Devour
When a Pred takes the Devour action, they make a Strength(Athletics) check on a target that is under any one of the following conditions:
- Grappled by them
- Charmed by them
- Restrained
- Incapacitated
- Paralyzed
This is contested by the prey's Strength(Athletics) or Dexterity(Acrobatics) check (their choice).
After making one successful Devour check, the pred mark a success, they prey is partially swallowed, and both creatures involved become Restrained.
On the pred's turns, they may use their action to make another Devour check, Marking a success if they win the contest and a fail if they lose.
On the prey's turn, as long as they are only partially swallowed their only action is to make a struggle attempt, being their Athletics or Acrobatic contested by the pred's Athletics. If the prey wins, the pred marks a devour fail, otherwise, nothing happens.
Rule of 3
After a pred accumulates 3 devour losses, partially swallowed prey are release to the nearest space unharmed, and no longer grappled if they were before the devour contest.
After a pred accumulates 3 devour wins, the prey is fully swallowed and the pred begins digesting them.
Eyes Bigger than the Stomach
Some times preds like to snack on prey much bigger than themselves. While far from impossible, trying to gulp down something bigger than you can be quite difficult. On the flip side, it is vastly easier to swallow prey that are much smaller than you are.
During a devour check, a creature gets a +2 bonus to their rolls during devour contests for every size class they are bigger than the other creature. Conversely, a creature gets a -2 penalty on their rolls during a devour contest for each size class smaller they are compared to the other creature involved. If both creatures are the same size, no penalties or bonuses are inflicted.
Digestion
The swallowed target is blinded and restrained, and it has total cover against mundane weapon attacks and spell effects that target a specific creature if either originates from outside of the pred. Each hour a prey spends in the belly of a pred, they suffer the pred's Digestion Damage.
Digestion Damage = Pred lvl(or CR) + Pred's CON mod
While in battle, at the beginning of each of the pred's turns, they deal 1d4+CON digestion damage to their prey. If a prey's HP is reduced to 0 by any means while in a pred's belly, they enter the final stages of digestion.
Digestion Counters
A Stomach is only so powerful and can only do so much at once. A pred has a number of digestion counters equal to their proficency mod as a base. Each time Digestion Damage is dealt, the pred deals the resulting damage to a number of prey in their stomach equal to their number of Digestion Counters. Preds may distribute their digestion counters as they please amoung bellied prey, even placing multiple on one particular snack.
Elemental Stomach
At the DM's Discretion, player's may change the type of their digestion damage to better suit their creature. An Ice felcrune for example may deal Frost digestion damage instead of acid.
Digesting Softened Prey
When a prey’s HP is at 0 while in a the belly of a pred, prey stop taking normal digestion damage and their body begins to become fully digested at a rate relative to the prey’s size
| Size | Time to Digest |
|---|---|
| Less than Tiny | Instantaneous |
| Tiny | 1/2 hour |
| Small | 1 hour |
| Medium | 3 hours |
| Size | Time to Digest |
|---|---|
| Large | 5 hours |
| Huge | 8 hours |
| Gargantuan | 12 hours |
| More then Gargantuan | 24 Hours |
If a swallowed prey’s HP is restored to any value above 0 before this clock runs out, it pauses, but does not reset, and resumes once the prey finds themselves with 0 HP while in a pred’s belly, even if it is a different pred. This clock only resets when the prey has spent 24 consecutive hours outside of a pred’s belly. When a Prey is fully digested, their body is destroyed and the pred regains 1d4 - 1 HP (minimum 0 per roll) per capacity point of that prey.
Digesting the Incorporeal
Certian prey lack any real body to digest, but preds have adapted long ago for such things. They can digest prey such as ghosts and elementals using something called Spectral Digestion Damage. It is simple enough in that it uses the pred's spell casting ability instead of CON to calculate digestion damage. If the pred lacks such an ability, it calculates this value using CHA.
Spell Caster:
SDD = Pred lvl(or CR) + Pred's Spell Casting Ability mod
Mundane:
SDD = Pred lvl(or CR) + CHA mod
Capacity
A creature's capacity depends on its size. Certain creatures may have special traits that allow them to defy these rules, and certain spells and features may affect capacity. A creature's capacity reflects on how much it can carry and a creature's capacity points reflects on how many points it counts as when devoured by another creature. Unless their standard capacity is naturally above 16, a creature cannot exceed 16 normal capacity using additional effects like feats, class features, or spells.
A creature's Maximum Capacity is equal to twice its Normal Capacity.
At 10th level, you gain +2 normal capacity, which extends to effectively mean +4 to Maximum Capacity
At 20th level, these bonuses increase to +4 normal capacity and +8 maximum capacity.
These two are the only means by which you can exceed the 16 normal capacity.
To calculate how full you are, add up the capacity points of every creature currently in a your stomach, and compare it to your own capacity.
Capacity by Size
| Size | Capacity |
|---|---|
| Smaller than Tiny | 1/2 |
| Tiny | 1 |
| Small | 2 |
| Medium | 4 |
| Size | Capacity |
|---|---|
| Large | 8 |
| Huge | 16 |
| Gargantuan | 32 |
| Larger than Gargantuan | 64 |
An Encumbering Appetite
When over normal capacity, a creature's speed is reduced by half, and flying speeds provided by natural means such as racial wings becomes 0. Flight speed provided my magical means such as Fly are unaffected. When over Max capacity, a creatures have Disadvtanage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws, and recieve a -3 penalty to Stomach DC. Creatures over Max capacity also take 1d10 bludgeoning damage per point over Maximum at the start of their turn, and must succeed in a DC; 10 Constitution saving throw or take one level of exhaustion
Escape
Chances are, prey don't like being inside a pred's belly. Every other hour a prey spends inside the belly of a pred, they may make an Athletics check agaisnt the pred's Stomach DC, which is calculated as 12 + Pred's CON mod + Pred's prof. mod. This DC is reduced by 3 if the pred is over normal capacity. On a success, the pred suffers 1 level of exhaustion and has their Digestion Damage halved for the next hour after all other modifiers are applied. Exhaustion gained in this way can only be removed if the prey that caused it is removed from the stomach, either by digestion or disgorging. If their are only NPC prey in the pred's belly, then the largest prey, the pred's choice if there are multiple, is considered the one that inflicted the exhaustion.
Unique Physiology
If your character has a unique phsiology to them, such as a tauren build or bovine biology, discuss such with your DM. This may yeild some unexpected benefits.
Benefits to a Healthy Diet
Eating a foe isn't just a great way to clear a battlefield or a dungeon. It's also a handy snack!
When you finish digesting a creature (or multiple creatures), your physical needs for food are put on pause for a time. Your days without eating are reset to 0, and do not begin to accumulate until a number of extra days. The amount of extra days you recieve depends on your capacity as well as the amount you ate.
| Meal Size | Extra Days |
|---|---|
| Below 1/2 | 1 |
| 1/2 Capacity | 3 |
| Capacity | 7 |
| Above Capacity | 14 |
| Maximum Capacity (And Above) | 30 |
To calculate your meal size, add up the Capacity points of every creature digested in a single day, and compare it to your own Capacity.
Ingesting new meals before your extra days are used up does not add extra days. If the new meal would give you more extra days than you currently have remaining, take the new result.
By Transitive Property
While having full cover from Mundane Weapon attacks and spells that have specific targets, prey are not immune to all forms of extenral damage sources.
Damage dealt to the pred from magic weapons deal damage to one bellied prey of the pred's choosing equal to half the damage dealt to the pred. If an attack with a magic weapon somehow deals less damage either by missing or by means of class abilities, prey suffer half the modified damage.
Bellied prey are hit by a spell if the spell targets an area, not a creature, and has an instantaneous duration.
Damage dealt to the pred deals from spells damage to one bellied prey of the pred's choosing equal to half the damage dealt to the pred. If an attack with a spell somehow deals less damage either by missing or by means of class abilities, prey suffer half the modified damage.
When a pred is forced to make any form of save to a spell that is capable of targeting prey in their belly, they must choose one of their bellied prey and they must make the same saving throw, unless a DEX save was made, in which case the pred's save applies to one prey. The selected prey suffer 1/2 the damage dealt to the pred if they fail the save and no damage if they pass the save.
Variant Rules: Weight Gain
If you're interested in characters gaining/losing weight, here are a couple of options:
| Meal Size | Weight Gained |
|---|---|
| Below 1/2 | 10% |
| 1/2 Capacity | 25% |
| Capacity | 50% |
| Above Capacity | 75% |
| Maximum Capacity (And Above) | 100% |
The % increase is based on the creature's "Normal" weight, before any meals or extra weight are calculated.
The weight gained from a meal disappears steadily, vanishing at a rate of 20 lbs per day until the creature returns to normal weight.
Bulking Up
While you may not play with permanent weight gain, a pred's belly is not it own space. Filling up tends to also cause filling out.
When at maximum capacity, a pred looks and is much bigger than normal. The pred counts as one size bigger for purposes of fitting into tight spaces.
This accounts for, but is not limited to the following:
- Fitting into Armor
- Armor is fitted to base racial size
- Fitting into tight spaces
- Capacity points taken up in the belly of another pred
If you are wearing armor not sized for your body, you are considered not proficient in it, even if you are normally proficient in it's weight class. You receive all the usual penalties for wearing armor you are not proficient in.
Gut Casting
A pred that has a spell casting ability can cast spells on prey in their belly as perscribed by the spells effects, with a few conditions.
- The spell must require an attack roll and damage roll (Though spells cast in this way always hit)
- The spell must be able to target a singular creature and not an area
- Spells cast in this way cannot be up-casted.
- Spells and spell effects directed at bellied prey can only target a number of equal to half the pred's digestion counters rounded up
Food for Thought
Regular food takes up belly space just like prey do. A standard meal for a normal sized human equates to a size 2 prey with 2d20+10 HP. Use this to extrapolate if your race is bigger or smaller than a normal human. Digesting regular food is just like digesting prey in terms of how digestion is handled, but is not subject to end-digestion rules and does not trigger vore-based effects when fully digested.
