdom modifier, dealing 2d4 + your wisdom modifier on a hit.
  • Frog's Tongue: You may make Grapple and Devour checks on creatures up to 15 feet away.
  • Beetle's Armor: Your AC becomes equal to 13 + your wisdom modifier.
  • Cheetah's Legs: Your movement speed increases by 10 feet.
  • Eagle's Eyes: You gain Advantage on Perception and Insight checks.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Monstrous Chimera Form

Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in instead of one from the normal list:

  • Bulette's Mandibles: You gain a burrow speed equal to half your movement speed
  • Trapper's Flesh: You gain advantage on Stealth checks, and can hide when lightly obscured
  • Yeti's Strength: You gain advantage on Strength checks and saving throws
  • Harpy's Wings: You gain a flying speed equal to your movement speed
  • Displacer Beast's Pelt: The first attack that targets you each turn is made with disadvantage

Superior Chimera Form

Starting at 14th level, when you use your Chimera Forms feature, you may gain 4 of the benefits instead of 3

Druid, Circle of the Spiritkeeper

Circle Spells

You have developed the ability to store the souls of creatures you have digested. Your link with these souls grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Spiritkeeper 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 Spiritkeeper Spells
Druid Level Spells
2nd elastify/constrict, unseen servant
3rd invisibility, acidify
5th maria's medicinal acids, spirit guardians
7th amplify acids, greater invisibility
9th contact other plane, rebirth

Wisdom of the Spiritkeeper

Starting at 2nd level, you may use your Wisdom modifier in place of your Strength modifier when making devour checks.

Soul Trap

Also starting at 2nd level, when a creature dies in your stomach, you may use your reaction to trap its soul. You may trap up to 3 souls this way. As an action, you can expend a use of your Wildshape to summon the bound spirit trapped within you, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Hunger Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit's appearance is that of the person the soul belonged too, though it is translucent and pale.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


Hunger Spirit

Small Undead, Unaligned


  • Armor Class 13
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+1)

  • Damage Immunities necrotic, poison
  • Condition Immunities Charm, Frightened, Grapple, Prone, Restrained
  • Senses Darkvision 60ft passive Perception 12
  • Challenge -

Actions

Cling to Life. Melee Weapon Attack: your spell attack modifier to hit, 5ft, one target. Hit: 1d6 + PB necrotic damage, and the target is grappled, escape DC equal to your spell save DC.

Soul Whisperer

Starting at 6th level, may now cast speak with dead at will, targeting one of the souls trapped by your Soul Trap feature, and you may ignore the 10 day waiting period between castings of the spell.

Starting at 10th level,

Soul Master

The bond with your hunger spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

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

Paladin, Oath of Indulgence

Paladin based on both devouring prey and protecting teammates from the same fate

Paladin Level Spells
3rd elastify/constrict, goodberry
5th enlarge/reduce, acidify
9th maria's medicinal acids, hypnotic pattern
13th amplify acids, vitriolic sphere
17th primal belch, dominate person

Tenents of Indulgence


Decadence. Life isn't worth living if you can't live luxuriously.

Instinct. If something feels wrong, it is wrong. If something feels right, it is right.

Protection Keep those you love close. Protect them at all costs.

Accommodation If you see one's desires unfulfilled, it is your duty to fulfill them

Channel Divinity

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

Charming Prescence. You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, attack rolls against the creatures are made with advantage, and the creature has disadvantage on all skill contests made against another creature. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Reward the Decadent As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is inside of another creature or has another creature inside them within 30 feet of you gains the effects of the Bless spell for the next minute.

Aura of Digestion

Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier.

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

Voracious Vigilance

Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to grapple that creature. If you are already grappling them, you may make a devour check against that creature

Avatar of Decadence

At 20th level, you can assume the form of a master of decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

When you hit a creature with a melee weapon attack, you may immediately make a grapple or Devour check as a bonus action You deal an additional 2d6 acid damage when digesting Once you use this feature, you can't use it again until you finish a long rest.

Rogue, Parasite

Hide inside allies, or eventually take enemies down from the inside

Stomach Parasite

At 3rd level, you gain resistance to acid damage

Hidden Form

Starting at 3rd level, when you are inside another creature's stomach, you may choose not to leave a visible impression on the outside of the predator. You still take up space within their stomach.

Stealth Entry

Also starting at 3rd level, you may enter or exit a willing creature's stomach using 5 feet of movement. Additionally, you may make ranged attacks as normal while inside of a willing creature, and you are not blinded or restrained. If you are currently in or have exited a creature this turn, you don’t need advantage on the attack roll to use your Sneak Attack as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Invasion

Starting at 9th level, you may use 5 feet of movement to enter or exit an unwilling creature. When entering, make a Dexterity(Stealth) check vs the creature's passive perception. On a success, you enter the creature's stomach, and you are not blinded or restrained. On a fail, the creature may attempt to Devour you as a reaction. All attacks made on a creature from within their own stomach while you aren't restrained are made with Advantage.

Greater Parasite

Starting at 13th level, you gain immunity to acid damage. Additionally, you do not get restrained or blinded when you get swallowed by another creature.

Master Parasite

Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit their stomach on your turn without expending any movement.

Rogue, Meal Prepper

Meal Prep

At 3rd level, you gain proficiency in cook's utensils. Additionally, as a bonus action, you can prepare a creature within 15 feet to be eaten, throwing seasoning or oils to accentuate their natural flavor. A creature that has been prepared takes a penalty to checks made to avoid being grappled, devoured, or to escape another creature equal to your proficiency bonus for the next minute.

