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Darya's Tome of Devouring
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### # Contents ###
- ### [
3
Introduction
](Gobblin'-Goblins) - ### [
4
New Voracious Actions
](New-Voracious-Actions) - ### [
6
Variant Rules
](#Variant-Rule:-Reformation) - [
6
Reformation
](###Reformation-Pillars) - [
7
More Variant Rules
](#More-Variant-Rules) - ### [
9
Subclasses
](#Subclasses) - ##### [
10
Artificer
](#Artificer) - [
10
Artificer Infusions
](###New-Artificer-Infusions) - [
11
Cryptovorologist
](###Cryptovorologist) - [
12
Puppeteer
](###Puppeteer) - ##### [
13
Barbarian
](#Barbarian) - [
13
Path of the Intestinal Brute
](###Path-of-the-Intestinal-Brute) - [
14
Path of Totem Warrior Update
](###Path-of-Totem-Warrior-Update) - [
15
Path of the World-Eater
](###Path-of-the-World-Eater) - ##### [
16
Bard
](#Artificer) - [
16
College of the Dinner Bell
](###College-of-the-Dinner-Bell) - [
17
College of the Madrigal Dinner
](###College-of-the-Madrigal-Dinner) - [
12
College of the Siren
](###College-of-the-Siren) - ##### [
19
Cleric
](#Cleric) - [
19
Dietary Domain
](###Dietary-Domain) - [
20
Feast-aid Domain
](###Feast-aid-Domain) - [
21
Gluttony Domain
](###Gluttony-Domain) - ##### [
22
Druid
](#Druid) - [
22
Circle of Change
](###Circle-of-Change) - [
23
Circle of the Chimera
](###Circle-of-the-Chimera) - [
24
Circle of the Spirit Keeper
](###Circle-of-the-Spirit-Keeper) - ##### [
25
Fighter
](#Fighter) - [
25
Gastro Warrior
](###Gastro-Warrior) - [
27
Mud Wrestler
](###Mud-Wrestler) - ##### [
28
Monk
](#Monk) - [
28
Way of the Bellydancer
](###Way-of-the-Bellydancer) - [
29
Way of Gastropuncture
](###Way-of-Gastropuncture) - ##### [
30
Paladin
](#Paladin) - [
30
Oath of Fortress
](###Oath-of-Fortress) - [
31
Oath of Indulgence
](###Oath-of-Indulgence) - [
32
Oath of Support
](###Oath-of-Support) - ##### [
33
Ranger
](#Ranger) - [
33
Travel Conclave
](###Travel-Conclave) - [
34
Natural Cycle Conclave
](###Natural-Cycle-Conclave) - ##### [
35
Rogue
](#Rogue) - [
35
Essence Thief
](###Essence-Thief) - [
36
Parasite
](###Parasite) - [
37
Silent Python
](###Silent-Python) - ##### [
38
Sorcerer
](#Sorcerer) - [
38
Gaseous Power
](###Gaseous-Power) - [
39
Intestinal Lurker
](###Intestinal-Lurker) - [
40
Tarrasque Bloodline
](###Tarrasque-Bloodline) - - ##### [
41
Warlock
](#Warlock) - [
41
Pact Boon Options
](###Pact-Boon-Options) - [
42
Pact of Abyssal Maw
](###Pact-of-Abyssal-Maw) - [
43
Pact of Envy
](###Pact-of-Envy) - ##### [
45
Wizard
](#Wizard) - [
45
School of Emulation
](###School-of-Emulation) - ### [
46
Feats
](#Feats) - ### [
50
Spells
](#Spells) - [
51
Cantrips
](###Cantrips) - [
54
1st Level Spells
](###1st-Level-Spells) - [
58
2nd Level Spells
](###2nd-Level-Spells) - [
61
3rd Level Spells
](###3rd-Level-Spells) - [
64
4th Level Spells
](###4th-Level-Spells) - [
66
5th Level Spells
](###5th-Level-Spells) - [
69
6th Level Spells
](###6th-Level-Spells) - [
70
7th Level Spells
](###7th-Level-Spells) - [
71
8th Level Spells
](###8th-Level-Spells) - [
72
9th Level Spells
](###9th-Level-Spells) - ### [
73
Backgrounds
](#Backgrounds) - [
73
Expendable
](###Expendable) - [
74
Recovering Immobile
](###Recovering-Immobile) - [
76
Novice Predator
](###Novice-Predator) - ### [
77
Magic Items
](#Magic-Items) - [
77
Common
](###Common-Magic-Items) - [
78
Uncommon
](###Uncommon-Magic-Items) - [
79
Rare
](###Rare-Magic-Items) - [
81
Very Rare
](###Very-Rare-Magic-Items) - ### [
82
Credits
](#Credits) - [
82
Writing, Editing, & Formatting
](###Writing,-Editing,-&-Formatting) - [
83
Artists and Visuals
](###Artists-and-Visuals) - [
83
Playtesting Credits
](###Playtesting-Credits) - ### [
84
Tome of Devouring Socials & Ko-Fi
](#That's-All-For-Now!-Or-is-it?)
