Dungeons and Dinners v5.2.0

by Voracious8

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Dungeons and Dinners



































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


Experience Requirements: This module is designed with experienced players in mind, and is not ideal for beginner players

Table of Contents

















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

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

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

Page 12 ---------- Part IV: Subclasses

Page 13 ---------- Artificer

Page 15 ---------- Barbarian

Page 18 ---------- Bard

Page 21 ---------- Cleric

Page 24 ---------- Druid

Page 27 ---------- Fighter

Page 30 ---------- Monk

Page 32 ---------- Paladin

Page 35 ---------- Ranger

Page 36 ---------- Rogue

Page 37 ---------- Sorcerer

Page 39 ---------- Warlock

Page 42 ---------- Wizard

Page 44 ---------- Part V: Feats

Page 51 ---------- Part VI: Spells

Page 59 ---------- Part VII: Magic Items

Page 62 ---------- Part VIII: Auxiliary Components

Page 63 ---------- Part IX: Monsters

Page 67 ---------- Part X: Auto Sheet


Change Logs of previous versions and edits made can be found here

PART I

Core Mechanisms


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







New Calculations and Condition

Devour Dice (d6's): 5 + Level


Devour Resistance: Current HP + STR mod.


Passive Digestion Dice (d8's): 5 + Level


Combat Digestion Dice (d6's): 2 + Proficiency Bonus


Stomach DC: 12 + Proficiency Bonus + CON mod.

  • A creature can never have less than 1 Devour Dice, even if penalties calculate otherwise
  • For the purposes of the Devour Resistance calculation, Strength modifiers of < 0 are treated as 0.
  • A creature cannot be reduced less that 3 Devour, Passive, or Combat Digestion dice by any means

Bellied

  • A Bellied creature is surrounded in non-magical darkness and is blind to the world outside of the creature that Bellied 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 Unarmed strike do not suffer from disadvantage inflicted in this way.
  • All non-magical damage inflicted in this way on is treated as if the pred's damage multiplier was one step stronger agaisnt that damage type. Vulnerabilities are treated as normal damage. Normal damage is treated as resistance. Resistances are treated as immunities. Immunities are unaffected by this penalty.
  • A Bellied creature cannot make attacks using weapons with the Heavy or Two-handed properties, and cannot make use of the Ranged, Thrown, Versatile, Reach, or Devour 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.
  • Other than weapon or spell attacks, the only other action a bellied creature make take is the Struggle Roll
  • A Bellied creature occupies the same space as and moves with the creature that Bellied it.
  • A Bellied creature is subject to the digestion damage and transitive damage of the creature that Bellied it.
  • A Bellied creature can only cast spells that require an attack roll.
  • A Bellied creature have Total Cover from all attacks originating from outside the creature that Bellied it.







Devouring

All Unarmed Strikes and Natural Weapon attacks gain a new weapon property called Devour, which it detailed in depth at the end of this section. When you hit with a weapon that has this property or are the target of an effect that states 'make a devour attempt,' you roll your Devour Dice in an attempt to consume your prey. During a Devour Attempt the initiating creature, now called the Pred for the rest of this ruleset, rolls all their Devour Dice at once and adds their Strength modifier to the result. This sum is then compared to the sum to the target creature's, now called the Prey for the rest of this ruleset, Devour resistance.

If the Pred's Devour roll is higher than the Prey's resistance, then the Pred bellies the Prey. If the Prey's resistance is equal to or greater than the Pred's rolled value, the prey escapes and can then use their reaction to move up to half their movement speed away from the Pred.

The prey may choose to allow the pred to devour then, negating the need for rolling any dice.

Bonuses and Penalties for Devour Dice and Devour Resistance
Effect Bonus/Penalty
Size Advantage +2 Devour Dice per size class larger than prey
Grappling +2 Devour Dice vs Grappled Prey
Size Disadvantage -2 Devour Dice per size class smaller than prey
Speed 0'd -5 Devour Resistance
Devour w/ Reach Unarmed -3 Devour Dice
Powerful Build Feature +2 Devour Dice, +4 Devour Resistance
Paralyzed Devour Resistance 1/2'd
Unconscious Devour Resistance 0'd

The penalties and bonuses listed above apply in descending order. So a modifier applies before the ones lower than it. Any bonuses or penalties applied through means outside of these tables are treated as lower priority.

A Pred can only make one Devour Attempt per turn, even if they are able to make multiple attacks.

Devour Attempts are considered hostile actions for all purposes, considered to make contact for the purposes of features that activate on contact, and considered a damageless disruption of concentration.

Resistive Prey

When a pred succeeds in a Devour Attempt agaisnt their prey, but before the prey is Bellied, the prey may use their reaction to roll a Strength (athletics) or Dexterity (acrobatics) skill check and add that to their Devour Resistance, potentially causing the Devour Attempt to fail instead

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.

Digestion Damage

Passive Digestion

A creature that has been Bellied by another creature, begins to suffer the digestion damage of the creature that Bellied it. Each hour, a creature rolls their Passive Digestion Dice are rolled all at once, and then applied to Bellied creatures as Digestion Damage. These dice can be distributed as you please, but must follow these two rules.

  • Individual number rolls cannot be subdivided. For example, a rolled 4 and 6 can be distributed to any Bellied creature, but neither the 4 or the 4 can be broken apart further it to 2's for the 4, or 2 and 4 for the 6.
  • A creature cannot suffer additional digestion dice unless all creatures have suffered the same amount of digestion dice. That is to say, a Bellied creature cannot suffer a 2nd dice until all Bellied creatures have suffered 1 dice. Likewise, a Bellied creature cannot suffer a 3rd dice until all creatures have suffered 2 dice, and so on...
Combat Digestion

While in combat, if a creature bellied by you uses their action, bonus action, or reaction to either damage you or attempt to escape, you may use your reaction to roll your Combat Digestion Dice, dealing the resulting Digestion Damage to the triggering creature.

After each use of Combat Digestion Dice in this way, the number of dice rolled on the next Combat Digestion roll is reduced by 1 to a minimum of half the maximum number of dice, rounded down.

After combat ends, all missing dice are restored.


Unless the specific type of dice is identified, effects that can be described as altering digestion dice affect both kinds simultaneously.

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.

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 Bellied, 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 gains 1d4 temporary HP per capacity points of the digested prey, up to a maximum of 8d4.

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

For any feature that expressly states "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift," such as the Powerful Build racial feature, this also counts as one size large for desermining stomach capacity.

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.

Niche Nomming

Certain occurences are difficult to pin down and explain, such as Devouring a creature that had Devoured a different creature prior. This will be left up to the DM on how to rule.

Escape

Chances are, prey don't like being inside a pred's belly.

Outside of combat, every hour any prey spends inside the belly of a pred, they may collectively make a single Struggle Roll 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 2 capacity points of creature's bellied by the pred. Bellied creatures 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 Tolerance DC
3 1 lvl of irreducible exhaustion
4 -10 move speed (minimum of 10)
5 Creatures include themselves when inflicting Passive Digestion Dice
6 The creature must regurgitate the entire contents of your stomach

Additionally, while at or above Level 3 Indigestion, each time a pred fails an escape struggle check, they must regurgitate a Bellied prey starting with largest and going down to smallest, with Player Characters having priority. After regurgitation, their Indigestion level is reduced by 2.

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.

During combat when ever a bellied prey creature deals damage to the pred that bellied them, the pred must roll a Constitution saving throw with a DC equal to 10 or half the damage recieved, whichever is greater. This particular saving throw will be identified as a Tolerance Save from this point out.

On a success, the pred suffers the damage and nothing else of note happens.

On a fail, the pred gains one level of indigestion in addition to the damage recieved.

Indigestion cannot be raised above certain thresholds in this way relative to the number of creatures bellied by the pred at once.

Number of Bellied Prey Maximum Indigestion Threshold
1 Level 3
2 Level 4
3+ Level 5

A Pred may choose to reduce their Indigestion by 1 level at any time, gaining one level of exhaustion in return. This can be done at any time where a Pred's Indigestion level is > 0, but can only be done once per long rest.

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

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

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.

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.

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 Struggle Roll contribution is 1/2'd
2 -4 Devour Dice
3 Do not add STR to Devour Resistance
4 -4 Digestion Dice
5 Stomach DC 1/2'd
6 ----

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, Impact, Devour

New 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.

Impact

When you deal damage with this weapon, prey bellied by you also take damage take damage equal to the damage dealt by the weapon divided evenly amongst all prey, rounded down. In order to use this property, the damage dealt by this weapon must be at least equal to the number of prey bellied by you.

Devour

When you deal damage with this weapon, you may use your bonus action to make a Devour Attempt on the target. This property cannot be used if the weapon damage is dealt across a range longer than normal melee attacks, such as by the Reach or Thrown Weapon properties.

Alternatively, weapons with this property can be used to force a Tolerance save. In conditions valid for a devour attempt, one can use their bonus action to instead force a pred to make a tolerance save with a base DC equal to 10+Damage Bonus.

This secondary effect cannot be used if the target does not have any bellied prey

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.

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.

If you are determined to have a unique Digestion Damage type, then damage modifiers of that type are applied to your Digestion Damage. However, Digestion Damage can also be treated as it's own type for the purposes of damage modifiers.

In the same example, a prey creature have damage modifiers specifically to digestion damage regardless of it's type. A creature that is resistant to Digestion Damage is only resistant to damage dealt by Digestion.

Multiple similar modifiers cannot stack in this way. So being resistant to both cold and Digestion Damage only provides one instance of resistance.

In the event of a conflict, such as resistance to Digestion Damage but vulnerability to that specific type of Digestion Damage, the DM will rule as to which modifier prevails or how the damage is calculated.

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 / pts.
Paper 1 min.
Fabric 2 mins.
Wood 3 mins.
Leather 5 mins.
Material Time / 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

Certain 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. If you are unsure of the construction of a creature, the DM will rule.

Any time a creature rolls Passive Digestion Dice or Battle Digestion Dice, they can choose a number of dice equal to their Spell Casting Ability modifier. These chosen dice can also deal digestion damage to incorporeal creatures.

You must have a Spell casting ability to have Spectral Digestion Damage. Taking a feat or having a racial feature that Aprovides 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 incorporeal 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 DartlingA, BehemothB Medium 30 (25 swim) +1B +1 +1B +2A
10 Slimekin CorroA, FlexiB, ViscoC Medium 30 +1C +1B +2 +1A
11 Wraith Medium 30 (Hover) +1 +2
11 Dire Wolf Large 35 +2 +1

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. 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 can breathe air and water.