Knead

At 3rd level, you can assist a creature with digestion. As an action, you may knead a creatures stomach, dealing damage equal to your sneak attack damage to one creature of your choice inside of them.

Sous Chef

Starting at 9th level, you double your proficiency bonus for any checks you make with chef's utensils. You also learn to prepare wondrous appetizers that can bolster the abilities of any who eat them. On a short rest, you can prepare a number of meals equal to your proficiency bonus. A creature that partakes in one of these meals gains temporary HP equal to your proficiency bonus + your Constitution modifier.

Aromaster

Starting at 13th level, as part of a long rest, you can cook a meal with an intoxicating aromas. As an action, you can place the meal at your feet, forcing all creatures within 120 feet of the meal to make a Wisdom Saving Throw, or be charmed by the food for the 10 minutes, or until the food is eaten. Creatures that are charmed in this way can be Devoured without needing to mee t the normal requirements. Creatures that are charmed in this way must use their action to dash towards the food. The DC is equal to 8 + your proficiency bonus + your Constitution modifier.

Master Chef

Starting at 17th level, when a creature charmed by your Aromaster feature eats the food, they take on the aroma of the food. All creatures who are predators that were charmed by the food immediately become charmed by that creature, and must make attempt to devour that creature once they are within range.

Rogue, Silent Python

Ambusher

Starting at 3rd level, you may attempt to Devour a creature with advantage without grappling them first if you are Hidden from them. Additionally, if there are no creatures in your stomach, you may attempt to Devour a creature without grappling them first if the target is eligible for a sneak attack.

Focused Acids

Also starting at 3rd level, when you digest creatures in your stomach, you may use an action to deal damage equal to your sneak attack damage to one of those creatures.

Identity Theft

Starting at 9th level, when you fully digest a creature that is the same size as you, you can assume their form.
For the next 8 hours, your appearance transforms to become theirs. Your statistics, are the same in each form. You revert to your true form if you dies.
While in the form of the other creature, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Uncanny Gut

Starting at 13th level, you learn how to shift damage onto your prey in place of yourself. When you use your Uncanny Dodge feature, choose 1 creature in your stomach. That creature takes damage equal to the amount of damage you took.

Acid Blast

Starting at 17th level, you may use the action granted by Focused Acids as a Bonus Action

Monk, Way of the Bellydancer

Slam foes with a full stomach, then dance away

Bellydancing

Starting at 3rd level, you really learn how to throw your weight around. While you have at least 2 capacity points of prey in your stomach, you may use it in place of an unarmed strike, and it deals damage equal to your martial arts die + your Dexterity. For every 2 points of capacity above 2, it deals an additional point of damage. Additionally, your speed is no longer reduced by half while over half-capacity, and while over capacity, you suffer none of the drawbacks, save for having your movement speed halved

Elegance

Also starting at 3rd level, when you make a grapple or devour check, you may uses Dexterity(acrobatics) instead of Strength(athletics). Additonally, you gain proficiency in Performance, if you don't already have it.

Belly Bump

Starting at 6th level, if you have at least 4 capacity points of prey in your stomach, when you hit a creature with your stomach, they must make a Strength saving throw. On a fail, they are either knocked prone, or pushed 5 feet away from you. The DC is equal to 8 + your dexterity modifier + your proficiency bonus

Enthralling Performance

Also at 6th level, you can perform a belly dance that lasts a minute. At the end of the dance, anyone in the area that watched the whole performance makes a Wisdom saving throw. On a fail, they are charmed, during which they do nothing but stare in awe at your beauty. This effect ends on a target after 10 minutes, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Belly Block

Starting at 11th level, while you have at least 4 capacity points of prey in your stomach and you are hit by a melee weapon attack, you can use your reaction to weather the blow with your belly. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level, and a random creature in your stomach takes the amount of damage reduced.

Distracting Dance

Starting at 17th level, the way you move your belly is intoxicating to all who see it. While you have at least 4 capacity points of prey in your stomach, all hostile creatures within 30 feet that can see your belly are distracted by its movements, and their attacks suffer from their inattention. Weapon and Spell attacks they make deal reduced damage, equal to a roll of your Martial Arts die. Additionally, grapple and devour checks are similarly reduced by a roll of your martial arts die.

Monk, Way of Gastropuncture

Hit a predator's pressure points in just the right way to influence them

Punch Through the Gut

Starting at 3rd level, while inside of a creature, you may make unarmed strikes on that creature and creatures adjacent to them, ignoring disadvantage from being blinded or restrained by that creature.

Pressure Point Control

At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind, a willing creature you are inside of also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a willing creature you are inside of, forcing that creature to swallow the projectile

Advanced Pressure Point Control

Also starting at 6th level, when you make an attack while inside of a creature, you may spend 1 ki point and replace the attack with any of the following effects:

  • The creature becomes sick, and immediately makes a Constitution saving throw. On a fail, the creature immediately regurgitates you.
  • The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn
  • The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn
  • The creature becomes incredibly fast, adding your unarmored movement bonus their speed until the start of your next turn.

Accupressure Therapy

Starting at 11th level, a willing creature you are inside of gains the following benefits:

  • They gain immunity to the Frightened and Charmed conditions
  • They gain +2 to their AC and Dexterity Saving Throws

Starting at 11th level, a creature you are unwillingly inside of gains the following detriments:

  • They have disadvantage on saving throws to avoid being Frightened and Charmed
  • They have a -2 to their AC and Dexterity Saving Throws

Pressure Point - Energy Manipulation

Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature you are inside of. Choose one of the following options:

  • That creature immediately takes an action, using their reaction.
  • That creature is affected by the spell Slow until the end of their next turn.

