Narce's Experiment Notes

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Narce's Experiment Notes
Table Of Contents

PART I

Theories of Reality

Optional Core Rules

Included in this section are potential systems to help alter the way the game is played.

Heroic Capacity

The Sad truth of life is simply that not everyone is truly created equal. Some people are simply made to win and others....Well others aren't.

The rules regarding limits laid out in the primary books of ExpanD&D put players characters and non-player characters on a roughly even playing field regarding how much weight or inflation their bodies can handle. Everyone uses the same rules at base to determine their limits and everyone takes advantage of the same systems to alter them. While this is perhaps somewhat more realistic, it makes it far more difficult for the players' adventuring party to consider immobilizing or overinflating their enemies as a valid combat tactic in the short term. It serves well for a long-term threat to the party, with their weights slowly climbing until it becomes a burden, but it doesn't do much in the short term. There are a few ways to treat this problem in both directions. The options listed below are not the only options, nor are they mutually exclusive; putting them together can create dynamic, high octane action sequences with excessive weights rising and falling in quick succession, with the threat of immobility very real in every fight.

Danger to the Players

If the campaign calls for more short-term threats to the players' waistlines, a simple modification is to treat the players as if they have Vulnerability to enemy effects causing them to gain or lose mass or inflation pressure. Any enemy effects (and potentially any class drawbacks) that would modify their bodies has double the effect on the players. This may need to be counterbalanced by allowing the players' abilities that reduce such effects to also be doubled in efficiency. This creates larger swings in combat, meaning waistlines will swell and shrink rapidly as the fight goes on. These numbers can be increased even further if that pace still seems too slow.

If the Long-term threat is something that still needs to be considered as well, then consider allowing their long-term recovery methods to also increase in effectiveness; the weight they burn from exercise might be doubled as well, allowing them to blow up rapidly in the midsts of combat, but also allowing them to slim down more easily outside of it to keep the long term effects from becoming too severe.

Power to the Players

On the other hand, if the players would like to be able to present their fattening fangs to the enemy and leave their foes immobilized in their wake, consider making it easier for them as well. One simple and easy fix is to cut the growth thresholds (bulk, inflation, flex, etc.) of most NPCs in half or even quarters, meaning that while the players can stand vastly more weight on their frames before being weighed down, their enemies cannot quite pull the same effort. This creates a sense of dramatic heroes capable of superhuman feats, bearing weights that would leave lesser men immobilized ten times over.

This can be altered or added to by also allowing NPCs to only call upon a single attribute for determining their limits (Constitution for Bulk and Inflation, Strength for Flex, for instance).

The GM is encouraged to consider what NPCs might be an exception to this modification; notable rivals or important enemies might be just as capable of carrying their weight or withstanding pressure as the heroes, which creates iconic foes who stand out among the masses of the less capacious enemies.

Armor Scaling

You know, sometimes I wonder why anyone bothers wearing physical armor, and then I realize that not everyone can conjure planes of force to protect themselves like I can. And watching someone burst the straps and buckles of their armor is certainly pleasing to the eye.

The Optional rules for Armor tearing from being oversized that are in the core ED&D Book create a simple and effective baseline to show when a character has become too large for their armor. This works well for keeping things simple, but often serves to put those who would wear heavier armor at a distinct disadvantage when it comes to their ability to maintain their armor class. The following rules are designed to create a more granular and scaled approach to armor destruction when a character has outgrown their equipment. It also allows characters to maintain their armor at higher weights.

Cracks in the Armor

Introduced with this system is another concept that can be used both for this purpose and potentially others; Cracks. A Crack is a status effect that builds on a piece of armor or other equipment like Exhaustion builds on a character. These statuses can be tracked to determine how close an item is to breaking. Cracks are not necessarily literal cracks, but represent wear, tear, and give being pushed out of equipment from misuse, strain, and damage.

In the case of Armor: When a piece of armor or a shield gains a Crack, the Armor Class it Provides reduces by 1. Plate armor's AC is reduced from 18 to 17, Half Plate's AC is reduced from 15 + Dex modifier (max 2) to 14 + Dex modifier (max 2), Studded Leather's AC is reduced from 12 + Dex modifier to 11 + Dex Modifier, and so on. A shield's armor bonus reduces from +2 to +1. This degradation is cumulative with each Crack the armor or shield gains. When a suit of armor's base Armor Class would be reduced to 10, or a shield's bonus to Armor class is reduced to +0, that armor or shield is Broken and can no longer be used until fully repaired.

Cracking Weapons

In the case of Weapons: When a weapon gains a Crack, it receives a -1 penalty to attack and damage rolls. When the weapon's total modifier both to attack and damage rolls (including any natural bonuses, such as from it being a magic weapon) reaches at least -5, the weapon is Broken and can no longer be used until fully repaired.

Splitting the Seams

With the concept of Cracks introduced, we can also alter the way that outgrowing armor works. Whenever a character's mass breaks the limit of extra weight armor sized for them can take, it gains a Crack. For instance, gaining more than 50 pounds above the weight a suit of heavy armor was sized for would cause it to gain a Crack, more than 100 above the weight a suit of Medium armor was sized for would give it a Crack, and so on. Every subsequent increment of this weight limit the character exceeds adds another Crack to this armor. In this case, gaining more than 100 pounds above the weight a suit of heavy armor was sized for would add a second Crack, at 150 it would add a third, and so on, until the armor is destroyed.

This applies both if the wearer gains this weight while wearing the armor, and if they try and force themselves into armor they have outgrown.

Repairing Cracks

Craftsmen of the appropriate skillset can usually repair or fix armor, including reducing the number of Cracks armor or other equipment has, or even restoring it if it's completely Broken.

Hiring a craftsman to repair an item that is broken but not destroyed beyond repair usually costs half the item's market value. This restores the item to full functionality and removes any Cracks on it.

You can also hire a craftsman to repair a single Crack. This usually costs five percent of the item's market value per Crack, but if the item is completely broken, you will need to perform the more expensive full repair.

Doing it Yourself

If you have the appropriate tool proficiencies, you can usually repair broken or cracked items yourself given materials and time. Performing a full repair of a broken item that is not destroyed completely requires appropriate materials equal to one quarter of the item's market value. Repairing single cracks requires materials equal to one percent of the item's market value per Crack.

This process requires a number of days of work equal to one day of work for every 50 gold of materials required. A character can complete multiple repairs in a work day if the repairs’ combined cost is 50 gp or lower. Repairs that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. Xanathar's Guide to Everything provides examples of what items might be needed to make or repair certain items.

