Dungeons and Dinners (Working Copy)

by Voracious8

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Dungeons and Dinners





































Formatting Disclaimer: This document uses an In-Browser Markdown HTML text editor, and as such, might be displayed differently between various browser engines. This formatting is currently set to be ideal in the Google Chrome browser.







































Override Warning: These devour rules override any of the Swallow and Engulf action native to a select few creatures found within other DnD modules.

Working Copy: This copy of the rule set is utilized as a working copy. There will often be times where it feature half finished concepts that are not fully implimented or do not integrate well into other featured concepts. For versions of this rule set that do not have these half-finished feature, please use a document titled Dungeons and Dinners vX.X.X

Table of Contents





















Page 3 ----------- Part I: Core Mechanisms

Page 7 ----------- Part II: Optional Mechanisms

Page 8 ----------- Part III: Races

Page 12 ---------- Part IV: New Weapon

Page 13 ---------- Part V: Subclasses

  • Page 14 ---------- Barbarian
  • Page 16 ---------- Bard
  • Page 19 ---------- Cleric
  • Page 22 ---------- Druid
  • Page 23 ---------- Fighter
  • Page 26 ---------- Monk
  • Page 28 ---------- Paladin
  • Page 31 ---------- Ranger
  • Page 32 ---------- Rogue
  • Page 33 ---------- Sorcerer
  • Page 35 ---------- Warlock
  • Page 38 ---------- Wizard

Page 40 ---------- Part VI: Feats

Page 43 ---------- Part VII: Spells

Page 52 ---------- Part VIII: Magic Items

Page 54 ---------- Part IX: Auxiliary Components

Page 55 ---------- Part X: Monsters

Page 58 ---------- Part XI: Change Logs

PART I

Core Mechanisms



These are the module's core mechanics that overlay the standard DnD mechanisms











New Calculations and Conditions

This Module includes a small collection of new values to calculate.

Digestion Damage [max. 200]

(Lvl + prof. + CON mod.) x prof.

Stomach DC

12 + proficiency bonus + CON mod.

Swallowing

  • A Swallowing creature is considered restrained.

Partially Swallowed

  • A Partially Swallowed creature is considered restrained.
  • A Partially Swallowed creature cannot take bonus actions.
  • A Partially Swallowed creature can only use its action to make a struggle roll against the creature that inflicted Partially Swallowed on it.
  • A Partially Swallowed creature can only use it's reaction to contest the devour rolls made the creature that inflicted Partially Swallowed on it.

Bellied

  • A Bellied creature is surrounded in non-magical darkness and is blind to the world outside of the creature that inflicted Bellied on it.
  • A Bellied creature can only target the creature that inflicted Bellied on it with its spell and weapon attacks, and makes all attack rolls with disadvantage. Attacks made using a Dagger or Unamred strike do not suffer from disadvantage inflicted in this way.
  • A Bellied creature cannot make attacks using weapons with the Heavy or Two-handed properties, and cannot make use of the Ranged, Thrown, or Reach property of any weapons.
  • A Bellied Creature cannot reload weapons that have the Reload feature, but can use the weapon if it has pre-loaded ammo.
  • A Bellied creature occupies the same space as and moves with the creature that inflicted Bellied on it.
  • A Bellied creature is subject to the digestion damage and transitive damage of the creature that inflicted Bellied on it.












Devour

When a Pred takes the Devour action, they are considered Swallowing and begin a Devour contest. The prey they are attempting to devour becomes Patrially Swallowed. This begins a Devour Contest.

During this contest, the Swallowing creature makes Strength (Athletics) contested by the Partially Swallowed creature's Strength (Athletics) or Dexterity (Acrobatics) check (their choice).

On the pred's turns, they may use their action to make a Devour check, Marking a devour success if they win the contest and a fail if they lose.

On the prey's turn while 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.

After a pred accumulates 3 devour losses, Partially Swallowed Creature is released 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 creature is now Bellied by the pred.

In either case, the prey creature is no longer Partially Swallowed.

Eyes Bigger than the Stomach

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

A creature that has been Bellied by another creature, begins to suffer the digestion damage of the creature that Bellied it.

Outside of combat, Digestion Damage is dealt once every hour as described in the next section

Regardless of any and all calculations, bonuses, or penalties, the fixed values of Digestion Damage cannot be reduced to less than 20, and cannot rise above 200. Spells that deal digestion damage or or add dice-roll based bonuses and penalties can ignore these limits.

While in battle, at the beginning of each of the pred's turns, they deal total digestion damage equal to their CON+Prof+lvl divided as they please among their prey as a free action.

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.

Digestive Distribution

Any time you deal your standard digestion damage, you distribute the whole value as you please, portioning out across all your bellied prey. However, when Digestion Damage is dealt, a pred must deal at least 10 of their total Digestion Damage to each creature they have bellied, or as close as physically possible if such distribution is not possible.

For example, if a pred has 90 total Digestion damage and 6 bellied prey, Then each of the 6 prey must suffer at least 10 of the total 90. After that, the remaining 30 are free to be distributed as you please.

Digesting Softened Prey

After a creature's HP hits 0, they enter endstage digestion. For NPC creatures, their body simply digests down to nothing.

If a PC's HP reaches 0 while in the belly of a pred, they enter a state similar to Death Saves. Each time any form of digestion damage, natural or magical is dealt to a PC with 0 HP, they roll a Digestion save. These are unskilled d20 rolls with a DC of 10. On a fail, you mark a fail for your character. Once you accumulate a number of fails equal to your Constitution modifier + 3 (minimum of 3), you are digested.

When a Prey is fully digested, their body is destroyed and the pred regains X d4 - X HP, where X is the capacity points of the digested prey (minimum of 1 per point).

Capacity Points

These simultaneously represent the space a creature takes up in the belly of a pred, as well how much their own belly can hold at normal Capacity.

A creature's Maximum Capacity is equal to twice its 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
- Tiny 1/2
Tiny 1
Small 2
Medium 4
Size Capacity
Large 8
Huge 16
Gargantuan 32
+ 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

Visible Gluttony

So long as the sum of capacity points of your prey are less than 1/4 your racial size class value in capacity points before, it is impossible to tell on-sight weather you have prey in your belly or not.

Regurgitate

As an action, a pred may choose to regurgitate 1 creature from their stomach. The creature is no longer Bellied and lands prone on a tile adjacent to them.

By Transitive Property

While bellied, all prey have full cover from all external damage sources. But the protection is not perfect.

Whenever a pred suffers any form of damage they may choose to have a single prey in their belly suffer half the damage they did.

All damage dealt in this way follows the damage modifiers of the pred before being applied to prey.

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. Food takes Digestion damage as normal, but does not enter end-digestion or trigger vore benefits.

Escape

Chances are, prey don't like being inside a pred's belly. Every hour any prey spends inside the belly of a pred, they may collectively make a single Struggle check against the pred's Stomach DC. This DC halved at exhaustion level 5, and is reduced by 3 if the pred is over normal capacity (applied after exhaustion).

A Struggle check is rolled as an unskilled 1d20 that has a bonus of +1 per capacity point of prey. Prey that are Incapacitated do not contribute to this bonus.

On a success, the pred marks 1 level of Indigestion.

Indigestion Level Penalty
1 Disadvantage to resist poisoning
2 -5 move speed (minimum of 10)
3 1 lvl of irreducible exhaustion
4 -10 move speed (minimum of 10)
5 You must deal 10 Digestion Damage to yourself for hourly Digestion damage
6 You must regurgitate the entire contents of your stomach

Additionally, while at or above Level 3 Indigestions, each time a pred fails an escape struggle check, they must regurgitate a Bellied prey based on this priority order, with priority given to player characters over NPCs, then to the largest Bellied creature working down to the smallest.

When a pred's stomach becomes empty by any means, their Indigestion Counters instantly reduce to 0.

Upon finishing a long rest, a pred's Indigestion Counters reduce by 1.

Gut Casting

A pred that has a spell casting ability can cast spells creatures they have bellied as prescribed by the spells effects, with a few conditions.

  • The spell must be able to target a singular creature, not an area
  • Spells cast in this way cannot be up-casted.
  • Spell Must have a range of touch, and contact with the stomach wall satisfies this.
  • Spells and spell effects directed at bellied prey can only target a single prey

Double Swallowing

If a creature that is currently devouring another creature becomes the target of a devour attempt, then that creature must choose to either make a swallow check agaisnt their prey or a struggle check against their pred. They can only choose one and automatically fail the check they did not choose. If the outermost pred swallows their prey, then the creature serving as both pred and prey in the situation is swallowed and their prey is freed from their mouth as is struggling free and begins making a fresh set of devour contests against the other most pred.

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.

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.

Engaging the Endosomatic

Digestion is automatic and must take place under normal game circumstances and cannot be turned off. However, there are some features and effects that enable one to be able to evoke such effects. Unless a creature knows a skill or has an item that expressly identifies otherwise, it must digest any creature or item it swallows.

Additionally, preds that are have endosomatic capabilities can allow swallowed prey to not be subject to the Dexterity Save needed to take an action in the pred's stomach and retain full action economy. This choice is applied to all prey at once, but can be given and taken freely.

An Exhaustive Overlay

This is a list of additional penalties inflicted by exhaustion, like the vanilla rules, the penalties compound on top of the lower levels.

Exhaustion Level Vore-based Penalties
1 -10 Digestion Damage
2 ----
3 -15 Digestion Damage
4 ----
5 Stomach DC 1/2'd
6 ----

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
  • 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.

PART II

Optional Mechanisms



This mechanisms are not essential to this module's ability to function,

but using them could add some fun playing conditions.











Gastric Growth

As a pred grows into their skills their body can grow to accomodate their hunger. Their capacity expands at certian levels, gaining +2 at 5th, 11th, and 17th levels. Maximum capacity increases accordingly.

Packing on Pudge

Pigging out on your favorite fiesty food is not without consequence. The mass has to go somewhere.

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

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

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

Unique Physiology

If your character has a unique physiology to them, such as a tauren build or an elemental affinity, discuss such with your DM. This may yield some unexpected benefits.

Alternative Vore Types

For rules regarding different types of vore, refer to the following document: Dungeons and Dinners: Alternative











Gastric Junkyard

Sometimes eating things is just as fun as eating creatures. And stomachs do not discriminate between either. So they can digest objects just like they can prey. The catch is that the same amount of different materials, say, wood versus metal, take different times to digest. And digesting things does not trigger vore-based benefits. Objects are rated at 2 capacity points per 1 cubic meter of volume, to a minimum of 1 point for 0.5 cubic meters or less.

Material Time to digest / pts.
Paper 1 mins.
Fabric 2 mins.
Wood 3 mins.
Leather 5 mins.
Material Time to digest / pts.
Stone 12 mins.
Mineral 24 mins.
Metal 36 mins
Glass 1 hr.

If a material does not appear on the list, the DM will rule for the time per point ratio.

Digesting the Incorporeal

Spectral Digestion Damage [max. 150]

(Lvl + prof. + Spell Casting Ability mod.) x prof.

Certian prey lack any real body to digest, but preditation has of course evolved to accompany this issue. Those that have a bind to the weave are capable of fully digesting entities of a mystical construction. They deal a special form of digestion damage called Spectral Digestion. When digesting prey of a spectral build, you use this damage value instead of your normal digestion damage. If you are unsure of the construction of a creature, the DM will rule as such. You must have a Spell casting ability to have Spectral Digestion Damage. Taking a feat or having a racial feature that provides even a single spell and clearly identifies a spell casting ability automatically grants Spectral digestion Damage to that character, even if that character has no actual levels in a caster class. You must also have Spectral Digestion Damage in order to swallow any creature your DM labels as incorporeal. Devour attempts made on noncorporeal creatures by creatures that lack Spectral Digestion Damage automatically fail.

PART III

Races



New people....could be snacks or snackers

Information marked with a superscript are only granted by the subrace of the matching superscript





















Races
Page Race Sub Races Size Speed STR DEX CON INT WIS CHA
9 Bullywug Dartling(1), Behemoth(2) Medium 30 (25 swim) +1(2) +1 +1(2) +2(1)
9 Lagomorph Medium 40 +2 +1
10 Slimekin Corro(1), Flexi(2), Visco(3) Medium 30 +1(3) +1(2) +2 +1(1)
11 Strigling Medium 30 (30 fly) +2 +1
11 Wraith Medium 30 (Hover) +1 +2

Bullywug

Descended from the humble frog and toad, Bullywug kin stil exhibit behavioral patterns akin to that of their ancestral amphibian, albeit while still guided by a vastly higher brain function and civilization. While known to be slimy in the literal sense, the Bullywug are an inquisitive and earnest people.

Semi-aquatic

while terrestrial by nature, the Bullywug still play favor towards the damp and wet climates, failing to establish well in arid environs. More often than not, establishments that are Bullywug dominant have a portion of their infrastructure below water level, making their villages and towns much lrger than they appear to be.

Bullywug Traits

As a Bullywug, you have the following traits:

Ability Score Increase Your Dexterity increases by 1

Age Bullywug mature by the age of 15 and often live to be around 70 years old

Alignment Bullywugs are an earnest and honest race, doing their best to keep to the good side.

Size While on the diminutive side for the spectrum, you are still of human stature. Your size is Medium

Speed You have a base walking speed of 30 feet

Amphibious You can hold your breath for 30 minuets and have a swim speed of 25

Powerful Legs You know the Jump spell and can cast it at will with the need for components or spell slots.

Tongue Shot You can use your tongue to attack at a distance. Your unarmed strikes have reach, and you can grapple creatures that are 10 feet away. While you have a creature grappled in this way, you can use your action to force the target to make a Strength saving throw contested by your Strength(altheltics) skill. On a fail, the target is pulled 10 feet closer to you.

Languages You can read, speak, and write in Common, and Wuglish. Wuglish is a language consisting of watery gurgly syllables that sound like garbled water to the untrained ear

Subrace Though all belonging to one race, Bullywug may vary from different originating species. When you choose this race, you may select one of the subraces detailed below.

