ExpanD&D: Atha's Grimoire of Gains

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Atha's Grimoire of Gains

Foreword

None of the art in this book is of my creation. This document is a passion project of mine, and any art provided is just meant to liven up otherwise dull text in the document. If any artist has any issue with my using any of their art in these books, simply reach out to me to let me know, and I will be happy to remove or replace any art as desired.

PART I

The Science of Strength

New Optional System: Soulburn

The latent energies of the soul serve as a potent source of power, and the ability to draw from one's own life-force is a subset of Lipomancy that has been crystallized into an art in the field of Myomancy. Those who need to push for that extra reserve of energy may draw upon the power of their bodies to draw out the essence they need to perform magic by using a technique known as Soulburn.

Soulcasting

If a spellcaster has no spell-slots remaining, they can instead choose to cast a spell via Soulburn. This act is known as Soulcasting, and to do so, the spellcaster expends hit dice equal to the level of the spell being cast (minimum 1) and rolls them, taking damage equal to the result of the roll and Slimming and Shrinking for the same total, divided between fat and muscle as the caster desires. This damage is known as Soulburn and ignores all damage resistances and immunities. Doing this also causes the caster to gain one level of Exhaustion, and five Exercise points.

All restrictions to spell level casting present from your class still applies. Warlocks must cast at their highest spell level available, and nobody can cast a spell of a higher level than the spell slots they have available.

If you would fall to 0 HP from Soulburn damage, you are Unconscious but Stabilized, and the initial effects of the spell you were casting still occur. In this way, if you spend the last of your HP to cast a Fireball, you still successfully set it off. However, you still treat this HP loss as Damage for purposes of Massive Damage; so if you are reduced to 0 and the damage remaining equals or exceeds your maximum HP you will die, though the effect of the spell will still occur.

Soulcasting and Non-Spellcasters

Non-spellcasters can attempt to soulcast as well so long as they have the tools and potential. To Soulcast a spell, a non-spellcaster must either be taught by someone else who knows how to soulcast that spell, or must use a Universal Spell Scroll, which is a variant of spell scroll that can be used by any class, but is considered one rarity level higher than a regular scroll of its spell level. Non-spellcasters must have an appropriate character level to cast spells as if they were a casting class, counting only half of their character levels (rounded up) as a Paladin or Ranger might. These Spells also cost additional hit dice to cast, depending on the level of the spell, as shown on the Soulcasting as a Non-Spellcaster table on the opposite side of this page.

Any spells that call upon a spellcasting ability, either for save DC or attack bonuses, use your Constitution for the spellcasting modifier.

Soulcasting out-of-class spells

Spellcasters can attempt to cast spells that are not normally in their class spell lists by following the rules for Soulcasting as a Non-Spellcaster.

Soulcasting as a Non-Spellcaster
Spell Level Hit Dice Cost Character Level Req.
cantrip 1 1
1 1 2
2 3 5
3 5 9
4 7 13
5 9 17

Soul Arts

Some abilities, known as Soul Arts, are unique powers that are not spells but still require the use of Soulburn to activate. Soul Arts may come with specific class, level, and even archetype restrictions, and will list the required number of Hit Dice to activate.

These Arts must be taught in order to be used, either by studying rare manuscripts and ancient tomes of lore, or by being taught by another who can perform the Soul Art in question. Soul Arts are listed in Part III: Muscle Mysticism. They, like Soulcasting as a non-spellcaster, use your Constitution ability score for determining Saving Throw DCs and any Spell Attack bonuses, if they call for either.

Soul Arts differ from Soulcasting in that they do not cause the user to gain a level of Exhaustion unless they spend at least half of their maximum hit dice on a single technique, -or- if they spend their last available hit die on the technique. These triggers do not stack, and spending half of your maximum hit dice, including your last one, on a single technique still only provides one level of exhaustion. They also only deal half the normal amount of Soulburn damage as Soulcasting would deal to the user, and only generates 1 exercise point immediately on use.