\pagebreak ## Gobblin' Goblins This updated supplement, much like the original, is designed to implement rules into 5th Edition Dungeons & Dragons that allow player characters and Non-Player Characters (also known as NPCs) alike to attempt to devour and potentially digest one another, as well as try to avoid such fates. Featuring a voracious combat action, known as "Devour", as well as all new vore related feats, spells, subclasses, and items. Players will be well equipped to eat (And be eaten by) just about any creature in your Dungeon Master's setting. An important note to Dungeon Masters is that this supplement is decidedly "Casual". Don't expect players not to use (and potentially abuse) the abilities found within this supplement. While there hopefully shouldn't be any mechanical problems, don't get upset when your players gulp down your final boss instead of fighting them blade to blade.
#### Why the updated version? VeryBatty did an incredible job with the original supplement, and no sole author should reasonably be able to think they could've done better with the time and resources Batty had. Batty's work as an author, and especially as an artist, were incredible to say the least! But unfortunately times change, 5e was newer at the time of the original supplement's release in 2018. But at the time of writing this once again updated supplement, it is 2024 and over 20 new 5e books have been released since with more still on the way (and another book was released just days prior to the publishing of the first supplement by VeryBatty)! Therefore new spells, items, feats, gear, modules, races, subclasses, and even classes have been released since. Some of these concepts opening new potential or understanding of the 5e rules that did not exist publicly outside of homebrew when the original module was created. Therefore, many creators have determined that a new updated version may be best to experiment with. This update mostly chooses to address the lack of attention to most balanced pred and prey classes, and Non-Strength focused character builds as well. Though slight tweaks will be introduced to some rules. We originally had our 4.0 hosted in homebrewery, but that went poorly, so we've made the challenging transfer to GMBinder for the 5.0 release!
#### NSFW Warning (18+) Yes, this is a fetish-fueled potentially pornographic add-on to your vore games. As such, don't use this shit around fucking minors or otherwise SFW environments. Discuss consent as a group and ensure all parties are fine with the use of this content before actually using it as a player or Dungeon Master. We are not responsible for your failure to use common fucking sense and to not be a creep. #### Why Ko-Fi? Art ain't cheap, and time isn't infinite. The Tome of Devouring crew understandably wants to provide quality work from quality artists. Every art piece in this document is STRICTLY used with expressed permission from artists, and is strictly commissioned by one or more member(s) of our team. Therefore your contributions allow us to ensure a level of professional quality above that of most other homebrew Dungeons & Dragons contents. Without you, this document would be quite bare and empty. #### Honorable Mentions Needless to say, we are not the first nor will we be the last to try this sorta thing. Special thanks are given in the credits at the end of this document, but specific thanks go out to VeryBatty, Squidpad, Deeg, The Dinner Table crew, the Adipea team, and Heretical Tendencies's group for making the content to inspire us to make this updated document today. \pagebreakNum # New Voracious Actions #### New Action: Devour When you want to swallow a creature, you can use your attack action to make a special attack: Devour. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. You must be grappling a creature to target them with this attack, and you cannot Devour a creature that is in the process of being eaten by another creature. If a creature is paralyzed, stunned, or willing then you may use a Devour attack on them without grappling them.
For the sake of abilities, spells, magic items, or feats that affect attacks or skill checks, they work on Devour Contests if they would work on grapples as well. A Dungeon Master may freely make exceptions as desired. #### Devour Contests Upon choosing to use the Devour Action, a creature must make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability they use). If the intiating creature succeeds, they begin a Devour Contest and mark one Success to devour the target.
During a Devour Contest, both creatures are restrained. Being restrained in this way doesn't give either creature disadvantage on devour or escape rolls for the devour contest. On subsequent turns, the initiating creature can use the Devour attack again on the same target. If they succeed, they can mark an additional Success. If they fail or tie, they make no progress. These successes represent how close the predator is to consuming the prey, or how close the prey is to escaping. The predator can choose to end the contest at any time, releasing the grapple.
When a creature is the target of a Devour Contest, they can take your turn normally, or use their action to make an escape attempt. The escaping creature must make a Strength (Athletics) or Dexterity (Acrobatics) check (their choice of which) contested by the would-be predator's Strength (Athletics) check. Being restrained because of the Devour Contest doesn't give they prey target disadvantage on this check. If they succeed they mark a single success. If they fail, their turn ends. If they gain a total of three successes, the Devour Contest ends and they are no longer grappled.
#### Success Count for Devour Contests The number of successes a predator needs to swallow prey of the same size is 3. For every size above or below the prey is compared to the predator, the number of successes increases or decreases by 1 (minimum 1).
Similarly, the number of successes a prey needs to escape a predator is affected by size in the same way. For every size above or below that of the prey one more or less success is needed.