Behemoth

You hail from a large species of frog know well for is oddly large size. You gain the following Traits.

Ability Score Increase Your Strength and Constitution increases by 1

Large Frame You are considered one size larger for the purposes of determining carrying capacity.

Big Mouth Your unamred strike now deals 1d4 bludgeoning damage, and the range of your unarmed strike and grapple increases by an additional 5 feet.

Dartling

You exhibit the bight warning colors of the poison dart frog, and also possess the same toxicity. You gain the following traits:

Ability Score Increase Your Charisma increases by 2

Toxic Skin You have a well of 50 Toxin points. When a creature makes contact with you using an unprotected part of their body, you can choose to spend upto 3 toxin points to deal poison damage back to the attacker equal to the number of toxin points consumed. Additionally, when you suffer damage due to being swallowed by another creature, you may consume any number of toxin points up to half the damage you recieved and deal poison damage to the creature equal to the amount of toxin points consumed. You cannot use this feature if you have no toxin points left, and regain all spent toxin points on a long rest.

Innate Spellcasting You know the Poison Spray cantrip and can cast it at will without the need for components. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a level 2 spell. Once you reach 5th level, you can also cast Ray of Sickness once at a level 3 spell. You must finish a long rest before you can Ray of sickness at either level again with this trait. Charisma is your spellcasting ability for these spells.

Lagomorph

Tribes of rabit folk that have a rather lively community that tend to quiet down during the colder months. Thanks to the heiritage, they have strongly developed sense to keep them out of danger.

Flighty and Swift

One of the most noticible traits of Lagomorphs beside the ears and tail are their carefully honed and strikingly powerful legs.

Lagomorph Traits

As a Lagomorph, you have the following traits:

Ability Score Increase Your Dexterity increases by 2, your Intelligence increases by 1

Age Lagomorphs reach maturity at around 10 years old, and pass away at quite a young age of only 50.

Alignment Lagmorphs love the freedom to move and operate as they please, often tending towards chaos

Size You are roughly on par with the average humanoid height, but quite a bit thinner. your size is Medium.

Speed you have a base speed of 40 feet

Powerful Legs You know the Jump spell and can cast it at will with the need for components or spell slots.

Flighty You can take the dash action as a bonus action while you are disengaged. Additionally, your AC increases by one against opportunity attacks.

Keen Senses You have advantage on Wisdom (perception) checks made when using smell or hearing.

Languages You can read, speak, and write in Common, and one other language of your choice

Slimekin

Slimekin are, well, exactly how they sound. Most of them walk, talk, act, and look like people, except that their bodies are composed of a colorful, slimy substance. However, due to their strange nature, they often make their homes in damp environments that most folk would deem uninhabitable, such as bogs, swamps, marshlands, and even sewers.

Unusual Anatomies

Slimekin are rather bizarre, seeming to share the typical ooze’s lack of apparent organs of any kind (with the primary exception being their eyes), yet still clearly demonstrating sapience and a sense of humanoid structure. This can work for or against them, as it allows them to survive things that would ordinarily kill a person, but makes simple things like moving water a difficult hazard to overcome.

Slimekin Traits

As a slimekin, you have the following traits:

Ability Score Increase Your Constitution increases by 2

Age Newly-formed slimekin often reach maturity within a year, and their lack of cellular complexity makes it unclear as to whether they truly do age

Alignment Slimekin can be as widely varied as humans, with no particular tendencies towards any alignment

Size Though specifics may vary, most slimekin assume a human-like stature. Your size is Medium

Speed You have a base walking speed of 30 feet

Amorphous You can compress your body enough to fit through any gap that is no less than an inch wide. You may not expand inside any space that provides resistance

Engulf Your gelatinous form allows you to ensnare a creature by completely surrounding it. When you grapple a creature of your size or smaller, you may choose to engulf it. If you do, you enter the creature’s space or drag it into your space (your choice), and the creature is restrained while it is grappled, but has half cover from all effects originating from outside yourself. You may only have one creature engulfed at a time, and may not gain the benefits of armor while using this trait.

Resculpt As an action, you may reshape your body. You must retain a humanoid shape of Medium size, and an increase or decrease in weight must pay respect to the conservation of mass, but you may decide any other details of this change. Additionally, if one of your limbs is ever lost or destroyed, you may create a new, fully-functioning limb over the course of a long rest.

Languages You can speak, read, and write Common

Subrace Though all belonging to one race, slimekin may vary in the properties of their composition. When you choose this race, you may select one of the subraces detailed here.

Corro

Your body is highly corrosive, allowing you to eat away at wood and metal with ease. You gain the following traits:

Ability Score Increase Your Charisma increases by 1

Corrosive Form Though all slimekin have some corrosive properties, yours are potent enough to be weaponized. Your unarmed strikes inflict 1d4 acid damage instead of the bludgeoning damage normal for an unarmed strike. Additionally, if a creature starts its turn while engulfed by you, you may use your reaction to inflict acid damage equal to your proficiency bonus.

Innate Spellcasting You know the acid splash cantrip. Once you reach 3rd level, you can cast the inflict wounds spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the acid arrow spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Flexi

Your body is more flexible than most, allowing for finesse beyond that of the typical slimekin. You gain the following traits:

Ability Score Increase Your Dexterity increases by 1

Stretchy Arms Your reach with melee weapons increases by 5 feet

Escape Artist You have advantage on any ability check made to escape bindings and containers

Visco

Your body is more viscous than most, making you tougher and able to hold a more solid grip on less gelatinous objects. You gain the following traits:

Ability Score Increase Your Strength increases by 1

Rubbery Defense Your body is flexible enough to warp with attacks, yet tough enough to resist being beaten, punctured, or sliced. While not wearing armor, you have an armor class equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.

Vice Grip You have advantage on ability checks made to maintain a grapple

Strigling

Highly evolved kin of owls, The Strigling are masters of the hunt. Using abilities geared for stealth, they excel at tracking targets long distances. Their evolutionary line has evolved away from nocturnal habits to better associate with the general public. Striglings often keep to themselves and only contributed when needed or asked, and often find it rude when they are given help without asking for it. While this may come across as asocial, the owlfolk are simply more independant and are also aware that this is not the public norm.

Masters of the Night

With powerful eyesight and a unique skeleton, Strigling can move quietly and deflty to pursue and hunt their targets even in the darkest nights. Hollow bones help them move quietly in the dark and excellent night vision make them elites while hunting at night.

Strigling Traits

As a Strigling, you have the following traits:

Ability Score Increase Your Dexterity increases by 2, your Wisdom increases by 1

Age Strigling mature quickly, being considered adults at only 12 years old, and can live as long as 150.

Alignment Strigling are a very strict society with stringent hierarchy and views, tending to lean more lawful

Size You have a familiar humanoid physique, but your unique skeleton makes you much lighter. Your size is Medium.

Speed you have a base speed of 30 feet, and a fly speed of 30.

Dark Vision Your nocturnal lineage hasgiven you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in non-magical darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Augmented Flight While flying, you cannot use use weapons with the Heavy or Two-handed properties, and your unarmed strike deal 1d6 Slashing damage and gain the Finesse property. While flying, you can also only grapple creatures that are of equal or smaller size than you,

Hollow Bones You make no sound while in flight. While flying you have advantage on stealth checks made to suppress the sound you make.

Keen Senses You have advantage on Wisdom (perception) checks made when using smell or hearing.

Languages You can read, speak, and write in Common, and one other language of your choice

Wraith

Often confused with ghosts, Wraiths are an entirely separate and distinct creature whose true life is that of a spectral form, having never had a corporeal body to begin with. Wraiths are creatures that are born out of deep emotional trauma and subsist on that pain. They do not inflict said pain, however. Instead they often seek to end those feelings by attempting to achieve catharsis or justice.

Distilled Emotions

Wraiths are an amalgam of emotions that arise from residual pain of the scars plaguing a location or individual. The lifecylce of Wraiths is sometimes seen as self destructive, since they often attempt to seek out and end the very emotions that sustain them, resulting in their own death.

Strigling Traits

As a Wraith, you have the following traits:

Ability Score Increase Your Charisma increases by +2 and your Intelligence increases by +1

Age Being born of concentrated emotions, Wraiths come into the world already mature and are ageless, persisting until the moment the motions that concieved them cease to exist

Alignment Wraiths are beings of emotions, so they can be chaotic in that sense. But in truth, Wraiths can be anywhere on the spectrum.

Size Your from is a composite of emotions from the area that you came to life in, your apperance and size can vary.

Speed you have a base speed of 30 feet. You can also briefly hover 5 feet off the ground for 30 seconds. You must spend 1 minuet on the ground before you can hover again

Emotional Vitality You use your Charisma to calculate HP instead of your Constitution. Additionally, you may choose to use your Charisma modifier in place of your Constitution modifier when forced to make a Constitution saving throw.

False Unlife You are considered living for the purposes of targeting or exceptions, such as by Chill Touch or Turn Undead.

Composite Form You are a conglomerate of the emotions and people that brough you to life. You can assume the size an physical appearance of any other playable race. Once a race is selected, it cannot be changed.

Vengeful Agony When a creature damages you with a type you are vulnerable to or a value in excess of your Charisma modifier + your level, you may expend a charge to fixate on that creature. The next weapons or spell attack roll you make on the creature you have fixated on has advantage to hit and deals additional damage of your choice of Psychic, Force, Radiant, or Necrotic equal to your Charisma Modifier (a minimum of 0). On a hit, the fixation ends.

You can only use this trait 3 times and regain all spent uses on a long rest.

Languages You can read, speak, and write in Common, and one other language of your choice

PART IV

New Weapons



This module includes a new natural weapon with its own set of unique weapon traits











Throwing your Weight Around

Such large, full bellies could potentially be put to use. Preds have a new natural weapon 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: Variable Damage, Momentum

Weapon Properties

Variable Damage

The resulting damage dice of this weapon scales to the number of capacity point within a pred's belly

Points Damage Dice
0-1 1
2 1d4
3 1d6
Points Damage Dice
4-5 1d8
6-7 1d10
8+ 1d12

Momentum

If you take a 10 foot running start when attacking with this weapons, you have advantage to hit your target with this weapon.











Maws and Jaws

The second and equally valuable part of any pred's arsenal is of course, their big mouths. How else could they eat such tasty prey? But preds have adapted their bite to do more than just deal damage. All bite attacks now have this unique weapon property.

Grip

After landing an attack and dealing damage with this weapon, the next grapple check you make on the targeted creature is made with advantage.

PART V

Subclasses



These are new subclasses that embrace the idea of consuming as the central feature




















Subclasses
Page Class Subclass Level Available Description
14 Barbarian Path of the War Glutton 3rd Fuel your body by quickly devouring and digesting your foes
14 Barbarian Path of the Unsnackable 3rd Evade and frustrate those that wish to devour you with ease
15 Barbarian Path of the Vorserker 3rd Use your rage to be come a veritable walking voracious beast
15 Barbarian Path of the Totem 3rd Use two new options to further enhance your totem powers
16 Bard College of the Madrigal Dinner 3rd Encourage your hungry buddies to keep filling their bellies
17 Bard College of the Feeder 3rd Let your stuffed allies make better use of their prey
18 Bard College of the Belly Dancer 3rd Throw your weight around with uncanny ease and agility
19 Cleric Gluttony Domain 1st Reward the creatures that indulge the appetites
20 Cleric Feast-aid Domain 1st Ease the burdens of those that have overstuffed themselves
21 Cleric Belly-nevolent Domain 1st Use your belly as a place of rest and rejuvination
22 Druid Circle of the Chimera 2nd Morph your body to adjust to any scenario
23 Fighter Gastro Warrior 3rd Use your digestive tract itself as a weapon
24 Fighter Entrapper 3rd Use your stomach as a prison to tightly hold your target
25 Fighter Pred Slayer 3rd Strike down those that seek to consume you
26 Monk Way of the Hungry 3rd Devour your foes with purpose and discipline
27 Monk Way of the Gastropuncture 3rd Use your anatomical knowledge to help or hinder predators
28 Paladin Oath of Indulgence 3rd Consume your opponents in the name of your cause
29 Paladin Oath of the Prey Aegis 3rd Defend those you need you from the maws of the hungry
10 Paladin Oath of the Fortress 3rd Use your body to defend those within and without
31 Ranger Natural Cycle Conclave 3rd Adopt the primal instincs and abilities of predator or prey
32 Rogue Parasite 3rd Leech off the abilities and life of unwitting predators
32 Rogue Silent Python 3rd Ambush and consume you foes before they realize it
33 Sorcerer Flesh Tanker 1st Bellies as a base of operations
34 Sorcerer Tarrasque Bloodline 1st Envoke an ancient ravenous power to devour your opposition
35 Warlock The Great Ooze 1st Become an all-consuming amorphous beast
36 Warlock Ravenous Entity 1st Call upon the power of a ageless, hungry abomination
37 Warlock Gastromancer 1st Weaponize the bellies of your friends
38 Wizard Belly Arcanist 2nd Arcane bombardment from the belly of a buddy
39 Wizard Arcane Devourer 2nd Become a devourer of magic itself

Barbarian








Barbarian, Path of the War Glutton

While well trained in the usage of their bodies like Gastro Warriors, War Gluttons are trained through self pushing their limits and testing their bodies as opposed to sanctioned training and exercises. Additionally, Gastro Warriors are trained to incorporate their prey into their attacks. War Gluttons simply train their bodies to gurgle through prey faster.

Smothering Stomach

Starting at 3rd level, when you make an attack action, you may target 1 creature you have bellied. 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.

Bubbling Stomach

Also at 3rd level, You learn the Belch cantrip and can cast it at will without interrupting your rage. Constitution is your spell casting ability for this spell

Iron Stomach

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








Barbarian, Path of the Unsanckable

Fleet and nimble, Those of the Unsnackable Path have trianed their bodies to the limit not with brutish power, but with flight-like swiftness and immense agility, aiming to avoid ravenous jaws and hungry bellies.