Repairing an item is a tricky prospect. Each time a character or group completes a day of work on a repair, the person leading the repairs must make an appropriate Ability Check with their Tools Proficiency, which can be assisted by others if possible, with a DC of 15. On a success, the day's progress is contributed toward completing the repairs, and on a Natural 20 only half of the materials for the day's work are consumed. On a failure, no progress is made for the day, and on a Natural 1 no progress and made, and the materials for the day are wasted and will need to be replaced.

Cracking Magic Items

Even magical items can be damaged or destroyed, though it might take significantly more effort than mundane armor. If a suit of magical armor does not resize to fit its wearer for any reason, it only gains a crack once for every 5 times its wearer crosses its weight limit. Other effects that cause items to gain Cracks might not work on any Magical items unless the DM rules that the source is sufficiently powerful enough to damage magical items, such as an attack that would cause Cracks in armor being made with an Adamantine Hammer.

Reshaping Your Own Armor

A character may wish to resize or elasticize their armor themselves as well, rather than paying a craftsman for it. This process follows similar rules to repairing armor, the primary difference being the material cost.

Resizing armor yourself requires the appropriate tools as normal, and requires material components equal to 5% of the item's market value to increase the base weight it is sized for by up to two of its weight limits as appropriate to its armor type, rounded up to the nearest gold. For instance, it costs 75 gp worth of materials to resize a suit of full plate for an individual weighing up to 100 pounds more than the original suit was sized for, or 38 gold of materials to resize a suit of Half Plate for someone up to 200 pounds heavier. This cost increases by 5% for every 2 weight limits to increase by (Always rounding up), for instance 10% to resize a suit of heavy armor for someone up to 200 pounds heavier. This continues to increase to a maximum of 20% of the item's market value for a complete refitting for any size. In extreme cases of particularly drastic weight differences, the GM might waive this price ceiling and continue to increase the price of refitting a suit of armor as appropriate.

Sizing Armor Down

Sometimes the DM might rule that someone has grown too small to wear their armor and the armor needs to be sized down rather than up. The same process can be followed for doing this yourself as listed above, except this costs nothing. Calculate the price in how many weight categories the armor would need to shift down to determine how much time it takes to complete this procedure, but because this involves taking mass away from the item and making it smaller, it doesn't actually cost any additional materials to complete. The excess material is considered waste, however, and might not have any monetary value unless the GM rules that a particularly high roll with the Tools required allows you to preserve the value of some of the materials.

Elasticizing your armor costs 20% of the armor's market value for Light Armor, 10% for Medium Armor, and 5% for Heavy Armor. The nature of each of these armors generally means that elasticizing lighter armor provides more benefit but also requires more material, as there are more points of flex and bending on such suits, while heavier armors get less benefit from such treatment, but as the material only needs to be elasticized more around the joints to maintain viability, there is less work to do as well. Once armor has been elasticized, use its elastic weight limits for the purposes of determining the cost of resizing the armor.

Stuffing Limits

This optional system introduces a threshold system for stomach capacity, similar to the expansion thresholds for fat, muscle, and inflation.

The original rules remain largely relevant; your base stomach capacity is determined as normal using either your Constitution Save modifier or your Eating Skill modifier. This represents your first Stuffing Threshold.

When you have eaten food up to this limit you are Full suffering the effects listed below. When you have eaten food up to twice this limit you are Glutted, suffering the effects of being full as well as the new effects of Glutted. When you reach 3 times your stomach capacity and higher you are Overstuffed, suffering all the effects of all three thresholds. This is where the Stuffing roll in the normal rules would take place; to eat any amount of food over three times your stomach capacity, you must make a Stuffing roll, which determines how far past the Overstuffed threshold you can eat, resetting whenever you are reduced below Overstuffed. Any food you are forced to eat beyond this limit deals damage as normal.

Full. The lazy feeling of fullness dulls your reaction times. You have disadvantage on any attack rolls, ability checks, or saving throws made as part of a reaction.

Glutted. You are overfull to the point that it becomes difficult to get up from a laying position. Standing from prone takes an additional 5 feet of movement.

Overstuffed. You're so stuffed it's hard to walk, and painful to do so on uneven ground. all terrain becomes difficult terrain for you, and what would normally otherwise be difficult terrain becomes dangerous terrain, dealing 1 point of damage for every 10 feet you walk across in a turn.

Adventuring Metabolism

This optional rule represents differences in the metabolism between those who practice more martial pursuits and those whose physical activities are less rigorous. Using this ruleset, the number of Diet Points it takes left over in a character's Metabolism for them to gain a pound of weight is equal to half their Hit Dice (a D6 requires 3, a D8 requires 4, and so on.)

For Multiclass characters, use the hit die of the class in which they have the most levels. In the case of a tie, choose.

Heroic limits

This optional rule allows character's bulk and other limits to scale as they gain levels as adventurers, giving them more capacity to increase their ability to handle their heft. Using this rule, you can add your character's level to their Ability Scores for determining their limits.

PART II

Analyzing Adventurers

Optional Racial Features

Included in this section are optional modifications to the racial features of certain player races. These changes felt warranted but not enough to create an entirely new race. These include new and alternate Fatty Abilities, as well as potential alterations to some of the race's core features. Each of these traits will also be marked as either Ancestral or Cultural to be used in conjunction with the Ancestry&Culture rules.

Gith

Mind Over Matter

Ancestral Trait, Fatty Ability

You may add your Intelligence score to the other attributes used when calculating your Bulk, Flex, or Inflation limits.

Artificer

Optional Class Features

You gain class features in the Artificer Class when you reach certain levels in your class. This section offers additional features that you can gain as an artificer. Unlike the features in the Artificer Class, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Barbarian

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Intimidating Mien

1st-level Barbarian feature

You can use your Strength instead of your Charisma for all Intimidation checks, rather than specific situational ones.

Bard

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Blood Hunter

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a blood hunter. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Blood Maledict Options

1st-level blood hunter feature

When you choose blood maledicts, the following maledicts are added to your list of options.

Blood Curse of Gluttony

As a bonus action, you trigger unreasoning hunger in a target within 30 feet of you. The target must make a Wisdom saving throw. On a failure, they are Ravenous until the end of your next turn. They have vulnerability to damage caused by overeating for the duration.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Wisdom saving throw. On a success, this curse ends.

Crimson Rite Options

2nd-level blood hunter feature

When you choose crimson rites, the following rites are added to your list of options.

Primal Rites

Rite of Fat. Your crimson rite's damage type is fat.

Rite of Winds. Your crimson rite's damage type is air. This crimson rite deals four times its normal damage.