Regurgitate
As an action, a pred may choose to regurgitate 1 creature from their stomach. The creature lands prone on a tile adjacent to them.
Snacking on the Snacker
The lines between prey and pred are not absolute and highly situational. Even the biggest baddest beast can be made into a meal for the right kind of creature and this can lead to situations where a pred with prey in their belly winds up in the belly of another. If such is the case, then when/if the preyish pred is fully digested, all their prey is fully digested as well and the outermost pred heals an additional +2 HP per prey in the digested pred's belly.
Your DM may have a unique set of rules governing this when Player Characters are involved, so discuss this situation with them if/when it becomes relevant.
Throwing your Weight Around
Such large, full bellies could potentially be put to use. Preds have two natural weapons involving there prodigious stomachs and can use them quite well in battle.
BELLY BASH
melee weapon (Martial,Natural weapon)
Damage: variable
Damage Type: Bludgeoning
Rarity: Standard
Properties: Momentum, Variable Damage, Shove
BELLY FLOP
melee weapon (Martial,Natural weapon)
Damage: variable
Damage Type: Bludgeoning
Rarity: Standard
Properties: Velocity, Variable Damage, Prone, Pin, Internal, Recoil, Full Force
Weapon Properties
Variable Damage
The resulting damage dice of this attack scales to the fullness of the pred's belly as a fraction of Max Capacity
| Fullness | Damage Dice |
|---|---|
| Empty | 1 |
| 1/4 Max | 1d4 |
| 1/2 Max | 1d6 |
| Fullness | Damage Dice |
|---|---|
| 3/4 Max | 1d8 |
| Max | 1d10 |
| Over Max | 1d12 |
Momentum
You need a 10 foot running start to use this weapon
Velocity
You must have fallen at least 10 feet to use this weapon, and Damage increases by 1d4 for every 10 feet fallen, to a maximum of 10d4 additional damage.
Shove
You may make a shove attempt in place of damage if you hit with this attack. Instead of making an damage roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Prone
Using this attack leaves you Prone even if you miss.
Full Force
Attacking with this weapon requies all your attack actions, regardless of how many you have.
Internal
Attacking with this weapon deals 1d6 + STR to each prey in your belly. One 1d6 is rolled and the result is applied to each prey
Recoil
On a hit, you suffer 1/4 of the damage dealt as recoil damage
Subclasses
Fighter, Gastro Warrior
Your martial training and your love of a good filling feast have brought about the idea of combining the two into the ultimate fighting-feasting machine!
Student of Gastronomy
At 3rd level, you gain proficiency in Cook's Utensils
Gastro-Combat
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Gastro Points.
Gastro Technics. You learn three gastro techniques of your choice, which are detailed under “Gastro techniques” below. Many gastro techniques enhance an attack in some way. You can use only one gastro technique per attack.
You learn two additional gastro technique of your choice at 7th, 10th, and 15th level. Each time you learn new gastro techniques, you can also replace one gastro technique you know with a different one.
Gastro Points You gain Gastro Points equal to half the capacity points of creatures in your stomach at the start of your turn. Your gastro points reset to 4 each time you take a short or long rest. You may store gastro points up to double your capacity
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
Gusto
Starting at 7th level, whenever you use your Second Wind or Action Surge features, you may choose to gain Temporary Hit Points equal to the current capacity points in your stomach. Additionally, for 1d6 hours after using this ability, you need one less success to devour prey larger than you. Once you use this ability, you must take a long rest before using it again.
Stomach Shield
Starting at 10th level, while you are at normal capacity, you gain +1 AC.
Greater Stomach Shield
Starting at 15th level, while you are at maximum capacity, you gain and additional +1 AC and +1 to Constitution saving throws.
Relish the Fight
Starting at 18th level, you regain 4 gastro points at the start of each of your turns.
Gastro Techniques
The gastro techniques are presented in no particular order.
Devouring Grasp. When you successfully grapple a creature, you may spend 4 gastro points to immediately make a devour check against that creature
Emetic Strike When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they must regurgitate a creature.
Flavoring Strike When you hit with a weapon attack, you may spend 4 gastro points to mark the target. The next Strength(Athletics) - made to Devour the target is made with Advantage.
Disrupting Strike When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they are poisoned until the end of your next turn.
Mouth Cannon When you make an attack, you may spend 4 gastro points to regurgitate a creature with great force in place of the attack. Make a ranged attack on any target within 30 feet. On a hit, both that target and the creature take 1d6 bludgeoning damage for each capacity point of the creature.
Projectile Eater When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 gastro point and your reaction to reduce the damage done by 1d12 + your Constitution modifier + your fighter level. If the damage is reduced to 0, you may swallow the projectile. If the projectile was a potion or magic item, you gain it's effects immediately.
Launching Belch When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an powerful belch in place of the attack. If the target is of your size class or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you.
Belly Check When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to slam a creature with your stomach in place of the attack. Make a melee weapon attack against a creature within 5 feet. On a hit, that creature is takes 3d6 + your Strength modifier Bludgeoning Damage, and is knocked prone.
Whipping Tongue. When you make an attack, you may spend 2 gastro points to instead lash out your tongue at a creature within 10 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 5 feet closer to you and are grappled.
Barbarian, Path of the War Glutton
Barbarians who take this path tap into their primal hunger, elevating their rage into a feeding frenzy. Followers of this path traditionally abstain from food, waiting to fully unleash their voracity on their foes, stuffing themselves to the brim with hostiles.
War Gluttons typically live solitary, nomadic lives, moving from place to place in search of new food sources.
Smothering Stomach
Starting at 3rd level, when you make an attack action, you may target 1 creature in your stomach. That creature takes bludgeoning damage 1d8 + your Strength modifier, as you crush them with your stomach muscles. This damage benefits from your rage damage bonus.
Feeding Frenzy
Also starting at 3rd level, you can go into a feeding frenzy when you rage. If you do so, for the duration of your rage, you can take the Devour action on creatures you don't have grappled. When your rage ends, if you have no creatures in your stomach, you suffer one level of exhaustion. Additionally, you count as one size larger for the purpose of determining capacity
Iron Stomach
Starting at 6th level, your stomach becomes a nigh impenetrable prison. You gain resistance to all damage dealt by creatures in your stomach, and you gain advantage on Constitution Saving Throws to avoid regurgitating creatures.
Crushing Stomach
Starting at 10th level, your control over your stomach muscles increases. The damage dealt by by your Smothering Stomach feature increase to 1d10, and can be taken as a bonus action while raging.
Unstoppable Hunger
At 14th level, you are no longer restrained during Devour Contests where you are the pred.
Totem Option: Serpent
The Path of the Totem Warrior allows the Barbarian to attune to the spirits of animals as they rage in combat. Alongside the Bear, Eagle, and Wolf exists the Serpent; a ravenous and wiley predator that capitalizes on moments of weakness.
Totem Spirit (3rd Level)
Serpent: While raging, when you successfully Grapple a creature, you can make a Devour attempt as a bonus action. The spirit of the serpent imbues you with the appetite of a preadator.
Aspect of the Beast (6th Level)
Serpent: You gain the flexibilty of the snake. Your Capacity increases by 4.
Totemic Attunement (14th Level)
Serpent: While raging, when you attempt to Devour a creature, you may immediately mark a success.
Druid, Circle of the Chimera
Your exploration and expertise in transformative magic have lead you down the highly experimental and slightly taboo bath of partial chimeric transformations. Seizing the opportunity, you stitch this magic into the very fabric of your being, allowing you to weaponize these partial transformations into powerful tools, some to help fill that belly that comes with being in a constant state of arcane flux.
Chimera Forms
Starting at 2nd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As an action, you can expend a use of your Wild Shape feature in order to gain two of the following effects, until you use this feature again:
- Snake's Jaw: You gain advantage on Devour checks on creatures your size or smaller, and you do not have disadvantage on Devour checks on creature larger than you.
- Bear's Teeth: When you take the attack action, you may replace one of the attacks with a melee spell attack using your wisdom modifier, dealing 2d4 + your wisdom modifier on a hit.
- Frog's Tongue: You may make Grapple and Devour checks on creatures up to 15 feet away.
- Beetle's Armor: Your AC becomes equal to 13 + your wisdom modifier.
- Cheetah's Legs: Your movement speed increases by 10 feet.
- Eagle's Eyes: You gain Advantage on Perception and Insight checks.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Monstrous Chimera Form
Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in instead of one from the normal list:
- Froghemoth's Gut: You count as one size larger for the purpose of determining capacity
- Bulette's Mandibles: You gain a burrow speed equal to half your movement speed
- Trapper's Flesh: You gain advantage on Stealth checks, and can hide when lightly obscured
- Yeti's Strength: You gain advantage on Strength checks and saving throws
- Harpy's Wings: You gain a flying speed equal to half your movement speed
- Displacer Beast's Pelt: The first attack each turn that targets you is made with disadvantage
Superior Chimera Form
Starting at 14th level, when you use your Chimera Forms feature, you may gain 5 of the benefits instead of 3
Paladin, Oath of Indulgence
While you see devouring your enemies as a wonderful form of satisfying combat, you take it one setp further to keep your own allies out of the jaws and bellies of your enemies.
| Paladin Level | Spells |
|---|---|
| 3rd | Devouring Smite, Expand Stomach |
| 5th | Amplify Acids, Unburden |
| 9th | Medicinal Acid, Intoxicate |
| 13th | Entice, Dimensional Stomach |
| 17th | Bellyport, Primal Belch |
Tenents of Indulgence
- Decadence. Life isn't worth living if you can't live luxuriously.
- Instinct. If something feels wrong, it is wrong. If something feels right, it is right.
- Protection Keep those you love close. Protect them at all costs.