Light Footed

You have honed your body to be quick rather than sturdy. Starting at 3rd level, your Unarmored Defense feature changes to 10 + Twice your Dexterity mod. Additionally, you lose proficency in Constitution Saving Throws and gain proficiency in Dexterity Savaing Throws, as well as acrobatics if you were not already proficient.

Gastric Upheaval

Starting at 6th level, you gain the Digestive Barrier and Heave spells. Intelligence is your Spell casting Ability for these spells. You can only cast these spells at base level, and have three free casts to split between them, and regain all expended casts on a long rest.

Survival of the Swiftest

Starting at 10th level, you have advantage on Dexterity Saves made to break grapples. When you break a grapple, you can use your bonus action to shove the target 5 feet from you.

At 14th level, you can throw the grappler 10 feet. They land prone as a result.

Last Ditch Effort

Starting at 14th level, you may put all of your effort into breaking free from the claws of a pred. While partially swallowed or grappled, instead of the usual line of rolling contests, you May instead choose to make a Dexterity save contested by the pred's Strength Save. If you succeed, you instantly break free and can move upto your movement speed away from the pred without triggering opportunity attacks.

If you roll a nat 20, you may use your reaction to make an attack against the pred with advantage to hit.

If you fail, the pred marks a successful swallow contest and you make all subsequent escape rolls in this devour contest with disadvantage.

You can only use this feature once and regain use of it on long rest

Barbarian, Path of the Vorezerker

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. Vorezerkers typically live solitary, nomadic lives, moving from place to place in search of new food sources, or jumping from conflict to conflict as mercenaries for a steady stream of battles and food.

Ravenous by Nature

At 3rd level, you gain proficiency with the Athletics skill, or expertise if you are already proficient.

Feeding Frenzy

Also starting at 3rd level, whenever you rage, you now enter into a feeding frenzy. You retain all the effects of your rage, but with the listed additions and exceptions:

  • For the duration of your feeding frenzy, you can take the Devour action on creatures you have not grappled. You gain a bonus to all digestion damage, devour checks and to resist escape attempts and struggle attempts equal to your rage bonus damage. Additionally, you count as one size larger for the purpose of determining bonuses for Devour Contests.

  • During a feeding frenzy, you no longer lose your rage if you haven’t attacked a creature since last turn. Instead, your feeding frenzy ends if you end your turn if you have not taken a devour action, or taken damage since your last turn. You can end your feeding frenzy as a bonus action.

  • While in a feeding frenzy, you gain blindsight up to 15ft as your senses and nose become hyper-tuned to nearby prey.

  • You gain a bite attack that deals 1d6 piercing damage. If you deal at least 5 damage with this attack you can make a devour attempt on the target as a bonus action. If you already had a bite attack, the damage increases by one dice step during your rage.

  • When your feeding frenzy ends while you have no creatures in your stomach, you suffer one level of exhaustion.

Expansive Stomach

Starting at 6th level, your stomach becomes able to stretch to new limits. You count as one size larger for the purpose of determining capacity.

Strength through Consumption

Starting at 10th level, your devoured prey only serve to further your strength and hunger. As a bonus action during a feeding frenzy, you let out a ferocious ear-splitting belch, and gain temporary hit points equal to the base capacity value of all creatures you currently have bellied.

You may use this feature once per Feeding Frenzy.

Additionally, you now count as two sizes larger for the purpose of determining Devour Contest modifiers while in a Feeding Frenzy.

Expansive Gullet

Starting at 14th level, you have trained your gullet to be able to take on two prey at once. You can now Partially Swallow two creatures simultaneously. You must make two individual devour contest rolls for each prey, but both contest rolls can be made as one action.

Additionally, you are no longer considered restrained while Swallowing.

Path of the Totem: New Totem Options

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 2 more.

The Serpent; a ravenous and wiley predator that capitalizes on moments of weakness.

The Rabbit; Quick, nimble, and flighty to avoid persistent preds.

Totem Spirit (3rd Level)

  • Serpent: While raging, when you successfully Grapple a creature, you can make a Partially Swallow a creature as a bonus action.

  • Rabbit: While raging , you have advantage on resisting a grapple if the grappler is of the same or bigger size class.

Aspect of the Beast (6th Level)

  • Serpent: You gain the flexibilty of the snake. You count as one size larger for the purpose of determining capacity.

  • Rabbit: Difficult Terrain made by rock, roots, sand, and other foliage no longer impacts your move, but terrain such as ice or wind still impact you as normal. You also gain an additional 20 feet of movement. These additional 20 feet cannot be broken up between actions.

Totemic Attunement (14th Level)

  • Serpent: While raging, when you Partially Swallow a creature, you may immediately mark a Devour success.

  • Rabbit: While Raging and Bellied, you may use your action to throw your weight around. Make a Strength Save contested by the pred's Dexterity Save. If you win, the creature that bellied you is knocked prone.

Bard








Bard, College of the Madrigal Dinner

Best to think of this bard as the concert goer that never fails to shout 'encore.' Their aim is to aid preds in their ventures to gorge their bellies on prey and food, helping them fight through the mental blockades as they get fuller and fuller.

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 that were willingly bellied by another creature and the creature that bellied them gain temporary hit points equal to the roll of 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 bellies 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.










Bard, College of the Feeder

Those of the Madrigal Dinner aim to be crowd pleasers that stir up a hungry ruckus. Feeders are a bit more personal, more alinged towards helping comfort in the wake of the former class of bard.

Voracious Inspiration

At 3rd level, you learn a song that inspires predation. Your bardic inspiration gains the following additional uses:

  • 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 until the end of their next turn.
  • Creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting.
  • A predator with at least 1 creature inside them may use the bardic inspiration die to restore health equal to the roll.

Comfortable Surroundings

At 3rd level, you find yourself quite comfortable when inside a squeezing belly. You gain the following effects while bellied by a friendly creature:

  • You do not count towards the capacity of the pred.
  • You do not take digestion damage unless forced to by magic.
  • You perceive the world through the senses of the creature that has bellied you.

Happy Predators

At 3rd level, you are able to soothe and praise predators during a rest, and gain much needed material for future tales and songs. Whenever you use the song of rest feature, add on the following effects:

  • Predators with at least 1 bellied creature gain temporary HP equal to the max roll on your bardic inspiration die + your charisma modifier
  • All Hourly digestion damage dealt by the pred is increased by the number of Bardic Inspiration Dice you have left before they are restored by the rest

Enthralling Proposition

At 6th level, you learn how to more effectively charm creatures into being your allies' meals. Whenever you inflict a hostile creature with charm, your target no longer considers being devoured as a hostile action, and will choose to fail all grapple and devour checks. However, other conditions such as other hostile actions and digestion will still break the spell.

Gluttonous Galavant

At 14th level, while in the belly of a friendly pred, you can use your bardic magic to encourage your pred to feast to their heart's content. On your turn, you may choose to use your action to direct a friendly creature to act. Your target can use their reaction to take moves the normally cost an action. Actions taken in this way must be used to cast a spell from the Voremancy School or make a devour action. Additional, they can use their action to deal digestion damage equal to your Charisma Modifier (minimum of 1) to all prey in their belly. You are immune to digestion damage dealt in this way.

Bard, Belly Dancer

While most of those that attempt to utilize their bodies tend to deviate towards power and strength, the Belly Dancer leans more toward agility and grace, their movements flowing and smooth as they use that bodies to beat foes into submission

Corpulent Waltz

At 3rd level, you have learn how to move with precision and purposes, even when weighed down by a large meal. You gain the following benefits.

  • You do not suffer movement penalties for being over capacity and do not lose armor proficiency for being over Maximum capacity while you are wearing light armor.
  • Your Belly Bash natural weapon gains the Finesse property
  • You are considered 1 stage fuller for the purposes of calculating Belly Bash damage.

Backup Dancer

Also at 3rd level, while you have bellied only a single friendly creature, you can choose to let the creature in your stomach be immune to your digestion damage and not be considered restrained.

While they have these benefits, when you declare an attack with your Belly Bash natural weapon, but before the attack roll is made, the creature you have bellied can use their reaction to use their weight to increase the force of your blow. On a hit, the attack deals an additional 1 damage per capacity point that they take up.

Greedy Dancing

At 6th level, you have learned how to further increase your mobility despite the added bulk of a feast. You can now attack twice instead of once if you attack with your Belly Bash natural weapon. Additionally, you now add your dexterity modifier to the damage you deal with your Belly Bash natural weapon, even if it was already added before by way of the Finesse weapon property.


You may also forgo the second attack in favor of gaining the benefits of the Momentum feature without needing a running start.

Alluring Bulk

At 14th level, If you hit with a Belly Bash natural weapon, you may expend a bardic inspiration die to charm the target.

While charmed in this way, the creature cannot willingly move further away from you. Devouring creatures charmed in this way does not count as a hostile action for purposed of breaking the charm, and the creature automatically fails any devour checks made where you are devouring them. While in your stomach, creatures charmed in this way do not contribute to your struggle attempts and are considered friendly for the purposes of your Corpulent Waltz and Backup Dancer features. Charm inflicted in this way breaks immediately if they suffer any digestion damage from you, or are successfully bellied by any creature other than you.

At the beginning of each of their turns, they may reattempt the save, ending the effect on a success. While Bellied by you, they make this save with disadvantage. Otherwise, charm inflicted in this way fades automatically after a number of hours equal to your charisma modifier (minimum of 1).

If you use this feature on a target that is already charmed by you by any means other than this feature, roll the bardic inspiration die you intend to consume. If the die rolls an even number, the Bardic Inspiration Die is not consumed. If it rolls odd, the die is consumed as normal. In either case, the creature is now Charmed by the effects of this feature.

Special effects originating from "Creatures charmed in this was..." that are not native to this feature are no longer in effect once Chamred by way of this feature.

Only one creature can be charmed by you in this way at a time. Charming a second creature in this way ends the charm on the first creature.

Cleric








Cleric, Gluttony Domain

What better thing to celebrate than one's own satifaction. Often seen in tandem with Oath of Indulgence Paladins, these clerics reward and aid those who partake is stuffing their bellies with prey and snacks alike.

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

Cleric, Feast-aid Domain

Those of the Feast-aid domain are quite similar to those of the gluttony domain. The key difference is that those here have chosen to to devotes there efforts toward servicing those you indulge to the extreme, helping them with belly care and handling unruly prey.

Post-Feast Domain Spells

Cleric Level Spells
1st Expand Stomach, Healing Elixir
3rd Unburden, Amplify Acids
5th Acidify, Protection from Energy
7th Freedom of Movement, Instant Digestion
9th Arcane Hand, Circle of Power

Digestive Restoration

Any time you cast a spell on a pred, you may choose to mark them. While marked, any time they deal digestion damage to Bellied prey, they gain 1d6 + your WIS mod in temporary HP. This mark vanishes after 1 hour or when they gain temporary HP in this way. You can mark only one pred at a time, and you cannot change or recall a mark once it is set.

Channel Divinity: Gastro-nambulist

Starting at 2nd level, you can use your Channel Divinity to put prey in the belly of a pred to sleep. Touch the belly of a pred that is currently digesting Bellied prey. You can put to sleep a number of prey whose sum of capacity points are less than or equal to your Cleric Level. Sleeping prey are unconscious. Also, prey suffering from unconsciousness inflicted in this way suffer maximized digestion damage.

Unconsciousness inflicted in this way persists for 12 hours divided evenly between the target prey, rounded down.

Each time afflicted prey suffer Digestion Damage, they may make a Wisdom saving throw, waking up and ending the effect on a success.

Cushioning Gurgles

Starting at 6th level, You know how to massage a belly and utilize prey that are nearly digested to cushion to the struggles of more lively prey. You may use an action to tend to the belly of a pred who is digesting Bellied prey. For the next hour, the pred adds your strength modifier to their Stomach DC.

A pred can only benefit from this ability 1 time per long rest.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Belly of Sacred Steel

Starting at 18th level, you can spend a long rest tending the the belly of a pred to strengthen it. After the long rest is complete, the tended-to pred gains a +3 bonus to their Stomach DC and can deal an additional 2d6 bludgeoning damage for thier digestion damage. If they are over Maximum capacity, the additional digestion damage increases to 2d12 bludgeoning.

This effect persists until the next long rest or until you or the afflicted pred take an action to dispel it.

You have one charge with this ability and regain the expended charge 1d4 days after use.

Cleric, Belly-nevolent Domain

Clerics take up promises to aid those in need and further the causes of their deity. Clerics of this domain take that to a new level, using their very bodies as temples and havens, safely tucking them into their stomachs to protect and heal them.

Belly-nevolent Domain Spells

Cleric Level Spells
1st Expand Stomach, Dynamize armor
3rd Calm Emotions, Healing Spirit
5th Hammer Space, Medicinal Acids
7th Dimensional Stomach, Aura of Life
9th Belly Port, Inhale

Words of Therapy

At 1st level, you gain proficiency in the Persuasion, Medicine, or Athletics skill

Blissful Belly

Also at 1st level, You gain the ability alter your stomach and turn it in to a place of rest and healing. You may choose to negate your digestion damage and instead heal creatures Bellied by you slowly with soothing enzymes at a total of your proficiency plus your wisdom modifier. This healing dilutes as you add more occupants at -1 per occupant, to a minimum of 2. This healing is given hourly like standard digestion damage. While in your stomach, creatures also receive the folowing benefits:

  • When using any number of hit dice to heal, the first dice is maximized while the rest are rolled as normal.
  • They are not considered restrained.

Additionally, If you are forced to deal digestion damage against your will, you may make a Wisdom saving throw, negating the effects on a success.