Ranger, Natural Cycle Conclave


In the natural world, there exists a cycle between beasts. The relationship between hunter and hunted, predator and prey, is one that has persisted since the world's most primal days. Members of the Natural Cycle Conclave train in one of two schools. Those of the Predator school learn to hunt with ruthless efficiency, while those in the Prey school learn to evade and counter those that would hunt them.

Nature Cycle Conclave Magic

Staring at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Predator Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.

Natural Cycle Conclave Spells
Ranger Level Spell
3rd Entangle
5th Invisibility
9th Slow
13th Dimension Door
17th Scrying

Acquired Taste

At 3rd level, you gain the ability to change your favored enemy. By spending 1 hour observing their behavior, you can add the observed enemy type to your list of Favored Enemies. At the same time, you must choose one Favored Enemy to forget. Your languages gained by the Favored Enemy feature do not change.

School of Predator and Prey

At 3rd level, you choose a school of practice that informs your relationship on the food chain with your favored enemies. The Predator school dictates that Favored Enemies as creatures to stalk and prey upon, while the Prey school focuses on evading and outmaneuvering their favored enemies. Depending on your school, you gain the following benefits:

Predator: Your favored enemy becomes your favored meal, as well. Devour attacks made against your Favored Enemies are made with advantage, and your Digestion Damage is doubled against these foes.

Prey: Your favored enemy is a predator that you've studied to thwart. You have advantage on Strength(Athletics) and Dexterity(Acrobatics) checks made to resist Devour attacks, and Advantage on attacks made to creatures you are inside of. You have resistance to the Stomach Damage dealt by your Favored Enemies.

Counter-Consume

At 7th level, you can turn your enemy's effort's against them. When you escape a creature's grapple, or a creature fails to Devour you, you can use your Reaction to grapple that creature. The target must be within your reach.

Instinct of Predator and Prey

At 11th level, your speed and ferocity takes your enemies by surprise- whether they are predator or prey. You gain one of the following benefits, depending on your School.

Predator: You may attempt to Devour surprised enemies without grappling them first. If they are your Favored Enemy, you may attempt to Devour enemies you are Hidden from without grappling them first. Prey: While concious, you can't be surprised. Additionally, when you roll initiative, you may either move up to your move speed without provoking attacks of oppurtunity or make a single weapon attack. If the target of this attack is a Favored Enemy, the attack is a critical hit.

Master of the Food Chain

At 15th level, your adaptability and deadliness put you at the top of the food chain. Once per day, as an action you can choose one enemy type you can see and make it your Favored Enemy. At the same time, you must forget a different Favored Enemy of yours.

Cleric, Gluttony Domain


The gods of the new world embody the hope of the many- peace, justice, agriculture and creation. However, some gods revel in ancient tradtion born of sacrifice and hedonism. Yours is one such god- one that promotes gluttony above all else. Followers obey a ravenous doctrine- to consume, to amass, and to spread the hunger so that all may revel in its grand excess.

Gluttony Domain Spells

Cleric Level Spells
1st Goodberry, Flavor/Disgust
3rd Suggestion, Steal Fat
5th Lesser Bellyport, Medicinal Acid
7th Amplify Acids, Charm Monster
9th Dominate Person, Primal Belch

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Ravenous Blessing

Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. For the next minute, that creature has Advantage on Strength(Athletics) checks to grapple or Devour creatures.

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, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to their move speed. As part of the same reaction they can grapple a creature, or Devour a creature if they have one grappled.

Glutton's Reward

At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, that creature gains temporary hit points equal to the total capacity points of creatures they contain

Divine Strike

At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8.

Aura of Excess

Starting at 17th level, you can use your action to active an aura of gluttony and hunger that radiates out from you in a 30 foot radius. This aura lasts 1 minute Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way will use their action to make grapple and Devour attacks against a target other than you within reach, determined randomly. If there are no targets within reach, they must use their movement to move towards the nearest valid target.

Once you use this feature you may not do so again until you finish a long rest

Cleric, Alpha Predator Domain


Alpha Predator Domain Spells

Cleric Level Spells
1st Hex, Frog's Tongue
3rd Vortex Warp, Rescue
5th Create Food and Water, Medicinal Acid
7th Amplify Acids, Charm Monster
9th Dominate Person, Primal Belch

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency with Athletics.

Strength of the Alpha Predator

Starting at first level, you gain a strength befitting of a true Alpha Predator. You may use your Wisdom modifier in place of your Strength modifier when making devour checks. Additionally, you you may add 1d4 to all checks you make to devour another creature, and creatures you have already devoured subtract 1d4 from athletics checks made to escape. Finally, your hit point maximum increases by 1, and by 1 again each time you level up.

Channel Divinity: Blessings of the Alpha Predator

As a bonus action, you may imbue yourself with the spirit of the Alpha Predator, enhancing your ravenous power. For the next hour, you have advantage on all checks made to devour other creatures.

Armor of the Pred God

Starting at 6th level, when you successfully swallow a creature, you gain temporary HP equal to your Wisdom Modifier (minimum of 1)

Divine Acid

At 8th level, rather than gain a benefit to your attacks, you gain a benefit to your digestion. Your acids deal an additional 1d6 radiant damage. At 14th level, this extra damage increases to 2d6.

17th level feature

Bard, College of the Dinner-Theater

Bards of this college are firm believers in the art of "Dinner with a Show," the two greatest aspects on entertainment working in perfect harmony. Many people run a show or manage a feast, but to do both simultaneously is the specialty of this College.


And since a battle really is just a dangerous more exciting show, where's the dinner? Hang on to your helmet. The show is about to begin.