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.

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

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. 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.

Wraith Traits

As a Wraith, you have the following traits:

Ability Score Increase Your Charisma increases by 2, 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

Dire Wolf

Once a mundane wolf, Dire wolves are powerful canines enhanced with whispers of magic, gaining not only sentience, but a much more complex mind and the ability to integrate into society.

Dire Wolf Traits

As a Dire Wolf, you have the following traits:

Ability Score Increase your Strength score increases by 2, your Constitution score increases by 1

Age Dire Wolves mature at around 20 years old and can live to be as old as 150 years.

Alignment Feral instincts and pact mentalities dominate the behavior pattern of Dire Wolves, so they tend to be more lawful.

Size Dire wolves are a wolf that have enhanced stature through the effects of ambient wild magic. your size is large.

Speed Your base speed is 35

Bite Your bite is natural weapon, which you can use to make unarmed strikes. If you hit with one, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Dire Fury On your turn, you can use your bonus action to a rage as if you were a 1st level barbarian.

While raging in this way, you add twice your rage bonus to the damage of any natural weapons you hit with. You cannot willingly end your rage early, but you can be forced to end your rage early against your will. Otherwise, your rage lasts 30 seconds.

Rage in this way scales with your level up to a maximum of 3rd level

You can use this feature to rage twice and regain expended uses on a long rest

All Fours While you are not wielding any weapons and not suffering from any speed or movement penalties, you can take the Dash action as a bonus action.

When you dash in this way, the additional movement cannot be broken up and must be towards a hostile creature. Additionally, you ignore the penalties of non-magical difficult terrain while dashing in this way.

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

PART IV

Subclasses










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

Artificer








Artificer, Bio-engine specialist

Bio-engine specialists are a zealous breed of artificer that dabbled in arcane machinery. Their studies lead them to build a mechanical beast that is fuled by the prey it devours.

Tool Proficiency

When you take this subclass at 3rd level, you gain proficiency in your choice of Tinker's Tools or Smith Tools, or an other type of tool if you are already proficient in both of those.

Bio-Engine Construction

Also at 3rd level, you have finalized a draft of blue prints for your own creation of a Bio-Engine Beast may take the form of and use the stat blocks of any of the following creatures:

Giant Ape
Giant Boar
Giant Crocodile
Giant Frog
Giant Lizard
Giant Eagle

The Engine is capable of independent and intelligent thought. It move and operates independently and takes its turn after you on the initiative count.

When not receiving direct orders from you, it will defend itself to the best of it's ability and make attacks against the nearest hostile creature that it can reliably land attacks on without endangering itself. The Engine continues to act while you are unconscious, at which point with will defend you to the best of its abilities.

You may use your your action, bonus action, or reaction to make the creature preform using moves that require the same type of action.

You may also use the Engine to satisfy the Tools Required component of your spell casting feature, and you can cast spells through your Engine.

The Engine has a regenerating fuel source, but it cannot survive on that fuel source alone. The Engine has 4 emergency batteries that kick in when power is low. It must consume and digest a number of prey capacity point equal to 4 + It's own size in capacity points every 24 hours. If it fails to meet that need within 24 hours, it drains 1 emergency battery to continue functioning. It will continue to use batteries until the minimum digestion requirment is met again.

Spent batteries recharge automatically at a rate of 1 battery every 48 hours. Additionally, you may recharge a single battery to full by consuming a number of spell slots whose sum of their levels is equal to 10 or more.









If an Engine runs out of batteries or loses all its HP, it shuts down permanently and falls a apart into 250GP worth of salvageable scrap. A new Engine can be built in after a total of 24 hours of construction and 750 GP worht of material.

As this is a model construct and not a true to life creation, they are far from true beyond general appearance and ability. As a result, regardless of the stat block chosen, the Bio-Engine's stat block changes in the following ways:

  • The Engine's size class changes to be one size class larger than you, with a maximum of Large size.
  • The Engine's Strength, Constitution, and Dexterity scores change to either 17, 11, or 8. Each number must be used once.
  • The Engine's Wisdom, Intelligence, and Charisma scores change to match your own.
  • The Engine's saving throw proficiencies change to Constitution and one additional saving throw of your choice.
  • The Engine's skill proficiencies change to be any three of the following skills; Acrobatic, Arcana, Athletics, Insight, Intimidation, Perception, Stealth.
  • The Engine's damage and condition modifiers change to the following: Vulnerability to Force and Acid Damage. Resistance to Bludgeoning, Piercing, and Slashing damage. Immunity to Poison Damage. Immunity to Poisoned, Charmed, and Frightened conditions
  • Any Psychic damage the Engine sustains is transfered in full to you.
  • The Engine deal Force damage for Digestion
  • The Engine calculates it's Vore Stats using the following:

Devour Dice (d6's):

2 + Level


Devour Resistance:

Engine's Current HP + Engine's STR mod.


Passive Digestion Dice (d8's):

5 + Your Level


Combat Digestion Dice (d6's):

2 + Your Proficiency Bonus


Stomach DC:

12 + Your Proficiency Bonus + Engine's CON mod.

Endosomatic Mechanics

At 5th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed.

Additionally, your Engine's stomach can now differentiate between prey and you. You can use your action to order your Engine to Devour you. Your engine will not follow this command if any prey are currently bellied by it. While in the belly of your engine, It will not follow any commands that will force it to devour another creature.

You are immune to your Engine's Digestion Damage while bellied by it. The belly of your Engine is also considered a suitable place for you to take a rest.

Metamorphic Mechanics

At 9th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed.

Additionally, Your Engine now gains an additional emergency battery and can now be altered.

You can spend 250 GP worth of material during a long rest to alter which form the Engine assumes.

Additionally, your Engine can now assume the following forms as well.

Griffon
Owl Bear
Minotaur
Mammoth
Ogre
Worg

Durable Mechanics

At 14th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed.

Also, the Engine's HP increases by twice your intelligence modifier per Artificer level. And, any rolls involving the Engine's Strength and Constitution can now use your Intelligence instead.

Additionally, the Engine's Tolerance save DC is decreased by a number equal to your intelligence modifier, to a minimum of 10.

Barbarian








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. You lose proficiency in Constitution Saving Throws and gain proficiency in Dexterity Saving Throws, as well as acrobatics if you were not already proficient.

Additionally, when forced to make a Constitution saving throw to avoid the effects of a spell or a weapon attack, you can make a Dexterity saving throw instead.

Addiionally, when ever a Barbarian feature calls upon use of a Strength modifier or Strength based roll, you now apply those bonuses to Dexterity modifiers and Dexterity Based rolls instead of Strength.

Agile Escapist

Also at 3rd level, you can choose to use Dexterity instead of Strength to calculate your Devour Resistance.








Gastric Upheaval

Starting at 6th level, you gain the Digestive Barrier and Heave spells. Dexterity 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.

Casting spells in this way is not considered magical for the purposes of magic detection, such as the Detect Magic or Antimagic Field spells or Intelligence (Arcana) skill checks.

Additionally, when you cause a pred you are bellied by to use their reaction to roll their Combat digestion Dice, you may use your reaction to interfere with their ability to digest you.

When you do so, the highest dice vaule rolled is dropped. Then the remaining sum is reduced by your proficency modifier to a minimum of half the rolled amount.

You may do this a number of times equal to your Dexterity modifier, a minimum of once, and regain expended uses on a long rest. You do not consume any charges when using this ability while raging.

Survival of the Swiftest

Starting at 10th level, you now use both your Dexterity and Strength modifiers to your Devour resistance, instead of just one or the other. Modifiers of less than 0 are treated as 0 for the purposes of this feature.

Last Ditch Effort

Starting at 14th level, you may put all of your effort into breaking free from the supposed "Jaws of Defeat."

As a reaction to being targeted by a Devour Attempt, but before the pred rolls their Devour Dice, your Devour resistance increases by 10 + your Dexterity Modifier for this attempt only.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and regain expended uses on a long rest.

If this feature runs out of charges, then your Dexterity and Strength Modifiers no longer contribute to your Devour Resistance until you regain at least 1 charge.

Barbarian, Path of the Vorzerker

Barbarians of this path adhere to the laws of the wild much more closely than other barbarians, holding onto the echoes of primal freocity that suffuse all living creatures. They use this force to awaken their deeply rooted, feral hunger, doing their best to overpower their prey so they can be devoured with ease.

Heart of the Beast

At 3rd level, primal, feral might begins to rebuild your very body. Your bite and claws become natural weapons, which you can use to make unarmed strikes. If you hit with one, you deal piercing damage equal to 1d6 + your Strength modifier for your Bite, and slashing damage equal to 1d6 + your Strength modifier for your Claws, instead of the bludgeoning damage normal for an unarmed strike.

If you already had a Bite or Claw natural weapon, then the damage of the duplicate weapon or weapons increases by one dice step.

Also, while raging, you add your rage bonus to damage dealt with natural weapons twice instead of once.

Additionally, your Tolerance DC decreases by 2 every time you gain a feature in this subclass, to a minimum of 8

Feral Reversion

Also starting at 3rd level, your intense hunger begins to overtake your very being. When you begin to Rage, you may choose to turn back the evolutionary clock, reverting back to a more animalistic nature. If you choose to do so, The effects of your rage are altered in the following ways:

  • While Raging, your Speed increases by 10, and you ignore the penalties of non-magical difficult terrain
  • While Raging, You gain a Blindsight radius of 15 feet
  • While Raging, you cannot wield martial or simple weapons proficiently, but all your natural weapons have advantage to hit
  • You add your rage bonus to Devour Attempts and Tolerance saving throws
  • If you successfully Devour a creature during your Rage, you gain an additional +1 Devour Dice. This bonus stacks progressively, up to a maximum of an 50% of your base Devour Dice. Additional Devour Dice gained in this way vanish once the rage ends
  • Your Rage can also end early if you go one round without attempting a natural weapon attack

You cannot switch between a Feral Reversion and standard Rage in a single instance of Raging. It persists until the rage ends.

Feral Blitz

Starting at 6th level, you attack with rapid ferocity. If you land an attack with a Natural Weapon, you may use your Bonus Action to make a second Natural Weapon attack on the same target.