- Accommodation If you see one's desires unfulfilled, it is your duty to fulfill them
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Charming Prescence. You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, attack rolls against the creatures are made with advantage, and the creature has disadvantage on all skill contests made against another creature. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Reward the Decadent As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is inside of another creature or has another creature inside them within 30 feet of you gains the effects of the Bless spell for the next minute.
Aura of Digestion
Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Voracious Vigilance
Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a devour check against that creature
Avatar of Decadence
At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
All of your attacks gain the benefits of Devouring Smite You count as 2 sizes larger for the purpose of determining capacity You deal an additional 2d6 acid damage when digesting Once you use this feature, you can't use it again until you finish a long rest.
Rogue, Parasite
Some have come to fear the bellies of large creature. You do not, and even learn make use of the opportunity to shift the tide of battle.
Stomach Parasite
At 3rd level, you gain resistance to acid damage
Stealth Entry
Also starting at 3rd level, you may enter or exit a willing creature's stomach using 5 feet of movement. Additionally, you may make ranged attacks as normal while inside of a willing creature, and you are not blinded or restrained. If you are currently in or have exited a creature this turn, you don’t need advantage on the attack roll to use your Sneak Attack as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Invasion
Starting at 9th level, you may use 5 feet of movement to enter or exit an unwilling creature. When entering, make a Dexterity(Stealth) check vs the creature's passive perception. On a success, you enter the creature's stomach, and you are not blinded or restrained. On a fail, the creature may attempt to Devour you as a reaction. All attacks made on a creature from within their own stomach while you aren't restrained are made with Advantage.
Greater Parasite
Starting at 13th level, you gain immunity to acid damage. Additionally, you do not get restrained or blinded when you get swallowed by another creature, and Dexterity(Stealth) checks to enter a hostile creature are not made with Disadvantage.
Master Parasite
Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit their stomach on your turn without expending any movement.
Rogue, Silent Python
Instead of hunting and fighting, you prefer to stalk your prey unseen and swallow them whole before they can even register what is happening around them.
Ambusher
Starting at 3rd level, you may attempt to Devour a creature with advantage without grappling them first if you are Hidden from them. Additionally, if there are no creatures in your stomach, you may attempt to Devour a creature without grappling them first if the target is eligible for a sneak attack.
Focused Acids
Also starting at 3rd level, when you digest creatures in your stomach, you may use an action to deal damage equal to your sneak attack damage to one of those creatures.
Identity Theft
Starting at 9th level, when you fully digest a creature that is within 1 size category of your normal size, you can assume their form.
For the next 8 hours, your appearance transforms to become theirs. Your Strength, Dexterity, and Constitution scores change to match the creatures, though your Wisdom, Intelligence, and Charisma scores stay the same. You may perform any action that that creature could take, though you cannot cast spells.
While in the form of the other creature, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Uncanny Gut
Starting at 13th level, you learn how to shift damage onto your prey in place of yourself. When you use your Uncanny Dodge feature, choose 1 creature in your stomach. That creature takes damage equal to the amount of damage you took.
Acid Blast
Starting at 17th level, you may use the action granted by Focused Acids as a Bonus Action
Monk, Way of the Hungry
You have sent lots of time honing your body to grow accustom to the heft of a live feast, allowing to to move and act, unhindered by all but the worst.
Way of the Hungry Technique
Starting at 3rd level, when you attempt to Grapple a creature or take the Devour action, you may make a Dexterity(Athletics) check instead of Strength(Athletics). Additionally, Belly Bash and Belly Flop now count as Monk Weapons for you.
Internal Body Strike
Also starting at 3rd level, you may spend 1 ki point to imbue your limbs with energy. Until the start of your next turn, you may target creatures that are inside of other creatures with Unarmed Strikes.
Light Load
Starting at 6th level, you suffer no movement penalties for going over your Capacity. You take half damage damage while over your Maximum Capacity.
Vorish Focus
Also starting at 6th level, as an action, you may enter a state of extreme focus. Until the start of your next turn, you gain the following effects:
-You have Advantage on Constitution Saving Throws to avoid regurgitating prey and Strength(Athletics) checks to keep a target grappled.
-You count as 2 sizes larger for the purposes of determining capacity
-Your movement speed is halved
Flying Swallow
Starting at 11th level, you learn to use the momentum of a leap to enhance your swallowing ability. If you fall at least 10 feet and fall on a creature, you may Devour them as a reaction. The creature makes their Strength(Athletics) or Dexterity(Acrobatics) check with Disadvantage, and the fall damage is reduced by 5 times your monk level. Additionally, you may use Dexterity instead of Strength when determining jump height and distance
Empty Stomach
Before you achieve an Empty Body, you must first achieve an Empty Stomach. Starting at 17th level, as an action, you can spend 12 ki points to instantly dissolve all of the creatures in your stomach. Each creature in your stomach must make a Constitution Saving Throw. On a fail, the creature instantly drops to 0 hit points. On a success, the creature takes 10d10 acid damage. Then, all creatures with 0 hit points and all digestable objects within your stomach are instantly digested. After, you must roll a Constitutionsaving throw with a -1 penalty for each creature fully digested in this way against your own Stomach save DC, recieveing 1 level of exhuastion on a fail.
Monk, Way of Gastropuncture
Full bellies are sensitive and tempermental, and you know that very well, and how to make use of this knowledge
Punch Through the Gut
Starting at 3rd level, while inside of a creature, you may make unarmed strikes on that creature and creatures adjacent to them.
Pressure Point Control
At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind, a willing creature you are inside of also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a willing creature you are inside of, forcing that creature to swallow the projectile
Advanced Pressure Point Control
Also starting at 6th level, when you make an attack while inside of a creature, you may spend 1 ki point and replace the attack with any of the following effects:
- The creature becomes sick, and immediately makes a Constitution saving throw. On a fail, the creature immediately regurgitates you.
- The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn
- The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn
- The creature becomes incredibly fast, adding your unarmored movement bonus their speed until the start of your next turn.
Accupressure Therapy
Starting at 11th level, a willing creature you are inside of gains the following benefits:
- They gain immunity to the Frightened and Charmed conditions
- They gain +1 to their AC and Dexterity Saving Throws
- They are considered one size larger for the purpose of devour checks and determining capacity
Starting at 11th level, an willing creature you are unwillingly inside of gains the following detriments:
- They have disadvantage on saving throws to avoid being Frightened and Charmed
- They take -1 to their AC and Dexterity Saving Throws
- They are considered one size smaller for the purpose of determining capacity
Pressure Point - Energy Manipulation
Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature you are inside of. Choose one of the following options:
- That creature immediately takes an action.
- That creature is affected by the spell Slow until the end of their next turn.
Ranger, Natural Cycle Conclave
In the natural world, there exists a cycle between beasts. The relationship between hunter and hunted, predator and prey, is one that has persisted since the world's most primal days. Members of the Natural Cycle Conclave train in one of two schools. Those of the Predator school learn to hunt with ruthless efficiency, while those in the Prey school learn to evade and counter those that would hunt them.
Nature Cycle Conclave Magic
Staring at 3rd level, you learn an additioanl spell when you reach certain levels in this class, as shown in the Predator Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.
Natural Cycle Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Devouring Smite |
| 5th | Unburden |
| 9th | Intoxicate |
| 13th | Entice |
| 17th | Maximize |
Acquired Taste
At 3rd level, you gain the ability to change your favored enemy. By spending 1 hour observing their behavior, you can add the observed enemy type to your list of Favored Enemies. At the same time, you must choose one Favored Enemy to forget. Your languages gained by the Favored Enemy feature do not change.
School of Predator and Prey
At 3rd level, you choose a school of practice that informs your relationship on the food chain with your favored enemies. The Predator school dictates that Favored Enemies as creatures to stalk and prey upon, while the Prey school focuses on evading and outmaneuvering their favored enemies. Depending on your school, you gain the following benefits:
Predator: Your favored enemy becomes your favored meal, as well. Devour attacks made against your Favored Enemies are made with advantage, and your Digestion Damage is doubled against these foes.
Prey: Your favored enemy is a predator that you've studied to thwart. You have advantage on Strength(Athletics) and Dexterity(Acrobatics) checks made to resist Devour attacks, and Advantage on attacks made to creatures you are inside of. You have resistance to the Stomach Damage dealt by your Favored Enemies.
Counter-Consume
At 7th level, you can turn your enemy's effort's against them. When you escape a creature's grapple, or a creature fails to Devour you, you can use your Reaction to make a Devour that creature, even if you are not grappling that creature. The target must be within your reach.
Instinct of Predator and Prey
At 11th level, your speed and ferocity takes your enemies by surprise- whether they are predator or prey. You gain one of the following benefits, depending on your School.
Predator: You may attempt to Devour surprised enemies without grappling them first. If they are your Favored Enemy, you may attempt to Devour enemies you are Hidden from without grappling them first. Prey: While concious, you can't be surprised. Additionally, when you roll initiative, you may either move up to your move speed without provoking attacks of oppurtunity or make a single weapon attack. If the target of this attack is a Favored Enemy, the attack is a critical hit.
Master of the Food Chain
At 15th level, your adaptability and deadliness put you at the top of the food chain. Once per day, as an action you can choose one enemy type you can see and make it your Favored Enemy. At the same time, you must forget a different Favored Enemy of yours.
Cleric, Gluttony Domain
Gluttony Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Flavor, Disgust |
| 3rd | Suggestion, Unburden |
| 5th | Maddening Hunger, Medicinal Acid |
| 7th | Entice, Instant Digestion |
| 9th | Dominate Person, Bellyport |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Ravenous Blessing
Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. For the next minute, that creature has Advantage on Strength(Athletics) checks to Devour creatures.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Divine Feast
Starting at 2nd level, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to their move speed. As part of the same reaction they can grapple a creature, or Devour a creature if they have one grappled.
Glutton's Reward
At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, that creature gains temporary hit points equal to half the total capacity points of creatures they contain
Divine Strike
At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8.