Channel Divinity: Gastric Relocation

Starting at 2nd level, as an action, you can use your Channel Divinity to hold your holy symbol up to a pred within 60 feet of you that currently has Bellied prey. If the target is willing or they fail a Wisdom saving throw against your Spell save DC, You can instantly transport any one prey, plus up to 1d6 additional capacity points worth of prey from the target's stomach to your own.

Resistive Blessing

Starting at 6th level, as an action, you hold your holy symbol against the belly of a pred who is currently digesting Bellied prey. For the next hour, the prey is blessed, gaining resistance to digestion damage dealt by the pred. Additionally, Bellied prey blessed in this way can be targeted by your healing spells as if they were standing in the pred's space without cover. However, any healing received due to the effects of this blessing is halved.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessing of Bliss

Starting at 18th level, as an action, you can bless the belly of a willing creature. For 4 hours, or until either you or the creature takes an acction to dispell the blessing, their stomach is affected by your Blissful Belly feature like you are.

You can use this feature 3 times, and regain all uses on a long rest.

Druid








Druid, Circle of the Chimera

Those of the chimeric circle has immense knowledge in nature and ecology and have a keen awarness on the idea of Survival of the Fittest, taking that principle to the extreme. Their magic taps into evolution, kicking their biology into over drive. They can rapidly evolve and change their bodies to best suit a variety of situations.

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 a +2 to Devour checks.
  • 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 addition to 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

Fighter








Fighter, Gastro Warrior

Enter the Gastro Warrior. Soldiers of this discipline know how to weaponize their stomachs as more than just something to digest prey and use as a bludgeoning weapon. It is an art form and powerful skill.

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 Bellied by you 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 of Bellied Prey 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


Devouring Grasp. When you successfully grapple a creature, you may spend 4 gastro points to immediately make a devour check against that 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 Bellied by you 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 regurgitated 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.

Fighter, Entrapper

Not all predators devour with intent to digest. Some use their belly to provide shelter and comfort for those they care about, using it as a form of affection. Then there is those that dance the fine line between devour to digest and devour to hold. Those that dance such a line are known as Entrappers. They utilize their stomach to hold and detian people of interest, often treating their bellies and prisons.

Prison Sentence

At 3rd level, as a bonus action, you can mentally mark a creature. This mark is not present on the creature in any physical or magical manner, but rather as a cue you associate with your prey. While marked in this way, you have advantage to track that individual for 24 hours, which refreshes everytime you restablish line-of-sight with the creature. After 24 hours of no line-of-sight, you lose your mark.

Gastro-Warden.

At 3rd level, if you have Bellied a single creature whose capacity points are less than your maximum, you may choose to temporarily sacrifice all remaining space in your belly to fully immobilize your prisoner. While doing so, you lose access to the Devour action.

While immoblized, you do not deal Digestion Damage by any means and the Bellied creature cannot make any stuggle attempts to escape. Any rolls you are forced to take to regurgitate the creature are done with advantage and attempts made to push the creature out agaisnt your will are made with disadvantage.

Immoblizing prey in this way requires too much effort to be considered light activity.

Exhaustive Restraints

At 7th level, the bindings of your innards strengthen to a crushing level. If a Bellied prey suffers immobilization from Gastro-Warden for 24 consecutive hours, they gain 1 level of exhaustion. Only one level of exhaustion can be applied to one creature in this way.

Twin Cells

At 10th level, you know how to move your abdominal muscles to contain and imprison another prey. You can now apply the effects of Gastro-Warden to multiple Bellied prey, so long as the sum of their capacity points are less than your maximum capacity.

Uncomfortable Accomodations

At 15th level, you gastric bindings become quite tight and uncomfortable. Each hour after 12 hours of being under the effects of Gastro-Warden, Bellied prey must make a DC 10 Constitution Save. On a fail, one of their ability Scores is reduced. The affected score is determined by a d4 Roll, reducing by 1, to a minimum of 8

d4 Stat Affected
1 Strength
2 Dexterity
3 Constitution
4 Wisdom

Each hour a prey spends outside of your belly, their reduced stats increase by one back to their original values in whatever order chosen by the prey.

Hostage Situation.

At 18th level, as a reaction to being targeted, but before any attack rolls or saves are made, you may choose to fully direct any incoming damage to a a creature that is Bellied by you and under the effects of your Gastro-Warden. In doing so, the prey suffers the exact same value and type of damage you did before any of your resistances, immunities, and vulnerabilities are applied.

You may do this once, and regain use after a long rest.

Fighter, Pred Slayer

Some see preds as a scourge on the world and think the world would be better off without them. Others live peacefully with preds, but have learned to turn their skills towards taking on preds that merely see them as a snack and not an ally. In either case, those individuals often train their bodies in the ways of the Pred Slayer.

Titan's Arsenal

When you take this Archetype at 3rd level, you become proficient with Heavy weapons regardless of your class size or Strength Score. Additionally, you can use the Versatile weapon property while wielding a weapon with only one hand.

Anatomy Scholar

When you choose this archetype at 3rd level, you fine tune your ability to strike preds in a way that does not endanger prey in their belly. On a hit, if the difference between your hit roll and the pred's AC is 3 or greater, you attack deals no transitive damage to prey Bellied by the target

Slayer's Strike

Starting at 7th level, When targeting a pred that you know has Bellied other creatures, you may choose to forgo your additional attacks in favor of making a single brutal attack. For every additional attack forgone, you roll an additional set of damage dice on a hit. If you land a critical hit with this attack, all additional dice are rolled again as well. You may choose to forego any number of the attack provided by your Multi-Attack Fighter feature. Attacks provided by any other source cannot be used as a Slayer's Strike

Heaving Blow

Starting at 10th level, Whenever you land a Slayer's Strike attack, instead of dealing damage, you may choose to force the pred to make Constitution saving throw with a DC equal to 8+STR+Prof. On a fail they must regurgiate an amount of Bellied prey whose sum of capacity points is equal to 1d8+(2 x X) where X is the number of attacks foregone by Slayer's Strike. If the exact sum cannot be reached, the total number of prey regugitated must exceed the value rolled while being as close as possible. If there are multiple way to achieve the sum, then the pred chooses how it is met.

Gluttonous Opportunity

Starting at 15th level, you know how to capitalize on moments where preds are distracted. Bellying a creature counts as an attack opportunity for you.

Anatomy Expert

Starting at 18th level, your knowledge of pred anatomy increases further. Your Slayer's Strike now crits on a natural 19 as long as the target is at least above normal capacity.

Monk








Monk, Way of the Hungry

Through an odd combination of starving themselves followed by rich forceful gorgings, these monks temper their bodies to handle the extremes of hunger well

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 now counts as Monk Weapon 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 Bellied by another 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.

-Your Capacity increases by 8

-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 make a Devour check 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 Bellied by you 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 digestible objects Bellied by you are instantly digested. After, you must roll a Constitution saving throw with a -1 penalty for every 2 capacity points of each creature fully digested in this way against your own Stomach save DC, receiving 1 level of exhaustion on a fail.

For each prey digested in this way, your digestion damage drops by 15 to a minimum of 20 for 24 hours. Greater Restoration can end this penalty early.

Monk, Way of Gastropuncture

Scholars of gastronomy and anatomy, morks of this path know how to attack the voracious predators of the world in a way that uses their own anatomy and biology against them. It is seen as underhanded in some circles, but you can't argue with its effectivness.

Punch Through the Gut

Starting at 3rd level, while iBellied by another creature, your weapons attacks may benefit from the Light weapon Property, and may target 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 Bellied by 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 Bellied a creature, on a hit, you may choose to negate the damage and spend 1 ki point to induce 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 that has Bellied yo 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

Meanwhile, an unwilling creature you that has Bellied you 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 That you are Bellied by. 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.

Paladin








Paladin, Oath of Indulgence

An odd oath to be sure. The pledge these paladins take is to themselves and their friends, working their powers to satisfy and protect them. Feasts, Glamor, Beauty, all provided by this oath. Nothing is too grand for these pleasure seekers.

Paladin Level Spells
3rd Devouring Smite, Expand Stomach
5th Amplify Acids, Unburden
9th Medicinal Acid, Intoxicate
13th Entice, Dimensional Stomach
17th Bellyport, Primal Belch

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 isBellied another creature or has Bellied another creature 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 Bellied 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 dealing digestion damage Once you use this feature, you can't use it again until you finish a long rest.

Paladin, Oath of The Prey Aegis

This oath is not purely for those agaisnt preditation. Perhaps they just have a friend or group of friends they wish to protect from the bellies of the voracious beasts in this world. That is what they do, and they will fight to the bitter end for their friends.


You gain Oath Spells at the Paladin levels listed.

Paladin Level Spells
3rd Sickening Smite, Sanctuary
5th Heave, Digestive Barrier
9th Medicinal Acid, Beacon of Hope
13th Freedom of Movement, Guardian of Faith
17th Circle of Power, Telepathic Bond

Protected Race

When you take this oath at 3rd Level, you select any one main race. This Race will be considered your protected race for the purposes of this subclass. Each time you gain a feature for this subclass, you may choose a new Protected Race. Doing so removes your previously selected race from your protection. This selection accounts for all subraces within a defined race.

Channel Divinity

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

Gastro-Libertas: As an action, you may choose any one Pred that you can see within a 50 foot radius centered on you to make a CON saving throw. On a fail, the target is forced to disgorge any one Bellied Prey that matches your Protected Race. The disgorged Prey is then marked by you for 24 hours.

While marked, that particular creature has advantage against all attempts made to devour it, and advantage to struggle pred if Bellied again.

If a marked creature is within 5 feet of you, all attempts made to devour that creature automatically fail.

This Channel Divinity Feature only works if initially used on a prey that has already been swallowed.

Digestive Longevity: As an action, you may target any pred that you witnessed Belly a creature of your chosen protected race. The prey you witnessed become Bellied by them cannot be reduced to 0 HP by means of digestion or stomach damage for 1d4 hours.

Aura of Choking

Starting at 7th level, if a Pred you view as hostile attempts to make a swallow check within 10 feet of you, you can use your reaction to force them to make a CON save against your Spell Casting DC in addition to the swallow check. Failing this save has the same effect of failing a swallow attempt. Once the Pred succeeds in a CON save inflicted in this way one time, they are immune to the effects of Aura of Choking for 24 hours.

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

Divine Indigestion

At 15th level, you can use your bonus action to imbue any weapon within touching distance you are proficient in with a sickening aura. For a number of turns equal to your Charisma modifier, any time this weapon deals damage a creature that has Bellied at least one of your protected race, this weapon deals extra poison damage equal to 1d4 + the number of capacity points currently in their belly. You must concentrate on this effect as if it were a spell.

At 20th level, the extra damage increases to 2d4 + the number of capacity points and you can imbue two weapons.

Predator's Bane

At 20th level, you can use your bonus action to make any Pred you can see that you know for a fact has Bellied one of your protected race suffer your choice of poison or radiant damage equal to twice the Digestion Damage they deal to each member of your protected race. Once this line of sight is broken, the effect persists for a number of hours equal to your Charisma modifier, or until Line of Sight is reestablished. You can choose to negate this ability each time its damaging effects manifest in the target predator.

Once the effect dissipates, you cannot use this ability again until you finish a long rest.

Additionally, You can now choose two protected races and can change one of them at each long rest.

Paladin, Oath of Fortress

A paladin that follows this path take up the oath to use there bodies to pretect, utlizing their bulk to be a stalwart line of defense for their allies, both within and without...


You gain Oath Spells at the Paladin levels listed.

Paladin Level Spells
3rd Dynamize Armor, Frog's Tongue
5th Unburden, Digestive Barrier
9th Hammer Space, Remove Curse
13th Dimensional Stomach, Resilient Sphere
17th Bellyport, Wall of force

Internal Fortress

At 3rd level, Your stomach becomes a stalwart form of defense to shelter the vulnerable. You can choose to negate your digestion damage in return for the following effects:

  • Prey Bellied by you do not receive transitive damage.
  • If you are forced to deal digestion damage against your will, such as by spell, prey bellied by you are resistant to it.
  • Diseases and curses afflicting prey Bellied by are halted, but not cured.
  • Your stomach is considered a suitable place to take rests.

While you are holding non-digesting Bellied prey, you gain the following benefits:

  • You gain temporary HP at the beginning of each of your turns equal to your Charisma Modifier (minimum of 1)
  • You gain +2 AC while not wielding a shield

Channel Divinity

When you take this oath at 3rd Level, you gain the following 2 Channel Divinity option2.


Unyielding Fortitude: As a reaction to reduced to 0 HP while holding non-digesting Bellied prey, you can evoke your defensive prowess to hold on to your vestiges of life just a bit longer. You are instead reduced to 1 HP and instantly gain temporary HP equal to 1/4 your maximum HP. If your HP is raised above 1 by any means, you lose all temporary HP gained in this way.

While you have temporary HP gained in this way, you receive the following benefits:

  • -1 damage from all sources
  • +1 to Constitution saving throws

You cannot evoke this Channel Divinity option if you are already at 1 HP.

Round Guard: As an action, you project a Defensive aura in a wide radius around you. Any friendly creature in a 15 foot radius centered on you receives the same benefits you do from your Internal Fortress feature. This radius moves with you, must be concentrated on as if it were a spell, and persists until any of the following conditions are met.

  • You fail a concentration save
  • You fall unconscious
  • You no longer have non-digesting Bellied prey
  • You take an action to dispel it.

Otherwise, the field persists for 24 hours upon activation.

If a creature benefitting from this field leaves the area of effect by any means, the benefits fade automatically at the start of their next turn.

A creature can only benefit from one instance of Round Guard at a time.

Wide Stance

At 7th level, you have learned to use your corpulent body to defend your allies. As a bonus action while you have non-digesting Bellied prey, you may choose to stand in front of an ally, defending them until the beginning of your next turn. During this time, if an attack requiring an attack roll targets the ally you are defending, they are treated as if they were behind half cover. If the creature you are defending takes damage from this attack, both you and your ally take 1/2 the damage of the attack.