Esoteric Rites

Rite of Brawn. Your crimson rite's damage type is one of the damage types the weapon already deals. You Swell for twice the damage dealt by this crimson rite.

Rite of Clouds. Your crimson rite's damage type is gas. This crimson rite deals four times its normal damage.

Rite of the Ocean. Your crimson rite's damage type is liquid. This crimson rite deals four times its normal damage.

Fighting Style Options

2nd-level blood hunter feature

When you choose a fighting style, the following styles are added to your list of options.

Feedism

You can use the Force-feeding action even when your target is not grappled or restrained. When you feed a target mundane food with the force-feeding action, you feed them an additional 1d4 pounds of food in your possession.

Cleric

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Dark Knight

Optional Class Features

You gain class features in the Dark Knight class when you reach certain levels in your class. This section offers additional features that you can gain as a dark knight. Unlike the features in the core class, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

2nd-level dark knight feature

WHen you choose a fighting style, the following styles are added to your list of options.

Mystic Warrior

You learn two cantrips of your choice from the wizard spell list. They count as dark knight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druid

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighter

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

1st-level fighter feature

When you choose a fighting style, the following styles are added to your list of options.

Feedism

You can use the Force-feeding action even when your target is not grappled or restrained. When you feed a target mundane food with the force-feeding action, you feed them an additional 1d4 pounds of food in your possession.

Metabolic Rush

1st-level fighter feature, replaces Second Wind

You have a limited capacity to push your metabolism into overdrive to process heavy onslaughts of food, turning it instantly into energy. You can use this feature either as a bonus action on your turn or as a reaction to being forced to eat food. When you do, you instantly digest pounds of food in your stomach equal to 1d10 + your fighter level, adding their diet points to your metabolism pool. After you do this, you can either make a single weapon attack against a creature of your choice within range, or move up to your movement speed without provoking attacks of opportunity. Once you use this feature, you must finish a short or long rest before you can use it again.

Iron Stomach

9th-level fighter feature, replaces Indomitable

Beginning at 9th level, when you would take damage from overeating, you can choose to ignore that damage and instead gain temporary hit points equal to the damage you would've taken. If you do so, you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Fleshbound

Optional Class Features

You gain class features in the Fleshbound class when you reach certain levels in your class. This section offers additional features that you can gain as a dark knight. Unlike the features in the core class, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Monk

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Ki Expansion

2nd-level monk feature

As a bonus action, you can expend any number of Ki points to turn your Ki's energy into matter inside your body. You Swell or Fatten for 1d10 pounds per Ki Point Spent plus your Monk level.

Ki Inflation

2nd-level monk feature

As a bonus action, you can expend any number of Ki points to turn your Ki's energy into inflation pressure in your body. You Bloat, Expand, or Inflate for a number of pounds of pressure equal to 2d10 per Ki Point spent times your Monk Level.

Slob Strike

5th-level monk feature, replaces Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent, affecting the equilibrium of their mind and body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a Slob Strike. The target must succeed on a Wisdom Saving Throw or be Bloated and Ravenous for the next minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stillness of Body

7th-level monk feature

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Ravenous or Bloated

Eyes of Understanding

13th-level monk feature, replaces Tongue of Sun and Moon

Beginning at 13th level, you gain Truesight out to a distance of 30 feet. Additionally, you immediately know the Bulk, Flex, and Inflation Limits of any creature you can see within that range, if they have any, as well as their weight, stomach capacity and current fullness.

Paladin

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

2nd-level paladin feature

When you choose a fighting style, the following styles are added to your list of options.

Feedism

You can use the Force-feeding action even when your target is not grappled or restrained. When you feed a target mundane food with the force-feeding action, you feed them an additional 1d4 pounds of food in your possession.

Ranger

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Favored Prey

1st-level ranger feature, which replaces the Favored Enemy feature

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose one of the options below and gain its benefits. You also learn two additional languages of your choice. You may choose an additional option from the list and gain its benefits, and choose an additional language to learn, at 6th and 14th level.

Bounty Hunter

You gain proficiency in Investigation and learn Thieves' Cant. You can use your bonus action to restrain a creature you are grappling until the start of your next turn.

Culinary Crusader

You gain proficiency in Eating skill and learn the Snack Shot cantrip. Wisdom is your spellcasting ability for this spell. When you cast it, you can add your Wisdom modifier to the amount of food it causes a creature to eat.

Keeper of the Veil

You gain proficiency in Arcana, and you can cast the Protection from Evil and Good spell once per long rest. Wisdom is your spellcasting ability for this spell, and once you gain the Spellcasting feature you can cast the spell again using your spell slots of appropriate level.

Mage Breaker

You gain proficiency in Arcana and you learn the True Strike cantrip. Wisdom is your spellcasting ability for this spell. When you use your action to cast this spell, you can immediately make a single weapon attack as a bonus action.

Ranger Knight

You gain proficiency in History and proficiency in Heavy Armor. Heavy Armor does not impose disadvnatage on Dexterity(Stealth) checks while you wear it.

Sanctified Stalker

You gain proficiency in Religion and you learn the Sacred Flame cantrip. Wisdom is your spellcasting ability for this spell. When a creature fails their saving throw against this spell, they have disadvantage on Wisdom(Perception) checks until the end of your next turn.

Natural Wayfinder

1st-level ranger feature, which replaces the Natural Explorer feature

You are particularly familiar with your hunting environment and are adept at traveling and surviving in such regions. Choose one of the options below and gain its benefits.

In addition, while traveling in areas related to your chosen terrain, you and your group ignore difficult terrain and cannot become lost except by magical means.

You may choose an additional option and gain its benefits at 6th and 10th level.

Forest Tamer

You can cast the Find Familiar spell as a ritual.

Lipomantic Wanderer

You gain resistance to damage caused by overeating, and your base stomach capacity increases by a number of pounds of food equal to your Wisdom modifier.

Desert Delver

You gain resistance to Fire damage.

Snow Survivor

You gain resistance to Cold damage.

Swamp Stalker

You gain resistance to Poison damage.

Urban Tracker

You gain proficiency with the disguise kit and with thieves' tools.

Fighting Style Options

2nd-level ranger feature

When you choose a fighting style, the following styles are added to your list of options.

Feedism

You can use the Force-feeding action even when your target is not grappled or restrained. When you feed a target mundane food with the force-feeding action, you feed them an additional 1d4 pounds of food in your possession.

Rogue

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Sorcerer

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Carveborne Sorcerous Origin

Arc Carver is the ancient weapon from which lipomancy was first derived, and its impact when Narce brought it into the world was massive, in more ways than even she anticipated. Its creation wove Lipomancy into the very fabric of reality, and to this day there are still Sorcerers born with a fragment of that power instilled within them.