Aura of Excess
Starting at 17th level, you can use your action to active an aura of gluttony and hunger that radiates out from you in a 30 foot radius. Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way will use their action to make Grapple and Devour attacks against a target within reach, determined randomly. If there are no targets within reach, they must use their movement to move towards the nearest valid target.
Once you use this feature you may not do so again until you finish a long rest
Bard, College of the Madrigal Dinner
Bards of this college are firm believers in the art of "Dinner with a Show," the two greatest aspects on entertainment working in perfect harmony. Many people run a show or manage a feast, but to do both simultaneously is the specialty of this College.
And since a battle really is just a more exciting show, where's the dinner? Hang on to your helmet. The show is about to begin.
Stomach Soothing Song
Starting at 3rd level, whenever a creature benefits from your Song of Rest, they also gain the following benefits:
- Digestion Damage is doubled for the duration of the rest
- Creatures and objects are digested twice as fast for the duration of the rest
- Creatures willingly inside of a predator, and predators with willing creatures inside of them, gain temporary hit points equal to your bardic inspiration die
Voracious Inspiration
At 3rd level, you learn a song that inspires predation. When a creature uses a Bardic Inspiration Die from you on a check to grapple a target or on a Devour check, they gain the same bonus to the next Devour check they make. Alternatively, creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting.
Matinee of the Hungry
Starting at 6th level, you can perform a short show that that instills a hunger to those that it's played for.
If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). You and each affected creature, for the next hour, count as one size larger for the purpose of determining capacity and have advantage on saving throws to avoid regurgitating creatures
Once you use this feature, you can’t use it again until you finish a short or long rest.
Follow up Performance
At 14th level, whenever a creature with 60 feet of you successfully Devours another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately make a Devour check on a creature within range, even if that creature isn't grappled.
Warlock, Pact with The Great Ooze
Your voracous hunger as led you to bind your own soul to that of the most gluttonous creature you know of, the ooze.
Pact Spells
The Great Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell level | Spells |
|---|---|
| 1st | Grease, Expand Stomach |
| 2nd | Heave, Amplify Acids |
| 3rd | Revenous Consumption, Medicinal Acid |
| 4th | Entice, Leeching Insides |
| 5th | Dominate Person, Bellyport |
Ooze Form
At 1st level, you can use an Action to enter a proper ooze-like form for 10 minutes. While in your Ooze Form, you can move through a space as narrow as 1 inch wide without squeezing, and you climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You may not cast spells with somatic components or make attacks while in your Ooze Form.
While in this form, you have Advantage on skill checks to avoid being grappled, and Disadvantage on skill checks to avoid being Devoured. Creatures have disadvantage on saves to avoid regurgitating you. If you have a creature inside of you, you may not move through small spaces without squeezing.
Once you use this ability, you cannot do so until you finish a short or long rest
Engulf
Starting at 6th level, you may completely engulf your foes, drawing them into your body. While you are in your Ooze form, you may attempt to Devour creatures without grappling them first. If you have only 1 creature inside of you, you may adopt the appearance of that creature, though you do not gain any of their abilities.
Viscous Body
Starting at 10th level, you are always treated as being in your Ooze Form, and you may cast spells with somatic components and make attacks while in your Ooze Form. Additionally, you do not have Disadvantage on skill checks to avoid being devoured while in your Ooze form
Shlick
Starting at 14th level, when you are hit with a melee weapon attack or unarmed strike, you may attempt to Devour the attacking creature as a reaction.
Once you use this ability, you cannot do so until you finish a short or long rest
Sorceror, Flesh Tanker
Blast foes without leaving the comfort of your pal's belly
Battle Station
You find yourself most comfortable when surrounded by flesh. Starting at 1st level, while inside a non-hostile creature, you gain the following benefits:
- You do not count against the creature's capacity
- You are not blinded or restrained
- You are able to see anything that creature can see
- You are immune to any digestion damage dealt by the creature
If you are concentrating on a spell and the creature you are in takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll.
Rooted Blasting
Starting at 6th level, when you cast a damaging spell from inside another creature, you may add your Charisma modifier to the damage. Additionally, you have resistance to all damage dealt by creatures inside the same stomach as you.
Tank Repairs
Starting at 14th level, while inside of a non-hostile creature, as an action, you may roll a number of your hit dice equal to your charisma modifier. The creature gains hit points equal to the result of the roll + your Charisma modifier
Mana Surge
Starting at 18th level, while inside of a non-hostile creature, whenever you use Metamagic, pick 2 options instead of one.
Sorceror, Tarrasque Bloodline
Not all creatures are born equally. Some beasts tower above others, wielding unimaginable strength and bursting with magical potential. The everliving Tarrasque is one such entity- a being of both epic strength and epic hunger. Through dark ritual or some twist of fate, your ancestors partook of the flesh of the Tarrasque- forever tainting your bloodline with great power and a haunting desire to consume.
Everliving Blood
The still-living blood of the Tarrasque hums in your veins, bursting with regenerative power. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result.
Power Siphon
At 1st level, you can directly convert creatures in your belly to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature in your stomach takes Acid damage equal to The Spell Slot Level + Your Charisma Modifier. This damage counts as Stomach Damage. Creatures reduced to 0 Hit Points this way are digested. For each creature damaged this way, your spell DC increases by 1, to a maximum of +1. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll. This bonus lasts until the end of your current turn.
Arcane Stomach
At 6th level, your attunment to the magical prowess of the Tarrasque has given your body a dimensionally separate, but still connected secondary stomach to act as a magic furnace. Upon swallowing a prey, you may choose to send them to this secondary stomach in tead. This stomach can only hold one prey at a time, regardless of prey size has it's own single digestion counter that cannot be applied to other bellied prey. However, your normal digestion counters can apply to prey in this stomach. This stomach and it's prey are considered on a different plane for the purposes of targeting, but still count towards your capacity. Prey that hit 0 HP in this stomach are instantly digested in full, skipping end stage digestion and restore a number of sorcery points equal to 1d4-2 (Minimum of 0 per roll) per capacity point. If you recover more SP than you can store, you gain the overflow in temporary HP instead.
Monstrous Form
At 14th level, your affinity for the Tarrasque begins to bleed into your physical form. You can cast the spell Enlarge/Reduce at will. When you cast using this feature, you may choose only the "Enlarge" option, and may only target yourself. You have advantage on Concentration rolls made to maintain the spell when you cast it using this feature.
Titan's Grasp
At 18th level, your appetite truly echos that of the mighty Tarrasque. When you make a successful Melee Spell Attack against a creature smaller than you are, you can use your bonus action to take the Devour action, targeting the creature you just hit. On a success, you may instantly swallow the creature.
Wizard, Belly Arcanist
Make yourself at home inside of another creature, and buff them in combat
Home Base
Starting at second level, while inside a non-hostile creature, you gain the following benefits:
- When you cast a spell with a range of self, you may target the creature you are inside of instead.
- You do not count against the creature's capacity
- You are not blinded or restrained
- You are immune to any digestion damage dealt by the creature
If you are concentrating on a spell and the creature you are in takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll.
Buffing Savant
Starting at 2nd level, you may learn spells from any spell list, as long as the spell has a range of self or explicitly targets a- willing creature. It counts as a Wizard spell for you. You also learn 1 cantrip that has a range of self
Optimal Cantrip Choices
There are only 2 cantrips with a range of Self not already available to Wizards, Produce Flame and Primal Savagery. Both of these are excellent options as they allow you to deal damage on your turn, your predator taking the action prescribed in the spell.
Enhanced Concentration
Starting at 6th level, you have advantage on Constitution saving throws while inside of a non-hostile creature
Extended Spell
Starting at 10th level, whenever you cast a spell targeting a non-hostile creature you are inside of the duration of the spell doubles, to a maximum duration of 24 hours.
Predator Feats
Insatiable Hunger
- You count as one size larger for the purpose of determining your Capacity
- While your stomach is empty, you may add your Constitution Modifier to any Strength(Athletics) checks you make to Devour a creature
Boiling Insides
- Whenever you deal digestion damage, you may add your Proficiency Bonus to the damage dealt
- Your digestion damage ignores resistances
Lead Belly
- You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures in your stomach
- You are immune to all negative effects of potions, poisons, and magic items you consume
Stomach of Holding
- You carry hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity
- Regardless of what is in your stomach, you may choose to appear as if you have nothing in your stomach.
- You may spend a bonus action to regurgitate any item from your stomach.
Regurgitator
- You may regurgitate creatures as a bonus action
- When you voluntarily regurgitate a creature, you may choose which creature you regurgitate
- You may regurgitate small objects at high speeds. As an attack action, you may make a ranged weapon attack with a range of 30/120, dealing 1d10 + your dexterity modifier damage on a hit. The damage type depends on the object launched.
Ambush Predator
You have mastered the art of the surprise attack, and use it to gulp down unwary foes. You gain the following benefits:
- You may attempt to Devour a creature without grappling them first if you are Hidden from them.
- When you attempt to Devour a creature while Hidden, you may make the check with Advantage
Inescapable Prison
- You have Advantage on saving throws to avoid regurgitating prey
- You have Advantage on saving throws caused by spells or abilities of creatures in your stomach
Agile Predator
You have trained to use Finesse instead of Force to devour your prey
- Your STR or DEX increase by 1 to a maximum of 20
- You Can use Acrobatics instead of Athletics when Devouring as the pred.
Soothing Stomach
Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits:
- When a creature completes a Short Rest spent entirely within your stomach, they regain hit points equal to one of your hit dice + your Constitution modifier.
- When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your Level + your Constitution modifier.
Feisty Feasts
You have come to really enjoy it when your prey struggle in side you.
- Anytime you suffer exhaustion due to a successful struggle attempt, you gain 1d8 temporary HP and can immiediatly deal 1d20 digestion damage to the prey that inflicted the level of exhaustion.