Reconstruction

At 15th level, your body has evolved further to become even more sturdy, healing quickly in times of danger. While you are below half HP, you regain a number of HP equal to your Charisma modifier at the beginning of each of your turns. This amount increases further by 1 for every 4 points of non-digesting Bellied prey. You cannot benefit from this feature if you have 0 HP.

Saving Stomach

At 20th level, your defensive and protective instincts have sharpened to the point that you can spring into action quickly. As a reaction to a friendly creature you can see within 30 feet being targeted by a hostile action, but before any rolls are made, you can instantly teleport them into your stomach, making them Bellied by you, and potentially out of the path of the attack.

You can only use this ability once and regain use on a long rest.

Ranger








Ranger, Natural Cycle Conclave

Most train their bodies to extract unique effect out incorportating voraciouness into their strategies. Natural Cycle Ranges choose to take the opposite side of this idealology, altering their strategy to befit voraciousness. It's a fine line that you need to understand in order to proprly appreciate it, but it is a tried and true technique established by mother nature

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 Natural Cycle 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.

Rogue








Rogue, Parasite

These sneaky specters laugh at the idea of "You can't put a fire out from inside the house. They have been known to dive head first into the gullets of aggresive predators for the sole purpose of being a pest in their gut.

Stomach Parasite

At 3rd level, you gain resistance to acid damage. Aditionally, you are no longer considered restrained while bellied by a hostile creature.

Hidden Form

Starting at 3rd level, while Bellied by another creature, you may choose not to leave a visible impression on the outside of the predator. You still take up space within their stomach.

Stealth Entry

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

Invasion

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

Greater Parasite

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

Master Parasite

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








Rogue, Silent Python

Taking on the strategies of one of the more powerful predators in the natural world, these rogues prefer to sneak up on prey and get their maw around them before they can even react. They are sneaky, powerful, and incredibly skilled at blending in to may situations to keep their ravenous intents secret.

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 no creatures are Bellied by you, 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 deal battle digestion damage creatures Bellied by you, you may use an action to deal damage equal to your sneak attack damage to one of those creatures.

Crush Grip

By 9th level, you can strain your muscles to crush your prey. You may choose to re roll a grapple check on a target you already have grappled. Upon success, you may deal bludgeoning damage to the target equal to your sneak attack.

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 Bellied by you. That creature takes damage equal to the amount of damage you took.

Acid Deluge

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

Sorcerer








Sorceror, Flesh Tanker

Sorcerer are often synomynous with the phrase 'power with-in.' But the Flesh Tanker takes this ideaology to a new level of crazy, teaming up with a pred, not to help them, but to take magic potshots at enemies from the safety of their buddy's belly.

Battle Station

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

  • Their belly becomes your spell casting focus.
  • You do not count against the creature's capacity
  • You are not blinded or restrained
  • You are able to perceive the world using the creature's senses.
  • You are immune to any digestion damage dealt by the creature.
  • You use the help action as a bonus action if it is used to aid the the creature in casting a spell.
  • you can cast any spells the creature knows that not granted by race or magic item benefits using your own spell slots.

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

If you are concentrating on a spell and the creature you are Bellied by 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 while Bellied by another creature, you may add your Charisma modifier to the damage. Additionally, you have resistance to all damage dealt by creatures Bellied by the same creature as you.

Tank Repairs

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








Mana Surge

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

Sorceror, Tarrasque Bloodline

Your ties to the arcane arts and your power and voraciousness have coexisted for so long that they have become inseperable, altering your very anatomy to accomodate both your incredible power and immense hunger.

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 Bellied by you to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature Bellied by you takes Digestion Damage equal to The Spell Slot Level + Your Charisma Modifier. 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 Bellying a creature, you may choose to send them to this secondary stomach instead. This stomach can only hold one prey at a time, regardless of prey size. Your normal digestion damage still applies 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 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, the creature becomes Bellied by you.

Warlock








Warlock, Pact with The Great Ooze

Most oozes and slimes are of a particularly mindless, instinct driven breed. Saying they have only the capacity of the primordial lizard brain is an insult...to lizard. But there is the rare kind of Ooze. Marmalade, Great Ooze, Elder Ooblix. Whatever you may call it, these slimes are highly intelligent, rivaling the mental capacity of eldritch entities. This is taken to a new level when those with an interest in these genlatinous beast forge an insidious pact with these intelligent masses of goop.

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, Hunger
2nd Heave, Amplify Acids
3rd Intoxicate, 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 Bellied by you, you may flawlessly mimic 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

Warlock, Ravenous Entity

There are creature beyond the confines of this world that exhibit a hunger stronger than any known predator. Though there are times when these entities take a liking to those of the material world that show a ravenousness proportional to theirs. They beckon for these mortal creatures to enter in to a communion with them. In exchange for tribute to satiates these hungry patron, the warlock receives immense power

Pact Spells

The Ravenous Entity 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 Dissonant Whispers, Entangle
2nd Detect Thoughts, Phantasmal Force
3rd Clairvoyance, Catnap
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Skill Empowerment

Stomach from Beyond

Your Patron binds themselves to you on the physical level and reworks your gastric system, adding a special secondary stomach to serve as a sort of sacrificial altar

At 1st level, you can freely change the damage type of your digestion damage between it's native Digestion Damage Type and Force Damage.

Additionally, your Patron creates a secondary stomach within your body that is connected but dimensionally separate from the rest of your body.

While this stomach is empty, the next prey Bellied is forced into this secondary stomach. This Stomach can only hold one prey at a time regardless of size, cannot be disgorged unwillingly unless your normal stomach is empty. Prey in one stomach cannot interact with or perceive prey in the other stomach

This stomach and the prey inside it exist on a seperate plane of existence for the purposes of ranged targeting and magical detection, but can still be affected normally by spells that have a range of Self or Touch. Any prey do not manifest on your body regardless of size, though you still feel the physical impacts of fullness and weight.

Ravenous Reserves

Also at 1st level, your patron rewards your sacrifices by giving you fragments and shards of hungry power.

You gain a pool of power called Ravenous Reserve Points (RRP) This pool has a maximum point equal to your Charisma modifier + twice your warlock level, and starts with an initial value of half its maximum.

You regain RRP when you fully digest hostile creatures using your Stomach from Beyond feature equal to half the Capacity Point value of the Prey, rounded up. RRP accumulated persists indefinitely until spent.

Pursuer's Advance

Starting at 6th level, the entity's appetite begins to overflow into your own hungry behavior. While you have no creatures are Bellied by you, your speed increases by 10 and you have +1 bonus to devour checks and natural weapons attack and damage rolls.

Additionally, you can use your bonus action to spend a number of RRP, allowing you to move 5 feet per 3 points spent, up to a maximum of 9 points. Movement made in this way does not count against your movement for your turn, but must be in a straight line towards a hostile creature that you can see.

Gastro-Blast

Starting at 10th level, as an action, you can fire off a bolt of stomach acid from your maw with a range of (10/30). Make a ranged attack on a target within range. On a hit, the target suffers 1d8+Charisma acid damage and becomes soaked in your gut juices. While soaked, you may use your action to activate the juices, dealing more damage to the target, starting at 1d8+Charisma acid. After you deal damage in this way, the damage dice decreases by 1 dice step. If you use an action to deal d4's in damage, the target is soaked in at least 5 cubic feet of water, or you soak a new target in acid, the acid on the original target vanishes.

When you choose to fire this bolt, but before the attack roll is made, You can spend RRP to increase both the hit damage and initial action damage by dice steps at a rate of 3 RRP per dice step to a maximum of 9 RRP for d20s.

Beast's Fangs

Starting at 14th level, during a long rest, you may choose to reduce your RRP pool maximum by 15. In return, You gain access to the effects Eldrtich Maw Invocation, even if you have already taken that invocation, causing the invocation to stack. You also gain the effects of the Far Bite and Twin Fang invocations if you didn't already without needing to change your invocations. You can reverse this effect at any point during a long rest. If your RRP pool maximum is less than 15, you cannot use this feature

Spectral Digestion

If the Digesting the Incorporeal optional rule is in use, the DM may force prey contained within the stomach provided by Stomach from Beyond feature to suffer your Spectral Digestion Damage instead of standard Digestion Damage.

Warlock, Gastromancer

An interesting take on otherworldly pacts, gastromancers don't pledge themselves to any particular entity, but rather to a the service of large big bellied preds. In away, this could make them a cousin to the Paladin, but they are bound to a physical thing, not a collection of ideas.

Pact Spells

The Gastromancer 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 Purifiy Food and Drink, Entangle
2nd Enhance Ability, Web
3rd Bestow Curse, Create Food and Water
4th Compulsion, Greater Invisibility
5th Dominate Person, Arcane Hand

Gastro Bond

At 1st level, you have learned to not only extract eldritch power from a big hungry belly, but also bond your powers to it.

At the end of each long rest, you may choose to bond your self to a pred. While bonded, all prey Bellied by the pred are considered to be seen by your for the purposes of casting spells.

Additionally, touching the bonded pred's belly counts as touching all Bellied creatures, but only one at a time, also for the purposes of spell casting.

You may cast spells on prey Bellied by the pred. To cast a spell in this way, it must have an instantaneous duration, and must either require a hit roll or have a range of touch.

All magic cast in this way harmlessly passes through the surface of the pred's belly to reach it's target.

If your bonded pred has multiple bellies due to a trait such as having a tauren build, then you bond with all of the bellies on that pred.

This bond persists until the beginning of the next long rest and cannot be removed early by any means short of either the death of you or the bonded pred, or a Wish Spell.

Gastronomer

Not only does your power come from the belly of your bonded pred, but you have learned that said power grows stronger as your bonded pred becomes fuller.

Starting at 6th level, your warlock spells do an additional 1d6 damage when the pred is at 25% max belly capacity. This extra damage increases by 1d6 for each additional 25% up to a max of 100% when the pred is completely stuffed.

Also, while your bonded pred is at 50% max belly capacity (100% normal capacity), when you land a critical hit with a spell attack roll, The lowest number rolled in the damage roll becomes maximized.

Dual Bonding

Starting at 10th level, you can more effectively spread out your eldritch power. you can now choose two preds to form bonds with per long rest. Only one bond can be active at a time, but you may use your action to switch your bond between the chosen preds.

Supreme Gastro Bond

Starting at 14th level, Your Gastro Bond becomes so strong that it opens your magic up to it's maximum potential. You can now ignore the hit roll and touch range restrictions of your Gastro Bond feature, but the spell must still have an instantaneous duration.

Additionally, if the spell has an area of effect, you can make a Charisma save agaisnt your own Spell save DC. On a success, you can choose to contain the entire spell's area of effect within the pred's belly. On a fail, the spell affects it's usual range, centered on the pred, and the pred must roll and saves or take any damage the spell requires.

Wizard








Wizard, Belly Arcanist

This wizard takes a page right out of the Flesh Tanker sorcerer, studying and mimicing their abilities with the unique, grand flare of typical wizards.

Home Base

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

  • When you cast a spell with a range of self, you may target the creature that you are Bellied by instead.
  • 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 using normal sight and dark vision.
  • 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 Bellied by a non-hostile creature

Extended Spell

Starting at 10th level, whenever you cast a spell targeting a non-hostile creature that has Bellied you, the duration of the spell doubles, to a maximum duration of 24 hours.








Shared Burden

Starting at 14th level, when you cast a spell that requires concentration, the creature you are Bellied by can concentrate on it for you. Both you and that creature may concentrate on spells independently. If either you or the creature lose concentration, both spells immediately end.

Wizard, Arcane Devourer

Magic is power. Magic is Might. Magic is also apparently delicious. At least, that is what Arcane Devourers acclaim. They have honed their ability to consume magic as if it were food to an astonishing level of voractiy and effectivity.

Arcane Appetite

Starting at 2nd level, your stomach has developed the ability to nullify and digest magic. As a reaction to being affect by a spell with an instantaneous duration, you may choose to make a single devour check agaisnt the Spell Save DC of the caster.

On a fail, the spell either hits with advantage, or you make the save with disadvantage, depending on how the spell targets.

On a success you fully swallow the spell and negate any of the effects, storing the spell as a compressed bolt of arcane energy in your belly. The spell is treated as a prey with 0 HP and a size that scales with the cast level of the spell.

Level Size
0 -Tiny
1 Tiny
2 Small
3 Medium
4 Medium
Level Size
5 Large
6 Large
7 Huge
8 Gargantuan
9 + Gargantuan

You and the Spells are subject to the same swallow check penalties and bonuses as a prey of the same size.

Once a spell is fully digested, you gain a free cast of that spell until your next long rest. You can only store one free cast in this way. If you digest multiple spells at once or already have a free cast stored, you must choose which spell to store, and all others vanish without any benefits.

When casting spells stored in this way that deal damage, you may choose to change the damage type to match the type of your digestion damage instead.

While spells cast in this way do not consume spells slots, you cannot cast a spell whose level exceeds your highest slot level. If you digest a spell whose base level is higher than your spell slots, you cannot store a cast of that spell.

All spells and cantirps stored in this way can only cast to the lowest level or power.

Bracing Belly

Starting at 6th level, while you have a free cast stored by means of Arcane Appetite, as a reaction to being targeted by a spell, you may choose to consume the stored cast and become immune to that spell until the end of your turn. The stored cast must be of equal or higher level to the target spell in order to activate this effect. You may do this a number of times equal to your Wisdom Modifier and regain expended uses on a long rest.

Arcane Stockpile

Starting at 10th level, you can now store multiple free casts, but the sum of the levels cannot exceed your max spell slot level. You are still limited to storing a single cantrip, though it still counts as level 0.

Arcane Assimilation

Starting at 14th level, you may choose to assimilate a swallowed spell instead of digesting it. This spell remains in your belly in an unusable state for 1 day per spell level. After which, the spell becomes part of your spell list. You cannot assimilate cantrips in this way, and the spell must be a wizard spell.