Learning Soulburn Techniques

Often Soulburn Techniques such as Soulcasting and Soul Arts are difficult to learn due to their nature and may take time to master. GMs are encouraged to determine the speed at which player characters can learn these techniques for themselves, but as an example, one potential formula would be as follows:

  • Learning a Soul Technique comes in two stages; learning the framework and then mastering the technique. To learn the initial framework, a character must spend a long rest studying the technique and pass an Intelligence Saving Throw with a DC of 10 + the Level of the Spell or the Level Requirement of the Soul Art. This save is made with Advantage if the character is being taught by someone who also succeeds the same saving throw over the course of the rest.

  • Once the framework is learned, every time the character attempts to utilize the technique they must make a Constitution Saving Throw with the same DC as the Intelligence Saving Throw to learn the framework. On a success, the technique is performed as normal, but on a failure the technique fails and cannot be attempted again for 1 hour.

  • Once a character has successfully activated the Soul Technique a number of times equal to the Spell's Level + 1 or the Soul Art's level requirement + 1, they have mastered the technique and no longer require a Constitution Saving Throw to attempt it.

This is just one potential formula to learning Soulburn Techniques, and each Game Master is encouraged to find the system that works best for them and their players.

PART II

Body Builders

New Fatty Abilities

Listed below are additional options for the Racial Variant Traits - Fatty Abilities as listed in the ED&D core book, for more of the official DnD races.

Aasimar - Relieve Burdens (Cultural)

With a touch of divine magic, you ease the burden of any creature that shares a short or long rest with you, allowing you and any ally resting with you that chooses to do so to Slim for up to their character level.

Lizardfolk - Natural Musculature (Ancestral)

Lizardfolk build muscle naturally quickly, and can convert up to double the normal amount of fat they would gain into muscle over the course of a long rest.

Warforged - Artificial Metabolism (Ancestral)

Warforged can choose whether or not to do diet calculations at the end of each of their long rests. If they choose not to, any Diet and exercise points remain in their metabolism until they decide to do diet calculations at the end of a long rest.

Centaur - Multiple Stomachs (Ancestral)

Centaurs are able to digest twice the normal amount of food from their stomach each hour as a character normally would. Their base stomach capacity is also doubled.

Fighter

Exemplar

The Exemplar is a fighter who makes their presence known across the battlefield as an inspiration to their allies and a warning to their enemies. Their impressive physique and imposing aura, coupled with some minor myomantic capabilities, pushes their allies to new heights of glory and cows their enemies before them. The Exemplar takes to the battlefield, and all know they have arrived.

Reaction Class (RC)

Many of the features of this archetype will refer to a creature's Reaction Class (or RC). This is a measure of how well a creature can resist having an instinctive reaction to the impressive displays and presence of the Exemplar, and serves as a form of 'Mental Armor Class', functioning identically to AC for the purposes of determining whether the Exemplar's effects succeed or fail. A creature's RC is equal to

8 + the creature's Wisdom Saving Throw Modifier

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Battlefield Rhetoric

Starting at 3rd level, your impressive capacity to affect the minds of others in battle allows you to influence combatants. Whenever you would make an attack, you can replace that attack with a use of your Battlefield Rhetoric. When you do so, choose one of the options below. You can only use this ability once per round. When you do, you Swell for 1d10.

Dazzling Display

You perform an incredible and flashy feat of physical or martial prowess. Make a single Charisma(Performance) check against the RC of a number of creatures of your choice within 30 feet who can see or hear you, up to your Charisma modifier (minimum 1). Each creature you successfully affect with this ability is distracted by your presence, and the next attack roll made against them until the start of your next turn gains advantage.

Imposing Presence

You attempt to cow a creature of your choice within 30 feet that can see or hear you. Make a Charisma(Intimidation) check against their RC. On a success, the target is Frightened of you until the end of their next turn.

Inspire Overconfidence

You goad an enemy within 30 feet who can see or hear you into making a move you're prepared for. Make a Charisma(Deception) check against their RC. On a success, they gain advantage on their next Attack roll against you, but you gain resistance to any damage they deal until the start of your next turn.

Snap Out of It

Choose an ally within 30 feet of you who is currently Charmed or Frightened. Make a Charisma(Persuasion) check against their RC. On a hit, if the effect that caused the condition had a Saving Throw to resist, they may immediately make that Saving Throw again, ending the condition on a success. If there was not an initial Saving Throw, the condition ends immediately.