Predator Tactics

Starting a 10th level, your teeth and claws evolve further, gaining traits that aid you in devouring your prey. If a Bite or Claw natural weapon attack roll exceeds the target's AC by 4 or more, you may use your bonus action to induce one of the following effects for a number of rounds equal to your 1d4 + Proficiency Modifier.

  • Bleed: The target suffers irreducible 1d4 necrotic damage as the start of each of their turns. Inflicting Bleed on a target already suffering from bleed increases the damage by 1 dice step, up to a maximum of 1d10. Increasing the dice size adds 1 more round to the duration.
  • Envenomed: At the beginning of each of their turns, the creature makes a Constitution Saving Throw with a DC equal to 8 + Your Proficency Bonus + CON. mod. On a fail, the creature suffers 2d6 poison damage paralyzed until the beginning of their next turn.
  • Marked: The target creature has disadvantage on skill checks made to hide from you and you have advantage on skill checks made to detect the Marked creature's presence. You also gain +5 on Devour Attempts against creatures marked in this way.

A creature can only suffer from one effect induced in this way at a time.

Primal Feast

Starting at 14th level, Your hunger becomes so strong and overwhelming, that you spend your energy to devour all you see around you. While Raging, if you succeed in a devour attempt on a target, you may immediately use any amount of your remaining movement speed to approach an other target and make another Natural Weapon attack on them. Additional attacks made in this way must be used to devour, and cannot deal damage. Successfully Devouring a creature by means of this bonus attack allows you to repeat this process again. The effect keeps reoccuring until you run out of movement speed or fail a Devour Attempt. In either case, ending use of this ability also ends your Rage regardless of how long the duration is.

You can only use this ability once and regain use of it during a long rest.

If your Primal Feast ends without you having bellied any creatures, your hunger utterly consumes you and you lose control.

The DM takes control of your character and plays it in a manner that attempts to devour the closest creature, regardless of ability or if the creature is viewed as friendly or hositle.

You regain control of yourself if you manage to devour upto half your Capacity Points worth of prey, fall unconscious, are targeted with the Greater Restoration spell, or if combat ends. Otherwise, this effect persists for twice your Rage duration.

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: Your grapple becomes empowered with the might of a Python. The Devour resistance penalty a creature sufferes due to your grapple is doubled and adds your Strength Modifier. Additionally, you learn the Poison Spray cantrip and can cast it at will without the need for Verbal or Somatic components, even while raging. Constitution is your spell casting ability for this spell. Poison Spray cast in this way is immune to effects that would nullify magic otherwise, such as Antimagic Field.
  • Rabbit: Your speed increases by 10, and you add your DEX modifier to your Devour Resistance. Additionally, you may make Attacks of Opportunity against a creature that is attacking to devour you. This attack occurs before the Pred rolls to hit you. If you manage to deal damage with this attack, the Pred's Devour attempt suffers a penalty equal to the damage they recieved.

Aspect of the Beast (6th Level)

  • Serpent: You gain the flexibilty and gastic integrity of the snake. You count as one size larger for the purpose of determining capacity. Additionally, any time you roll a Tolerance save, the DC is reduced by 2 to a minimum of 8

  • Rabbit: You ignore the effects of ground based, nonmagical difficult terrain. You also gain an additional 10 feet of movement. These additional 10 feet cannot be broken up between actions.

Totemic Attunement (14th Level)

  • Serpent: You now considered an additional size class larger for the purposes of determining your capacity. Also, you no longer suffer penalties for attempting to debour creatures larger than you. Additionally, while raging, you can grapple creatures up to two size classes bigger than you.

  • Rabbit: You could as one size larger for the purposes of struggle contribution and Indigestion. 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. Additionally, if the creature is knocked prone by you in this way, they also gain a level of Indigestion. Indigestion cannot be raised above level 2 in this way.

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.

Active Stomach

Starting at 3rd level, while you have expended at least half of your Battle Digestion Dice, you regain 1 Battle Digestion Dice at the beginning of each of your turns.

Smothering Stomach

Additionally at 3rd level, when you roll any number of Battle Digestion Dice, you may choose to roll one additional Battle Digestion Die

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

Ravenous Stomach

Starting at 6th level, your hunger for prey becomes fueled your very vitality. You Gain additional Devour Dice equal to your Constitution Modifier.

Vivacious Stomach

Starting at 10th level, when you roll Combat Digestion Dice, you may roll a Constitution Saving throw with a DC equal to 10 + the your total number of Combat Digestion Dice.

On a success, your Combat Digestion Dice is not reduced as a consequence of being used.

Cauldron Stomach

At 14th level, your Digestion Dice increase by one dice step.

Bard








Bard, College of the Eternal 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, while a creature benefits from your Song of Rest, they also gain the following benefits:

  • Digestion Dice that roll a value less than 3 are treated as a rolled 3.
  • Tolerance DC is reduced by a number equal to your proficiency modifier.
  • After listening to a Song of Rest, All Pred's have their Indigestion level reduced by 1.

Voracious Inspiration

At 3rd level, you learn a song that inspires predation. Your Bardic Inspiration Dice can now be used in the following ways in additional to their normal uses.

  • As a Bonus Devour Die
  • As a Bonus Passive Digestion Die
  • As a Bonus Combat Digestion Die
  • As a Bonus to their Stomach DC

Bardic Inspiration Dice used in this way retain their size, even if the size of the die they are replicating is different or altered.

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.

Additionally, for the duration of the effect, when a Pred uses a Bardic Inspiration Die in one of the expressly identified methods in your Voracious Inspiration feature, the dice is not consumed and can be used again until it expires naturally.

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 attempt on an adjacent creature.

Bard, College of the 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. Additionally, they can percieve the world using your sense of sight, but no other senses, and can cast spells as if you were the caster.

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 Devour Attempts made agaisnt that creature automatically succeed 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.

This ability fails against creatures already inflicted with a "Charmed in this way..." condition.

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.

Bard, College of the Eructation

A belly dancer uses their body to... well... dance. But there is a complimentary college that uses there belly to... most would argue singing is not what they do. But they are very adept at using the gases stirred up by past meals to evoke some odd effects.

Gaseous Gut

When you take this subclass at 3rd level, you learn the Belch cantrip. Additionally, you learn the Greater Belch spell at 5th level and the Primal Belch spell at 9th level, None of which count against the number of spells or cantrips you can learn.

You can cast all spells you learn in this way using your spell slots as if they were normal Bard spells for you.

You also gain a number of free casts equal to your Charisma modifier (minimum of 1). You may use a free cast to cast either Greater Belch or Primal Belch at their base level without the need for components or spell slots.

You cannot cast any spells in this way if you have 0 free casts left, and regain expended free casts on a long rest.

Gassy Command

Also at 3rd level, when you cast the Belch cantrip or Greater Belch spell, you may choose a creature with in 30 feet of you. If the creature is willing or fails a Wisdom saving throw, then the spell is cast as if they were the caster using their position and capacity. Though they still use your Spell Slots, Free Casts, or Charisma Score and Modifier for any needed calculations.

Additionally, the range of Primal Belch for you changes from Touch to 30 feet.

Multi-Miasmic

At 6th level, you can alter the chemical composition of gut gases to illicit different effects. As a reaction to when you or a friendly creature casts the Belch, Greater Belch, or Primal Belch spells, you may choose to expend a Bardic Inspiration Die to force the target or targets to roll a Constitution saving thrown against your spell save DC.

On a fail, the creature or creatures suffer one of the following effects based on the rolled value of the Inspiration Die:

Roll Effect
1 Knocked Prone
2 Stunned
3 Deafened
4 Poisoned
5 Incapacitated
6 Charmed
Roll Effect
7 Blinded
8 1 Choice Vulnerability
9 Paralyzed
10 -1 Size Class
11 Unconscious
12 Petrified

A creature cannot suffer from more than two penalties or conditions at once inflicted in this way. Attempting to inflict a third condition or penalty fails. Conditions or penalties inflicted in this way persist for a number of rounds equal to your Charisma modifier (minimum) of one

Fermenting Belly

At 14th level, you have mastered the art of holding back you gastric eruptions until you need them. When you cast the Belch, Greater Belch, or Primal Belch spells, you may spend one Bardic Inspiration die to delay that cast for up to one hour. The stored cast takes up a certian number of capacity points in your stomach.

For the Belch cantrip, this equals 1 point upon receiving this feature and 2 points at 17th level.

For the Greater Belch Spell, the number of capacity points it takes up equals the casting level.

For the Primal Belch Spell, the number of capacity points it takes up equals 3 + the casting level.

You can only use this feature in combination with your Gassy Command feature if the target creature is willing. Additionally, when doing so, the stored cast takes up space in their stomach instead of your.

The creature that is currently storing the cast may choose to use a cast of Belch, Greater Belch, or Primal Belch stored in this way at any point as a bonus action.

Otherwise, 1 hour after using this feature, the cast is used and the spell takes effect, or you may choose to spend more Bardic Inspiration Dice to extend the stored cast duration. The cost for continued cast storage is equal to 1 + the number of extensions.

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 Dynamize Armor, Expand Stomach
3rd Suggestion, Unburden
5th Maddening Hunger, Medicinal Acid
7th Dimensional Stomach, 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. On their next Devour Attempt, that creature's Devour Dice are treated as being one dice step larger (to a maximum of d10s). Regardless of weather the attempt fails or succeeds, the blessing fades after a Devour attempt or after 1 minute has passed.

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 half 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.

Waves of Excess

Starting at 17th level, you can use your action to active an divine pulse of gluttonous and hungry power 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 must you their action to make a Devour Attempt on the creature nearest to them. If there is no valid target within range of a Devour attempt, then they must use their movement speed to approach a valid target.

At the beginning of each of their turns and when they belly another creature, the charmed creature may reattempt the save, ending it early on a success. Otherwise, Charm inflicted in this way lasts for 1d4 + WIS rounds.

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 roll Passive Digestion Dice, 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 the maximized value of any Digestion Dice applied to them.

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

Each time afflicted prey suffers Digestion Dice, 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 roll an additional 2 dice for Passive Digestion. If they are over Maximum capacity, the additional digestion dice increases to 4.