Stomach Soothing Song

Starting at 3rd level, whenever a creature benefits from your Song of Rest, they also gain the following benefits:

  • Digestion Damage is doubled for the duration of the rest
  • Creatures and objects are digested twice as fast for the duration of the rest
  • Creatures willingly inside of a predator, and predators with willing creatures inside of them, gain temporary hit points equal to your bardic inspiration die

Voracious Inspiration

At 3rd level, you learn a song that inspires predation. When a creature uses a Bardic Inspiration Die from you on a check to grapple a target or on a Devour check, they gain the same bonus to the next Devour check they make. Alternatively, creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting.

Matinee of the Hungry

Starting at 6th level, you can perform a short show that that instills a hunger to those that it's played for.

If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each affected humanoid, for the next hour, has their capacity doubled and have advantage on saving throws to avoid regurgitating creatures

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

Follow up Performance

At 14th level, whenever a creature with 60 feet of you successfully Devours another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately make a Devour check as a reaction on a creature within range, even if that creature isn't grappled.

Bard, College of Dominance

Commanding Presence

At 3rd level, you gain proficiency in Intimidation

Who's Next?

Starting at 3rd level, when a creature inside of you is reduced to zero hit points, you may spend a use of your Bardic Inspiration to force creatures of your choice within 30ft of you to make a wisdom saving throw, or be frightened of you for 1 minute. They may repeat the save at the end of each of their turns, ending the effect on a success. Additionally, creatures frightened in this way have their speed reduced to zero if you are within 5ft of them.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Starting at 14th level

Warlock, Great Ooze Patron

Be slimy, squeeze through cracks, and engulf foes

Pact Spells

The Great Ooze 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.

Spell level Spells
1st grease, compress
2nd enlarge/reduce, acidify
3rd slow, amplify acids
4th Vitriolic Sphere, Leeching Insides
5th Cloudkill, rebirth

Ooze Form

At 1st level, you can use an action to enter a proper ooze-like form for 10 minutes, or until you end it as an action. While in your Ooze Form, you can move through a space as narrow as 1 inch wide without squeezing, and you climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You may not cast spells with somatic components or make attacks while in your Ooze Form.

While in this form, you have Advantage on skill checks to avoid being grappled, and Disadvantage on skill checks to avoid being Devoured. Creatures have disadvantage on saves to avoid regurgitating you. If you have a creature inside of you, you may not move through small spaces without squeezing.

Once you use this ability, you cannot do so until you finish a short or long rest

Engulf

Starting at 6th level, you may completely engulf your foes, drawing them into your body. While you are in your Ooze form, you have advantage of checks made to grapple or devour a creature. If you have only 1 creature inside of you, you may adopt the appearance of that creature, though you do not gain any of their abilities.

Viscous Body

Starting at 10th level, you are always treated as being in your Ooze Form, and you may cast spells with somatic components and make attacks while in your Ooze Form. Additionally, you do not have Disadvantage on skill checks to avoid being devoured while in your Ooze form

Shlick

Starting at 14th level, when you are hit with a melee weapon attack or unarmed strike, you may attempt to grapple the attacking creature as a reaction.

Once you use this ability, you cannot do so until you finish a short or long rest

Warlock, The Ravenous One Patron

Eat to fulfil the desires of your ravenous patron

Pact Spells

The Ravenous One 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.

Spell level Spells
1st purify food and drink, compress
2nd aid, unburden
3rd create food and water, maddening hunger
4th polymorph, leeching insides
5th greater restoration, primal belch

Resilient Body

At 1st level, your patron bestows upon you a mystical toughness that makes you harder to damage. While not wearing armor, your AC equals 13 + your Constitution modifier. Additionally, your hit point maximum increases by 1, and by 1 again each time you level up.

Glutton's Reward

Starting at 6th level, when you successfully swallow a creature, you gain temporary HP equal to your Charisma Modifier (minimum of 1).

Eat More!

Starting at 10th level, when you take the attack action to make only grapple or devour checks, you may make an additional grapple or devour check as a bonus action.

Ready to Eat

Starting at 14th level, on the first turn of each combat, you may cast a spell with a casting time of one action using your bonus action, targeting only yourself.

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

Pact Boons

Pact of the Collar

Your patron sees your insatiable hunger as an asset to enacting their will through you. They gift to you a powerful collar, called the Collar of the Hungry, that allows you to augment your gluttonous abilities.

When you make a grapple or devour check, you may use your Charisma in place of your Strength. If you are proficient in Athletics, your proficiency bonus is doubled for all grapple and devour checks.

Invocations

Soul Trapper

When a creature dies in your stomach, you may use your reaction to trap its soul. While you have a soul trapped, you may cast speak with dead at will, targeting the soul, and you may ignore the 10 day waiting period between castings of the spell. If you try to trap another soul, you must set your current soul free.

Expanded Appetite

You can cast elastify/constrict on yourself at will, without expending a spell slot or material components.

Cursed Belly

You can cast hex without using a spell slot, targeting only a creature inside of you. When cast in this way, it does not require your concentration. Once you do so, you can't cast it in this way again until you finish a long rest.

Soulful Belly

Prerequisites: Soul Trapper You may hold up to 3 souls within your belly at a time. If you trap a fourth, you must choose one to get rid of.

Summon Soul

Prerequisites: 7th level, Soul Trapper As an action, you can cause a soul you have trapped within you to rise from its corpse as a will o' wisp, the statistics for which are in the Monster Manual. When the will o' wisp appears, it gains temporary hit points equal to half your warlock level. It acts immediately after you on your turn. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +1).

The will o' wisp remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you create a will o' wisp with this feature, you can't use the feature again until you finish a long rest.