Larger than Life

Starting at 7th level, you can add your Charisma score to your Strength and Dexterity scores for the purposes of determining your Flex Limit.

Additionally, whenever you use your Battlefield Rhetoric, until the start of your next turn, the next weapon attack you hit with deals an additional amount of damage equal to your Charisma modifier.

Myomantic Physique

Starting at 10th level, you can expend your Myomantic power to improve your social presence. Whenever you make a Charisma ability check, you can choose to add your Strength modifier to the check as well. When you do so, you Shrink for twice your Fighter level.

You can use this feature a number of times equal to your Proficiency bonus, and regain expended uses when you finish a long rest.

Inspiring Presence

At 15th level, whenever you roll initiative, your presence on the battlefield causes a dramatic shift. Choose one or both of the following effects:

  • Choose a number of allies within 60 feet of you who can see or hear you up to your Charisma modifier. Each of these allies gains 1d10 temporary hit points and Swells for five times the temporary hit points gained this way.
  • Choose a number of enemies within 60 feet of you who can see or hear you up to your Charisma modifier. Make a single Charisma(Intimidation) check against their RCs. Each target successfully affected takes 1d10 psychic damage and shrink for five times the damage taken this way.

The Battlebond

At 18th level, you can establish a powerful connection between yourself and your allies, acting as one in the face of all opponents. As an Action, you forge a bond between yourself and a number of other characters up to your Charisma modifier (minimum 1). For the next minute, you and all other affected characters gain the following benefits:

  • All members of the bond share hit points. Any damage or healing done to any member of the bond can be divided among the members as they see fit.
  • Whenever an effect caused by a member of the bond causes them to Swell, Fatten, or Inflate, anyone else in the group can choose to gain the same mass or inflation pressure if they wish.
  • Whenever an effect caused by something other than a member of the bond would cause a bond member to gain or lose body mass or inflation pressure, the change can be divided among the bond members as they see fit.
  • All members of the bond provide advantage to any other member of the bond who makes an attack roll against a creature they are adjacent to.
  • All members of the bond can communicate telepathically without requiring an action or reaction.
  • Whenever a member of the bond would start their turn, they can trade their place in the initiative order with another member of the bond who has not had their turn yet this round, letting them start their turn instead.

Fleshbound

Way of the Trainer

The Trainers were initially used by their Lipomantic masters to keep their common soldiers in peak physical condition, as well as to help tone the bodies of less experienced Lipomancers who couldn't master their bulk quite yet, or those who wished to tread down the more specific field of Myomancy. Now, the modern Trainer is a Fleshbound who seeks to perfect their physical form and offers their skils to others who wish to manage their weight or improve their own physique.

Myo-Shift

Beginning when you join this tradition at 3rd level, you learn to use the Myo-Shift technique. By expending one use of your Flesh Shape ability as an action, you can designate yourself and any number of allies within 10 feet of you. Each target chosen gains Temporary Hit Points equal to a roll of your Living Weapon die plus half your Fleshbound level (rounded up), and can convert up to that many pounds of fat into pounds of muscle.

Training Coach

At 6th level, you can provide vital training advice and techniques to your companions in combat. Whenever an ally within 10 feet of you would miss an attack roll, you can use your Reaction to cause them to re-roll that attack, though they must take the new result.

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

Training Partner

At 11th level, whenever you take a long rest you can designate a number of characters up to your Wisdom Modifier (minimum 1) as your Training Partners. Until your next long rest, the affected characters gain the benefit of your Mastery of Form ability, as well as any improvements it gets, such as those at 10th or 20th level of the Fleshbound class. This effect begins at the start of the long rest, meaning affected targets can use your Mastery of Form ability to modify their body weight over the course of the long rest in which they are designated.

Additionally, your Mastery of Form Ability allows you and those designated as your Training Partners to double or halve their normal flex limit, before any magical effects on it, at any point without needing an action.