Hypnotic Hunter
Prerequisite: Able to cast at least one Enchantment spell You're a master of coaxing creatues into giving themselves up to you, weaving magic and seductive behavior into an irresitable combination. You gain the following benefits:
- When you attempt to Devour and Digest a creature that is Charmed by you, it does not count as a hostile or harmful action for the purpose of ending a spell early.
- A creature Charmed by you makes no Struggle attempts.
Enzymatic Digestion
Your belly is filled with powerful enzymes that help break down your meals quicker.
- Every hour a prey spends in your belly at 0 HP, they continue to take digestion damage even after they enter the end stages of digestion as if they still had HP
- If a prey takes enough digestion damage to equal their Max HP after they reach 0 HP they are instantly digested in full, even if their end-digestion timer has time left on it.
- Damage dealt in this way counts as negative HP and must be restored first before normal HP can be restored. Negative HP inflicted in this way persists and resets in the same manner as that prey's end-digestion timer does.
Arcane Prison
Prerequisite: At least one spell slot
- Your stomach is protected with powerful and mysterious wards that imprisons your prey and siphons off their magical energy. You gain the following benefits:
- Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so fail.
- When you finish digesting a spellcaster, that spellcaster's list of prepared spells is available to you. You lose access to that list once you cast from it once or take a long rest. You may only cast a spell from the list if you have a spell slot of the appropriate level.
Prey Feats
A character may forfeit their ability to use the Devour, Digest and Regurgitate actions in exchange for one of these feats, or they may be taken normally
Escape Artist
- When a creature makes a Constitution Saving Throw to avoid regurgitating you, they make the save with disadvantage.
- When a creature regurgitates you, you may immediately use your reaction to move. This movement does not provoke opportunity attacks.
- You may exit restrained or incapacitated creatures without expending any movement.
Struggler
While inside a hostile creature, you gain the following effects
- You gain resistance to damage dealt from digestion
- You may use your action to violently struggle. Make an attack roll with a +4 modifier against the pred's Stomach DC, treating it as AC. On a Hit, this functions like a successful struggle check agaisnt the pred and deals 1d10 + STR Bludgeoning to the pred.
Gastronaut
While inside a non-hostile creature, you gain the following effects
- You may perform the Help or Shove action as a bonus action.
- Once per short rest, you may spend an action to heal the creature for your level + your Charisma Modifier.
- You may target creatures outside of the creature with attacks and spells
- You are not restrained or blinded.
- You do not count against their maximum capacity
Belly Fanatic
- You may use your action to massage the belly of a willing creature within 5 feet of you. All creatures in their stomach immediately take damage equal to the predator's normal digestion damage. Creatures with 0 hit points and objects digest at double speed while you massage their stomach.
- You may make the Help action as a bonus action if you are aiding a predator with another creature in it's stomach.
- While traveling with you, you may assist 1 predator with a creature in it's stomach. They may ignore movement penalties from being over capacity.
- If You spend 1 hour rubbing a pred's belly, you can remove an exhaustion level that was inflicted by one of the prey they swallowed and render that pred immune to damage from being over maximum capacity for 1d6 hours.
Dense
- You count as one size larger for the purpose of determining your Capacity Points
- Your weight is always doubled
- When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated
- You have Advantage on Skill Checks to avoid being Devoured
Belly Diver
- You may make a Strength(athletics) check or Dexterity(acrobatics) check to force feed yourself to a predator, contested by their Strength(athletics) check
- While inside a creature, you are not restrained or blinded, and you have advantage on attack rolls against that creature.
Hard-shelled Snack
You have learned the best ways to protect yourself from the digestive insides of a pred's belly, including crafting specially desinged, digestion resistant armor
- Over a long rest, you may spend 2 hours enhancing any 1 set of armor you are proficent with. While wearing armor enhanced by you, a creature is insulated from the digestion damage they recieve while in a pred's belly based on the armor size.
| Armor Size | Insulation |
|---|---|
| Light | -1d4 |
| Medium | -1d6 |
| Heavy | -1d8 |
Gastric Defiance
You do everything within your power to not succumb to the digestion of a pred's belly.
- When you would be reduced to 0 HP while in the belly of a pred, you can make a CON save agaisnt the pred's stomach DC. On a success, you are reduced to 1 HP instead, even if you were already at 1 HP.
- Each use of this ability inflicts a -1 penalty on your CON save modifier. This penalty can stack and persists until you spend 24 consecutive hours outside of a pred's belly.
Non-Vore Feats
Tolerance
Your experiences with booze has left your body immune to lower levels of Booze.
- You start at Drunkeness Level -1 for the purposes of getting drunk.
- You have advantage on CON saves made against drinks the would inflict 2 levels of inebriation on a fail
Weave Yank
Prerequisite: At least one Max Mana Point
In times of dire straights where magic is running low, you have trained your body to forcefully yank some weave over to aid in your casting.
- When you cast a spell that will put you into Mana Underflow while you have at least 1 Mana, you may roll a save of your Spell Casting Skill against your own Spell Save DC: On a success, you are reduced to 0 Mana instead and not placed in Mana Underflow.
- You can use the effect of this feat a number of times equal to the modifier of your spell casting ability (A minimum of 1) and regain all uses on a long rest.
- If you begin a long rest with negative Mana, you may forgo recharging one of the charges of this ability to end the rest with no missing Mana.
Spells
In a world with vore, spellcasters hold a unique position. Able to transmute the world around them as well as their bodies, many new vore-related spells are avalable for the hungry mage. All spells listed here count as being on all class' spell lists. A spellcaster that has swallowed prey counts as seeing their prey for the purpose of targeted spells that require the caster to see the target.
Cantrips (0 Level)
- Roil
- Lick
- Tongue Whip
- Growl
- Belch
- Flavor/Disgust
1st Level
- Tongue of Frog
- Devouring Smite
- Expand Stomach
2nd Level
- Unburden
- Digestive Barrier
- Heave
- Amplify Acids
3rd Level
- Medicinal Acids
- Greater Belch
- Acidify
- Intoxicate
- Hammerspace
- Ravenous Consumption
- Maddening Hunger
4th Level
- Entice
- Leeching Insides
- Instant Digestion
- Dimensional Stomach
- Dynamize Armor
5th Level
- Primal Belch
- Inhale
- Bellyport
- Metamorphose
6th Level
- Turncoat Gluttony
- Maximize/Minimize
7th Level
- Bottomless
8th Level
- Assimilate
9th Level
- Mass Bellyport
- Power Word Swallow
- Power Word Digest
- Power Word Gurgle
Cantrips
Roil
Transmutation Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instant
You touch 1 predator with a creature in their stomach. The target creatures in their stomach must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage.
Each of the spell's damage types increase by 1d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Lick
Enchantment Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instant
You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d8 psychic damage. The target is marked for the duration. The next Devour attempt you make against the target is made with Advantage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Tongue Whip
Transmutation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instant
You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Growl
Enchantment Cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Instantaneous
A growling stomach and a menacing glare is enough to warn enemies of your voracious intent. A creature of your choice within range that can see or hear you must succeed on a Wisdom saving throw. On a failure, the creature cannot move closer to you until the start of your next turn. Creatures immune to tthe Frightened condition are also immune to this spell.
Belch
Evocation Cantrip
- Casting Time: 1 action
- Range: Self (10-foot cone)
- Components: V, S
- Duration: Instant
You release a tremorous wave of air, capable of knocking a creature to the floor with sheer force. A creature within range that you can see must make a Strength saving throw or take 1d4 Thunder damage and be staggered. The next attack made against a creature staggered this way is made with advantage. The damage becomes 1d6 if you currently have prey inside your stomach. The spell's damage increases by 1d4 (or 1d6) when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6) and 17th level (4d4 or 4d6).
Flavor/Disgust
Transmutation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (any herb or spice)
- Duration: 1 minute
You point at a creature within range, altering it's natural flavor.
Flavor: A creature of your choice within range becomes irresistably delicious to any predator. Preds have advantage on swallow checks made against prey affected by this spell.
Disgust: A creature of your choice within range becomes disgusting in flavor to any predator. Preds have disadvantage on swallow checks made against prey affected by this spell.
Level 1
Frog's Tongue
1st-level Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the tongue of a frog)
- Duration: Instantaneous
Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the spellcaster. If the creature is moved within 5 feet of the you, you may immediately use your bonus action to make a Devour attack on the same target, even if you are not grappling that target.
Devouring Smite
1st-Level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 force damage. Additionally, if the target is a creature, it must make a Strength saving throw or be sucked directly into your gullet and become partially. On a fail, the creature automatically fails 1 devour check.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Expand Stomach
1st-level Transmutation (Ritual)
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (A small leather pouch)
- Duration: 8 hours
Your touch allows a predator to to accomidate for the most oversized prey. Touch a willing creature. For the duration, that creature is considered to be one size larger for the purpose of calculating Capacity.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the creature is counted as two sizes larger. When you cast this spell with a spell slot of 7th level or higher, the creature is counted as three sizes larger.
Level 2
Unburden
2nd-level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 Hour
You touch a predator with creatures in their stomach, lightening the burden of their prey. For the duration, the capacity points of all creatures in the stomach are halved for the purposes of determining encumberance
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Digestive Barrier
2nd-level Abjuration
- Casting Time: : 1 reaction, which you take when you or a creature within 60 feet is swallowed
- Range: 60 feet
- Components: V, Sm M (A small strip of cloth)
- Duration: 4 hours
A backup plan is always helpful. Choose a creature within range that is being swallowed. For the duration of this spell, the target is immune to Stomach Damage.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the duration increases for 1 hour for every slot level above 2nd.