Lipomantic Surge

Starting when you choose this origin at 1st level, your spellcasting can emit bursts of body-altering power. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or hihger. If you roll a 1, roll on the Lipomantic Surge table to create a magical effect. If that effect is a spell, it is too uncontrolled to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Metabolism Spike

Starting at 1st level, you can manipulate the roiling lipomantic energy within you to immediately gain 1d10 + your Charisma modifier temporary hit points at any time without expending an action, bonus action, or reaction, even when it is not your turn. When you do, you fatten for twice the result of the roll. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Lipomantic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Alter Fat

At 6th level, you have the ability to intercept and modify any change in body mass mid occurrence. When another creature you can see would gain or lose weight or inflation pressure, you can use your reaction to spend 2 sorcery points to double or halve the change in weight or pressure.

Tamed Lipomancy

At 14th level you gain a modicum of control over the surges of your lipomantic energy. Whenever you roll on the Lipomantic Surge table, you can roll twice and use either number.

Bursting Seams

Beginning at 18th level, the body altering power of your spells increases dramatically. Whenever you would roll to determine how much a spell you cast increases or decreases a character's weight or inflation pressure and roll the highest number possible on any of the dice, roll each of those dice again and add that roll to the total. This repeats for any subsequent dice that roll the highest number possible until all dice are finished rolling. You can use this feature only once per turn.

I love the children of my work

The Carveborne are something like my Grandchildren, in a way. Creations of my creation. The chaos they sow is nothing short of admirable, and I can't help but feel a little proud whenever I see one rise to prominence. Is this the maternal instinct I've heard others speak of?

Carveborne and the Wild Magic Sorcerous Origin

The Carveborne is designed as a variant of the WIld Magic Sorcerer, and bears many strong similarities. If you don't want to go all in with the Carveborne, or only want some of the specific abilities, feel free to consult with your GM about using any or all of the parts of the Carveborne Sorcerous Origin as Alternate Features for the Wild Magic Origin instead, including the Lipomantic Surge table.

Lipomantic Surge table
d100 Effect
1-2 Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.
3-4 You cast Amazonian Figure targeting yourself.
5-6 You cast Alter Self. This casting transfigures you to take the appearance of your nearest ally as long as one is on the same plane of existence as you, and you cannot change the effect for the duration.
7-8 You cast fatball as a 4th-level spell centered on yourself.
9-10 Roll 10d10. If the total result is even, you fatten for the result. If it is odd, you swell for the result instead.
11-12 You begin to overflow with energy. Until your next short rest, you gain the Bloated condition, and whenever you cast a spell, you can choose to cast it with one of your known Metamagic options without expending sorcery points. When you do, you lose the Bloated condition and this effect ends.
13-14 You cast fat surge targeting yourself.
15-16 For the next minute, you can choose to have any food you eat vanish from your stomach without contributing to your Metabolism pool or activating any effects that trigger on being consumed.
17-18 Your sexual characteristics expand with air, growing cartoonishly large until you belch, fart or sneeze, at which point they compress back down to normal size
19-20 You cast Feed as a 1st-level spell targeting yourself with all three attacks.
21-22 Your base stomach capacity doubles until your next short rest.
23-24 For the next hour, you can see the current weight of any creature you look at, as well as how full their stomach is.
25-26 Your sense of smell becomes acute. For the next minute, you have advantage on Wisdom (Perception) checks that rely on scent.
27-28 For the next minute, every spell you cast that modifies a creature's weight or inflation pressure has double the normal effect.
29-30 You cast Create Fattening Food and Drink
31-32 You cast Rampant Vitality
33-34 Maximize the effect of the next spell you cast that affects a creature's weight or inflation pressure within a minute.
35-36 Roll 10d10. If the total result is even, you slim for the result. If it is odd, you shrink for the result instead.
37-38 1d6 Feeder Fairies controlled by the DM appear in unoccupied spaces within 60 feet of you, but are not hostile to you. They vanish after 1 minute.
39-40 Your stomach instantly digests up to 2d10 pounds of food within it, adding it to your metabolism pool.
41-42 You Fatten up to immobility until the start of your next turn. If you do not have a bulk threshold for some reason, you fatten until you are ten times your current weight until the start of your next turn.
43-44 For the next minute, you can fatten, slim, swell, or shrink for 2d10 pounds as a bonus action on each of your turns.
45-46 You cast Narce's Sympathy Gain as a 7th-level spell, targetting your nearest ally regardless of distance or willingness, as long as one is on the same plane of existence as you. This version of the spell can be removed by Remove Curse
47-48 A Matron Angel controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. When you try, you belch uncontrollably.
Lipomantic Surge table (Cont.)
d100 Effect
51-52 A spectral barrier appears in front of your mouth for the next minute, preventing you from being fed anything against your will for the duration.
53-54 Your bulk limit is doubled until your next long rest.
55-56 You lose all the extra weight on your body, reducing down to your race's base weight. You return to your original weight within 24 hours.
57-58 For the next minute, any food you touch becomes magical fattening food that applies ten diet points to the metabolism of anyone who eats it.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you have no sense of taste.
63-64 You cast Noxious Wave.
65-66 Up to three creatures you choose within 30 feet of you fatten for 10d10.
67-68 You are Ravenous until the end of your next turn.
69-70 Each creature of your choice within 30 feet of you becomes Immobile until the end of your next turn.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you is Bloated for 1d4 hours.
75-76 You emit an aura of hunger for the next minute. Any creature that ends its turn within 5 feet of you is Ravenous until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a pig for the spell's duration.
79-80 Illusory food and drink hover in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage and slims for twice the damage taken. You regain hit points equal to the sum of the necrotic damage dealt, and fatten for the total weight lost.
85-86 You cast Sexual Hypnotism.
87-88 You cast Blueberrify on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell. You are immensely fat in your new body, however, and your new form is already past its furst bulk threshold.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creature within 30 feet of you gain double the weight from any source that would make them gain weight for the next minute.
97-98 You are surrounded by the noises of a raucous feast for the next minute.
99-100 You regain all expended sorcery points.