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 twice 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 are considered one size larger for the purposes of Devour Attempts
  • 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: Your Unarmed Strikes have the Reach property
  • 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

Druid, Circle of the Boneyard Belly

Druids are beings of nature who derive their power from the world around them. The world is a place full of life. But it is also a place doused in death and unlife as well. Very few druids venture down this insidious path into corrupting the living world unto unliving echoes of itself, but of those that do, some take it a step further, calling upon their power to ressurect and enslave those that have met their fate in the Druid's belly. These druids belong to the circle of the Boneyard Belly

Graveyard Gut

At 2nd level, your stomach becomes a foundry for digested servants for you to raise and do your bidding. You can now freely change the type of your Digestion Damage between its native type and Necrotic.

Additionally, you gain access to the following spells at the levels indicated. They count as druid spells for you, and you always have them prepared; they do not count against the number of spells you can prepare each day.

Druid Level Spells
3 Ray of Enfeeblment
4 Bestow Curse
5 Shadow of Moil
9 Enervate

While casting Bestow Curse provided by this feature, you may treat it as if the range is 10 Feet instead of Touch.

Mark of the Bone Thrall

Also at 2nd level, you gain the ability to brand a foe with the potential to become your undead thrall.

As an action, you may expend a chanrge of your Wild Shape feature to force any hostile creature within 10 Feet of you to make a Wisdom saving throw agaisnt your Spell Save DC.

On a fail, the target creature is marked.

This mark decays over the period of 24 hours. If a creature marked in this way becomes bellied by you, the decay is halted, but not reversed, and continues if they manage to escape.

You may also use this feature as Bonus Action in response to casting Bestow Curse, but it can only target the same creature as Bestow Curse does. The Wisdom Saving throw made against Bestow Curse is also treated as the Saving throw for this feature.

Only one creature can be marked in this way at a time. Attempting to mark a second creature in this way while another creature is already marked results in failure

If a creature marked in this way is digested in full by you, they their bones are left behind in your belly, and the mark ceases to decay completely, becoming semi-permanent.

While the bones of a marked creature are in your belly, you may use your action to regurgitate the bones in to a space adjacent to you, where they assemble into a thrall that is perfectly loyal to you.

You can only have 1 Bone Thrall

This Thrall uses the stat block of the original creature with the following changes:

  • Creature type is changed to Undead
  • Use their Wisdom modifier instead of the their Constitution modifier for HP calculations
  • Saving Throw Proficiencies are changed to Constitution and Wisdom
  • Skill Proficiencies are changed to 2 of your choice among Acrobatics, Intimidation, Perception, and Stealth
  • Wisdom, Intelligence, and Charisma scores change to match your scores
  • Original Damage and Condition modifiers are changed to: Vulnerable to Radiant and Force; Immune to Necrotic and Poison; Immune to the Charmed, Frightened, and Poisoned conditions
  • Psychic damage suffered by the thrall is transferred in full to you.
  • Gain the Constructed Resilience and Sentry's Rest features from Warforged
  • Gain the Undead Resilience feature from Zombie
  • Can Understand any languages you know, but cannot speak.
  • Can Devour prey, but deal no digestion damage

Bone Thralls cannot cast spells, even if the creature they were made from could. But all Bone Thralls under your control can be conduits of your magic. You can cast a spell from a Bone Thrall's position as if they were the caster, but still consuming your spell slots and using your stats for calculation.

Thralls created in this way are recreated without there gear or inventory and are fully loyal to you.

They will follow every command you issue to the best of their ability, including commands that will result in their own demise. When not following a command or issued a command that cannot be undertaken, they will attack the nearest creature you view as hostile and will defend themselves to the best of their ability.

When a Bone Thrall is reduced to 0 HP, the bones they are composed of fall to the ground and cannot be reanimated by this feature.

You may instantly reduce any Bone Thrall under your command to 0 HP as a bonus action.

This thrall is capable of devouring prey when directed by you, and uses your Devour Dice to make Devour Attempts. They follow the normal capacity rules. Prey devoured by the thrall are stored in a transparent bubble in the same anatomical position as their stomach would be. Thralls do not deal digestion damage and cannot be forced to by other means, such as spells or features.

You may also command the thrall to return to your stomach. While in your stomach, they count as two sizes smaller for the purposes of determining the space they take up. You may choose weather or not they are immune to your Digestion Damage. They do not contribute towards struggle checks made against you and do not perceive Digestion Damage from you as hostile.

Spells such as Revivify, Ressurection, and True Ressurection that target skeletal thralls made in this way will behave as if they are not valid targets.

If you are reduced to 0 HP by any means, Bone Thralls under your control are reduced to 0HP as well.

Cursed Bones

At 6th level, When a creature your Bone Thrall perceives as hostile kills it by reducing it to 0 HP, they death-burst.

All creatures in a 10 foot radius of the Bone Thrall, except your self and your Bone Thralls, must make a Wisdom Saving Throw as if they were the target of the Bestow Curse Spell cast by you at it's lowest level.

Of all the creatures that failed this save, you may choose one to be subject to your Mark of the Bone Thrall feature as if you cast Bestow Curse

Additionally, your Bone Thrall's Strength, Constitution, or Dexterity Score increases by 1 to a maximum of 20. This Bonus is applied to, and persists across different Bone Thrall individually, and can be reassigned during a long rest. And the range of your Mark of the Bone Thrall feature and Bestow Curse spell increase by 5 feet (10 feet total).

Myriad Bones

At 10th level, Your control over your unique magic increases.

You can now apply Mark of the Bone Thrall to 2 creatures simultaneously and can command up to 2 Bone Thralls At once.

Also, When a bone thrall spends a long rest in your Stomach, their AC increases by your Wisdom Modifier until the next Long Rest

Additionally, your Bone Thrall's Strength, Constitution, or Dexterity Score increases by 1 to a maximum of 20. This Bonus is applied to, and persists across different Bone Thrall individually, and can be reassigned during a long rest. And the range of your Mark of the Bone Thrall feature and Bestow Curse spell increase by 5 feet (10 feet total).

Gassy Bones

At 14th level, the Belch cantrip is added to your known cantrips and does not count against the number of cantrips you can learn. You also gain the Greater Belch and Primal Belch spells. They count as druid spells for you, and you always have them prepared; they do not count against the number of spells you can prepare each day.

Once per day, you may cast Primal Belch at it's lowest level without consuming a spell slot.

If you have at least 1 Bone Thrall in your belly when casting Primal Belch in this way, you may choose to have the bones be expelled from your belly as part of the cast. For each Thrall ejected from your belly in this way, you add an additional 5d6 of your choice between magical Slashing, Bludgeoning, and Piercing damage in this way. The resulting damage is divided evenly among the targets that failed the Saving throw agaisnt the Primal Belch cast, rounded down. Afterwards, your Bone Thralls reform at any unoccupied space of your choosing within the affected range of the spell.

Additionally, your Bone Thrall's Strength, Constitution, or Dexterity Score increases by 1 to a maximum of 20. This Bonus is applied to, and persists across different Bone Thrall individually, and can be reassigned during a long rest. And the range of your Mark of the Bone Thrall feature and Bestow Curse spell increase by 5 feet (10 feet total).

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 two 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 1 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 pointsreset 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:

Gastro save DC: 8 + proficiency + 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 are considered 1 size larger for the purposes of Devour Attempts.

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. Additionally your Tolerance DC decreases by 1, to a minimum of 8

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. Additionally your Tolerance DC decreases by an additional 1, to a minimum of 8.

Relish the Fight

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








Gastro Techniques


Devouring Grasp. When you successfully grapple a creature, you may spend 4 gastro points to double the Devour Resistance penalty inflicted by that instance of Grapple for the duration of the condition.


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, 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.


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.


Digestive Supression When forced to roll Digestion Dice against your will, you may spend a number of Gastro Points equal to the number of dice rolled, but before the roll is actually made. For every 2 points spent, you may halve the the rolled value of one die (rounded down). 1s cannot be rounded to 0s in this way.

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 Bellied creatures are immobilized by means of this feature, you do not deal Digestion Damage by any means and the Bellied creature cannot make any struggle attempts or attacks agaisnt you 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. If no stats can be reduced any lower in this way, the creature gains one level of exhaustion instead.

d4 Stat Affected
1 Strength
2 Dexterity
d4 Stat Affected
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. Once all stats have returned to their base value, creatures lose one level of exhaustion per hour. Levels of exhaustion gained outside of methods of this feature cannot be reduced in this way.

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 Extra 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, the pred is forced to make a Tolerance save using the damage from the Slayer Strike for DC calculation. If the Slayer Striker was a critical hit, the Tolerance save is made with disadvantage.

Gluttonous Opportunity

Starting at 15th level, you know how to capitalize on moments where preds are distracted. Devour Attempts count as valid Opportunity chances 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 and engorgement.

Way of the Hungry Technique

Starting at 3rd level, You may add your Dexterity modifier to your Devour Attempt instead of Strength. Additionally, your monk weapons gain the Devour weapon property.

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, your unarmed strikes ignore the cover provided by the bellied condition, and can target bellied prey without damaging the pred.

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

  • Your Tolerance saves are made with advantage

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 add 1 Devour Die per 10 feet fallen for this Devour Attempt, 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 every two capcity points worth of creatures digested in this way, You lose one Passive and one of each kind of Digestion Dice to a minimum of 5 for Passive and 2 for Battle for 24 hours. Greater Restoration cast at 7th level or higher 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 Bellied by another creature, your weapons attacks may benefit from the Light weapon Property, and may target creatures adjacent to them.

Additionally, you do not suffer Digestion Damage while bellied by a friendly creature.

Pressure Point Control

At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind, a friendly 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 friendly creature you are inside of, forcing that creature to swallow the projectile

Advanced Pressure Point Control

Starting at 6th level, when you make an attack while Bellied by 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 friendly creature that has Bellied you 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 hostile 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 Dynamize Armor, Expand Stomach
5th Amplify Acids, Unburden
9th Medicinal Acid, Intoxicate
13th Instant Digestion, Dimensional Stomach
17th Bellyport, Primal Belch

Channel Divinity

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

Charming Presence. 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, the targets are forced to disengage and cannot take hostile actions for the duration. Additionally, affected creature's Devour Resistance is reduced by an amount equal to your Charisma Modifier. Charisma Modifiers less than 1 are treated as 1 for the purposes of this feature.

If any hostile action is taken against an affected creature, then the effect ends.