Burning Energy

At 14th level, the surge of energy you provide with your Myo-shift causes attacks made to ignite in myomantic flames. Whenever a character is affected by your Myo-Shift feature, their next attack deals an additional amount of Fire damage equal to your Living Weapon die and also causes them to Swell for the fire damage they dealt this way. If they still have any Temporary Hit Points left from your Myo-Shift ability after making the attack, their next attack is also affected. This continues until the target no longer has any temporary hit points from your Myo-Shift ability.

Push Through Pain

At 17th level, you can exhort yourself and your allies to ignore anything that would stop them from achieving their goals. When you use your Myo-Shift ability, you can activate your Push Through Pain feature. For the next minute, each creature affected by your Myo-Shift ability also ignores any negative effects of conditions affecting them and any negative effects from being over their bulk, flesh, or inflation limits.

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

New Equipment

Armor

Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Exercise Gear 25 gp 11 + Dex Modifier 12 lb. Workout 2
Amazon/Adonis Leathers 60 gp 12 + Dex Modifier 15 lb. Workout 1, Bodybuilder 2
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Brawny Breastplate 500 gp 14 + Dex Modifier (Max 2) 25 lb. Workout 2, Bodybuilder 4
Slimming Suit 900 gp 15 + Dex Modifier (Max 2) 45 lb. Workout 4
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Absolute Cut Plate 400 gp 17 Str 15 Disadvantage 90 lb. Workout 6
Hulking Heavy Gear 1700 gp 18 15 Disadvantage 80 lb. Workout 3, Bodybuilder 6

New Armor Properties

Included below is a list of the effects of new armor properties provided by equipment in the table above.

Workout X. While wearing armor or clothing with this trait, whenever you gain Exercise points, increase the number of Exercise points gained by the Workout value.

Bodybuilder X. Armor with this trait is either minorly enchanted or has special materials woven into it that improve the wearer's capacity to build muscle. Increase the number of pounds of fat gained that can be converted into muscle over a long rest by this armor's Bodybuilder value, as long as it is worn for the majority of the long rest.

New Armor Descriptions

Weapons Table

Simple Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties

New Weapon Damage Types

New Weapon Properties

New Weapon Descriptions

Surgeblood

Surgeblood is a Myomantic material, similar in nature to Vöxturite, though with some notable differences. Surgeblood is an inherently semi-magical material with empathic properties. Rather than the dusty, powdery metal that Vöxturite presents, Surgeblood is iron-solid and difficult to mine. It is tougher and heavier than most metals, and its empathic nature enhances sensations associated with its use. While this can be used to enhance feelings of pleasure and joy in items designed to induce that-Surgeblood wedding rings and more salacious items treated safely with small amounts of the mineral are known to make an especially active and passionate married life-, its primary use is in weapons that reinforce the user's aggression.

Any weapon forged or treated with Surgeblood loses the Finesse property, if it had it, and if it had the Versatile Property, it instead gains the two-handed property and uses the Versatile Damage die as its base damage die. Any Weapons that already had the Two-handed Property that did not have the Heavy Property gain it if forged or treated with Surgeblood.

A weapon treated or forged with Surgeblood adds one and a half times the wielder's Strength modifier (Rounded down) to weapon damage rolls rather than just their Strength modifier. Additionally, like Vöxturite, the weapon grows those that interact with it, though in this case, it is the wielder that experiences it, as the empathic link between wielder and weapon causes them to Swell with muscle for the total attack roll of any attacks that successfully hit a target.

Forging a weapon from Surgeblood doubles its market price, while coating an existing weapon with the material costs 100 gp. Only Weapons composed primarily of metal can composed of or treated with Surgeblood. A weapon forged in Surgeblood weighs one and a half times its usual weight, and weapons coated in Surgeblood weigh one an a quarter times as much as normal.

Adventuring Gear

Name Cost Weight Effect
Weighted Training Clothes 5gp 1 Workout 1
Exercise Band 5 sp - Bodybuilder 2

New Item Descriptions

PART III

Muscle Mysticism

Soul Arts

Listed below are a selection of Soul Arts for use with the optional Soulburn rules, their requirements, their costs, and their effects.