Warlock

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Wizard

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

New Class: The Syphon

The Syphon
Level Proficiency Bonus Features Syphon Die Venoms Prepared
1st +2 Syphon Strikes, Preysense 1d4 -
2nd +2 Envenom 1d4 1
3rd +2 Syphon Archetype 1d4 1
4th +2 Ability Score Improvement 1d4 2
5th +3 Extra Attack 1d6 2
6th +3 Syphon Archetype Feature 1d6 3
7th +3 Evasion 1d6 3
8th +3 Ability Score Improvement 1d6 4
9th +4 Hunter's Instinct 1d6 4
10th +4 Syphon Archetype Feature 1d6 5
11th +4 Predator's Aspect 1d8 5
12th +4 Ability Score Improvement 1d8 6
13th +5 Preystalk 1d8 6
14th +5 Twinned Venom 1d8 7
15th +5 Syphon Archetype Feature 1d8 7
16th +5 Ability Score Improvement 1d8 8
17th +6 Terrifying Predator 1d10 8
18th +6 Exploit Weakness 1d10 9
19th +6 Ability Score Improvement 1d10 9
20th +6 Ultimate Predator 1d10 10

Class Features

As a Syphon, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Syphon level

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

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

Proficiencies

Armor: Light, Medium

Weapons: Simple Weapons, Martial Weapons, Shields

Tools: Poisoner's Kit, Choose one of any Artisan's Tools

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Athletics, Deception, Eating, Investigation, Insight, Perception, Persuasion, and Stealth

Equipment

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

  • a martial weapon or two simple weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • studded leather armor or scale mail armor
  • a light crossbow and 20 bolts or 10 javelins
  • a Poisoner's Kit

Syphon Strikes

The Syphon is a predator and a survivor, wearing its opponents down through attrition until they are easy prey. Beginning at 1st level, you can deal an additional amount of damage to vulnerable targets.

You deal an extra 1d4 points of damage to any creature you hit with an attack if you have advantage on the attack roll. The attack must be a Melee attack or an attack with a thrown weapon. This damage increases as you gain levels, as shown in th Syphon Die column of the Syphon class table.

You don't need advantage on the attack roll if you don't have disadvantage on the attack roll and the enemy is suffering from one of the following conditions: Blinded, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Poisoned, Restrained, Stunned, or Unconscious.

The damage dealt to a target by this feature also restores an equal number of Hit Points to you. Additionally, you can choose to cause your target to Fatten, Slim, Swell, or Shrink for twice the total damage of the attack, causing you to suffer the opposite effect (Fatten vs Slim, Swell vs Shrink).

Preysense

Also at 1st level, you develop an instinctive sense for prey and can hone your focus on a weakened enemy at the expense of ignoring other opponents. You can instinctively tell when any creature within 60 feet of you is at less than half of its maximum hit points, sensing their weakness.

Additionally, as a Bonus Action in combat, you can designate a target you can see within 60 feet of you as your Prey. This effect lasts until you dismiss it again as a bonus action or choose a new Prey. While a target is designated as Prey, you can always apply your Syphon strikes feature to attacks against them, regardless of any other factors, but you suffer disadvantage on all attack rolls against any other target. Once you use this feature this way, you cannot do so again until the end of combat, or until your Prey is reduced to 0 hit points.

Envenom

Beginning at 2nd level, you learn the art of crafting deadly Syphon Venoms, unique toxins crafted by Syphons using natural ingredients augmented with their unique nature. At the end of each Long rest, you can craft one Venom from the list of Venoms later in this class using your Poisoner's Kit. You can only craft a Venom if you meet its level requirement, and crafted Venoms become inert at the end of the next Long Rest after they are created. As you gain levels in this class, you can create more doses of Venom at the end of each long rest, as shown in the Venoms Prepared column of the Syphon class table. A venom can be ingested to take effect or, more commonly, applied to a weapon, which can deliver it via an attack.

Most Venoms, unless otherwise stated, are applied as a bonus action, which you can take to smear the Venom on a weapon you are wielding or can touch. Venom smeared on a ranged weapon affects all of the ammunition fired with it until it loses potency. You can only have one instance of a particular venom active on a weapon at a time, and a creature can only suffer one instance of a particular venom's effects at a time.

The unique nature of Syphon Venoms is reactive, and seeks an opening to apply its full potency. Applied Venoms remain on the weapon for one minute or until expended. A Venom is only expended if it affects a creature; if a Venom has an effect if a creature succeeds on a saving throw, it is expended- otherwise, the Venom is not expended until its effect is applied to the target.

Most Venoms will force a target to make a Saving Throw to resist their effects. The saving throw DC is calculated as follows:

Venom Save DC = 8 + your proficiency bonus +

your Charisma modifier

Syphon Archetype

When you reach 3rd level, you adopt a Syphon Archetype, chosen from the options listed at the end of this class description or another source. Your archetype grants you features at 3rd level and again at 6th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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

Extra Attack

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

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hunter's Instinct

At 9th level, your ability to track prey has further increased, allowing you to detect the passage of wounded prey. Whenever you make an Ability Check to track or detect any creature that is below its maximum hit points, you have advantage on the check. At the DM's discretion, a suitably high roll might grant your character an empathic understanding of the target's condition; a sense of the nature of their injury, their emotional state, and their immediate intentions at the time, or other such details.

Predator's Aspect

Starting at 11th level, your predatory nature enhances your very being, making you a better hunter. You gain a bonus to your Insight, Perception, and Stealth skills equal to your Charisma modifier (minimum 1), and can add the same bonus to your Strength, Dexterity, and Constitution saving throws.

Preystalk

At 13th level, you can even more rapidly close in on your prey in combat. While you have a target designated as Prey with your Preysense feature, you can use your bonus action to Dash, as long as you end the movement closer to your prey than you started.

Additionally, you gain a bonus to the damage dealt with your Syphon Strikes feature to your chosen Prey equal to your Charisma modifier.

Twinned Venom

At 14th level, when you use your bonus action to apply a venom to a weapon, you can choose to apply two different venoms instead.

Terrifying Predator

At 17th level, the terror you inflict upon your prey is powerful enough to rattle their spirits. Whenever you designate a creature as your Prey using Preysense, they must make a Wisdom saving throw against your Venom Save DC or become frightened of you as long as they remain Prey. On a success, they are immune to this feature until you Designate them as Prey again.

If your prey breaks line of sight with you, they can make another Wisdom saving throw at the end of each of their turns so long as you remain out of sight. On a success, the effect ends, but the next time you enter their line of sight, they must repeat the initial saving throw, becoming frightened or immune to the feature as if you had just deisgnated them as Prey again.

Exploit Weakness

At 18th level, your sense for your enemy's vulnerabilities has improved to let you find the slightest crack in their defense. Whenever you apply your Syphon Strikes feature to an attack against a target, any damage that attack deals, including additional damage from effects like your Venoms, ignores damage resistance and immunity.

Ultimate Predator

Upon reaching 20th level, your mastery of the hunt means that any opponent is merely prey before you. You no longer need to fulfill any conditions to apply your Syphon Strikes, and you gain truesight and tremorsense out to a distance of 120 feet, granting you perfect understanding of your surroundings.