Heave
2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of rotten or moldy food)
- Duration: Instantaneous
Your magic forces a predator to disgorge their prey. When you cast this spell against a target that has prey in its stomach, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate one creature from their stomach, chosen randomly. If the target has not swallowed any prey, they are instead poisoned until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Amplify Acids
2nd-Level Transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes)
- Duration: 8 Hours
The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, creatures inside the target's stomach take an additional 1d6 acid damage when being digested
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Level 3
Medicinal Acids
3rd-Level Transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (medicinal herbs or a healing potion, which the spell consumes)
- Duration: Concentration, up to 1 minute
You touch 1 predator, granting them the ability to excrete healing acids in place of the normal digestive ones. The predator and each creature in the predator's stomach gain 1d4 hit points back per round while the spell is in effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of this spell increases by 2 rounds per slot level above 3rd.
Greater Belch
3rd-level Evocation
- Casting Time: 1 action
- Range: 30 Foot Cone
- Components: V
- Duration: Instantaneous
You release a prodigious belch, echoing with enough force to lay waste to your enemies. Creatures inside the cone must make a Constitution saving throw or take 6d8 Thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked prone.
Acidify
3rd-level Conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a vial of stomach acid)
- Duration: Instant
You touch a predator with creatures in their stomach, filling their belly with acid. The target creatures in the stomach immediately take 4d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Intoxicate
3rd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a droplet of perfume)
- Duration: Concentration, up to 10 minutes
You weave seductive magic over a target, making them less resistant to your hungry advances. The target must succeed on a Charisma saving throw or be Charmed by you for the duration. While charmed, the target has disadvantage on skill checks made during a Devour Contest (Including resisting the attack and Escape attempts). The spell ends early if the target takes any damage or is targeted by a hostile spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for every slot level above 3rd.
Hammerspace
3rd-Level Conjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 8 Hours
You touch a willing creature with other creatures in it's stomach. The creatures are sent to a Hammerspace dimension inside of you. For the duration of the spell, you have the following effects:
-
You have no penalties for being over capacity. You take half damage from being over Maximum capacity
-
Your stomach compresses to its normal size
-
All creatures inside of you are Incapacitated and immune to all damage
-
You do not digest items or creatures with 0 hit points
-
Every hour, you must make a Constitution Saving Throw to maintain concentration on the spell. The DC is equal to the total capacity points of creatures in the creature's stomach.
At Higher Levels. When you cast this spell using a 5th or 6th level spell slot, the duration becomes 24 Hours (Concentration). When you cast this spell using an 7th or higher level slot, the duration becomes 24 Hours.
Maddening Hunger
3rd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a pinch of fat)
- Duration: Concentration, up to 1 minute
You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite. The cursed creature immediately seeks sate its appetite.
On each of its turns, it must use its action to attempt to Grapple or Devour a creature. If there are no creatures within reach, it moves towards the closest one that it considers possible prey, taking the safest and fastest route possible.
On your subsequent turns, you must use your action to maintain this curse, or the spell ends. The spell ends early if the target reaches Maximum Capacity. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Level 4
Entice
4th-Level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a fragrant meal)
- Duration: Concentration, up to 1 minute
You give 1 creature within range an irresistable scent. All predators within 30 feet of the creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the predators are affected by the spell. While under the effects of the spell, each affected creature regards the target as an enemy, and has Advantage on Strength(Athletics) checks to Devour the target. Whenever an affected creature takes damage, it gets to repeat the saving throw. When the target has been successfully swallowed, the creature who devoured the creature becomes the new target of the spell.
Leeching Insides
4th-level Necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a fungus. which the spell comsumes)
- Duration: Concentration, up to 1 minute
For the duration of the spell, whenever you inflict digestion damage, you regain hit points equal to half the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 5th level, the duration of this spell becomes 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomes 1 Hour.
Instant Digestion
4th-level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of powdered iron)
- Duration: Instantaneous
You touch a predator's stomach, releasing a surge of acid that reduces prey to slurry in moments. Touch a creature within range. If the target is unwilling, they make make a Wisdom saving throw. If the creature is willing or if the saving throw is a failure, target creatures within their stomach takes 8d8 points of Acid damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Dimensional Stomach
4th-level Conjuration (Ritual)
- Casting Time: 10 Minutes
- Range: Touch
- Components: V, S, M (A small leather pouch)
- Duration: Concentration, up to 1 hour
Your touch alters the space within a pred's belly. For the Duration of the spell, They are unencumbered by the weight of their prey and have resistance to damage from being over Maximum capacity.
Aditionally, the pred only looks to be at normal capacity, and spells that detect creatures can only detect the creatures inside the pred's belly that the pred allows.
Dynamize Armor
4th-level Enchantment
- Casting Time: 1 reaction, which you taken when you witness the effect of a penalty due to not being at the right capacity for armor.
- Range: Touch
- Components: V, S
- Duration: 2 rounds
You can magically loosen armor on an engorged pred to help them move better. Touch a predator who is currently suffering from penalties of their armor due to not being at the proper capacity. For the duration of the spell, they do not suffer penalties for being unproficient in armor due to fullness or lack there of.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 round for each slot level above 4th. Additionally, when cast at 6th level of higher, the range increases from touch to 15 feet.
Level 5
Primal Belch
5th level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
You touch a willing creature, greatly disrupting their natural digestive system. All creatures currently inside the target must make a Constitution Saving Throw. They each take 8d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures caught in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d8 Thunder damage per capacity point in the initial target's stomach. Creatures take half damage on a success and are not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d8 for each slot level above 5th.
Inhale
5th-level Evocation
- Casting Time: 1 bonus action
- Range: 20 Foot Cone
- Components: V
- Duration: 1 Minute, Concentration
Your mouth widens and a gale-force wind draws in nearby prey. Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage.
A creature that succeeds on this saving throw is not moved and takes half damage. A creature reduced to 0 HP by this damage is instantly devoured by you and digested. If a creature is pulled within 5 feet of you, you may use your bonus action to make a grapple check against them
At Higher Levels: When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.
Bellyport
5th-level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instant
Target 2 creatures you can see within the range of the spell. The first creature must make a Dexterity saving throw as a bright flash of light erupts around them. On a fail, the creature is teleported into the stomach of the second target.
Metamorphose
5th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a handful of dried fruit seeds)
- Duration: Concentration, up to 1 hour
You are what you eat. This spell transforms you into a new form, the form of a creature that you've digested within the past 24 hours. The transformation lasts for the duration, or until you drop to 0 hit points or dispell it as a bonus action. The new form can be the form of any creature you've digested in the past 30 days whose challenge rating is equal to or less than your level.
You assume the hit points of your new form. When you reverts to your normal form, you return to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, it isn't knocked unconscious.
You are limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. If the new form is humanoid, you look and sound exactly like they did. If the new form is monstrous, your gear melds into the new form. If the new form is humanoid, you can choose to stay equipped with your previous gear or appear as if you are wearing the gear the new form was when it was digested
Level 6
Turncoat Gluttony
6th-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: COncentration, up to 30 seconds
You bewitch a creature to see their friends as delicious snacks ripe for the devouring.
Choose a hostile creature within 30 feet of you. They must make a WIS save. On a fail, they must use their next actions to attempt to grapple and devour a creature they see as friendly for the duration.
At the end of each of their turns, the creatures makes another WIS save, ending the effect early on a success. This WIS save is taken with disadvantage if they have partially swallowed another creature.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the number of successes the target needs for a successful swallow decreases by 1 per higher level, to a minimum of 1.
Maximize/Minimize
6th-level Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a bag of powdered iron)
- Duration: Concentration, up to 1 minute
You cause a creature or object you can see within range to grow much larger or smaller for the duration. Choose a either creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Maximize: The target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories - from Medium to Huge, for example. If there isn't enough room for the target to adjust to its new size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength saving throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 2d6 extra damage.
Minimize: The target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by one category - from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 2d6 less damage (this can't reduce the damage below 1).
Level 7
Bottomless
7th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 Hours
Touch a willing creature. For the duration of the spell, that creature has an unlimited capacity
At Higher Levels. When you cast this spell using a 9th level spell slot, the duration becomes 24 Hours.
Level 8
Assimilate
8th-level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your touch can instantly absorb a creature, breaking them down and making them a part of you in seconds. Make a melee spell attack against a creature within range. On a hit, the target takes 12d12 points of necrotic damage. If the target is reduced to 0 HP this way, they die and instantly disappear as you absorb their physical form. You gain access to their memories and secrets as their mind combines with yours.
If the target was a spell caster, for the next 24 hours you may treat their prepared spell list as your own, and cast from it as if it were yours.
Level 9
Mass Bellyport
9th-level Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instant
Target 1 creature you can see within the range of the spell. All creatures within 60 feet of the target (including you, if you are within the area) must make a Dexterity Saving Throw. On a fail, they are teleported into the stomach of the initial target. If the initial target was yourself and you fail the Dexterity Saving Throw, the spell has no effect.
Power Word Swallow
9th-level Transmutation
- Casting Time: 1 action
- Range: 60 Feet
- Components: V
- Duration: Instantaneous
Your speak a word of power that can transport a creature of your choice. If the target has 80 hit points or fewer, they are instantly teleported to the stomach of another creature within range. (Yourself included) The creature then recieves 5 levels of exhaustion.
Power Word Digest
9th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
Your speak a word of power that can make a pred's belly rapidly boil through it's prey. Touch the belly of a pred who as at least at normal capacity. Their belly deals 300 total digestion damage that they can distribute as they please between all their bellied prey.
Power Word Gurgle
9th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
Your speak a word of power that can make a pred's belly gurgle through prey that are in the end stage of digestion. Touch the belly of a pred the contains at least one prey in the end stage of digestion. You apply 6 hours worth of end stage digestion that the pred can distribute as they please to all prey they have bellied with 0 HP
Power Word Disgorge
9th-level Transmutation
- Casting Time: 1 action
- Range: 30 ft Range
- Components: V
- Duration: Instantaneous
Your speak a word of power that can make a pred's belly suddenly up-heave. Target a single pred in a 30 foot radius of you that has at least one prey in it's belly. The pred is magically forced to regurgitate a single prey in their belly that has at least 75 HP. If their are multiple prey that meet this requirement, the caster chooses which prey. If no prey meet this requirement or no qualifying preds are in range, the spell is cast and subsequently fails
Magic Items
Sleeping Bag of Compression Wondorous Item, Common
When a creature enters this sleeping bag, they appear to have an empty belly.