At the end of a long rest, you may sacrifice Max HP to speed up the process. For every 10 Max HP sacrificed, you shorten the assimilation timer by 1 day. You cannot reduce yourself to below half your true Maximum HP this way and regain 2d6 sacrificed HP every long rest, up to your true maximum, after the spell is fully assimilated.

You can only assimilate one spell at a time, and once the assimilation process has begun, it cannot be stopped

PART VI

Feats



Here are new Feats to take to either help one partake in the voracious festivities

or avoid the hungry gurgling depth of preds










Predator Feats

In order to take a Pred feat, a creature must have access to the Devour Action

Insatiable Hunger

  • You count as one size larger for the purpose of determining your Capacity
  • While no creatures are Bellied by you, you may add your Constitution Modifier to any Strength(Athletics) checks you make to Devour a creature

Boiling Insides

  • Your Digestion Damage Calculation changes to the following:

Digestion Damage [max. 250]

(Lvl + prof. + CON mod. + STR mod.) x prof.

  • Your Battle Digestion Damage increase by your level.

  • Your digestion damage ignores resistances

Lead Belly

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

Hardy Stomach

  • Your Constitution increases by 1 to a maximum of 20
  • Your minimum number of indigestion counters is -1 for the purposes of penalty infliction from indigestion.

Soothing Stomach

  • You may choose to negate the damage dealing effects of digestion. All creatures Bellied by you are impacted as such. You cannot choose any specific creature to spare from digestion.
  • 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.









Stomach of Holding

  • You gain a sub-space in your stomach that functions identically in all aspects to a Bag of Holding magic item. You can only add creatures or items to this sub space by devouring them first. You can choose where the item or creature is sent
  • Regardless of the contents of this subspace, you may choose whether or not it's contents manifest on your body.
  • Objects and creatures in this subspace are not subject to your digestion damage or any effect that calls upon or augments your digestion damage.
  • You may spend a bonus action to regurgitate any item from your stomach.
  • If something happens that would destroy a Bag of Holding as outlined in the item description, the objects and creatures in the subspace are similarly affected. Additionally, you suffer irreducible force damage equal to 1d10 for each character level. You also lose access to this feat and cannot regain it.

Ambush Predator

  • 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 add your proficiency bonus twice to your Stomach DC
  • You have Advantage on saving throws to avoid regurgitating prey
  • You have Advantage on saving throws caused by spells or abilities of creatures Bellied by you

Hypnotic Hunter

Prerequisite: A spell or feature that causes the Charmed condition

  • When a devour attempt or digestion damage would normally end the Charm condition on prey charmed by you, they instead make a Wisdom saving throw against your spell save DC. On a fail, the Chamred condition persists
  • Bellied prey that are charmed by you do not contribute to the struggle attempts of fully swallowed prey

Feisty Feasts

  • Anytime you suffer indigestion due to a successful struggle attempt, you gain 1d8 temporary HP.

Arcane Prison

Prerequisite: At least one spell slot

  • 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.

Jarring Gulp

  • Succeeding in a Devour attempt counts as disrupting concentration, and the Partially Swallowed is forced to make a Constitution save whose DC equals 8 + the pred's Strength Modifier + Pred's prof. to maintain concentration.

Agile Predator

  • Your DEX increase by 1 to a maximum of 20
  • You Can use Acrobatics instead of Athletics when making Devour Checks while Swallowing.

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.

Prey Feats

A character may forfeit the Devour action, actions in exchange for a prey feat, 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 incapacitated creatures without expending any movement.

Struggler

While Bellied by a hostile creature, you gain the following effects
  • You gain resistance to digestion damge.
  • 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. On a miss, you gain 1 Exhaustion level

Gastronaut

While Bellied by 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.
  • When the pred uses belly bash, you may use your reaction to cast a spell with a range of touch on the target creature.
  • You are immune to that creature's Digestion damage.
  • You are not restrained or blinded.
  • You do not count against their maximum capacity

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

Early Exit

  • When a pred that Bellied you is forced to raise their indigestion counter to a value above 2, they must regurgitate you without any contesting rolls.

Belly Fanatic

  • You may use your action to massage the belly of a willing creature within 5 feet of you. All creatures Bellied by them immediately take damage equal to their normal digestion damage.
  • You may make the Help action as a bonus action if you are aiding a predator that has bellied another creature.
  • While traveling with you, you may assist 1 predator that has bellied another creature. They may ignore movement penalties from being over capacity.
  • If You spend 1 hour rubbing a creature's belly, you can remove an indigestion counter and render that creature immune to damage from being over maximum capacity for 1d6 hours.

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 bellied by a creature, you are not restrained or blinded, and you can make attacks without disadvantage using any weapon that lacks the Two-handed or Heavy Property.

Hard-shelled Snack

  • 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 Bellied by another creature based on the armor size.
Armor Size Insulation
Light -1d4
Medium -1d6
Heavy -1d8

Gastric Defiance

  • When you would be reduced to 0 HP while Bellied by another creature, 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 without being Bellied.

PART VII

Spells



A touch of magic, both eldritch and arcane, to help you on this ravenous quest


















Spells

In a world with vore, spellcasters hold a unique position. Able to transmute the world around them as well as their bodies. 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
  • Ambiguous Stomach
1st Level
  • Dynamize Armor
  • Expand Stomach
  • Devouring Smite
  • Frog's Tongue
  • Sickening Smite
2nd Level
  • Unburden
  • Heave
  • Digestive Barrier
  • Amplify Acids
  • Comfort/Agitate
3rd Level
  • Hammerspace
  • Medicinal Acids
  • Acidify
  • Intoxicate
  • Greater Belch
  • Ravenous Consumption
  • Maddening Hunger
4th Level
  • Entice
  • Leeching Insides
  • Instant Digestion
  • Dimensional Stomach
5th Level
  • Bellyport
  • Primal Belch
  • Inhale
  • Metamorphose
6th Level
  • Turncoat Gluttony
  • Maximize/Minimize
7th Level
  • Bottomless
  • Power Word Disgorge
8th Level
  • Assimilate
9th Level
  • Mass Bellyport
  • Power Word Swallow
  • Power Word Digest

Cantrips

Roil

Voremancy Cantrip

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

You touch the belly of a creature. Creatures Bellied by the target must make a Constitution saving throw. On a fail, they take 1d6 Bludgeoning damage and 1d6 Acid damage.

Each of the spell's damage types increase by 1d6 when you reach 5th level (2d6 each), 11th level (3d6 each), and 17th level (4d6 each).

Lick

Voremancy 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 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

Voremancy 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

Voremancy 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 dice becomes d8s if there are any creatures currently Bellied by you.

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

Voremancy 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.

Ambiguous Stomach

Voremancy Cantrip

  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: 6 hours

You touch the belly of a target pred. If the target is willing, they roll a d10. If the target is unwilling and fails a Constitution saving throw, you roll the d10 instead.

The Damage type of the target's Digestion Damage, as well as the Belch, Greater Belch, and Primal Belch spells changes to match the result on the table.

d10 Damage Type
1 Fire
2 Cold
3 Lightning
4 Thunder
5 Psychic
d10 Damage Type
6 Poison
7 Acid
8 Radiant
9 Necrotic
10 Force

The target may reattempt the save every hour, ending the effect early on a success.

When you reach 5th level, an additional d10 is rolled and the roller may choose any one of the results. The dice rolled increases again at 11th level (3d10) and 17th level (4d10).

Level 1

Dynamize Armor

1st-level Enchantment

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

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 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, when cast at 4th level of higher, the range increases from touch to 15 feet.

Expand Stomach

1st-level Voremancy (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.

Devouring Smite

1st-Level Voremancy

  • 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. On a fail, the creature becomes be become partially swallowed by you and has disadvantage on their first check made to contest your Devour attempt on your turn.

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.

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.

Sickening Smite

1st-Level Voremancy

  • 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 poison damage. Additionally, if the target is a cretures that has at at least 1 Bellied creature, they must make a CON save. On a fail, they must regurgitate the smallest sized Bellied creature, their choice if multiple prey qualify.

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.

Level 2

Unburden

2nd-level Abjuration


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

You touch a creature that has at least 1 Bellied creature, 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.

Heave

2nd-level Voremancy

  • 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 with Bellied creatures, 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. When you cast this spell using a spell slot of 6th level of higher, you may choose the regurgitated creature.

Digestive Barrier

2nd-level Voremancy


  • 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

Choose a creature within range that is Partially Swallowed. For the duration of this spell, the target is immune to Digestion 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.

Amplify Acids

2nd-Level Voremancy

  • 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 Bellied by the target take an additional 1d6 Digestion Damage.

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.

Comfort/Agitate

2nd-Level Voremancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A sprig of ginger for Comfort, A spicy pepper for Agitate)
  • Duration: Instantaneous

Comfort: You soothe a pred's ornery stomach and ease their prey into submission. Reduce the target's Indigestion Counters by 1.

Agitate: You churn up and antagonize an otherwise quiet belly. Increase the target's Indigestion Counters by 1.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may reduce or increase the number of indigestion counters on the pred by 1 for each slot level above 2nd.

Level 3

Hammerspace

3rd-Level Voremancy

  • 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, The target has the following benefits:

  • They suffer no penalties for being over capacity and take half damage from being over Maximum capacity
  • Their stomach compresses to its normal size
  • All creatures Bellied by them are Incapacitated and immune to all damage
  • They 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 on top of normal concentration requirements. 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.

Medicinal Acids

3rd-Level Voremancy

  • 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 target and creatures Bellied by the target 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 healing increases by 1d4 for every slot level above 3rd.

Acidify

3rd-level Voremancy


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

You touch the belly of another creature, filling it with acid. Creatures Bellied by the target take 4d6 digestion 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.

Greater Belch

3rd-level Voremancy

  • 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 6d6 Thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked prone. The damage dice becomes d8s if there are any creatures currently Bellied by you.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6/1d8 for each slot level above 2nd.

Ravenous Consumption

3rd-level Voremancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A handful of crumbs)
  • Duration: Concentration, up to 10 Minutes

For a short duration, you are possessed by an immense hunger that betrays your size. For the duration, your Devour checks are made with Advantage. Additionally, the number of successes you need to win the Contest decreases by 1. (Minimum of 1)

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the critical roll threshold for your devour checks drops by 1 (minimum of 17). When cast with a spells lot of 7th level or higher, the threshold drops by an additional 1 (2 cumulatively) (Minimum of 15).

Maddening Hunger

3rd-level Voremancy

  • 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, prioritizing speed over safety.

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 spell ends.

Leeching Insides

4th-level Voremancy

  • 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 Voremancy

  • 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 Creature is Willing or fails a Wisdom saving throw, creatures Bellied by the target takes 8d8 points of pred's Digestion 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 Voremancy (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 Bellied creatures that the Pred allows.

Level 5

Primal Belch

5th level Voremancy

  • 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 Bellied by 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 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. On a success, creatures take half damage and are not knocked prone.

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

Inhale

5th-level Voremancy

  • Casting Time: 1 bonus action
  • Range: 20 Foot Cone
  • Components: V
  • Duration: 1 Minute, Concentration

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 that is reduced to 0 HP by this spell is instantly Bellied 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.

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.

Bellyport

5th-level Voremancy

  • 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 becomes Bellied by the second target.

Level 6

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. 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 2 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 2 categories - 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).

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.

Level 7

Bottomless

7th-level Voremancy


  • 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.

Power Word Disgorge

7th-level Voremancy

  • 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 Bellied at least one creature. The pred is magically forced to regurgitate a single prey in their belly that has at least 100 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

Level 8

Assimilate

8th-level Voremancy

  • 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 Voremancy

  • 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 become Bellied by 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 Voremancy

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

Your speak a word of power that can transport a creature of your choice. If the target has 150 hit points or fewer, they are instantly Bellied by another creature of your choice within range. (Yourself included) The teleported creature then receives 5 levels of exhaustion.

Power Word Digest

9th-level Voremancy

  • 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.

PART VIII

Magic Items



A compendium of power items to enhance you abilities in hungry combat











Sleeping Bag of Compression

Wondorous Item, Common

When a creature enters this sleeping bag, they appear to have an empty belly.


Potion og Gurgling

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

While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 2d10.


Ring of Diffusion

Ring, Very Rare

While wearing this ring, you may choose up to 2 additional creatures Bellied by you to suffer transitive damage. Wearing this ring and Ring of Cushioning simultaneously cancels out both effects.


Ring of Cushioning

Ring, Very Rare

While wearing this ring, you may choose to not force creatures Bellied by you to suffer transitive damage. Wearing this ring and Ring of Diffusion simultaneously cancels out both effects.


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.


Ring of Barbaric Masochism

Ring, Uncommon

(requires attunement to a Barbarian)

While raging, whenever a creature deals 10 or more damage in a single hit to you, your attack rolls made against that creature have advantage until your rage ends or the creature is reduced to 0 HP


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 fluid 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 move, struggle, or escape. It also rounds out the outlines of prey. All struggle attempts made inside you are done with disadvantage.


Bola of Choking

Wonderous Item, Uncommon


This is a triad of ropes conjoined in the middle, each rope ending in a weighted mass, typically a rubber or metal ball. This is a Thrown projectile with a (20/60) range.


As an action, you may throw the bola at a creature and roll to hit as if it were a thrown weapon. The target contests a Dexterity Save. If the target succeeds, the bola misses and flies forward another 20 feet or drops to the ground if it initially traveled further.


If you roll higher, the bola binds itself to the snout of the target, or the neck if it lacks such a feature, the balls magically adhering together. While bound with the bola, the target automatically fails all swallow attempts on partially swallowed creatures and cannot attempt to devour another creature.