Sorcerer, Flesh Tanker

Blast foes without leaving the comfort of your pal's belly

Tanker Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fusion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or conjuration spell from the sorcerer, warlock, or wizard spell list.

Tanker Spells Spells
1st healing word, faerie fire
3rd moonbeam, prayer of healing
5th aura of vitality, catnap
7th phantasmal killer, entice
9th primal belch, skill empowerment

Battle Station

You find yourself most comfortable when surrounded by flesh. Starting at 1st level, while inside a non-hostile creature, you gain the following benefits:

  • While within a pred's belly, their belly becomes your spell casting focus.
  • You are not blinded or restrained
  • You are able to see anything that creature can see
  • You are immune to any digestion damage dealt by the creature

You can freely cast spells using the positioning and sights of the pred you are inside.

Rooted Blasting

Starting at 6th level, when you cast a damaging or healing spell from inside another creature, you may add your Charisma modifier to the damage or healing. Additionally, you have resistance to all damage dealt by creatures inside the same stomach as you.

Tank Repairs

Starting at 14th level, while inside of a non-hostile creature, as an action, you may expend a spell slot to roll a number of d8s equal to three times the level of the expended spell slot. The creature is healed by the rolled amount plus your charisma modifier.

Mana Surge

Starting at 18th level, while inside of a non-hostile creature, whenever you use Metamagic, you may pick 2 options instead of one. You only pay Sorcery Points for whichever Metamagic option has a higher cost.

Sorcerer, Fusion Soul

Fusion Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fusion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or abjuration spell from the sorcerer, warlock, or wizard spell list.

Fusion Spells Spells
1st jump, zephyr strike, roil
3rd barkskin, borrowed knowledge
5th meld into stone, maria's medicinal acids
7th death ward, leeching insides
9th primal belch, skill empowerment

Merge

Starting at 1st level, you gain the ability to merge with a willing creature as a bonus action, fusing with their body until you end it as an action. While fused in this way, you are considered to be inside of them, but do not count against their capacity. You are not blinded or restrained, and you are able to see anything that creature can see. Additionally, you cannot be target by creatures that are inside this creature's stomach. Finally, spells with a range of Self can be cast on that creature.

Merge Buffs

Starting at 6th level, while merged with a willing creature, as a bonus action, you may choose to give them one of the following buffs, which last 1 minute:

  • The creature's skin becomes hardier, and their AC increases by 2
  • The creature becomes fleet of foot, and their movement speed increases by 5 feet, and opportunity attacks made against the creature have disadvantage.
  • The creature's acids become particularly strong, increasing the size of the die used for digestion by one, to a maximum of a d12. (For example, increasing the die from a d6 to a d8)

You may use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.

Greater Buffs

At 14th level, your bond with the predator deepens, and your buffs increase in power.

  • The creature's skin becomes hardier, and their AC increases by 3
  • The creature becomes fleet of foot, and their movement speed increases by 10 feet, and opportunity attacks made against the creature have disadvantage. Additionally, the creature's jump distance is also increased by 10 feet.
  • The creature's acids become particularly strong, increasing the size of the die used for digestion by two, to a maximum of a d12. (For example, increasing the die from a d6 to a d10)

Buff Mastery

At 18th level, you can form a permanent bond with your predator. Whenever you grant a buff to a creature, they gain the benefits of all 3 options.

Wizard, Belly Arcanist

Make yourself at home inside of another creature, and buff them in combat

Home Base

Starting at 2nd level, while inside a non-hostile creature, you gain the following benefits:

  • When you cast a spell with a range of self, you may target the creature you are inside of instead.
  • You are not blinded or restrained
  • You are able to see anything that creature can see
  • You are immune to any digestion damage dealt by the creature

Buffing Savant

Starting at 2nd level, the gold and time you must spend to copy a spell that targets "self" or a willing creature is halved.

Extended Spell

Starting at 6th level, whenever you cast a spell with a duration of 1 minute, targeting a non-hostile creature you are inside of, the duration of the spell increases to 10 minutes.

Persistent Buffs

Starting at 10th level, the effects of a spell you cast on a creature you are inside of cannot be dispelled.

Shared Burden

Starting at 14th level, the creature you are inside can concentrate on one spell for you, even if they're already concentrating on a spell that they cast, or are raging.

Artificer, Mutator

Buff yourself or allies with alchemical injections (In Progress)

Predator Feats

Endless Stomach

  • Your capacity doubles.

Boiling Insides

  • Whenever you deal digestion damage, you may add your Proficiency Bonus to the damage dealt
  • You digest creatures with 0 hit points and objects twice as fast
  • Your digestion damage ignores resistances

Lead Belly

  • You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures in your stomach
  • You are immune to all negative effects of potions, poisons, and magic items you consume

Stomach of Holding

  • You carry hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity
  • Regardless of what is in your stomach, you may choose to appear as if you have nothing in your stomach.

Regurgitator

  • You may regurgitate a creature as a bonus action, instead of an action
  • When you voluntarily regurgitate a creature, you may choose which creature you regurgitate
  • You may regurgitate small objects at high speeds. As an attack action, you may make a ranged weapon attack with a range of 30/120, dealing 1d10 + your dexterity modifier damage on a hit. The damage type depends on the object launched.