Additionally, you can spend one minute to rapidly craft a new set of venoms, replacing your current set of prepared Venoms, including any expended ones, with a new set up to your maximum. Once you use this feature, you must complete a Long rest before you can do so again.

Venoms

Blubberize Venom

A unique venom distilled from Lipomantic materials, this tool allows for effective non-lethal capture of opponents.

An attack coated with this venom does not deal damage, as the lipomantic energy quickly restores any wound caused by the strike. Instead, a struck target must make a Constitution saving throw, fattening for the weapon's damage plus an additional 1d10 per level you have in this class, or half as much on a success. This fattening doubles on a critical hit as would be normal for a weapon attack.

Berserk Venom

A Myomantic venom designed to drive its victims into a berserker frenzy, this venom tries to push its victims aggressive impulses to their utmost, forcing them to lash out at the slightest provocation.

An attack coated with this venom does not deal damage, as the creature's swelling mass heals the wound left by the blade as if it were never there. Instead, the struck target Swells for the weapon's damage plus an additional 1d10 per level you have in this class and must make a Charisma saving throw, automatically succeeding if they are immune to being frightened. On a failure, they enter a berserk state, losing the ability to distinguish friend from foe, regarding all creatures it can see as enemies for the next minute. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Deadly Venom

When a creature is struck with a weapon coated in this Venom, they must make a Constitution saving throw, taking 2d10 Poison damage, or half as much on a successful save.

The damage of this Venom increases by 2d10 at 5th level, 11th level, and 17th level.

Essence of Fright

This venom activates the fear centers of a victim's mind, causing blind panic and flight response.

An affected creature must make a Wisdom saving throw. On a failure, the creature is frightened of you for the next minute, and must immediately use their reaction to run up to their movement away from you. If the creature is unable to move away from you, it instead cowers in place, still expending its reaction.

Exsanguinating Venom

This venom causes the wounds of a struck creature to bleed profusely. When struck by a weapon coated in this venom, the target suffers necrotic damage equal to your Syphon die plus your Charisma modifier (minimum 1) at the start of each of their turns for the next minute. A creature can attempt to Stanch this bleeding by using an Action to make a Wisdom (Medicine) roll against your Venom Save DC, ending the effect on a success.

Hanged Man's Kiss

Prerequisite: 5th level

This vicious venom is meant to rob its victim of its senses, making them easy prey for the Syphon.

An affected creature must make a Constitution saving throw. On a failure, they are rendered Blinded, Deafened, and unable to speak for the next minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a successful save.

Lethargy Venom

This venom inflicts a debilitating lethargy on its victims. When a creature is struck by a weapon coated in this Venom, they must make a Wisdom saving throw. On a failure, for the next minute they must spend 1 extra foot of movement for every foot they move using their speed, attack rolls against them have advantage, and they have disadvantage on Dexterity saving throws.

Nectar of Letidýra

This venom is named after the cleric queen of slobs for its potent effects.

An affected creature must make a Charisma saving throw, becoming Bloated for the next minute on a failure. While affected by this condition, any creature that ends its turn adjacent to the affected creature must make a Charisma saving throw as well, becoming Bloated on a failure until the end of their next turn.

Ravening Venom

This venom activates the hunger centers of the body, rendering the creature unable to resist its gnawing gluttony.

An affected creature must make a Constitution saving throw, becoming Ravenous for the next minute on a failure. The affected creature can repeat this saving throw each time they take damage from overeating, ending the effect on itself on a failure.

Silent Death

Prerequisite: 11th level

Preparing this Venom uses two of your prepared Venom slots.

This truly insidious venom robs a victim's breath, causing them to suffocate to death. An affected creature must make a Constitution Saving throw, automatically succeeding if they do not need to breathe or are immune to the Poisoned condition. On a failure, they begin to choke, as per the Suffocating rules in the player's handbook. At the end of each round the creature is still alive, it can attempt the saving throw again, ending the effect on a success. They continue to repeat this saving throw even while unconscious, and if the effect ends while they are unconscious the creature immediately Stabilizes.

This venom can be cured by any effect that removes the Poisoned condition.

Truth Serum

This unique venom overrides the target's inhibitions to compel them to speak and prevents them from fabricating falsehoods.

An affected creature must make a Charisma saving throw, automatically succeeding if it's immune to the Poisoned condition. On a failure, for the next minute it is unable to lie. Whenever it is asked a direct question in a language it understands, it must make another Charisma saving throw or be compelled to answer the question.

Syphon Archetypes

Harrying Hunter

Harry

When you choose this archetype at 3rd level, you learn to harass your opponents and prevent them from retaliating. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against for the rest of your turn.

Additionally, when you make a ranged attack against a creature during your turn, you can choose to make the attack a suppressing shot. If you do, you make the attack with disadvantage, but that creature gets disadvantage on the next attack roll it makes before the start of your next turn.

Shadowing Steps

At 6th level, you can follow your opponent to keep them from escaping you. Whenever a creature would provoke an attack of opportunity from you, you can instead choose to shadow them using your reaction. You follow the creature in their movement, up to a maximum distance of your movement speed, ending as close to the creature as possible. This movement does not provoke attacks of opportunity.

Marked Prey

At 10th level, your ability to designate your target as Prey is improved. When you mark a creature as Prey using your Preysense feature, it gains the following effects;

  • You always know the prey's distance and direction from you so long as they remain on the same plane of existence.
  • If the prey is invisible, you ignore their invisibility.
  • The prey cannot gain advantage on attacks against you as long as you are not incapacitated.

Elusive Hunter

At 15th level, your ability to chase your foes is unsurpassed. Attacks of opportunity are made against you at disadvantage, and as long as you are moving towards a creature designated as Prey, you are treated as if you were under the effects of the Freedom of Movement spell.

Persistent Predator

Persist

Starting at 3rd level, your raw determination and presistence allows you to outlast your opponents. As a bonus action on your turn, you can give yourself resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain expended uses of it when you finish a long rest.

Bolstering Venom

Beginning at 6th level you develop a unique supportive Venom designed to bolster the one who ingests it as a bonus action.

The venom causes an affected target to Swell for a number of d10s equal to your Proficiency Bonus, and in addition they gain the following effects until the start of their next turn;

  • Their movement speed increases by 10 ft.
  • Attacks they make deal an additional amount of damage equal to your Proficiency Bonus.
  • They gain advantage on Ability Checks and Saving Throws.