Once adhered, The bola become an object with 10 AC, 25 HP, vulnerability to fire and slashing damage, and immunity to psychic, thunder, and poison damage. Once the Bola's HP is reduced to 0, it falls to the ground in a damaged state and becomes unusable. Upon being reduced to 0 HP, the bola begins to automatically repair itself, becoming usable again in 24 hours.


If fire or slashing damage reduced the bola's HP to 0, the bola does not begin self repairs. To repair a bola in this state, 2 hours and 25 GP worth of supplies must be spent during a long rest to repair the bola manually. After which, the bola become immediately usable again. Manual repairs can be done even if the bola is self-repairing.


If the bola suffers one instance of 50 or more fire or slashing damage, it is considered destroyed and irrepairable.


The adhered bola can be removed freely by the owner or anyone the owner allows. All other must succeed in a DC 15 Strength Save to remove it without damaging the item.

Belt of Gastric Stability

Wonderous Item, Very Rare

(requires attunement)


Your Stomach DC increases by +3


This Belt has 3 charges. Each time prey in your belly make a struggle attempt, you may spend any number of unspent charges to inflict a penalty to the struggle roll equal to your Constitution modifier times the number of charges spent, to a minimum final bonus of -5.


Once depleted of all charges, this Belt regains all expended charges after 24 hours.

Armor of Indigestion

Armor, Rarity Varies


This Armor allows the wearer to contribute more bonuses to the Struggle check on top of the standard +1 bonus made against a pred's Stomach DC.


Four Varieties of this armor exists, with the bonus granted scaling with rarity.

Rarity Bonus
Uncommon +1
Rare +2
Rarity Bonus
Very Rare +3
Legendary +4

Ink of Expansion

Wonderous Item, Rarity Varies (requires attunement)


This is a well of tattooing ink that can be affixed to a tattooing needle. The ink in the well is laced with a powerful magic that enhances the tattooed individuals capacity without altering their anatomy or biology.


The ink's effect can only manifest if it is administered through a tattooing needle onto a living creature. Otherwise, the ink loses all magic potency.


The process of administration, which counts as attunement, take 4 hours, which can be taken during a short rest. Once administered, the tattoo cannot be removed or unattuned short of a wish spell or amputation of the tattooed region. Upon either case, the ink loses its magic.


Once administered, the tattooed individual's capacity increases base on the rarity.

Rarity Capacity
Uncommon +1
Rare +2
Rarity Capacity
Very Rare +4
Legendary +8

All the ink must be administered to a single individual, otherwise, the magic in the ink loses potency.


The effects of the ink persists through forced or willing shape changes such as a Changeling's Shapechange ability or the effects of the Polymorph spell as long as the base form of the creature has the tattoo.

PART IX

Auxiliary Components



Additional Magic forces of interest that don't fit within the other category










Pact Boon

Band of the Bound Glutton

Your patron sees your insatiable hunger as an asset to enacting their will through you. They gift to you a powerful belt that makes it easier to devour and hide unruly meals.

You gain a belt worn over your armor. While wearing this belt and at no more than your racial capacity, it is impossible to tell without magical aid if you have prey in your belly or not.

When you use your Strength(Athletics) check during Devour Contests, you can use your Charisma modifier instead of your Strength modifier.

Meta-Magic

Gastro Spell

When casting a spell that targets a specific creature, you may spend 1 sorcery point to allow the spell to target creature's Bellied by the pred as if they had no cover and were standing in the pred's space.

Fighting Styles

Greedy Fighting

As a reaction to Bellying a creature, you may either attack with Belly Bash or makes a Grapple check to any creature within 5 feet.

Glutton Punisher

You gain a +2 bonus to all attack rolls and damage rolls made against a pred that has currently has Bellied other creatures.










Eldritch Invocations

Eldrtich Maw

Your mouth brims with unknowable power.

You gain a natural Bite weapon that deals 1d6 piercing damage. If you already have a bite weapon, then the damage increases by 1 dice step.

Additionally, you can use a bonus action to change the damage type of your bite attack between Piercing and Force.

Far Bite

pre-requisites: bite weapon

You can project a magic mirage of your fangs to chomp down on foes. Your natural bite attack now has the reach property. If you use this property to deal damage with you bite attack, dealing damage with it does not trigger the Grip weapon property.

Your bite cannot simultaneously benefit from Far Bite and Twin Fang on the same attack action.

Twin Fang

pre-requisites: bite weapon

Your bite becomes fast and brutal. You can attack with your bite weapon twice, instead of once, whenever you take the Attack action on your turn.

Your bite cannot simultaneously benefit from Far Bite and Twin Fang on the same attack action.

Empowered Belly

pre-requisites: Band of the Bound Glutton Pact Boon

Under the guidance of your patron, your magic augments and enhances you ability to digest prey. You can use your Charisma in place of your Constitution for calculating Digestion Damage.

PART X

Monsters



You aren't the only one wondering around looking for a live meal




















Creatures
Page Name Size Type STR DEX CON INT WIS CHA CR
56 Ijzer, Great Devourer Gargantuan Dragon 26(+8) 13(+1) 27(+8) 16(+3) 14(+2) 12(+1) 30
57 Sini, Toxic Hunger Huge Dragon 23(+6) 10(+0) 24(+7) 18(+4) 18(+4) 15(+2) 26




Ijzer, Great Devourer

Gargantuan dragon (Behemoth), Chaotic Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 518 (28d20 + 224)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 13 (+1) 27 (+8) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Str +17, Dex +10, Con +17, Cha +10
  • Skills Acrobatics +10, Athletics +17, Deception +10, History +12, Insight +11, Intimidation +19, Perception +20
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, poisoned, restrained
  • Senses blindsight 40 ft., darkvision 120 ft., truesight 40 ft., passive Perception 30
  • Languages Celestial, Common, Draconic, Primordial, Sylvan
  • Challenge 30 (155,000 XP)

Vore Stats Digestion Damage: 400 [100] Acid Stomach DC 27

Legendary Resistance (3/day). If Ijzer fails a saving throw, he can choose to succeed instead.

Vast Gullet. Ijzer can Partially Swallow up to 3 creatures simultaneously as long as the collective size does not exceed huge.

Long Throat. Creatures bellied Ijzer by do not suffer Ijzer's digestion damage and cannot make struggle attempts until they have been Bellied by Ijzer for a full round.

Crop. Ijzer can choose to send swallowed prey to a small crop instead of his stomach. This crop can hold up to 16 Capacity Points worth of prey and deals no digestion damage. Prey can be carried in the crop indefinitely. Ijzer can use an action to fully swallow the contents of his crop with no contest. Creatures swallowed from Ijzer's crop are not affected by his Long Throat trait.

Expert Predator. Ijzer is not restrained while Swallowing and is immune to the effects of over normal capacity.

Magic Resistance. Ijzer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Ijzer makes six attacks: one with bite, two with hiss claws, one with his horns, one with his tail, and one devour check. He can also make a devour check in place of his bite.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and Ijzer can't bite another target until he begins the devour contest.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) slashing damage.

Horns. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (5d10 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone

Belch (Recharge 5-6). Ijzer unleashes a guttural belch in a 20-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 13 (3d8) thunder damage and 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. Ijzer instantly releases all creatures Partially Swallowed by him to adjacent spaces. If Ijzer has prey in his crop, he may choose to fire them from his maw as a projectile aimed at any creature within range of the belch. The target must succeed in a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage. The projectile creature suffers 9 (2d8) bludgeoning damage regardless of the save results and falls prone adjacent to the target or at the edge of the belch's range.

Hyper Sonic Flight (Recharge 6). Ijzer flies up to his movement speed in one straight line as an Action. All creatures he passes through must take a DC 19 dexterity saving thrown, suffering 39 (6d12) thunder damage on a fail and half as much on a success.

Legendary Actions

Ijzer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ijzer regains spent legendary actions at the start of his turn.

Wing Attack (Costs 2 Actions). Ijzer beats his wings. Each creature within 15 ft. of Ijzer must succeed on a DC 19 Dexterity saving throw or take 29 (6d6 + 8) bludgeoning damage and be knocked prone. Ijzer can then fly up to half his flying speed.

Devour (Costs 2 Actions). Ijzer makes a Devour check (fails if Ijzer is not Partially Swallowing any creatures)

Move. Ijzer can move up to half his movement speed

Burp. Ijzer make a Belch attack at half range and half damage with a DC of 17. Ijzer does not release Partially Swallowed creatures and cannot fire a projectile from his crop

Regional Effects

The region containing Ijzer's lair is warped by the his presence, which creates the following effect:

  • In a 10 mile radius around Ijzer lair, plant life seems to grow with abnormal size and speed, even in places where it shouldn't. The surroundings become lush and humid regardless of the native ecosystem, drawing in fauna not otherwise seen in the area.

  • Farm animals tend to go missing at a rate much higher than normal. As a result, animal based farm goods like leather, eggs, and pork are twice as expensive.

If Ijzer dies, the disappearing farm animals stop instantly and flora cease to grow abnormally and are affect as normal by the ecosystem they are in. The economic impact effect fades over the course of 1d10 days.



Sini, Toxic Hunger

Huge dragon, Chaotic Neutral


  • Armor Class 18 (natural armor)
  • Hit Points 270 (20d12 + 140)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 24 (+7) 18 (+4) 18 (+4) 15 (+2)

  • Saving Throws Dex +8, Con +15, Wis +12, Cha +10
  • Skills Intimidation +10, Medicine +20, Nature +20, Persuasion +10, Survival +12
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14
  • Languages Common, Draconic, Sylvan
  • Challenge 26 (90,000 XP)

Vore Stats. Digestion Damage: 300 [75] Poison Stomach DC 27

Legendary Resistance (3/Day). If Sini fails a saving throw, it can choose to succeed instead.

Vast Gullet. Sini can Partially Swallow up to 2 creatures simultaneously as long as the collective size does not exceed huge.

Long Throat. Creatures bellied by Sini do not suffer Sini's digestion damage and cannot make struggle attempts until they have been Bellied by Sini for a full round.

Expert Predator. Sini is not restrained during devour contests and is immune to the effects of over normal capacity.

Ultra Belch (Recharge 6). Sini can super charge his belches. Super charged belches deal twice the damage, have twice the range, and have a +2 bonus to all involved DCs

Poison Siphon (Recharge 5-6). If Sini takes poison damage, he can choose to negate the damage. Sini then heals for twice the damage negated.

Corrode Metal. Any nonmagical weapon made of metal that hits the Sini corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the Sini is destroyed after dealing damage.

False Appearance. With out magical aid or prior observation, Sini appears to be a Black dragon instead of a Green Dragon

Magic Resistance. Sini has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Sini uses his frightful presence. He then makes five attacks: one with his bite, one with his claws, one with his horns, one with his tail, and one devour check. He can also make a devour check in place of his bite.

Frightful Presence. Each creature of Sini's choice that is within 120 feet of Sini and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sini's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Sini can't bite another target until he begins the devour contest.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Belch (Recharge 5-6). Sini unleashes a guttural belch in a 20-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 11 (2d10) thunder and 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. Creatures that Sini has Partially Swallowed are released to adjacent spaces.

Legendary Actions

Sini can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sini regains spent legendary actions at the start of its turn.

Wing Attack (Costs 2 Actions). Sini beats its wings. Each creature within 15 ft. of Sini must succeed on a DC 18 Dexterity saving throw or take 23 (5d6 + 6) bludgeoning damage and be knocked prone. Sini can then fly up to half its flying speed.

Devour (Costs 2 Actions). Sini makes a Devour check (fails if Sini is not Partially Swallowing any creatures)

Move. Sini can move up to half his movement speed

Burp. Sini make a Belch attack at half range and half damage with a DC of 17. Sini does not release Partially Swallowed creatures

Detect. The Sini makes a Wisdom (Perception) check.

PART XI

Change Logs



A blow-by-blow compendium of the aging and changes to this ruleset over time










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 Grammatical, 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 Gurgle" 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, v1.2.0

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 Grammatical, 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, v1.3.0

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 Grammatical, 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"

January 6, 2021, v1.3.1

Changes

  • ^ Reworded "Less than Tiny" or similar to "--Tiny"
  • ^ Reworded "More than Gargantuan" or similar to "+Gargantuan"
  • ^ Retooled "Digesting the Incorporeal" core mechanism so that only caster classe have Spectral Digestion Damage
  • ^ Retooled "By Transitive Property" to impact all bellied prey if the pred was affected by an AoE spell
  • ^ General Gramatical, Mechanical, and Formatting Fixes

Additions

  • + "Arcane Devourer" Pred Wizard Subclass

Removals

  • -- "Herobrine"

January 11, 2021, v1.4.0

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes

Additions

  • + "Visible Gluttony" core mechanism
  • + "Pred Slayer" fighter subclass
  • + "Path of the Unsnackable" barbarian subclass
  • + "Rabbit" totem options for Path of the Totem Barbarian
  • + "Prey Aegis" paladin subclass
  • + "Feast-Aid" cleric subclass
  • + "Inner Voice" warlock subclass
  • + "Sickening Smite" lvl 1 spell

Removals

  • -- "Herobrine"

February 22, 2021, v1.4.1

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes
  • ^ Updated "Warlock: Pact of Great Ooze" pact spell list to accurately reflect available spells

Additions

  • + "Engaging the Endosomatic" core mechanism
  • + "Gastric Junkyard" core mechanism
  • + "Bola of Choking" magic item

Removals

  • -- "Ring of Belly Hypnosis" magic item
  • -- "Herobrine"

February 27, 2021, v1.5.0

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes
  • ^ Formatting Overhaul for better fluidity

Additions

  • + Page Numbers
  • + Topic Headers
  • + Table of Contents
  • + "Digestive Delays" core mechanism
  • + "Gastic Growth" core mechanism
  • + "Entrapper" fighter subclass
  • + "Voreserker" barbarian subclass
  • + "College of Feeders" bard subclass
  • + "Preemptive Gurgles" pred feat
  • + "Jarring Gulp" pred feat
  • + "Resistance Primer" prey feat

Removals

  • -- "Herobrine"

March 3, 2021, v1.5.1

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes
  • ^ Modified Struggle rolls and pred penalty

Additions

  • + Bite attack clause to "Devour" core mechanism

Removals

  • -- "Herobrine"

March 21, 2021, v1.5.2

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes
  • ^ Worked the "Bite Attack" clause into a standard devour triggering effect
  • ^ Reworded "Escape" core mechanism to be more stable and accurate
  • ^ Retooled "Path of the Unsnackable" barbarian subclass to be more Dexterity focused.