Living Tank

While you have a willing creature inside of you, you gain the following effects

  • Willing creatures inside of you are not blinded or restrained
  • You may choose not to damage willing creatures inside of you when digesting

Ambush Predator

You have mastered the art of the surprise attack, and use it to gulp down unwary foes. You gain the following benefits:

  • You may attempt to Devour a creature without grappling them first if you are Hidden from them.
  • When you attempt to Devour a creature while Hidden, you may make the check with Advantage

Inescapable Prison

  • You have Advantage on saving throws to avoid regurgitating prey
  • You have Advantage on saving throws caused by spells or abilities of creatures in your stomach
  • Your Stomach DC increases to 10+your Constitution modifier+twice your proficiency bonus

Soothing Stomach

Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits:

  • When a creature completes a Short Rest spent entirely within your stomach, they regain hit points equal to one of your hit dice + your Constitution modifier.
  • When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your level + your Constitution modifier.

Agile Predator

  • Your DEX increase by 1 to a maximum of 20
  • When making a grapple or Devour check, you may use Dexterity(Acrobatics) instead of Strength(Athletics).

Reflexive Swallow

  • When you are forced to regurgitate any number of creatures, you may, as a reaction, immediately swallow all of them again, resetting your Indigestion back to 0. You may take this reaction even if a condition would normally prevent you from taking reactions. Once you take this reaction, you may not do so again until you take a long rest.

Prey Feats

A character may forfeit their ability to use the Devour, Digest and Regurgitate actions in exchange for one of these feats, or they may be taken normally

Escape Artist

  • Creatures you are inside of regurgitate you when they are at 4 indigestion instead of 5.
  • When a creature regurgitates you, you may immediately use your reaction to move. This movement does not provoke opportunity attacks.
  • You may exit restrained or incapacitated creatures without expending any movement.

Struggler

  • You gain resistance to damage dealt from digestion
  • You make Strength(Athletics) checks to struggle with advantage

Gastronaut

While inside a non-hostile creature, you gain the following effects

  • You may perform the Help or Shove action as a bonus action.
  • Once per short rest, you may spend an action to heal the creature for your level + your Charisma Modifier.
  • You may target creatures outside of the creature with attacks and spells
  • You are not restrained or blinded.
  • That creature may choose not to deal digestion damage to you

Belly Fanatic

  • You may use your action to massage the belly of a willing creature within 5 feet of you. All creatures in their stomach immediately take damage equal to the predator's normal digestion damage. Creatures with 0 hit points and objects digest at double speed while you massage their stomach.
  • You may make the Help action as a bonus action if you are aiding a predator with another creature in it's stomach.
  • While traveling with you, you may assist 1 predator with a creature in it's stomach. They may ignore movement penalties from being over capacity.

Dense

  • You take up twice as many capacity points in other creatures
  • Your weight is always doubled
  • When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated
  • You have Advantage on Skill Checks to avoid being Devoured

Belly Diver

  • You may make a Strength(athletics) check or Dexterity(acrobatics) check to force feed yourself to a predator, contested by their Strength(athletics) check
  • While inside a creature, you are not restrained or blinded, and you have advantage on attack rolls against that creature

Spells

Roil

Transmutation Cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instant

You touch 1 predator with a creature in their stomach. Each creature in their stomach must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage.

Each of the spell's damage types increase by 1d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Lick

Enchantment Cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instant

You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d8 psychic damage. The target is marked for the duration. The next Devour attempt you make against the target is made with Advantage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Tongue Lash

Transmutation Cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instant

You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Helia's Burping

Evocation Cantrip

  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instant

You may only cast this spell if you contain at least 1 prey in your stomach. You emanate a thunderous burp in front of you. Each creature within range must make a Constitution saving throw or take 1d8 thunder damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unsolvent Flesh

Transmutation Cantrip

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instant

You briefly turn your skin into a smooth, acid resistant shell, gaining resistance to Acid damage until the start of your next turn.

Flavor/Disgust

Transmutation Cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (any herb or spice)
  • Duration: 1 minute

You point at a creature within range, altering it's natural flavor.

Flavor. A creature of your choice within range becomes irresistably delicious to any predator. That creature has Disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being Devoured.

Disgust. A creature of your choice within range becomes disgusting in flavor to any predator. That creature has Advantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being Devoured.

Compress

1st-level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Hour

You touch one target creature with a creature inside of them. For the duration of the spell, their body compresses itself until it appears that they have no creatures inside of them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Alternatively, you may double the duration of the spell for each slot level above 1st, to a limit of 24 hours.

Climax

1st-level Enchantment

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You point at a creature you can see within range, forcing them to make a Wisdom saving throw. On a fail, they spend their next turn orgasming, and their arousal level becomes 0 at the end of their turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

Destroy Fat

1st-Level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small scale)
  • Duration: Up to 1 minute

You touch 1 willing creature. The creature's body fat evaporates off of their body, decreasing their body fat by 20 lbs per round. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of fat destroyed increases by 20 lbs per round for each slot level above first.

Transfer Fat

1st-Level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small scale)
  • Duration: Up to 1 minute

You touch 1 willing creature. The creature's body fat slides off their body and onto yours, decreasing their body fat by 20 lbs per round, and increasing your body fat by the amount lost. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of fat transfered increases by 20 lbs per round for each slot level above first.

Frog's Tongue

1st-level Transmutation

  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (the tongue of a frog)
  • Duration: Instantaneous

Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the spellcaster. If the creature is moved within 5 feet of the you, you may automatically devour them if they are no more than 1 size larger than you.

Elastify/Constrict

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 24 Hours

You increase or decrease the elasticity of a predator. Choose one creature you can see within range. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

Elastify. The predator's capacity doubles.

Constrict. The predator's capacity halves.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

Ravenous

2nd-Level Enchantment

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You touch a creature, fooling their body into thinking that they are starving. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature.