Satisfying Prey

At 10th level, your ability to designate your target as Prey is improved. When you mark a creature as Prey using your Preysense feature, it gains the following effects;

  • You have resistance to damage dealt to you by the Prey.
  • When your prey is reduced to 0 hit points, you regain hit points equal to your Syphon level.

Brush Aside

At 15th level, your determination allows you to strike down or ignore enemy attacks. When you are hit with a weapon attack, you can use your reaction to make an attack roll with a weapon you are wielding. If the attack roll is higher than the one that hit you, you treat the attack as a miss instead, turning it away from you.

Silent Stalker

Stalk

When you choose this archetype at 3rd level, you learn to properly hide and stalk your prey. You can take the Hide action as a bonus action, and when you do, you can hide from a creature marked as your prey even if you are in plain sight of them, seeming to shimmer and fade into obscurity. This stealth does not persist under movement, however, so if you move while in plain sight of your prey, you will immediately become visible to them.

Shadow Stalk

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. When you do this, you may immediately take the hide action in the same bonus action.

Oblivious Prey

At 10th level, your ability to designate your target as Prey is improved. When you mark a creature as Prey using your Preysense feature, the prey's senses are clouded, treating you as if you were invisible only to them.

Deathstalker

At 15th level, your ability to strike from ambush makes you a deadly foe.

Any attack roll that you make with Advantage qualifies as a Critical Hit on a roll of 18 to 20 on the die.

Unofficial Class content

This section is for homebrew of homebrew; ED&D archetypes for homebrew classes outside of those created for ED&D or the Blood Hunter, which is recognized by DnDBeyond. Each class's section will have a link to where you can find the class included.

Craftsman

This section is dedicated to content for the Mage Hand Press Craftsman class. You can find the free version of this class here and the complete version of the class here

Culinarian's Guild

Its name being more euphemism than actual description, the Culinarian's Guild is made of members who embrace every facet of the emerging art of lipomancy and how it has shaped society in their creations. From armor designed to channel lipomantic energies to weapons designed to feed opponents into submission, the growing prevalence of Lipomantic consideration to the creation of items finds no end of craftsmen willing to devote their art (and often their waistlines) to it.

Lipomancy Converter

When you join this guild at 3rd level, you construct a portable Lipomancy converter which allows you to convert your body mass into energy which can be used to enhance your work. If your Converter is ever lost or damaged, you can repair or replace it over the course of a long rest with 100 gp of materials.

While you are carrying your converter, you can use it for the following features:

Lipomantic Charge. Your Lipomancy Converter can hold a number of charges up to your Proficiency bonus. You can charge your Converter with energy as a bonus action. When you do, roll 1d10, slimming for twice the amount rolled, and generate 1 charge for your converter. Any stored charges are expended whenever you complete a short or long rest.

Edible Charge. When you attempt to Force-feed a target, you can expend any number of charges to generate a pound of fatty food for each charge expended. When you do so, you can make the force-feeding attempt using either your Intelligence or your Strength modifier, whichever is higher. Any food generated this way that is not fed to your target dissipates harmlessly at the end of your turn.

Imbue Weapon. When you make an attack with a weapon, you can expend one of the charges in your Lipomancy Converter to treat the attack as if the weapon had the Vöxturite property. If the weapon already has the Vöxturite property, the attack also causes the target to fatten for twice the damage dealt on a hit. You can choose to use this feature after you've rolled your attack, but before you know if it hits.

Metabolic Kickstart. Whenever you take a short or long rest, before you would normally expend your remaining charges, you can choose to add them to your metabolism pool as either diet or exercise points.

Lipoinduction Coil

At 3rd level, while you are carrying your Lipomancy Converter and it has at least 1 unspent charge, you gain the following benefits:

  • you know the flabshock cantrip. Intelligence is your spellcasting modifier for this spell.
  • You may replace either your Strength or Constitution modifiers with your Intelligence modifier for the purposes of determining your Bulk Limit.

Apprentice Property

Starting at 7th level, you can add the following special property to your weapons.

Feeding

Apprentice weapon property

Components Melee Weapon with the Light property

This weapon has been constructed out of an edible facsimile of its normal material. When taking the force-feeding action, you can roll this weapon's damage die and add the ability modifier from your Athletics check to determine how much food the target is forced to eat instead of the normal amount. This weapon gains a Crack each time it is used this way.

Feeding Property and Cracks

The Feeding property references the Cracks mechanic detailed earlier in this document. If your campaign does not use the Cracks mechanic in general, just treat the Cracks mechanic as unique to weapons with this property, to represent them being eaten.

Metabolic Interface

Starting at 10th level, you can spend 10 minutes to fit a metabolic interface to a suit of armor, or fit up to 6 attachments to suits of armor during a short or long rest. Each suit of armor can have only one interface. This armor retains its interface for 8 hours, after which the attachment breaks. Choose from among the following effects for each interface:

Instant Digestion. Wearer Digests every round rather than every hour, but all digested food skips the metabolism and immediately becomes fat equal to the diet points that would have been gained.

Automatic Exercise. Double any exercise points generated by the wearer's activity, and the wearer passively generates one exercise point every hour while worn.

Metabolic Barrier. The wearer reduces any incoming Bludgeoning, Piercing, or Slashing damage by an amount equal to their Constitution modifier (minimum 1), but each time they do, they fatten for five times the damage reduced this way.

Maximum Overcharge

Starting at 14th level, whenever you are Fattened involuntarily or take damage from overeating, you can use your Reaction to gain a Charge for your Lipomancy Converter.

Additionally, you can spend 4 charges from your converter to cast the Fatball spell without using a spell slot. This spell uses your Masterwork save DC.

Once you cast the spell this way, you cannot do so again until you finish a short or long rest.

Legendary Property

At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor.

Lipomantic Alternator

Legendary armor property

Components Suit of masterwork armor

You build a Lipomantic Alternator into this suit of armor, which helps draw on minute lipomantic energies in your body to build up an energy charge to augment your physique and empower yourself to ignore any encumbrance of your weight. While wearing this armor, you are immune to negative effects of being above your Bulk Limit.

Additionally, as an action, you can unleash a lipomantic surge from the armor that affects each creature of your choice within 10 feet of you. Each affected creature must make a Constitution saving throw against your Masterwork save DC. Affected creatures take 5d10 lightning damage on a failed save or half as much on a successful one, and fatten equal to twice the damage dealt. When you use this feature, your Lipomancy Converter gains a number of charges equal to your proficiency bonus.

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

New Weapon Properties

Apprentice Weapon Properties

Vöxturite

Apprentice Weapon Property

Components Masterwork weapon without the Heavy property

This weapon gains the Vöxturite property and its damage decreases by 1 step.