Reward the Decadent As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is Bellied another creature or has Bellied another creature within 30 feet of you gains the effects of the Bless spell for the next minute. While benefiting from Bless cast in this way, a creature also add your Charisma modifier to their Tolerance saving Throws.

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 Attempt 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:

  • +2 Devour Dice

  • You count as 2 sizes larger for the purpose of determining capacity

  • +4 Combat Digestion Dice

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 against 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 Constitution 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 in this way, a creature gains +5 Devour Resistance and contributes twice as many points to the Struggle rolls.

If a marked creature is within 10 feet of you, all bonuses provided by this feature are doubled.

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 you 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 options.


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. You may choose to not recieve healing in this way.

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 additional 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 Expand Stomach
5th Unburden
9th Intoxicate
13th Dimensional Stomach
17th Maximize/Minimize

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. You gain +1 Devour Die, which becomes +2 Dice on against your favored enemy. Additionally, you gain 1 Passive Digestion Die, and you 1 more die at 5th, 11th, and 17th level. Additional Digestion Dice gained in this way can only be applied to your Favored Enemy.

Prey: Your favored enemy is a predator that you've studied to thwart. You gain +5 Devour resistance, which become +7 against your favored Enemy. You also have resistance to the Digestion 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 Attempt that creature. The target must be within range of your unarmed strike

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 * enemies you are Hidden from without grappling them first.

Prey: While conscious, 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, 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 aggressive predators for the sole purpose of being a pest in their gut.

Stomach Parasite

At 3rd level, you gain resistance to Digestion Damage. Additionally, 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 Sneak 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 become bellied by the pred, 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 can choose a number of Digestion Dice applied to you equal to your Proficiency Modifier. The chosen Dice have their values halved, rounding down. 1s cannot be rounded down to 0s in this way.

Master Parasite

Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit a willing creature's 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 choose to repurpose a Sneak Attack into an Ambush Devour. Ambush Devours follow the same use restrictions and checks at a Sneak Attack. Instead of dealing damage, when you you hit with an Ambush Devour Attempt, Your Devour Dice are increased by 1 dice step for that attempt, up to a maximum of d12s. Additionally, you do not lose Devour Dice due to size differences on an Ambush Devour Attempt.

Using this feature counts as using your 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 Digestion Damage equal to your sneak attack damage to one of those creatures.

Using this feature counts as using your Sneak Attack for that turn.

Crush Grip

By 9th level, you can strain your muscles to crush uncooperative prey. When you fail a Devour Attempt against prey, you may use your reaction to crush your prey. The Prey rolls a Constitution save contested by your choice of either your Strength (Athletics) or Dexterity (Acrobatics) checks. On a failed save, the prey suffers Bludgeoning damage equal to half your sneak attack bonus, rounded down.

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 your Focused Acids as a Bonus Action instead of an action, but the feature can only be activated once per round.

Sorcerer







Sorceror, Flesh Tanker

Sorcerer are often synomynous with the phrase 'power with-in.' But the Flesh Tanker takes this ideology 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 through a Spellcasting or Pact Magic feature, using their senses and positioning in combat. You must still provide components and Spell Slots of your own to cast levels in this way. You cannot upcast spells that are not part of your own spell list. Casting spells in this way is not impiared by the Bellied condition.

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 d4s 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.

Legendary Vitaity

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.

Additionally, your Tolerance DC decreases by your Charisma modifier to a minimum of 7.

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. 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.

Additionally, you gain 3 more Passive and Battle Digestion Dice. Digestion dice gained in this way can only be applied to creatures bellied in your Arcane Stomach

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 make a Devour Attempt on the creature. Devour Attempts made using this feature have the size advantage bonus doubled.

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 Instant Digestion, 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 -5 Devour Resistance. Creatures have disadvantage on saves to avoid regurgitating you. If you currently have another creature Bellied, you may not move through small spaces without squeezing.

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

Engulf

Starting at 6th level, you may completely engulf your foes, drawing them into your body. While you are in your Ooze form, you have +2 Devour Dice agaisnt a creature that you have grappled.

Additionally, 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 gain the effects of your Ooze Form feature permanently and your Devour Resistance is no longer reduced for using that feature. Additionally, you can switch in and out of your Ooze form at will as a bonus action.

Shlick

Starting at 14th level, when you are hit with a melee weapon attack or unarmed strike by an adjacent creature, you may use your reaction to make a Devour Attempt on that creature.

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, 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 by you is forced into this secondary stomach. This stomach can only hold one prey at a time regardless of size, and you cannot be forced to regurgitate creatures in this stomach unless you have no other creatures to regurgitate. Prey in one stomach cannot interact with or perceive prey in the other stomach.

Additionally, you gain 1 Additional Passive and Battle Digestion Die, and gain one more of each die at 5th, 11th, and 17th levels. Additional dice gained in this way can only be applied to creatures Bellied by your Stomach from Beyond.

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. Your standard Digestion Dice can still be applied to creatures in this stomach.

Ravenous Reserves

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

When you fully digest a bellied prey with your Stomach from Beyond feature, you gain the effects of one additional Eldritch Invocation that you qualify for.

The power of this Invocation Persists for 1 hour per capacity point of the digested creature, and fade afterwards.

You can take this invocation even if you cannot take any more by way of your Eldrtich Invocations feature.

You cannot benefit from more than one Invocation gained in this way at a time.

Otherwise, this temporary invocation follows all the rule of your Eldritch Invocation Feature

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, you have +1 bonus to and natural weapons attack and damage rolls, and you gain +3 Devour Dice.

Gastro-Blast

Starting at 10th level, when you cast Eldritch Blast, you may choose to forgo the additional bolts cast during the spell in favor of lacing a single bolt with explosive digestive power.

When you do this, you may target a point within range of your Eldritch Blast spell. All creatures within a 10 foot radius of that point must make a Dexterity saving throw, suffeing 1d12 of your Digestion Damage on a success or half as much on a fail.

Additionally, each creature that fails the Dexterity save becomes soaked in a slow acting digestive fluid. At the beginning of each of each of those creature's turns, they suffer 1d10 of your Digestion Damage.

Each time damage is dealt in this way, the dice size decreases by 1 step. After a creature suffers a d4 of damage in this way, the effect fades.

Using Eldritch Blast in this way still works with the Eldritch Invocation. But invoactions that force movement, such as Repelling Blast or Grasp of Hadar use the center of the blast radius for the point of origin instead of you.

If a creature already soaked in acid fails the saving throw forced by another instance of this feature, the dice size of the lingering damage of this feature resets to 1d10.

Beast's Fangs

Starting at 14th level, 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.

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:

  • Your ability to cast spells is no longer impiared by the Bellied condition.
  • 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

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 Devour attempt against the spell.

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 HP and a size that scales with the cast level of the spell.

Level Size HP
0 (Cantrip) -Tiny 20
1 Tiny 35
2 Small 50
3 Medium 65
4 Medium 80
Level Size HP
5 Large 95
6 Large 110
7 Huge 125
8 Gargantuan 140
9 + Gargantuan 155

Spells Bellied by you become inert and do not affect other prey bellied by you, and do not contribute to the Struggle Roll.

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 cantrips 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 Intelligence 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 V

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 Devour Attempts

Insatiable Hunger

  • You count as 1 size larger for the purpose of determining your capacity and your modifiers for Devour Attempts where you are the pred.
  • While no creatures are Bellied by you, you gain +4 Devour Dice

Boiling Insides

  • Both your Digestion Dice types increase by one dice step
  • 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
  • Your Tolerance DC is reduced by 2

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

Feisty Feasts

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

Ambush Predator

  • You have +2 Devour Dice against creatures you are hidden from.







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.

Inescapable Prison

  • Your Stomach DC increase by 2
  • 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 Charmed condition persists.
  • Bellied prey that are charmed by you do not contribute to struggle attempts.

Agile Predator

  • Your DEX increase by 1 to a maximum of 20
  • You may add your Dexterity Modifier instead of your Strength Modifier to Devour Attempts

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.

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.

Second Maw

Prerequisite: 12th level; Spellcasting or Pact Magic feature

Your Spellcasting stat increases by 1 to a maximum of 20

Your arcane powers have combined with your hunger and alter your morphology to grant you a secondary mouth capable of devouring prey. This second mouth can manifest on any reasonable part of your physiology, such as your tail or belly, and is much like your normal mouth with the following exceptions:

  • It cannot verbally converse in any meaningful fashion, but can be used as a method of satisfying verbal spell components, and can be used to supply air as well as prey to the rest of your body
  • It cannot interact directly with specialized secondary stomach, such and Tarrasque Bloodline Arcane Stomach feature or the Ravenous Entity Stomach from Beyond feature, or the space provided by the Stomach of Holding feat

If you land an attack with a weapon that has the Devour weapon property and use your bonus action to make a Devour Attempt, you may make a second Devour Attempt as part of that bonus action. This second Devour Attempt can target any creature adjacent to you, including the target of the first attempt if it fails. You can only make a second Devour Attempt a number of times equal to you spell casting stat modifier, and regain expended uses on a long rest.

This maw can be manifested and dispersed as a bonus action, though you cannot change it's location on your body once selected. While dispersed, a creature must succeed in an Intelligence (arcana) check agaisnt your spell save DC to detect it's presence.

If you have multiple spellcasting stats, then both the increased stat and the number of 2nd Devour Attempts is determined by the highest stat at the time of taking this feat. If two more of your highest spellcasting stats are equal, then you may choose which stat applies, but both effects must apply to the same stat.

If you have multiple unique spellcasting stats, then you may take this feat multiple times, choosing a new spellcasting stat each time.

Prey Feats

A character may forfeit all of their Devour and Digestion Dice 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 damage
  • Any time you force a pred to make a Tolerance saving throw, the DC increases by a number equal to your proficiency modifier

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 1 size class larger for the purposes of calculating modifiers for Devour Attempts where you are the prey
  • Your weight is always doubled
  • When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated

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 enhance any 1 set of armor you are proficient with. While wearing armor enhanced by you, a creature is insulated from the digestion damage they receive. The highest rolled value is dropped and then the remaining sum is reduced by a number of d6s relative to the armor's weight class. The amount of time required is realtive to the armor's weight class, and the GP needed for the materials is equal to half the armor's initila cost.
Armor Weight Class Time Spent Digestion Reduction
Light 2 hours -2d6
Medium 4 hours -4d6
Heavy 6 hours -6d6

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.