Rescue

2nd-Level Conjuration

  • Casting Time: 1 reaction, when a friendly creature you can see other than you is knocked unconscious or devoured
  • Range: 90 feet
  • Components: S
  • Duration: 1 minute

You swiftly whisk a friendly creature out of harms way, depositing them in a safe place. Select a second creature within range; the first creature is teleported into their stomach, and gains immunity to acid damage for the duration of the spell.

Acidify

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of stomach acid)
  • Duration: Instant

You touch a predator with creatures in their stomach, filling their belly with acid. All living creatures in the stomach immediately take 4d6 acid damage. Divide the total capacity of non-living creatures in your stomach by 4.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Disproportionate Hunger

2nd-Level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a willing creature to gain the appetite of a creature much larger than themselves. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature, and count as one size larger for the purposes of devour checks and determining capacity.

Unburden

2nd-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

You touch a predator with creatures in their stomach, lightening the burden of their prey. For the duration, that creature suffers no penalties for being at half-capacity, and suffers the penalties for being at half-capacity while at full capacity.

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.

Steal Fat

2nd-Level Transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small scale)
  • Duration: Instantaneous

Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage and loses up to 2d4*10 lbs of body fat. If this would reduce them to less than 10% body fat, they are poisoned until the end of their next turn. You gain weight equal to the amount of weight stolen.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the amount of fat stolen increases by 1d4*10 lbs for each slot level above 2nd.

Heave

2nd-level Enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of rotten or moldy food)
  • Duration: Instantaneous

Your magic forces a predator to disgorge their prey. When you cast this spell against a target that has prey in its stomach, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate one creature from their stomach, chosen randomly. If the target has not swallowed any prey, they are instead poisoned until the start of your next turn.

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.

Amplify Acids

3rd-Level Transmutation

  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (A vial of alchemical compounds worth 10gp)
  • Duration: 8 Hours

The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, creatures inside the target's stomach take an additional 1d8 acid damage when being digested

At Higher Levels. When you cast this spell using a 5th level spell slot, the damage increases to 2d8. When you cast this spell using a 7th level spell slot, the damage increases to 3d8.

Maria's Medicinal Acids

3rd-Level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (medicinal herbs or a healing potion)
  • Duration: Concentration, up to 1 minute

You touch 1 creature with another creature inside it, granting them the ability to excrete healing acids. Each round, the predator may choose either themselves or one creature in their stomach as a bonus action. That creature regains 2d8 hit points.

Lesser Bellyport

3rd-level Conjuration

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instant

A bright flash of light erupts in a 20ft radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a fail, the creature is teleported into the stomach of another creature within range.

Maddening Hunger

3rd-level Enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of fat)
  • Duration: Concentration, up to 1 minute

You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite. The cursed creature immediately seeks sate its appetite.

On each of its turns, it must use its action to attempt to Grapple or Devour a creature. If there are no creatures within reach, it moves towards the closest one that it considers possible prey, taking the safest and fastest route possible.

On your subsequent turns, you must use your action to maintain this curse, or the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Entice

4th-Level Transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fragrant meal)
  • Duration: Concentration, up to 1 minute

You give 1 creature within range an irresistable scent. All predators within 30 feet of the creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the predator is affected by the spell. While under the effects of the spell, each affected creature regards the target as an enemy, and has Advantage on Strength(Athletics) checks to Devour the target. Whenever an affected creature takes damage, it gets to repeat the saving throw. When the target has been successfully swallowed, the creature who devoured the creature becomes the new target of the spell.

Leeching Insides

4th-level Necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a fungus, which the spell comsumes)
  • Duration: Concentration, up to 1 minute

You touch a creature. For the duration of the spell, whenever they inflict digestion damage, they regain hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the duration of this spell becomes Concentration, up to 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomesConcentration, up to 1 Hour.

Role Reversal

4th-level Conjuration

  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V
  • Duration: Instantaneous

With the mere utterance of a magic word, predator and prey switch roles. Choose a creature that is currently inside of another creature you can see. The 2 creatures switch positions, with the second creature being inside of the first. if either creature is unwilling, they may make a Wisdom Saving Throw. If either creature passes, the spell fails.

Rebirth

5th-level Transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (300g worth of Holy Water, which the spell consumes)
  • Duration: 24 Hours

You touch a dead humanoid or piece of a dead humanoid, or focus on a creature you have digested. Provided that the humanoid has been dead for no longer than 10 days, your body slowly constructs a new body for the creature in your womb. For the duration of the spell, you may not Unbirth any creatures or objects. After the spell ends, you give birth to the humanoid, fully formed and healthy. The reborn humanoid recalls its former life and experiences and retains the capabilities it had in its original form. If you do not have a womb, the spell fails.

Primal Belch

5th level Evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You touch a willing creature, greatly disrupting their natural digestive system. All creatures currently inside the target must make a Constitution Saving Throw. They each take 8d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures caught in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d6 thunder damage per capacity point in the initial target's stomach. On a success, creatures take half damage and are not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d8 for each slot level above 5th.

Belly Stride

5th level Conjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You gain the ability to enter a stomach and move from it to inside another stomach within 1 mile. Both stomachs must belong to conscious, willing creatures and must have enough room to fit you without exceeding the creature's maximum capacity. If you are not already within a stomach, you may use 5 feet of movement to enter a willing creature's stomach. You instantly know the location of all other stomachs within 1 mile, and using 5 feet of movement, can pass into any of those stomachs.

You can use this transportation ability once per round for the duration.

Still Prey

5th level Enchantment

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours

You touch a creature, willing the creatures inside of them into stillness. Each creature must make a Wisdom Saving Throw. If there is only one creature inside of them, that creature has disadvantage on the saving throw. On a failed save, the creature is incapacitated and immune to all digestion damage for the duration of the spell.