Acid Potion Potion, Common
After drinking this potion, all creatures in your stomach take 3d6 acid damage.
Expanding Potion Potion, Common
After drinking this potion, your stomach is filled with 8 Capacity Points of liquid with 5d20+10 HP. You gain no nutritional benefits from digesting this liquid.
Ring of Metabolizing Ring, Uncommon
While wearing this ring, you lose fat at double the normal rate
Armor of Expanding Armor, Common
This set of armor always molds to the shape of your body, no matter how it changes. It can be easily concealed beneath clothes
Elastic Potion Potion, Rare
For the next 8 hours after drinking this potion, you do not receive penalties for being over normal Normal Capacity.
Potion of Heaving Potion, Rare
For the next hour after drinking this potion, you have disadvantage to CON saves made to resist being forced to regurgitate prey.
Hunger Potion Potion, Uncommon
For the next hour after drinking this potion, you gain advantage on Strength(Athletics) checks to Devour creatures.
Collar of Digestion Wondrous Item, Rare
(requires attunement)
While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 2d4.
Belt of Gurgling Wondrous Item, Rare
(requires attunement)
While wearing this belt, prey in your belly are considered 1 size smaller for the purpose of end stage digestion.
Ring of Diffusion Wondorus Item, Very Rare
(requires attunement)
While wearing this ring, you may choose an addition prey to suffer transitive damage. Wearing this ring and Ring of Cushioning simultaneously cancels out both effects.
Ring of Cushioning Wondorous Item, Very Rare
(requires attunement)
While wearing this ring, you may choose to not force prey to suffer transitive damage. Wearing this ring and Ring of Diffusion simultaneously cancels out both effects.
Ring of Barbaric Masochism Ring, Uncommon
(requires attunement to a Barbarian)
Whenever a creature deals 10 or more damage in a single hit to you, you gain advantage to all attacks (including devour attacks) on that target on your next turn.
Ring of Belly Hypnosis Ring, Rare
(requires attunement)
Whenever a creature deals 10 or more damage in a single hit to you, you gain advantage to all attacks (including devour attacks) on that target on your next turn.
Gloves of Iron Grip Wonderous Item, Uncommon
All creatures have disadvantage to escape your initial grapple attempt, and you gain advantage on maintaining a successful grapple.
Gloop of Viscosity Wonderous Item, Uncommon
(requires attunement)
This magic item is actually a small ball of honey-like black fluid that is entirely indigestible, even by features that would allow you to digest magical items. You can attune to it by swallowing it and holding in your belly for an hour, upon which it fills the bottom of your stomach with a thick You treat your capacity as if you were one size smaller as fluid constantly fills your belly, always giving you a constant slight swell. The sticky and viscous fluid makes it nigh impossible for any prey to more, struggle, or escape. It also rounds out the outlines of prey. All struggle attempts made inside you are done with disadvantage.
Mana Casting
In place of the static spell slot system, this game utilizes a mana system instead that offers more flexibility and freedom with casting spells.
Slots to Mana
The Maximum amount of mana a character can be calculated as follows
| Slot Level | Mana Conversion |
|---|---|
| 1 | 1 per slot |
| 2 | 2 per slot |
| 3 | 3 per slot |
| 4 | 4 per slot |
| 5 | 5 per slot |
| Slot Level | Mana Conversion |
|---|---|
| 6 | 6 per slot |
| 7 | 7 per slot |
| 8 | 8 per slot |
| 9 | 9 per slot |
Additional Slots
Skills, Feats, and Features that add spell slots instead add mana using the same calculation as above.
Mana Cost for Casting
| Cast lvl | Mana Cost |
|---|---|
| 0 | 0 Mana |
| 1 | 1 Mana |
| 2 | 2 Mana |
| 3 | 4 Mana |
| 4 | 5 Mana |
| Cast lvl | Mana Cost |
|---|---|
| 5 | 6 Mana |
| 6 | 8 Mana |
| 7 | 9 Mana |
| 8 | 10 Mana |
| 9 | 12 Mana |
Sorcerry Point and Flexible Casting
Sorcery points convert to Mana at a 1:1 ratio, but you cannot convert more than 5 SP into Mana at once.
Resting to Regain Mana
All Mana regenerates in full in the same manner that one would recover all their spell slots, depending on the class. Participating in a Long rest restores a number of Mana equal to your Max Mana
Specialized casting and Racial Spells
Specialized casting that would not use slots in Vanilla DnD, such as a Warlock's Mystic Arcanum or Racial Spells do not cost any Mana regardless of level. And Cantrips are lvl 0 spells and as such, are Mana-free casts.
Limiting Upcasting
The Slot rules of vanilla DnD still govern the mana system in that a creature cannot cast a spell at a level that they would not have spell slots for in the Vanilla DnD rule set.
- A level 12 Cleric may have 16 Mana total, but since they do not have access to 6th level slots yet by Vanilla DnD rules, they can only upcast to level 5.
Mana Underflow
When at their limit, casters can still cast spells beyond the amount of Mana they have left, but not without penalty. For every point they were short of Mana, their total MP underflows in to negative values. While a caster has negative Mana, they suffer the following penalties.
- They cannot cast spells or cantrips unless that spell or cantrip qualifies as a specialized cast.
- When they regain Mana, the point go towards reducing your negative Mana to 0 before they can be applied to regaining normal Mana
- If you take any form of rest while you have negative Mana, some of your Mana regain goes to reducing your negative Mana, and you will wake up after the rest being deficient the difference.
Mana Conditions
The Following are new status Conditions that impact how Mana works in game
Mana Strain
Each time you cast a spell that requires Mana, you consume an additional 1d4-2 (minimum of 0) Mana
Mana Overload
You gain 1d6 Mana at the beginning of each of your turns. At the end of each of your turns, for every point of Mana you are above your Max Mana, you suffer 1d4 irreducible force damage
Mana Leech
Mundane attack against a target steal 1d4-1 Mana so long as there is Mana that can be stolen
Mana Decay
You lose 1d4 Mana At the beginning of each of your turns.
Muted
You cannot use Mana to cast spells
A Lucky Break
This Game utilizes a seventh stat called Luck or LCK. This is all about your character's ability to stand agaisnt and beat high odds on a whim.
Generating Luck
Regardless of how all other stats are generated, Luck is generated by rolling 1d12+8. The Modifier is calculated as half of the raw value - 10, just like all other stats
Lucky Charges
You have a number of Lucky Charges equal to your Proficiency Bonus. Lucky charges can only be used if your Luck Modifier is positive.
Using Lucky Charges
While your Luck Modifier is positive, you may consume a Lucky Charge to do any one of the following.
-
As a Bonus Action, when making an Attack Roll, Skill Check, or Saving Throw, but before the dice is rolled, you may reduce the Critical Threshold by one, making it easier to land a critical hit.
-
As a Bonus Action when you make a Damage Roll you may add your luck modifier to the total.
-
As a Reaction, you may subtract your luck modifier from a single Attack Roll, Damage Roll, Ability Check, or Saving Throw made against you.
Regaining Lost Luck
If You began a rest with a positive Luck Modifier, you may regain 1d4-2 Lucky charges on that rest (Minimum of 0)
A Skilless Stat
There are no skills that use the Luck stat, though a DM may deem it appropriate to roll a Luck check for things like chance-based gambling, happening to be in the right place at the right time, or avoiding unforeseen misfortune by coincidence.
Lucky Charms
If a character is carrying a lucky charm (any item that may have good luck strongly associated with it), their Luck stat may be increased while it is in their possession, though the DM determines the potency of the charm. A single character may benefit from no more than 2 charms at once.
Misfortune is Afoot
The DM may also deem certain items or symbols unlucky, or certain superstitious deeds to cause bad luck (such as walking under a ladder, breaking a mirror, or opening an umbrella indoors).
Increasing Luck
Luck automatically increase by 1, to a maximum of 20 anytime a character reaches a leveling boon opportunity. This is taken in addition to the leveling boon, not in place of it.
Daily Luck
You may choose to take a chance at increasing your luck, but at the cost of potentially reducing your luck. If you choose to do so, you may roll 1d4. Your Raw Luck stat changes based on the table below
| d4 Result | Change in Raw Luck |
|---|---|
| 1 | -2 |
| 2 | -1 |
| d4 Result | Change in Raw Luck |
|---|---|
| 3 | +1 |
| 4 | +2 |
Changes in Luck inflicted in this way persist for 24 hours and vanish afterwards.
An Untouchable Statistic
Luck CANNOT be increased by any effects unless the effect expressly defines the luck stat by name in it's effect.
Getting Tipsy with Friends
Sometimes one just needs a good stiff drink once in a while, but everyone knows drinking with friends is better. Sometimes these gatherings spawn friendly drinking contests. Who doesn't love slamming down booze to see who gets shit-faced first?