Blade Wave

Prerequisite: Blood Hunter, Dark Knight, Fighter or Paladin level 9


  • Activation: Action
  • Hit Dice: 2

Roll the damage dice of your melee weapon and add your Strength modifier and Proficiency bonus. Each creature in a 60 foot line that is 5 feet wide originating from you must make a Dexterity Saving throw or take that damage, taking half as much on a successful save.

Defy Death

Prerequisite: Character level 11


  • Activation: no action required
  • Hit Dice: special, see text

When you are reduced to 0 hit points but not killed outright, you can expend one of your hit dice to Defy Death and enter a Last Stand. While in your Last Stand, you remain at 0 hit points, but do not fall unconscious and continue to function as normal, though you cannot cast or concentrate on spells while in your Last Stand. At the end of each of your turns while in your Last Stand, as well as whenever you take damage while in your Last Stand and are not killed outright, you expend another hit die. This state continues until you take damage and have no hit dice left to spend, or the combat ends, at which point you fall unconscious and begin making death saves as normal. This state also ends early if you are healed above 0 hit points.

Grand Cleave

Prerequisite: Barbarian or Fighter Level 5


  • Activation: bonus action
  • Hit Dice: 3

Until the end of your next turn, all of your Melee Attacks can target a number of creatures at once up to your proficiency bonus, so long as all of them are within your melee reach. Use the same attack roll and damage roll to determine to hit and damage for each creature.

Soul Sprint

Prerequisite: Character level 3


  • Activation: action
  • Hit Dice: 1

Move up to twice your movement speed in a straight line without provoking attacks of opportunity.

Unnatural Leap

Prerequisite: Blood Hunter, Fleshbound, or Monk level 7


  • Activation: bonus action
  • Hit Dice: 2

Leap to a point you can see within 120 feet. This movement does not use your movement for the turn and does not provoke attacks of opportunity.

Wall of Blades

Prerequisite: Barbarian, Blood Hunter, Fighter, Paladin, or Ranger level 5


  • Activation: reaction, which you take in response to being hit with a melee or ranged weapon attack
  • Hit Dice: 1

Make a Melee Weapon attack roll with a weapon you are wielding. If the result is equal to or higher than the attack that hit you, you parry the attack and cause it to miss.

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)
1st level
  • Cure Weight
  • Digest
2nd level
3rd level
4th level
5th level

Bard

Cantrips (0 Level)
1st Level
  • Cure Weight
  • Digest
  • Slimming Word
2nd Level
3rd Level
4th Level
5th Level
  • Mass Cure Weight
6th Level
7th Level
8th Level
9th Level
  • Power Word Thin

Cleric

Cantrips (0 Level)
1st Level
  • Cure Weight
  • Digest
  • Slimming Word
2nd Level
  • Prayer of Shrinking
3rd Level
  • Mass Slimming Word
4th Level
5th Level
  • Mass Cure Weight
6th Level
  • Thin
7th Level
  • Autometabolize
8th Level
9th Level
  • Mass Thin

Druid

Cantrips (0 Level)
1st Level
  • Cure Weight
  • Digest
  • Slimming Word
2nd Level
3rd Level
4th Level
5th Level
  • Mass Cure Weight
6th Level
  • Thin
7th Level
  • Autometabolize
8th Level
9th Level

Paladin

1st Level
  • Cure Weight
  • Digest
2nd Level
  • Prayer of Shrinking
3rd Level
  • Aura of Mobility
4th Level
  • Aura of Slenderness
5th Level

Ranger

1st Level
  • Cure Weight
  • Digest
2nd Level
3rd Level
4th Level
5th Level

Sorcerer

Cantrips (0 Level)
1st Level
  • Digest
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Warlock

Cantrips (0 Level)
1st Level
  • Digest
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Wizard

Cantrips (0 Level)
1st Level
  • Digest
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Cure Weight

1st-level Transmutation


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A willing creature you touch loses 2d8 + your spellcasting modifier pounds of mass or twice as much inflation pressure, distributed as they choose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect increases by 2d8 for each slot level above 1st.

Digest

1st-level Transmutation


  • Classes: Artificer, bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A Garnet worth at least 50 gp)
  • Duration: Instantaneous

The casting of this spell largely resembles giving the designated target a stomach massage, designating one creature as a target who you must touch throughout the casting of the spell. Upon completion, the target can expend hit dice to rapidly digest food in their stomach, rolling their hit dice and adding your spellcasting modifier for each dice spent, digesting an equivalent number of pounds of food in their stomach and adding their diet points to their metabolism pool.