Subclass Feats

A collection of feats that augmnet the subclasses found in this module

Construct of Vanity

Prerequisite: At least 12 levels in the Bio-Engine Specialist artificer subclass

You can reengineer your Bio-engine to look and behave like you!

You may now create a Bio-engine that fully resembles you in appearance, size, mannerisms. An Intelligence (investigation) against your Spell Save DC is needed to be able to discern that your Bio-engine is a facade.

While it resembles you, your Bio-engine can cast your spell, though it relies on your spell slots to do so.

You Bio-engine double is proficient in one weapon of your choice that you are proficient in. If you have proficiency in a category of weapons, such as All Simple Weapons, then the Bio-engine can only be proficient in one weapon from the category. You bio engine also has proficiency with any two skill you are proficient in and any one saving throw you are proficient in on top of the normal Bio-Engine proficiencies. Despite being a perfect copy, your Bio-Engine cannot make use of copies of your class and subclass features, except for magic providing features such as the Spell casting or Pact Magic features.

While it resembles you, your Bio-Engine is not proficient in an armor type, but it has an Unarmored Defense equal to 10 + DEX + INT. Your Bio-Engine duplicates the appearance of your armor, but that armor provides no form of bonus or penalties and is treated as an inseparable part of the Bio-Engine's body

Your Bio-Engine cannot benefit from any of these effect if it take any form other than a duplicate of you.

Vicious Snack

Prerequisite: At least 12 levels in the Path of the Unsnackable barbarian subclass

Attacks on a pred that has currently bellied you now land as a critical hit on a 19 as well as a 20. Additionally, while you are the sole occupant of a pred's stomach, the pred is treated as if they were vulnerable to your attacks. In the same way, resistances are treated as normal damage and immunities are treated as resistance.

Body of the Beast

Prerequisite: At least 12 levels in the Path of the Vorzerker barbarian subclass

Your Body has grown more tolerant to your voracious tendencies and has begun to accommodate.

Your Normal capacity increase by 4 + your Constitution Modifier, and your Maximum capacity increases accordingly.

Additionally, you gain a number of Devour Dice equal to your Constitution modifier.

Rapid Acids

Prerequisite: At least 12 levels in the Path of the War Glutton barbarian subclass

When you belly a prey, roll a number of your Passive Digestion Dice equal to 1/2 your level, rounded up, and deal the resulting damage to the newly bellied prey.

Additionally, any time you roll any of your Digestion Dice, the lowest number rolled becomes maximized

Aria of Greed

Prerequisite: At least 12 levels in the College of the Eternal Dinner bard subclass

The number of Bardic Inspiration Dice available for you to spend or give is doubled, and creatures can now be given up to two Bardic Dice to hold and use, either separately or at the same time.

Additionally, any time a Bardic Die of your is rolled and results in a 1, 2, or 3, the roller may choose to reroll it, but must take the second roll.

Dance Team

Prerequisite: At least 12 levels in the College of the Belly Dancer bard subclass

You can now use your Back Up Dancer feature with two friendly creatures in your belly, and both can contirbute to the bonus damage.

Additionally, their bonus can now also be applied to the attack roll, as well as the damage roll.

Hazy Belch

Prerequisite: At least 12 levels in the College of Eructation bard subclass

When you cast Belch, Greater Belch, or Primal Belch, you may choose to expel a denser, longer lasting mix of gas in place of the usual damage. Spells cast in this way only roll half their initial number of damage dice, but hang in the air as a cloud of gastric smog that covers an area. Creatures that end their tun in this could must roll a Constitution saving throw against your Spell save DC. On a fail, they suffer the other half of damage dice that the spell would have dealt normally. The duration of and area covered by the smog depends on the spell u sed to create it.

Spell Area Covered Duration
Belch 10 ft cube 30 seconds
Greater Belch 15 ft cube 1 minute
Primal Belch 20 ft cube 2 minutes

This smog can be cleared by strong winds or by Dispel Magic cast at an equal or higher level compared ot the spell the was used to spawn the smog. Otherwise, the smog vanishes on its own after it's life span passes.

You can use your bonus action to move the cloud up to 15 feet in a straight line in a direction of your choosing.

Ravenous Aura

Prerequisite: At least 12 levels in the Gluttony Domain cleric subclass

The Effects of your Ravenous Blessing feature can now be applied to all creatures in a 15 foot radius centered on a point of your choosing within 15 feet of you.

Aura of Iron Bellies

Prerequisite: At least 12 levels in the Feast-aid Domain cleric subclass

All friendly creatures within 10 feet of you have their Tolerance increased by 10 + your Wisdom Modifier.

After leaving the radius of this aura, a creature continues to benefit from the bonus for a number of rounds equal to your Wisdom Modifier

Superior Belly of Healing

Prerequisite: At least 12 levels in the Belly-nevolent Domain cleric subclass

Your stomach now has an enhanced healing capacity. The healing provided by your stomach is doubled and reduces by 1 for every 2 creatures instead of just every creature. Your belly now halts the effects of non-magical diseases of those inside, but does not cure them

Additionally, your belly now counts as a viable place for a creature to take a long rest so long as they are the only occupant. If a creature takes a long rest in your belly, they are cured of all their non-magical diseases

Multi-morphic Biology

Prerequisite: At least 12 levels in the Circle of the Chimera druid subclass

You can call upon ambient natural magic to attempt to force your body to take on a new shape even when your personal arcane reserves don't allow for it.

As an action, you can roll a Wisdom Saving throw against your own Spell Save DC.

On a success, you can swap out one of Chimeric Form or Monsterous Chimeric Form attributes you are currently using with any other attribute you are not using without needing to use any Wild Shape charges.

You cannot benefit from this feat if you are not currently using Chimeric Form or Monsterous Chimeric Form attributes.

Skeletal Vitality

Prerequisite: At least 12 levels in the Circle of the Boneyard Belly druid subclass

Your Bone Thralls gain the following feature:

Regeneration. At the beginning of each of your turns, Your Bone Thralls regain a number of hit points equal to 3 times your Wisdom Modifier. If a Bone Thrall takes Radiant or Force damage, this trait doesn't function at the start of your next turn. Bone Thralls die only if you start your turn while it has 0 hit points and doesn't regenerate.

Bone Thralls cannot regain HP in this way while bellied by you.

Arcane Gastronomy

Prerequisite: At least 12 levels in the Gastro Warrior fighter subclass

Your well of Gastropoints has taken on a magic property.

You may now cast spells from the Voremancy school of magic expending Gastro Points at a rate of 1 + Twice the level the spell is cast at.

you cannot upcast spells in this way and cannot cast spells whose base level of above 5

You may also use Gastro Points to cast Voremancy cantrips as well, with the power of the cantrip depending on how may Gastro points are spent.

Gastro Points Spent Cantrip Level Equivalent
1 Lvl 1
2 Lvl 5
4 lvl 11
6 lvl 17

Strength is your Spell casting stat for these spells

Shrouded Prison

Prerequisite: At least 12 levels in the Entrapper fighter subclass

Your stomach muscles have be come so dense that they can block super-sensory perception.

Attempts made to ascertain the contents of your stomach through unnatural means, such as magic or extrasensory perception, are made with disadvantage.

Additionally, you can now carry twice as much prey in your stomach before they become visually perceptible.

Bane of Predators

Prerequisite: At least 12 levels in the Pred Slayer fighter subclass

Choose one weapon you are proficient in. When you deal Damage to a pred that has bellied prey with this weapon, it is treated as a +1 magic weapon.

You may take this feat multiple times, each time either adding a new weapon or increasing the magic potential of an already affected weapon by +1 to a maximum of +3.

Intense Focus

Prerequisite: At least 12 levels in the Way of the Hungry monk subclass

The duration of your Vorish Focus feature increases by number of rounds equal to your Wisdom modifier. Wisdom modifiers less than 1 are treated as 1 for the purposes of this feature. You can also choose to end your Vorish Focus early.

Additionally, while using Vorish Focus you gain 10 feet of blindsight.

Controlled Presence

Prerequisite: At least 12 levels in the Way of the Gastropuncture monk subclass

You have the ability to feel larger or smaller while in the stomach of another creature.

While Bellied by a friendly creature, you take up 4 less capacity points to a minimum of half your true size.

Conversely, While Bellied by a hostile creature, you take up 4 additional capacity points to a maximum of twice your true size.

Decree of Digestion

Prerequisite: At least 12 levels in the Oath of Indulgence paladin subclass

Any time you evoke the power of your Charming Presence or Reward the Decadent channel divinity options, you may choose to mark a number of creatures equal to your Charisma (minimum of 1) within 60 feet of you.

Creatures marked in this way do not consume any Combat Digestion Dice next time they are rolled.

This mark fades when combat ends.

Digestive Retribute

Prerequisite: At least 12 levels in the Oath of the Prey Aegis paladin subclass

You gain the abiity to sense the distress of your protected race from in the belly of your chosen protected race. When ever your protected race takes any form of digestion damage within 30 feet of you, you may use your reaction to move up to your movement speed towards the pred that dealt the digestion damage.

If you get within 5 feet of the pred you may use your Divine Strike feature on that pred.

Sturdy Barricades

Prerequisite: At least 12 levels in the Oath of the Fortress paladin subclass

Whenever you use you Wide Stance feature, you reduce the incoming damage by 1d6 + your Charisma Modifier before the damage is divided between you and the creature you are defending.

Dual Hunt

Prerequisite: At least 12 levels in the Natural Cycle Conclave ranger subclass

You may take the benefits of both schools instead of one or the other when you gain Ranger: Natural Cycle Conclave features that normally require you to choose one or the other.

Leech

Prerequisite: At least 12 levels in the Parasite rogue subclass

While in the belly of a hostile creature, any time that creature receives healing from any source, you gain temporary HP equal to the amount the pred is healed by.

Follow-up Bite

Prerequisite: At least 12 levels in the Silent Python rogue subclass

If you fail am Ambush Devour attempt, you may immediately reattempt as a normal Devour Attempt with -3 Devour Dice.

Union

Prerequisite: At least 12 levels in the Flesh Tanker sorcerer subclass

While Bellied by a friendly creature, any time you are forced to make a roll involving Charisma, such as a spell attack roll, or Charisma (Intimidation) skill check, you may also add the Charisma modifier of the pred that you are Bellied by.