Get a Read on the Alcohol
All creatures have a drunkenness statistic that is tracked much in the same way. There are 10 levels that have cumulative effects, meaning that each level also has the effects of the levels below it. Sometimes the effects of levels conflict. If such is the case, the stronger level applies over the weaker level. When consuming large amounst of booze quickly, i.e chugging, you must make a CON save agaisnt the drink, suffering 1 level of inebriation on a success and more on a loss. The DC and inebriation level are unique to each drink. If you roll a Nat 20 on a CON save for resisting inebriation, you suffer no levels of drunkeness. If you roll a nat 1, you suffer an extra level of inebriation
| Drunk level | Effect |
|---|---|
| 1 | A pleasant buzz fills your head |
| 2 | Passive Perception drops by 5 |
| 3 | Coordination wanes: Disadvantage on Strength, Dexterity, and Constitution checks |
| 4 | Words slur: Disadvantage of Intelligence, Wisdom, and Charisma checks |
| 5 | Poor balance: Disadvantage on attack rolls and saving throws |
| 6 | Speed halved |
| 7 | Attacks against you have advantage |
| 8 | Falling Over: Unless leaning against something, you fall prone at the end of your turn. |
| 9 | Vomiting: For 1 minute, you spend your action each turn retching. After this time, your drunkenness level drops by 1. |
| 10 | Unconsciousness, until the following morning |
Competition
During a competition, creatures either choose the same drink each round or roll a d20 for a random selection. Both creatures drink at the same time and make their con saves at the same time. First to pass level 8 drunkenness loses.
| d20 | Drink | CON DC | Fail Penalty | Additional Efects |
|---|---|---|---|---|
| 1 | Ale | 10 | 2 | -------------- |
| 2 | Beer | 10 | 2 | -------------- |
| 3 | Brandy | 14 | 2 | -------------- |
| 4 | Cider | 12 | 2 | -------------- |
| 5 | Coffee | - | - | -1 drunk level for 1 hour |
| 6 | Dwarf Ale | 10 | 2 | -------------- |
| 7 | Dwarf Lager | 12 | 2 | -------------- |
| 8 | Dwarf Stout | 11 | 2 | -------------- |
| 9 | Elf Wine | 14 | 2 | 1 hour advantage to resist being charmed on fail |
| 10 | Gin | 15 | 3 | -------------- |
| 11 | Gnome Cider | 9 | 2 | -------------- |
| 12 | Mead | 12 | 2 | -------------- |
| 13 | Orc Scotch | 17 | 3 | 24 hours of sustenance |
| 14 | Perry | 12 | 2 | -------------- |
| 15 | Pixie Punch | 13 | 3 | -------------- |
| 16 | Rum | 15 | 2 | -------------- |
| 17 | Tequila | 16 | 3 | -------------- |
| 18 | Whisky | 15 | 2 | -------------- |
| 19 | Wine (common) | 13 | 2 | -------------- |
| 20 | Wine (fine) | 13 | 2 | -------------- |
The Gorging Games
Booze is fun and all, but sometimes indulging in food is much more entertaining a satisfying. So sitting down with a buddy or even a rival and stuffing yourself to the brink is a great way to enjoy a night out. Stuff your bellies and relish the gluttony of competetive face stuffing!
How to Gorge 101
Participants continuously Roll CON saves, starting with a DC of 10 and increasing by 1 each time. Upon failing a CON save, you mark one loss. When you accumulate 3 losses, you are eliminated from the competition. Last creature left wins.
Dangers of Over-indulging
After each CON save, participants add a size 3 meal of 45 HP to their belly, which can cause problems if you go too far. If you go over your normal capacity in a Gorging Contest, you roll these CON saves with a -2 penalty. If you go over Maximum Capacity, you Roll with Disadvantage on these CON saves instead. A nat 20 or nat 1 has no special impact on these CON saves.
An Exhaustive Overlay
With the inclusion of Mana casting and Vore into the system of DnD, it would make sense that the penalties of exhaustion be enhanced to accomodate the new mechanisms. What follows is a list of each Exhaustion level and the penalties associated with it, old and new.
Level 0
- None
Level 1
- Disadvantage on Skill Checks
- --1 Digestion Counter (Minimum of 2)
Level 2
- Speed Halved
- +1 To Mana Costs
Level 3
- Disadvantage on Attack Rolls and Saving Throws
- --5 Digestion damage
Level 4
- HP Maximum Halved
- Mana Maximum Halved
Level 5
- Speed Reduced to 0
- Mana Maximum Quartered
- Stomach DC Halved
Level 6
- HP Maximum reduced to 0
Gem Weapons
Some minerals in the world are imbued with powerful elemental affinities. There gemstones can veil the cutting edge of a sword in fire or bathe the tip of an arrow in light. It all depends on your prefrence. Setting a Elemental Gem into a weapon cost 1/3 the weapon's original value and takes 2 days to carry out in a special forge known as a Mineral Infuser Smith. Once imbued, the weilder can use a bonus action to switch between the basic weapon and the elemental weapon. This only change the damage type of the weapon. Below are the list of elemental gems and their associated element.
| Gem | Element |
|---|---|
| Ruby | Fire |
| Sapphire | Ice |
| Opal | Psychic |
| Topaz | Lightning |
| Amethyst | Thunder |
| Gem | Element |
|---|---|
| Diamond | Radiant |
| Obsidian | Necrotic |
| Emerald | Acid |
| Jade | Poison |
| Aquamarine | Force |
Credits
Original Rule Set
- VeryBatty
- An Unknown Content Creator
Cover Page Art Work
- ~themefinland
Changelog (1 of 1)
December 18, 2020, v1.1.0
Changes
- ^ Reworked "Digestion" to account for new "Digesting Softened Prey" core mechanism
- ^ Retooled Spell expanded spell lists of caster classes to follow standard DnD progression
- ^ Replaces "Arcane Absorption" Lvl 6 Tarrasque Bloodline feature with "Arcane Stomach"
- ^ Changed name "Endosomataphiliac Prey" prey feat to "Gastronaut"
- ^ Reworked "Belly Fanatic" prey feat to include some effects of the removed "Belly Massage" extra feat
- ^ Changed name of "Tongue Lash" cantrip to "Tongue Whip"
- ^ Split "Flavor/Disgust" cantrip into "Flavor" cantrip and "Disgust" cantrip
- ^ Changed name of "Frog's Tongue" lvl 1 spell to "Tongue of Frog"
- ^ Changed "Acidify" lvl 2 spell to lvl 3
- ^ Changed name of "Maria's Medicinal Acids" lvl 3 spell to "Medicinal Acids"
- ^ Changed name of "Dragonitas' Hammerspace" lvl 3 spell to "Hammerspace"
- ^ Split "Maximize/Minimize" lvl 6 spell into "Maximize" lvl 6 spell and "Minimize" lvl 6 spell
- ^ General Gramatical, Mechanical, and Formatting Fixes
Additions
- + Cover Page
- + XgtE theme
- + "Rule of 3" to the "Devour" section
- + "Eyes Bigger than the Stomach" section
- + "Digesting Softened Prey" core mechanism
- + Maximum target clause in "Gut Casting"
- + "Hypnotic Hunter" pred feat
- + "Enzymatic Digestion" pred feat
- + "Hard-shelled Snack" prey feat
- + "Gastric Defiance" prey feat
- + Spell Table
- + Spell Gradation
- + "Expand Stomach" lvl 1 Spell
- + Clause to "Madicinal Acids" lvl 3 spell that expresses the healing acids replace the digestive ones.
- + "Intoxicate" lvl 3 spell
- + "Maddening Hunger" lvl 3 spell
- + "Ravenous Consumption" lvl 3 spell
- + "Dimensional Stomach" lvl 4 spell
- + "Inhale" lvl 5 spell
- + "Metamorphose" lvl 5 spell
- + "Assimilate" lvl 8 spell
- + "Power Word Swallow" lvl 9 spell
- + "Power Word Digest" lvl 9 spell
- + "Power Word Digest" lvl 9 spell
- + "Potion of Heaving" magic item
- + "Belt of Gurgling" magic item
Removals
- -- "Large Frame" clause from "An Encumbering Appetite"
- -- "Belly Massage" extra feat
- -- "Belly Rub" extra feat
- -- "Extra Feats" section
- -- "Clause about shrinking prey from "Acidify" lvl 3 spell
- -- "Ring of Feasting" magic item
- -- "Herobrine"
<><><><><><><><><><><><><><><><><><><><><><><>
December 20, 2020, v1.1.1
Changes
- ^ Altered the Cover Clause in "Digestion"
- ^ Split some tables across two columns to increase packing efficiency
- ^ Compressed subclasses of the same base class onto single pages to increase packing efficiency
- ^ Rebalanced Mana Costs for Casting
- ^ Updated Master Spell List to reflect all spells in the order they appear
- ^ General Gramatical, Mechanical, and Formatting Fixes
Additions
- + "By Transitive Property" section
- + Item Retrieval clause to "Stomach of Holding" pred feat
- + "Non-Vore Feats" section
- + "Tolerance" non-vore feat
- + "Weave Yank" non-vore feat
- + "Power Word Disgorge" lvl 9 spell
- + "Ring of Diffusion" magic item
- + "Ring of Cushioning" magic item
- + "Ring of Cushioning" magic item
- + "Ring of Barbaric Masochism" magic item
- + "Gloves of Iron Grip" magic item
- + "Gloop of Viscosity" magic item
- + "Mana Underflow" section to Mana Casting
- + "Getting Tipsy with Friends" section
- + "The Gorging Games" section
Removals
- -- "Herobrine"
<><><><><><><><><><><><><><><><><><><><><><><>
December 28, 2020, v1.1.2
Changes
- ^ Combined "Flavor" cantrip and "Disgust" cantrip into the "Flavor/Disgust" cantrip.
- ^ Changed effect of "Flavor/Disgust" cantrip to impact pred swallow rolls instead of prey struggle rolls
- ^ Changed name of "Tongue of Frog" lvl 1 spell to "Frog's Tongue"
- ^ Combined "Maximize" lvl 6 spell and "Minimize" lvl 6 spell into the "Maximize/Minimize" lvl 6 spell
- ^ General Gramatical, Mechanical, and Formatting Fixes
Additions
- + "Bulking Up" core mechanism
- + "Digesting the Incorporeal" core mechanism
- + "Dynamize Armor" lvl 4 spell
Removals
- -- "Ravenous Consumption" lvl 3 spell
- -- "Herobrine"
<><><><><><><><><><><><><><><><><><><><><><><>
To-Do-List
Small Changes
- <><><><>
Projects
- Pred Wizard Subclass
- Prey Fighter Subclass
- Prey Druid Subclass
- Prey Barbarian Subclass
- Prey Paladin Subclass