Slimming Word

1st-level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 bonus action
  • Range: 60 ft
  • Components: V
  • Duration: Instantaneous

A willing creature of your choice that you can see within range loses mass or twice as much inflation pressure equal to 2d4 + your spellcasting ability modifier, distributed as they choose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect increases by 2d4 for each slot level above 1st.

Prayer of Shrinking

2nd-level Transmutation


  • Classes: Cleric, Paladin
  • Casting Time: 10 minutes
  • Range: 30 ft.
  • Components: V
  • Duration: Instantaneous

Up to six willing creatures of your choice that you can see within range lose 4d8 + your spellcasting modifier pounds of mass or twice as much inflation pressure, distributed as they choose.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect increases by 2d8 for each slot level above 2nd.

Aura of Mobility

3rd-level Transmutation


  • Classes: Paladin
  • Casting Time: 1 action
  • Range: Self (30 ft radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Mass-relieving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one willing creature in the aura (including you) to lose 4d6 pounds of mass or twice as much inflation pressure, distributed as they choose.

Mass Slimming Word

3rd-level Transmutation


  • Classes: Cleric
  • Casting Time: 1 bonus action
  • Range: 60 ft
  • Components: V
  • Duration: Instantaneous

As you call out words of weight loss, up to six willing creatures of your choice that you can see within range lose mass or inflation pressure equal to 2d4 + your spellcasting ability modifier, distributed as they choose.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the effect increases by 2d4 for each slot level above 3rd.

Aura of Slenderness

4th-level Abjuration


  • Classes: Paladin
  • Casting Time: 1 Action
  • Range: Self (30 ft. radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes.

Weight-preserving 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) has resistance to weight increase or inflation, and its size limits can't be reduced. In addition, for the first minute of the duration, a nonhostile, willing creature loses 1d4 pounds of mass or inflation pressure when it starts its turn in the aura, divided as they choose.

Mass Cure Weight

5th-level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

A wave of mass-relieving energy washes out from a point you choose within range. Choose up to six willing creatures in a 30-foot-radius sphere centered on that point. Each target loses pounds of mass or inflation pressure equal to 6d8 + your spellcasting ability modifier, divided as they choose.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the effect increases by 2d8 for each slot level above 5th.

Thin

6th-level Transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Choose a willing creature you can see within range. A surge of mass-relieving energy washes through the creature, causing it to lose up to 140 pounds of mass or inflation pressure. This spell also causes any food in their stomach or diet points in their metabolism pool to disappear.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of mass or pressure lost increases by 20 for each slot level above 6th.

Autometabolize

7th-level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (an exercise band and spring water)
  • Duration: 1 Hour

You touch a willing creature and stimulate its natural metabolic capacity. The target loses 8d8 + 30 pounds of mass or inflation pressure, distributed as they choose. For the duration of the spell, the target loses 2 more pounds of mass or pressure at the start of each of its turns (20 pounds each minute.) This weight loss cannot reduce the target below their racial Base Weight.

Any food consumed while under the effect of this spell is instantly digested and its diet points ignored.

Mass Thin

9th-level Transmutation


  • Classes: Cleric
  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

A flood of mass-relieving energy flows from you into creatures around you. You remove up to 1400 pounds of mass or inflation pressure, divided as you choose among any number of creatures that you can see within range. Creatures affected by this spell can distribute the mass lost however they prefer. Creatures affected by this spell also have any food in their stomachs or diet points in their metabolism pool removed.

Power Word Thin

9th-level Transmutation


  • Classes: Bard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A powerful spell designed by master bards to always allow them to keep a model-esque figure. The target loses any amount of mass or inflation pressure of their choice, down to a minimum of their racial base weight and/or zero inflation pressure. Any food in the target's stomach or diet points in their metabolism pool are removed.