Additions

  • +"Last Ditch Effort" subclass feature to "Path of the Unsnackable" barbarian subclass.

Removals

  • -- "Delayed Digestion" core mechanism
  • -- "Preemptive Gurgles" pred feat
  • -- "Resistance Primer" prey feat
  • -- "Herobrine"

March 27, 2021, v1.6.0

Changes

  • ^ General Grammatical, Mechanical, and Formatting Fixes
  • ^ Updated Table of Contents to reflect new page numbers and sections
  • ^ Combined “Digestion Counter” calculation and “Digestion Damage” calculation into one discreet value
  • ^ Altered “Gut Casting” core mechanism to account for new calculation
  • ^ Altered “Antagonistic Belly” voreserker subclass feature to account for new calculation
  • ^ Altered “Arcane Stomach” tarrasque bloodline subclass feature to account for new calculation
  • ^ Increased additional digestion damage on “Collar of Digestion” magic item from 2d4 to 2d10
  • ^ Altered “Exhaustive Overlay” additional content to account for new calculation

Additions

  • + Maximum digestion damage value
  • + “Digestive Distribution” core mechanism
  • + “Gastromancer” warlock subclass
  • + “Auxiliary Arcana” section
  • + “Eldritch Maw” warlock pact boon
  • + “Accused Stomach” eldritch invocation
  • + “Far Bite” eldritch invocation
  • + “Twin Fang” eldritch invocation
  • + “Gastro Spell” meta-magic
  • + “digestive Spell” meta-magic
  • + “Editor’s Comment” to change log section

Removals

  • -- "Digestion Counter" core mechanism
  • -- "Belly Flop" natural weapon
  • -- “Inner Voice” warlock subclass
  • -- "Herobrine"

Comments

This update was spurred on mostly to make dealing with digestion damage easier for the players by removing a stat that the players need to keep track of. But in doing so, I felt that I was doing the Sorcerer and Warlock a disservice by not making homebrew fore their extended customization palettes. So this turned out to be a huge overhaul update. Additionaly, I have decided that Inner Voice was too open ended and unstable, so I replaced it with Gastromancer.

April 18, 2021, v1.6.1

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Retooled "Digesting Softened Prey" core mechanism to resembles Death saves for the Player and general death for NPCs and retooled all associated mechanics.
  • ^ Swapped out "Deep Belly Magic" lvl 14 Warlock; Gastromancer feature for Supreme Gastro Bond.

Additions

  • + Flavor clauses for each subclass

Removals

  • -- "Herobrine"

Comments

I feel that utilizing a mutation of death saves will better facilitate the concept of a sort of 'saving grace' for bellied players characters. And like in combat, NPCs simply die, they do not make any sort of save. I feel this would streamline the vore mechanics and not needlessly take up belly space for too long. I also felt that all the subclass needed some flavor to explain what they are at a glance and help players decided on what they want.

April 30, 2021, v2.0.0

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Updated "Table of Contents" to reflect truncated material
  • ^ Expressly identified Digestion Damage and Devour attempts as hostile actions for the purposes of the "Charmed" condition in the "Devour" core mechanism
  • ^ Made the "Rule of 3" core mechanism as a part of the "Devour" core mechanism
  • ^ Expressly defined minimum and maximum values for Digestion Damage and Spectral Digestion Damage in "Digestion" core mechanism
  • ^ Provided a clear explanation in "Digestion the Incorporeal" core mechanism on what creatures have spectral digestion damage.
  • ^ Reduced DC of Digestion Saves from 11 to 10
  • ^ Reduced the visible prey threshold in "Visible Gluttony" core mechanism to 1/4 your base size class
  • ^ Overhauled "Escape" core mechanism
  • ^ Simplified "By Transitive Property" core mechanism
  • ^ Relocated "An Exhaustive Overlay" extra content to "Core Mechanisms" and removed non-vore penalties
  • ^ Made the digestion time and capacity points for objects dependent on volume in "Gastric Junkyard" core mechanism
  • ^ Buffed "Feeding Frenzy" lvl 3 Barbarian; Vorezerker feature
  • ^ Swapped out "Gastro Sensory" lvl 8 Cleric; Feast Aid feature for "Potent Spellcasting."
  • ^ Buffed "Boiling Insides" pred feat
  • ^ Buffed "Inescapable Prison" pred feat
  • ^ Retooled the "Hypnotic Hunter" pred feat
  • ^ Increased damage of "Roil" cantrip to 1d6/1d6
  • ^ Changed "Dynamaize Armor" spell level from 4 to 1
  • ^ Increased "Dynamize Armor" lvl 1 spell duration from 2 rounds to 8 hours
  • ^ Changed "Power Word Disgorge" spell level from 9 to 7
  • ^ Increased "Power Word Disgorge" lvl 7 spell HP threshold from 75 to 100

Additions

  • + "Formatting Disclaimer" to Title Page
  • + Touch range restriction to "Gut Casting" core mechanism
  • + "Maws and Jaws" to "New Weapons", highlighting the new "Grip" property all bite attacks now have.
  • + "Hardy Stomach" pred feat
  • + "Early Exit" prey feat
  • + "Comfort/Agitate" lvl 2 spell
  • + "Belt of Gastric Stability" magic item
  • + "Armor of Indigestion" magic item

Removals

  • -- All bonuses provided by the natural bite attack from all devour associated actions and mechanisms in "Core Mechanisms"
  • -- Instantaneous duration restriction from "Gut Casting" core mechanism
  • -- "0 HP" clause from "Belly Fanatic" prey feat
  • -- "Belt of Gurgling" magic item
  • -- "Power Word Gurgle" lvl 9 spell"
  • -- "Extra Content" section, which can now be found here in it's own document
  • -- "Herobrine"

Comments

Wild Guy

This was a much bigger update than expected. It was just gonna be v1.6.2 initially with some small changes and formatting corrections. But mid-update, I finally met Squidpad and we began working together. He helped me look around for author's bias and point out weak spots for my that I was blind to, as well as help me with a general overhaul of large chunks of the ruleset. I am excited moving forward to work together on this with him and hope we can make a module that is stable, easy to understand, and fun to play.

Squidpad

Heya! Finally got wind of this little project, and figured that I could stand to jump back in the game again. I saw some stuff that needed fixing, so I went in and fixed it all up. Should be better than ever now, and still improving!

May 2, 2021, v2.0.1

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Adapted features to better reflect core changes

Additions

  • + Buffed Sorcerer; Flesh Tanker capstone
  • + Buffed Wizard; Belly Arcanist 2nd level feature slightly
  • ^ Damage step increase for bellied prey for the "Belch" lvl 3 spell
  • ^ Upcasting Clause "Belch" lvl 3 spell

Removals

  • -- Removed Blindsight from Sorcerer; Flesh Tanker
  • -- Removed Barbarian 20th level features (why did they have them in the first place?)
  • -- Nerfed the Grip property
  • -- Removed references to "digestion counter" from Sorcerer: Tarrasque Bloodline 6th level feature
  • -- Removed target change clause for "Entice" lvl 3 spell
  • -- "Herobrine"

Comments

Wild Guy

Not much for me to say here. Squidpad was in control of this update. But To be honest, we did very little to the subclass options in v2.0.0, so this was a good move on his part. There are still some relics in here from prior editions that are out dated and incompatible, plus a few QoL improvements as well.

Squidpad

Just doing some spring cleaning!

June 4, 2021, v2.1.0

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Moved "Digestion the Incorporeal" core mechanism to "Optional Mechanisms"
  • ^ Moved "Gastric Growth" core mechanism to "Optional Mechanisms"
  • ^ Moved "Gastric Junkyard" core mechanism to "Optional Mechanisms"
  • ^ Moved "Unique Physiology" core mechanism to "Optional Mechanisms"
  • ^ Moved "Alternative Vore Types" core mechanism to "Optional Mechanisms"
  • ^ Renamed "Auxiliary Acrana" part to "Auxiliary Components"
  • ^ Retooled "Eldritch Maw" pact boon into an invocation
  • ^ Overhauled "Gastro Spell" meta magic
  • ^ Changed prereqs. of "Far Bite" and "Twin Fang" invocations to "Bite Weapon"
  • ^ Retooled "Twin Fang" invocation to illicit the desired effect of a double bite attack

Additions

  • + "Optional Mechanisms" part
  • + "Packing on Pudge" optional mechanism
  • + Regurgitation clause to "Escape" core mechanism
  • + WIP Warlock Subclass
  • + "Band of the Bound Glutton" pact boon
  • + "Empowered Belly" eldritch invocation
  • + "Fighting Styles" section to "Auxiliary Components"
  • + "Greedy Fighting" and "Glutton Punisher" fighting styles

Removals

  • -- "Combat Consumer" Fighter; Gastro Warrior 3rd level subclass feature
  • -- "Voracious" fighting style
  • -- "Accursed Stomach" eldritch invocation
  • -- "Digestive Spell" meta magic
  • -- "Herobrine"

Comments

Wild Guy

This was a while in the making. I think this one might be a bit more amiable to new players with the clarification of a few optiona mechanics. We also added more warlock flavor, and a new subclass, though it is currently not usable, so stay tuned.

Squidpad

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August 25th, 2021, v2.1.1

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Implemented a few changed that were erroneously in past change-logs, but not present in the material
  • ^ Swapped out "Identity Thief" Rogue; Silent Python 9th level subclass feature for "Crush Grip"
  • ^ Changed name of "Acid Blast" Rogue; Silent Python 17th level subclass feature for "Acid Deluge"
  • ^ Updated "Cushioning Gurgles" Cleric; Feast Aid 6th level subclass feature to remove artifacts of prior versions that are no longer in use

Additions

  • + "Ravenous Entity" warlock subclass
  • + "Voremancy" magic school to spells
  • + "Ambiguous Stomach" cantrip
  • + "Ravenous Consumption" 3rd level spell

Removals

  • -- "Herobrine"

Comments

Wild Guy

Squidpad decided he was no longer interested in helping out so I am on my own again. As for the additions, I have been wanting to add a subclass that is greedy and selish by nature. Thus, Ravenous Entity was made. There were a few other artifacts I needed to clean up to.

August 25th, 2021, v3.0.0

Changes

  • ^ General Gramatical, Mechanical, and Formatting Fixes
  • ^ Added new conditions to "New Calculations and Conditions" core mechanism
  • ^ Reworked "Escape" core mechanism to allow for viable action of bellied prey
  • ^ Reworked "Engaging the Endosomatic" core mechanism to accomodate the new rework
  • ^ Alphabetized subclasses based on base class
  • ^ Increased minimum digestion damage of the "Gluttonous Galavant" lvl 14 Bard: College of the Feeder feature from 0 to 1
  • ^ Updated the "Stomach of Holding" pred feat to properly convey the desired effect
  • ^ Renamed "Acid Potion" magic item to "Potion of Gurgling"
  • ^ Rewoked "Ring of Barbaric Masochism" magic item to be centered around Rage.
  • ^ Updated document to reflect the changes to the "New Calculations and Conditions" core mechanism

Additions

  • + "Races" Section
  • + "Bullywug" Race
  • + "Lagomorph" Race
  • + "Slimekin" Race
  • + "Strigling" Race
  • + "Wraith" Race
  • + limited use clause on the "Last Ditch Effort" lvl 14 Barbarian: Path of the Unsnackable feature
  • + "College of the Belly Dancer" bard subclass
  • + "Belly-nevolent Domain" cleric subclass
  • + "Oath of the Fortress" paladin subclass
  • + Help action clause to the "Battle Station" Sorcerer; Flesh Tanker 1st level subclass feature.
  • + Flexible magic clause to the "Battle Station" Sorcerer; Flesh Tanker 1st level subclass feature.
  • + Exhaustion clause to the "Struggler" prey feat
  • + "Choice-Upcasting" clause to "Heave" 2nd level spell
  • + "Ink of Expansion" magic item
  • + "Monsters" Section
  • + "Ijzer, Great Devourer" monster
  • + "Sini, Toxic Hunger" monster

Removals

  • -- "Emetic Strike" Gastro Technique from the "Gastro Warrior" fighter subclass
  • -- "Glutton's Greed" feature from the "Ravenous Entity" warlock subclass
  • -- "Action to maintain" clause from "Maddening Hunger" 3rd level spell
  • -- "Herobrine"

Comments

Wild Guy

Hot Damn this was a massiver overhaul. But it's finally done. I added a few new fun NPC things to dink around with, as well as both an organizational and mechanical overhaul, as well as the addition of a few new Endosomatic subclasses. The Mechanical changes to the core mechanisms are largely just linguistic things; namly the addition of the concept of Swallowing, Partially Swallowed, and Bellied as status conditions akin to Charmed or Paralyzed. It made things a bit more consitant in my opinion in terms of the language used through out the rule set.

To-Do-List

Small Changes

  • <><><><>

Projects

  • <><><><>

Practice

Safe

Homebrewing

Credits

Cover Art

Creature Inspiration

Ijzer, Great Devourer

  • Ijzer (furaffinity.net)

Toxic Hunger, Sini

  • xSini (furaffinity.net)

Original Rule Set

Creative Accompaniment

  • A Very Angy Opossum#7753 (Discord)
  • spyroscaler#9187 (Discord)
  • klave#7049 (Discord)
  • Hazeward#6015 (Discord)
  • The Lone Medic#9882 (Discord)
  • Loopyloop#8430 (Discord)
 

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