Journeyman Weapon Properties

Calorite

Journeyman Weapon Property

Components Masterwork melee weapon that doesn't deal food damage.

The weapon deals additional food damage, with a damage die equal to the weapon's normal damage die reduced by 3 steps.

New Armor Properties

Apprentice Armor Properties

Elastic

Apprentice Armor Property

Components Suit of masterwork armor

The armor gains the Elasticity trait as detailed in the ED&D Core rules

Martyr

This section is dedicated to content for the Mage Hand Press Martyr class. You can find the free version of this class here and the complete version of the class on their Patreon, or, when it's fully ready for release, here

Burden of Heft

Not all burdens are purely metaphorical. Sometimes they are very physical, and not the typical anchors and chains one would imagine. When the gods see that their people have grown heavy in heart, they may choose a Martyr to deliver a gift heavy in girth. The purpose of the Burden of Heft is to shoulder the pain of others and grant unto them the sustenance and plenty they deserve.

The causes that give rise to such Martyrs are myriad; the gods may choose a champion in the wake of years of famine, or after the strike of tragedy that leaves individuals bereft and loathe to care for themselves. The Martyr who bears this burden takes their pain unto themselves, growing hefty with sorrow shared, and in the sharing of such pain, find it lessened, leaving room for solutions, and the healing and growth, both spiritual and physical, that follows.

Burden Spells

You gain burden spells at the martyr levels listed.

Martyr Level Spells
3rd Burn Fat, Feed
5th Narce's Sympathy Gain, Siphoning Smite
9th Bloat, Drain
13th Create Fattening Food and Drink, Embulking Smite
17th Amazonian Figure, Fist of the Feeding Star

Cantrips

Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the word of feasting and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells.

Pain Conversion

Also at 1st level, when you cast a Martyr spell that would cost hit points, you can choose to fatten for twice the hit point cost instead of losing hit points.

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

Sacrosanct Spell

At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level.

Weighty Maxim

By 14th level, you can demonstrate the power of your burden with a mere touch. Once on each of your turns, when you hit a hostile creature with a melee attack, or as an Action that involves touching an allied creature within range, you can use one of the following effects on yourself or the target.

Shared Joy, Enhanced. Until the start of your next turn, Any healing the creature receives is also received by one of its allies within 30 feet, and both targets fatten for the amount of health restored.

Shared Pain, Reduced. Until the start of your next turn, any damage the creature takes is divided as evenly as possible between itself and one of its allies within 30 feet, and both targets slim for the amount of damage dealt.

Assume Burden

At 18th level, you can assume to heft and weight of your allies to alleviate their burdens at the cost of weighing yourself down. You can imbue this effect to any creature of your choice within 30 feet on your turn without requiring any action. This effect lasts until you dismiss it on your turn (requiring no action) or the affected creature leaves your line of sight. Any affected creatures suffer no effects of being over their bulk limit, and are immune to the Charmed and Frightened conditions.

In exchange, your effective weight is increased by the total bulk values of each affected creature, and no effects can cause you to reduce or ignore the effects of being over your bulk limit so long as you are affecting any other creatures with this ability.

New Equipment

Armor

Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
gp
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
gp
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -

New Armor Properties

New Armor Descriptions

Weapons Table

Simple Melee Weapons
Weapon Cost Damage Weight Properties
- -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

Adventuring Gear

Name Cost Weight Effect
Item -gp 1 Item Effects

New Item Descriptions

PART III

Spell Design Document

New Soul Arts

Included here are new Soul Arts, particularly those that interact with some of the Optional rules presented here.

Sundering Strike

Prerequisite: Fighter, Barbarian, Paladin, or Dark Knight level 5


  • Activation: bonus action
  • Hit Dice: 3

The next time you hit a creature with a weapon attack this turn, your strike damages their armor. Any armor worn by the target immediately suffers 2 Cracks. A suit of armor can only be affected by this Soul Art once per long rest.

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)
  • Snack Shot
  • Gain
  • Grow
1st level
  • Gorge
2nd level
  • Lard Zone
3rd level
4th level
5th level

Bard

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Cleric

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Dark Knight

1st Level
  • Gorge
2nd Level
3rd Level
4th Level
5th Level

Druid

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Paladin

1st Level
2nd Level
3rd Level
4th Level
5th Level

Ranger

1st Level
  • Gorge
2nd Level
3rd Level
4th Level
5th Level

Sorcerer

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
  • Lard Zone
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Warlock

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
  • Lard Zone
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Wizard

Cantrips (0 Level)
  • Snack Shot
  • Gain
  • Grow
1st Level
  • Gorge
2nd Level
  • Lard Zone
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Snack Shot

Conjuration Cantrip


  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

You hurl a burst of food at a creature within range. Make a ranged spell attack against the target. On a hit, the target eats 1d4 pounds of normal food.

The food this spell causes a target to eat increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Gain

Evocation Cantrip


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

You hurl a blast of Lipomantic energy at a target. Make a Ranged Spell Attack Roll. On a hit, the target fattens for 2d12

The fat this spell causes a target to gain increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), and 17th level (8d12).

Gorge

Evocation Cantrip


  • Classes: Artificer, Bard, Cleric, Dark Knight, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

You gorge your target on Lipomantic power. The target must make a Dexterity Saving throw. On a failure, they fatten for 2d10.

The fat this spell causes a target to gain increases by 2d10 when you reach 5th level (4d10), 11th level (6d10), and 17th level (8d10).

Grow

1st level Evocation


  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you can take at the start of the turn after a turn in which you cast Gain or Gorge.
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

You surge a target with lipomantic energy. They must make a Constitution Saving throw. On a failure, they fatten for the total amount of weight they've gained this round not caused by the Grow spell. This does not include temporary weight increases from effects like Immobilize Person or Enlarge/Reduce.

Lard Zone

2nd level conjuration


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 ft (20 foot square)
  • Components: V, S, M (a pinch of lard)
  • Duration: 1 minute

You toss the lard used to cast this spell at a point on the ground you can see in range. It spreads and billows out into a 20 foot square, becoming slippery and venting lipomantic energy up from it. When the lard appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone, and fatten 3d8 pounds from the fattening lard splashing onto their skin. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone and fatten for 3d8 pounds.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the square is increased by 5 feet for each slot level above 2nd.

PART IV

Latest Projects

PART V

Specimen Logs

Art Credit:

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

  • Where does the Krampus take the bad people? by BIGBIG-on-DA

https://www.deviantart.com/bigbig-on-da/art/Where-does-the-Krampus-take-the-bad-people-721703970

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.

Deator, PifPafPuff, VBSlime

 

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