PART IV

The Weight Room

PART V

Bulky Bestiary

Atha, Archfiend of Strength

The powerful fiendish entity known as Atha is not Demon, not Devil, and not Yugoloth, because once she was not even a fiend. In the age when Narce could be counted among the living, she was one of the single greatest masters of the arcane in the realm, the founder of a school of magic that would shape and change the world to come. Atha, however, saw herself as a rival to the mother of Lipomancy. In her search for the power to challenge and even best Narce, she created the subset of Lipomancy that would eventually become known as a school in its own right under the name of Myomancy. This search eventually led her to an ancient Grimoire and source of power which would render her immortal, much like her eternal nemesis, though the cost to her soul was not insubstantial.

Unholy Strength. The ritual that transformed Atha into a fiend cost parts of her soul, but granted strength that could only be imagined by very few. Her raw power breaks her foes under her force, and her mastery of magic is further enhanced by the power she draws from the lower planes. There is little left physically of the human she had once been before her transformation, though her mind, altered as it is, is still her own, and she owes allegiance to none but herself.

While her raw strength is impressive in its own right, even more terrifying is what she can do when her magical strength enhances her physical might. The power to lift and hurl entire buildings courses in the unnatural musculature of her body, and even her sheer size does not do enough to even hint at the strength beneath.

True Immortality. To slay a powerful fiend requires one to kill them on their native plane. Devils must be sought in the hells, Demons in the Abyss, Yugoloths in Gehenna. The nature of Atha's transformation and her unique modifications to the magics that changed her mean that she has no native plane. Normally this would make a fiend easier to kill, as they have no place to regenerate in.

Atha has somehow circumvented this, and achieved a form of true immortality. Instead of no place to regenerate, she uses every lower plane as her cradle. Whenever her physical form is destroyed, even if it were in one of the lower planes, she slowly regenerates in one of the lower planes at random. Her presence is not necessarily appreciated by any of the more traditional natives, however, and she usually ends up having to fight her way back out, though she relishes the chance to show off her unbridled might.

It is uncertain what it would take to truly end Atha's existence, though perhaps the power of a god with an appropriate portfolio might be necessary.

A Jealous Fiend. As powerful as Atha truly is, she is perpetually plagued by the feelings of jealousy and anger that come from her perpetual position behind the powers of the one she seeks to overtake. Any legends of Atha and her might inevitably end with her being compared to Narce, and in almost all of these comparisons, the Archfiend of Strength comes up short. The invincible might she wields would destroy kingdoms and topple empires, but when your rival bends the very fabric of reality to her will, feelings of inadequacy and inferiority are inevitable. Even the mere mention of Narce's name in Atha's presence is sometimes enough to set off her wrath, triggering a destructive rampage that can leave whole sections of countryside as smoking craters in her wake.

Resplendent and Proud. Atha is proud of her strength, and rightly so. Aside from her rival and perpetual source of frustration, few exist who can truly challenge her might. Wherever she goes she presents herself proudly, unwilling to hide herself unless absolutely necessary to her goals. She announces herself to all who can see her, daring any who would oppose her, ready to show her might at the slightest inclination of challenge.

She goes where she wills, walking the planes as is her whim, seeking sources of further strength and opportunities to express her dominance. Kingdoms and Empires dare not stand in her way, and she walks in what courts gather her fancy, demanding whatever she wants and offering her favor and assistance where she feels so inclined.

Possessing the strength to actually battle Atha is perhaps more dangerous than being too weak to stand against her, as well. Whenever an individual or group arises who manages to oppose her or even destroy her physical form, she makes it a personal mission to crush and dominate them to prove her supremacy. While some become personal projects, opponents she will occasionally pit herself against to hone her skills in her never-ending quest to grow strong enough to best Narce, others are left as nothing but ashes in her wake.

The planes are myriad and numerous, however, and Atha's attention is not infinite. Even among those who she has deemed a challenge, it may be many generations before she deigns to visit again, and those who stood before once may no longer live. When and where the Archfiend of Strength might appear is a constant guessing game, though nothing is quite so quick to call her attention like rumours of the activities of her eternal rival, the Lich Queen Narce.

Atha's Lair

Narce's lair is equal parts gymnasium and wizard's laboratory, a demiplane created for her own purposes, the entrance to which moves between the greater planes at her command. It is a massive facility where she practices her abilities and studies new avenues of power, and while within it, has a powerful command of the facility itself.