Additionally, While Bellied by a friendly creature, your Spell Save DC increases by that creature's Charisma Modifier.

If the Pred's Charisma modifier is less than 0, then it is treated as 0 for the purposes of this feature.

Sorcerous Gluttony

Prerequisite: At least 12 levels in the Tarrasque Bloodline sorcerer subclass

Your Normal capacity increase by 6 points and your Maximum capacity increases accordingly.

Additionally, the effect of your Arcane Stomach feature now apply to your physical stomach as well, but the rate at which you regenerate Sorcery Points by digesting prey in your physical stomach is halved and rounded down.

Digestive Adhesion

Prerequisite: At least 12 levels in the The Great Ooze warlock subclass

Your body begins to secrete a sticky, digestive enzyme.

When you make a grapple attempt, your target has disadvantage to break free of your grapple.

Additionally, at the beginning of each of the target creature's turns, they suffer 2 dice worth your your Combat Digestion Damage.

Combat Digestion Dice rolled in this way are not consumed and to not affect your count of Combat Digestion Dice

Entity's Protection

Prerequisite: At least 12 levels in the Ravenous Entity warlock subclass

When you use your Gasto-Blast feature, the radius of effect increases to 15 feet.

Additionally, creatures you view as friendly may choose to automatically succeed in the saving throw of your Gastro-Blast feature if they are caught in the blast

Bonded Leap

Prerequisite: At least 12 levels in the Gastromancer warlock subclass

When you or your bonded pred are within 60 feet of each other and nether of you have your speed reduced by negative effects such as the Hold Person spell or difficult terrain, you may use your bonus action to instantaneously swap places with them.

You must be able to see your bonded pred in order to initiate the jump, and you can still jump if the pred is paralyzed, petrified, or unconscious.

The Pred cannot initiate the jump and may make a Wisdom Saving throw agaisnt your spell save DC if they are unwilling.

If you are bonded to 2 preds by using your Dual Bonding feature, you must be one of the individuals swapping places. You cannot make the preds jump.

Arcane Metabolism

Prerequisite: At least 12 levels in the Arcane Devourer wizard subclass

When you fully digest a non-cantrip spell, instead of storing a free cast of the spell, you may regain a spell slot equal to half the base level of the spell digested, rounded down. (Minimum of 1st level slot)

You cannot exceed your maximum spell slot count in this way and cannot gain slots for a level you do not already have the ability to cast at.

PART VI

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)
  • Belch
  • Flavor/Disgust
  • Growl
  • Roil
  • Tongue Whip
  • Ambiguous Stomach
1st Level
  • Dynamize Armor
  • Lick
  • Frog's Tongue
  • Expand Stomach
  • Sickening Smite
  • Muncher's Mark
  • Savoring Aura
2nd Level
  • Comfort/Agitate
  • Heave
  • Unburden
  • Amplify Acids
  • Digestive Barrier
3rd Level
  • Maddening Hunger
  • Greater Belch
  • Medicinal Acids
  • Hammerspace
  • Intoxicate
  • Acidify
4th Level
  • Leeching Insides
  • Instant Digestion
  • Ravenous Consumption
  • Dimensional Stomach
5th Level
  • Inhale
  • Primal Belch
  • Bellyport
  • Metamorphose
6th Level
  • Undigest
  • Turncoat Gluttony
  • Maximize/Minimize
7th Level
  • Power Word Disgorge
  • Bottomless
8th Level
  • Assimilate
9th Level
  • Mass Bellyport
  • Power Word Swallow
  • Power Word Digest

Cantrips

Belch

Voremancy Cantrip


  • Casting Time: 1 action
  • Range: Self (10-foot cone)
  • Components: V, S
  • Duration: Instantaneous

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 +2 Devour Dice against prey under this effect.

Disgust: A creature of your choice within range becomes disgusting in flavor to any predator. Preds have -2 Devour Dice against prey under this effect.

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 the Frightened condition are also immune to this spell.

Roil

Voremancy Cantrip


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

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).

Tongue Whip

Transmutation Cantrip


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

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).

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, or fails a Constitution saving throw, roll the d10 instead. The Damage type of the target's Digestion Damage, as well as their damage from 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.

Lick

1st-level Voremancy


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

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 rolled with +1 Devour Die.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 1st. Additionally, you roll 1 additional Devour Die at 4th level (2 Devour Dice) and 7th level (3 Devour Dice).

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 you. If the creature is moved within 5 feet of the you, you may immediately use your bonus action to make a Devour Attempt on the same target.

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.

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.

Muncher's Mark

1st-Level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of sugary glaze)
  • Duration: 1 minute

Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failure, they are veiled in an aura the piques ravenous desires. Preds that are adjacent to a creature that is under the effects of this spell may make a Devour Attempt on the creature without needing to make a weapon attack first.

The target creature may reattempt the saving throw at the beginning of each of their turns, ending the effect early on a success. The effect also end early if the target creture is successfully devoured.

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

Savoring Aroma

1st-Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S,M (a pinch of exotic spices)
  • Duration: 1 minute

Make a ranged spell attack on a creature that you can see within range. On a hit, the target is suffused with a delicious aroma that draws preds to them. While under the effects of this spell, whenever a creature attempts to hide or conceal their presence from a pred, or when they become the target of a Devour attempt, they must roll 2d6, and subtract the result from their skill check result or Devour Resistance where applicable.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the prey rolls an additional die for each slot level above 1st.

Level 2

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.

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.

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.

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, the target gains 1 additional Passive Digestion Die.

At Higher Levels: When you cast this spell using a spell slot of 4th level, the target gains a 2nd additional Digestion Die. When you cast this spell using a spell slot of 7th level, the target gains a 3rd additional Digestion Die.

Digestive Barrier

2nd-level Voremancy


  • Casting Time: : 1 reaction, which you take when you or a creature within 60 feet becomes Bellied
  • Range: 60 feet
  • Components: V, S, M (A small strip of cloth)
  • Duration: 4 hours

Choose a creature within range that is Bellied. For the duration of this spell, when ever Digestion Dice are rolled agains this creature, the highest rolled number is dropped

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the amount of dice dropped increases by one for each level above second. The amount of dice used in the damage calculation cannot be reduced to below half the amount initially rolled in this way.

Level 3

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.

Greater Belch

3rd-level Voremancy


  • Casting Time: 1 action
  • Range: Self (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.

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.

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.

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 in this way, the target creature's Devour Resistance is reduced by a number equal to your Spellcasting modifier. Charm inflicted in this way does not treat a failed Devour Attempt as a Hostile action. The effects of this spell end early if the target is devoured.

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.

Acidify

3rd-level Voremancy


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

You touch the belly of another creature, filling it with acid. The creature rolls and uses half of their Passive Digestion Dice

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of dice rolled increases by 1 for each slot level above 3rd.

Level 4

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 roll Digestion Dice, you heal for half the amount rolled.

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.

Ravenous Consumption

4th-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, you count as one size larger for the purposes of Devour Attempts.

Additionally, while under the effects of this spell, any creature you attempt to Devour has -3 Devour Resistance against you.

If you do not make a Devour Attempt on your turn, you must roll a Constitution saving throw with a DC of 10 for the purposes of concentration

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the penalty to your prey's Devour Resistance increases by -1 per spell slot level above 4th. Additionally your size class increase by 1 more when cast using a 6th level slot or higher and one more again when cast using a 8th level spell slot or higher.

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

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 Devour Attempt against them.

Primal Belch

5th level Voremancy


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

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.

Bellyport

5th-level Voremancy


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

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.

Metamorphose

5th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of dried fruit seeds)
  • Duration: Concentration, up to 1 hour

You are what you eat. This spell transforms you into a new form, the form of a creature that you've digested within the past 24 hours. The transformation lasts for the duration, or until you drop to 0 hit points or dispell it as a bonus action. The new form can be the form of any creature you've digested in the past 30 days whose challenge rating is equal to or less than your level.

You assume the hit points of your new form. When you reverts to your normal form, you return to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, it isn't knocked unconscious.

You are limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. If the new form is humanoid, you look and sound exactly like they did. If the new form is monstrous, your gear melds into the new form. If the new form is humanoid, you can choose to stay equipped with your previous gear or appear as if you are wearing the gear the new form was when it was digested.

Level 6

Undigest

6th-level Voremancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an emerald worth 200gp, which the spell consumes)
  • Duration: Instantaneous

You hold the emerald agaisnt the stomach of a creature, uttering sacred words that can restore a digested body. Choose any one creature that the pred has fully digested in the past week. That creature is revived and reforms adjacent to you. The reformed creature has 0 HP, but is stable. Creatures revived in this way remain unconscious, even if they are healed to above 0 HP, for 1 hour after being revived

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 devour a creature they see as friendly for the duration.

At the end of each of their turns, the creatures makes another WIS save, ending the effect early on a success. This WIS save is taken with disadvantage if they have partially swallowed another creature.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the number of successes the target needs for a successful swallow decreases by 1 per higher level, to a minimum of 1.

Maximize/Minimize

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bag of powdered iron)
  • Duration: Concentration, up to 1 minute

You cause a creature or object you can see within range to grow much larger or smaller for the duration. Choose a either creature. 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).

Level 7

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.

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.

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 gain 1 cast of each of their

Level 9

Mass Bellyport

9th-level Voremancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

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 VII

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 of Gurgling

Potion, Common

After drinking this potion, Roll 2 Passive Digestion Dice. Deal the Sum to all creature currently Bellied by you

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.

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.

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.








Collar of Digestion

Wondrous Item, Rare

While wearing this stretchy necklace, You gain 2 additional Passive and Battle Digestion Dice

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.

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.

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.

Hunger Potion

Potion, Uncommon

For the next hour after drinking this potion, you gain +2 Devour Dice

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 Devour Attempts on partially swallowed creatures and cannot make further attempts 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.

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.

Weapon of Seasoning

Weapon (Any), Melee Weapon, Rarity Varies

A weapon doused in an arcane power that makes the target's flavor closely resemble the predator's favorite food.

This weapon 9 charges. When you deal damage with this weapon, you may expend 1 charge to veil your target in a delicious and aromatic aura only perceptible by you. While covered in this aura, you gain bonus Devour Dice specifically against that target relative to the rarity of this weapon.