Bellyport

5th-level Conjuration

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A bright flash of light erupts in a 20ft radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a fail, the creature is teleported into the stomach of another creature within range.

Unearthly Transformation

7th-level Illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a statuette of an archfey, worth at least 500gp)
  • Duration: Concentration, up to 1 minute

You draw upon the magic of the archfey alter your body to become unearthly beautiful, taking on the powers of a powerful fey. You gain the following benefits until the spell ends:

  • Charming Gaze: When you cast this spell, and as a bonus action on subsequent turns for the duration, you can twist the minds of anything that perceives you. A creature that can see you within 60 feet must make a Wisdom saving throw, or be charmed by you for the duration. While charmed by you, the creature sees you as the most beautiful being they could conceive.
  • Truesight: You gain Truesight out to a range of 30 feet.
  • Fey Step: Instead of your normal movement, you may teleport to an unoccupied space you can see up to 3 times, so long as the total distance traveled does not exceed 60 feet.

Bottomless

8th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 Hours

Touch a willing creature. For the duration of the spell, that creature takes no damage for being over their maximum capacity.

Mass Bellyport

9th-level Conjuration

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instant

Target 1 creature you can see within the range of the spell. All creatures within 100 feet of the target must make a Dexterity Saving Throw. On a fail, they are teleported into the stomach of the initial target.

Power Word Swallow

9th-level Transmutation

  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

Your speak a word of power that can transport a creature of your choice. If the target has 150 hit points or fewer, they are instantly teleported to the stomach of another creature of your choice within range. That creature is unable to meaningfully struggle for the next hour.

Churn

9th-level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

With a single touch, you make a pred's belly rapidly boil through it's prey. All creatures inside of the predator's stomach immediately take 20d6 bludgeoning damage and 20d6 acid damage

Magical Items

Acid-Proof Bag

Adventuring gear

This bag is not magical, but nonetheless resists all damage possibly caused by acid or digestion, protecting itself and its contents from harm.


Sleeping Bag of Compression

Wondrous item, common

When a humanoid enters this sleeping bag, their body compresses itself until it appears that they have no creatures inside of them.


Acid Potion

Potion, common

After drinking this potion, all creatures in your stomach take 3d6 acid damage.


Expanding Potion

Potion, common

After drinking this potion, your stomach is filled with 8 Capacity Points of liquid. You gain no nutritional benefits from digesting this liquid. After every 10 minutes, the amount of liquid is divided by 4. When there are 1/4 points left, after 10 minutes, all of the liquid is gone.


Ring of Metabolizing

Ring, common

While wearing this ring, you lose fat at double the normal rate


Armor of Expanding

Armor (light, medium, or heavy), common

This set of armor always molds to the shape of your body, no matter how it changes. It can be easily concealed beneath clothes


Elastic Potion

Potion, uncommon

For the next 8 hours after drinking this potion, your capacity is doubled.


Hunger Potion

Potion, uncommon

For the next hour after drinking this potion, you gain advantage on Strength(Athletics) checks to Devour creatures.


Amulet of Digestion

Wondrous item, uncommon

While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 1d8.


+1/+2/+3 Belt of Gastric Stability

Wondrous item, uncommon/rare/very rare (requires attunement)

This finely detailed belt is made of a rubbery, acid-proof material. While wearing it, you gain a +1/+2/+3 bonus to your stomach DC, and a +1/+2/+3 bonus to all grapple and devour checks. In addition, you may use a reaction to impose disadvantage on a struggle check made by a creature in your gut. Once you use this reaction 3 times, you can't use it again until the next dawn.


Choker of Trapping

Wondrous item, uncommon (requires attunement)

This ornate choker is made of strong, refined leather, and has a small lock in the center. The key is attached to the choker by a thick leather cord. While attuned to and wearing the choker, you may use a bonus action to lock your throat, making it more difficult for prey to escape, but also rendering you unable to eat any more. While your throat is locked, your stomach DC increases by 2, but you may no longer eat anything or take the Devour action. Once you lock your throat, it remains locked until you unlock it, and you may not lock it again until you finish a short rest.


Girdle of Compression

Wondrous item, rare

While wearing this girdle, you always appear to have an empty stomach


Omniphagia Draught

Potion, very rare When consumed, all effects that would normally resist damage from digestion are nullified for all creatures / objects inside of a predator. All regenerative abilities are also suppressed. This effect lasts for 1 minute.


Staff of the Glutton

Staff, weapon, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: elastify/constrict (1 charge), amplify acids (3 charges), primal belch (5 charges) or leeching insides (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into mush, and is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


Staff of the Belly Worshipper

Staff, weapon, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) You have resistance to acid damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: unburden (2 charges), maddening hunger (3 charges), or entice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into mush, and is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


Sigil of Corruption

Wondrous item (tattoo), legendary (requires attunement)

A pinkish glow suffuses an area around your groin. You've been marked by corruption.

When inscribed with this mark, you gain a pool of Corruption Points that starts at 0 and has a maximum capacity of 10 points.

You gain corruption points in 1 of several ways:

  • Have sex and climax (1 point)
  • When you devour another creature (3 points)
  • When you carry other creatures inside of you for 1 day (1 point per total prey Capacity/3 rounded up) Corruption Points can be expended at any time to instantly gain a bonus of +1 to any roll or check per Corruption Point spent, to a maximum of 3 for any given roll or check.

Ring of Overindulgence

Ring, legendary (requires attunement)

While wearing this ring, you take no damage from being over your Maximum Capacity.

Curse. If you don't consume capacity points greater that your Maximum Capacity each day, the ring stops working for you for 1 year.


 

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