When encountered in her lair, Atha has a challenge rating of 29 (155,000)

Lair Actions

On initiative count 20 (losing initiative ties), the Atha can take a lair action to cause one of the following magical effects; Atha can’t use the same effect two rounds in a row:

  • Atha rolls a d6 and regains a spell slot of that level or lower. If she has no spent spell slots of that level or lower, nothing happens.
  • Atha emits a pulse of Myomantic magic. Each creature within 30 feet of her must make a DC 18 Constitution saving throw, taking 28 (8d6) Necrotic damage on a failed save, or half as much on a successful one, Shrinking for the total damage taken. Atha Swells for the total muscle mass lost among all targets.
  • Atha regains 2d10 hit points and swells for an equal amount.
  • One target that can see Atha must make a DC 18 Wisdom saving throw or be frightened of Atha for one round.
  • Atha gains resistance to a damage type of her choice for one round.
  • A 20 foot radius section of ground becomes difficult terrain for the next turn, and any creatures standing in it when this takes effect must make a DC 18 Strength saving throw or fall prone.


Atha, Archfiend of Strength

large fiend, Neutral Evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 264 (23d10 + 138)
  • Speed 40 ft., fly 80 ft.
  • Bulk 2,760, Avg. Weight 400 lbs.
  • Flex no limit, Avg. Weight 2400 lbs.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 20 (+5) 20 (+5) 18 (+4) 20 (+5)

  • Saving Throws STR +14, DEX +10, CON +11, INT +11, WIS +10
  • Skills Arcana +11, Athletics +19, History +12, Intimidation +11, Perception +10
  • Damage Resistances cold, fire, lightning, acid
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages Common, Abyssal, Infernal, Undercommon, Orcish, Celestial
  • Challenge 26 (90,000 XP)

Legendary Resistance (3/Day): If Atha fails a saving throw, she can choose to succeed instead.

Mystic Musculature: Atha can add her Intelligence modifier to her Strength modifier for any rolls that would add her Strength modifier. This is included in her attack rolls.

Wizard Training: Atha is a 23rd-level Wizard with the Myomancy Arcane Discipline, with all of the class features that provides. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Atha has the following wizard spells prepared:

  • Cantrips (at will): firebolt, frostbite, shocking grasp
  • 1st level (5 slots):
  • 2nd level (5 slots):
  • 3rd level (4 slots):
  • 4th level (4 slots):
  • 5th level (4 slots):
  • 6th level (2 slots):
  • 7th level (2 slots):
  • 8th level (1 slot):
  • 9th level (1 slot):

Spell Mastery: Per the Spell Mastery Wizard ability, Atha can cast the ___ and ___ spells at will at their base level without expending a spell slot.

Signature Spells: Per the Signature Spells Wizard ability, Atha can cast the Drink Strength and ___ spells at 3rd level once per short or long rest each without expending a spell slot.

Actions

Multiattack. Atha makes three attacks with her cantrip fist.

Cantrip Fist. Magical Melee Weapon Attack: +19, 10 ft., one target. Hit 34 (6d6+13)

Legendary Actions

Atha 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. Atha regains spent legendary actions at the start of her turn.

Cantrip. Atha casts a cantrip.

Cast a Spell. (costs 2 Actions). Atha casts one of her spells.

Brutal Smack. Magical Melee Weapon attack: +19, 10 ft., one target. Hit 11 (3d6) bludgeoning damage, and the target must make a DC 20 Strength saving throw or be pushed 60 feet away in a straight line and fall prone. If the target collides with a creature or object, they stop and fall prone there, both them and the thing they struck taking an additional 11 (3d6) bludgeoning damage. If they collide with a creature, that creature also falls prone.

Art Credit:

All art used is presented with the permission of the Artist and/or Commissioner

  • Avatar Buffication by Roemesquita

https://www.deviantart.com/roemesquita/art/C-Avatar-Buffication-792452939

  • Sara's Redsilver Shaded by faogwolf, for Redsilverartist

https://www.furaffinity.net/view/33917383/

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.

 

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