Rarity Bonus Devour Dice
Common +1
Uncommon +2
Rare +4
Rarity Bonus Devour Dice
Very Rare +6
Legendary +9

This aura persists until:

  • The target is reduced to 0 HP
  • A new target is covered in this aura
  • A devour attempt is made on the target

Otherwise, this aura fades on its own after 24 hours.

Armor of Revulsion

Armor (Any), Rarity Varies

An armor enchanted with a foul tasting magic that makes it diffcult to cleanly devour the wearer

While wearing this armor, you gain a bonus to your Devour resistance relative to the rarity of the armor

Rarity Bonus Devour Resistance
Common +4
Uncommon +6
Rare +8
Rarity Bonus Devour Resistance
Very Rare +10
Legendary +12

PART VIII

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.

You can add your Charisma modifier instead of your Strength modifier for Devour Attempts

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 creatures 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 gain a number of Eldrtich Digestion Dice equal to your Charisma modifier. These dice are the same size as your Passive Digestion Dice, including augmentations.

When you cast a warlock spell, you may use your reaction to roll an Eldritch Digestion Die, dealing the resulting damage to any one creature Bellied by you.

Once a die is rolled, is is considered expended and unusable. You regain all expended dice on a short rest.

PART IX

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
65 Ijzer, Great Devourer Gargantuan Dragon 26(+8) 13(+1) 27(+8) 16(+3) 14(+2) 12(+1) 30
66 Sini, Toxic Hunger Huge Dragon 23(+6) 10(+0) 24(+7) 18(+4) 18(+4) 15(+2) 26
66 Dra'evar Huge Abberation 17(+3) 13(+1) 19(+4) 18(+4) 12(+1) 14(+2) 13


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)

Devour Dice: 26d6

Digestion Damage: 69d8 [30d6] Acid

Stomach DC: 27

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

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 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 his Claws, one with his Horns, one with his Tail, and one Devour Attempt. He can also make a Devour Attempt or Digest 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).

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

Digest (Recharge 6). Ijzer rolls Combat Digestion Dice against one creature as an action without reducing the amount rolled

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. 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 if they missed their target.

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 Attempt

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 cannot fire a projectile from his crop.

Gurgle. Ijzer rolls 5 Combat Digestion Dice without reducing the amount rolled

Detect. Ijzer makes a Wisdom (Perception) check.



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 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)

Devour Dice: 24d6

Digestion Damage: 60d8 [26d6] Poison

Stomach DC: 27

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

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 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

Superior Poison Absorption. If Sini takes poison damage, the damage is negated. 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 Attempt. He can also make a Devour Attempt or Digest 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).

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.

Digest (Recharge 6). Ijzer rolls Combat Digestion Dice against one creature as an action without reducing the amount rolled

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.

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 Attempt

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.

Gurgle. Sini rolls 4 Combat Digestion Dice without reducing the amount rolled

Detect. Sini makes a Wisdom (Perception) check.



Dra'evar

Huge aberration, Chaotic Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 19 (+4) 18 (+4) 12 (+1) 14 (+2)

  • Saving Throws Dex +4, Con +7, Wis +4, Cha +5
  • Skills Arcana +10, Athletics +6, Intimidation +5, Perception +7, Survival +4
  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed, petrified, poisoned
  • Senses blindsight 45 ft., darkvision 45 ft., truesight 45 ft., passive Perception 17
  • Languages understands Celestial, Deep Speech, and Primordial but can't speak verbally, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Devour Dice. 18d6

Digestion Dice. 35d8 70 (20d6) Force

Stomach DC. 23

Ravenous. the Dra'evar gains +1 Devour Dice per Bellied prey.

Gluttonous Build. The Dra'evar is immune to having it's speed reduced below it's base value due to capacity.

False Appearance. the Dra'evar resembles a horse of indeterminate breed with an overly distended stomach that nearly brushes the ground when viewed without magical aid, and resembles the same but with aberrant motifs when aid by magic or truesight.

Immutable Form. The Dra'evar is immune to any spell or effect that would alter its form.

Magic Resistance. The Dra'evar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Dra'evar's weapon attacks are magical.

Hypnotic Gastronomy. When the Dra'evar makes a devour attempt or deals digestion damage to a creature that is charmed by it, that creature must make a Wisdom saving throw (DC 18). On a failed save, that instance of devour attempt or digestion damage is treated as non-hostile for the purposes of the charmed condition.

Superior Digestion. The Digestive power of the Dra'evar is supernaturally strong. Any time the Dra'evar rolls Digestion Dice, any rolled values less than 2 are treated as 2

Mounting Beast. The Dra'evar can server as a mount to any humanoid aberration of Large size or smaller if the Dra'evar is tamed by the creature first.

Innate Spellcasting. The Dra'evar's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Frog's Tongue, Hunter's Mark, Ensnaring Strike
3/day each: Charm Person, Unearthly Chorus, Phantasmal Force
1/day each: Compulsion, Dominate Person

Actions

Multiattack. The Dra'evar makes three attacks, one with it's Bite, one with it's Bash, and one with it's Bite or Bash, or Exploit Desires if it has the feature ready.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Exploit Desire (Recharge 4 - 6). Dra'evar chooses a target within 45 feet of it, and forces a phantom image of the creature's deepest desire. This image is imperceptible to creatures that are not the target of this feature. The target creature must make a Wisdom saving throw against the Dra'evar's spell save DC. On a fail, the creature must move up to half it's movement speed towards the Dra'evar. If the target creature ends this movement within 5 feet of the Dra'evar, the Dra'evar may make a Devour Attempt against it.

Regional Effects

The region containing the Dra'evar's lair is warped by the creature's presence, which creates one or more of the following effects in a 5 mile radius: Creatures digested by the Dra'evar are erased from the memories of all other creatures in the radius of effect. Creatures that were outside the radius at the time of digestion will have their memory altered similarly if they spend more than 48 hours within the radius. Spells and effects that attempt to detect these memories in an affected creature will behave as if no such memory exists. The missing memories can be restored in full if the digested creature is resurrected with in 72 hours after it has been digested, or by the effects of a Wish spell or Divine Intervention. After 72 hours, the only way the memories can be restored is by the effects of a Wish spell or Divine Intervention. The Dra'evar also exerts a mental influence over the surrounding area to maintain a status quo as if it does not exist. Creatures with an Intelligence score of 7 or greater must make a DC 19 Intelligence saving throw. On a success, the creature will notice that it surroundings to be to crisp and perfect, as it to seem alluring and enticing. A creature that has not yet succeeded in the save may reattempt it every 12 hours. Once a creature has succeeded in the save, all creatures still under the influence of this effect will treat them with feeling ranging from aloofness to clear hostility.

If the Dra'evar dies, the first stops occurring but it not undone and the second effect stops instantly.

PART X

Auto Sheet


A Tutorial on the semi-automated character sheet with a vore re mix made by yours truly


The Sheet can be found Here










Voracious Remix

The sheet provided in the link above is a remix of a standard DnD 5e character sheet. This final section will provide a crash course on how to use this sheet.

Automation

A collection of sections on the sheet provided use various equations and conditions to auto-calculate values based on information through out the sheet.

No Touchy

When highlighting a cell, please look at the f(x) box found here.


If there is any form of equation or text in that box while highlighting the cell, leave it alone. The currently selected cell is automatically drawing on information from other locations on the sheet to calculate a value on it's own.

The Core Stats

In order to properly input your six bas stats, you put the raw value in teh small section on the bottom, and the large top section will automatically generate the modifier value










Skills and Saves

For marking proficiency in a saving throw, simply click the box to mark it.


For marking the various kinds of proficency, click the drop down button and select the matching type of modifier.


Armor Calculation

Your AC is calculated using the following Array


Row 1

For the first row, the name of the armor, such as Leather, Splint, or Plate, goes in the long dash Box.


In the gray drop down arrow, you select what weight class the armor is in, Light, Medium, and Heavy.


In the Number spot on the top row, place the armor's bonus AC, not ocunting Dexterity. For Leather armor, you would put just "12". For Splint armor, you would put just "15".

Row 2

For this row, simply click the box to fill it in, representing that you have equipped a shield.

Row 3

For this row, simply put in any form of Extra AC, such as Unarmed Defense or Defense fighting Style.

Row 4

No changes need to be made on this row. Everything here is automatically calculated.

Tracking Indigestion and Exhaustion.


This array helps track your indigestion and exhaustion levels. Simply click the the appropriate level to match what level of either stat you need.

Vore Stats

All your vore stats can be found here


For tracking the number fo combat Digestion Dice you have available, simply put in the total number of Combat Digestion rolls you have made into the gray square.

Due to your speed being heavily impacted by the vore mechanisms, the bottom most line tracks your base racial speed. Place your base racial speed here and the speed box near the top of the sheet will use this to calculate your true speed including some penalties in real time.

Watch Your Gut

This is how the sheet is set up to track prey.


The "Total" and "Max" values are auto-updating cells. All you need to do it place your normal capacity vlaue in the middle slot.

For calculating stomach contents, you place the size of the prey based on capacity points in the "S" column, and track the HP in the corresponding "HP" column

Practice

Safe

Homebrewing

All artwork and inspirations taken from the Intellectual Property of individuals has been done with their express permission and as the most accurate representation possible within the mechanical confines of Dungeons and Dragons 5e TTRPG, all under the stipulation that this content remain free to access. They retain full rights to their Works and Intellectual Property

Credits

Lead Designer

  • Spook#6141 (Discord)

Original Rule Set

Cover Art

Inspiration

Creative Accompaniment

  • A Very Angy Opossum#7753 (Discord)
  • spyroscaler#9187 (Discord)
  • klave#7049 (Discord)
  • Rhozondas (furaffinity.net)
  • The Lone Medic#---- (Discord)
  • Loopyloop#8430 (Discord)
  • Omega_code#---- (Discord)
  • Praexon (furaffinity.net)
  • Lux Volans_IMR1fley#4797
  • Lucius the Christmas Fox
  • Kessho (gmbinger.com)
  • 1 anonymous contributor

Mechanical Accompaniment

  • Jareix#0096 (Discord)

Questions?

If you have comments, questions, requests, ideas, or critiques, message me, Spook#6141, on Discord.


DO NOT message other contributors listed. They will only direct you towards me anyways.


Contributors that lack a link or Discord numbers have chosen partial anonymity. DO NOT pester me or other contributor for contact info for them. As stated above, they will only direct you towards me anyways.

 

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