If a creature targeted to be devoured is unconscious, paralyzed, stunned, or killed devour attempts are marked as an instant success without the need of a contest, a Dungeon Master may choose to allow an instant devouring or use contests normally. #### New Action: Regurgitate Occasionally, consumption is not a death sentence. A predator may be feeling weighed down by a heavy meal, or sense that their prey still poses a threat to them. Perhaps they simply had a change of heart.
At any time, a Predator can use their action to Regurgitate a single occupant, determined randomly. #### New Combat Option: Escape If a predator is slain occupants can escape by spending half their movement, exiting prone. Alternatively, if the predator is paralyzed, unconscious, or immobilized and prone at the same time, then occupants may escape in a similar manner. #### New Action: Digestion Once a predator successfully devours a target, digestion can begin. Once per turn as a free action, a predator can choose to inflict acid damage on all occupants of its stomach. This damage is equal to the predator's Constitution modifier plus a number of d4, as given in the following table. ##### Digestion Damage | Character Level | Damage | |:----:|:-------------| | 1st-4th | 1d4 | | 5th-8th | 2d4 | | 9th-12th | 3d4 | | 13th-16th | 4d4 | | 17th+ | 5d4 | A creature reduced to 0 HP by this damage is killed, and their body is destroyed (the creature does not roll death saves). #### Binger Beware! Oftentimes, devouring a target is a risky move. If they are stronger than you or have a natural weapon such as spines or a fiery body, successfully digesting them may prove nearly impossible. Sometimes, devouring an enemy may leave you vulnerable, or in an awkward position. Will walking around with that stomach still thrashing with a creature inside disturb or intimidate the people around you? Additionally, be careful about what they carry on their person. Devoured potions may take effect, and valuable gear may be destroyed unless the target is thoroughly searched first.
\pagebreakNum #### Capacity A creature's capacity depends on its size. Certain creatures may have special traits that allow them to defy these rules, and certain spells may affect capacity. A creature's capacity reflects both how much it can carry and how many points it counts as when Swallowed by another creature. A creature's *Maximum Capacity* is equal to twice its *Capacity*. To calculate how full you are, add up the base size capacity value of every creature currently in a your stomach, and compare it to your own capacity. Creatures over their Capacity have their movement speed(s) halved and suffer disadvantage on Acrobatics checks. Creatures over their Maximum Capacity take 1d10 bludgeoning damage per capacity point of creatures in their stomach over their Max Capacity at the start of their turn in combat, or 6d10 per capacity point every minute outside of combat. This damage ignores immunities and treats them as resistances instead, but still treats resistances as resistances. Digested Prey do not count towards a predator's maximum capacity when calculating potential over-stuffing damage.
| Creature Base Size | Capacity | |:----:|:-------------| | Smaller Than Tiny | 1/2 | | Tiny | 1 | | Small | 2 | | Medium | 4 | | Large | 8 | | Huge | 16 | | Gargantuan | 32 | | Colossal | 64 | | Colossal+ | 128+ |
A creature with a feature that increases their normal non-voracious carrying capacity, such as a Goliath's "Powerful Build" trait or a Centaur's "Equine Build" trait also gain an increase in voracious capacity, similarly any other trait, feature, or spell that increases carrying capacity also increases voracious capacity unless otherwise specified.
#### Devoured Condition A creature who is consumed entirely has the *blinded* and *restrained* conditions, and has total cover from outside effects. They automatically move where a predator does. This condition may be represented in this document by the term "*Devoured*". #### New Action: Struggle As an action, a Devoured creature may make a Struggle attempt. They may make a Strength Saving Throw the against predator's Stomach DC.
**Stomach DC** = 8 + Predator's proficiency bonus + Predator's Constitution modifier (minimum +0)
A creature larger than its predator has advantage on Struggle attempts, regardless of capacity. If a devoured creature takes up the capacity points of a creature 1 size or larger than the predator they also receive advantage on Struggle attempts regardless of capacity. On a success, the predator takes a level of Exhaustion. All Exhaustion levels gained this way disappear when a predator's stomach is emptied, either by finishing digestion or through the escape or release of all occupants.
A Swallowed creature can still take other actions, but doing so becomes more difficult. **When attacking a creature from within its stomach, it is considered to have an AC of 15 and resistance to all damage from non-magical sources. Potions are considered magical by this instance, even if not considered magical in other circumstances by the Dungeon Master.** If a devoured creature attempts to cast a spell from inside of another creature, they must first succeed on a Constitution saving throw (this is a spell concentration check). The DC for this saving throw is the predator's Stomach DC. On a failure, the spell fails and any spell slot used to cast it are wasted. \pagebreakNum # Variant Rule: Reformation
##### Optional Feature Not all players or Dungeon Masters like reformation, they feel it is too merciful. These rules offer optional rulesets to allow situational reformation in specific settlements and locations by Dungeon Masters decree. Use is by Dungeon Masters approval only of course!
### Reformation Pillars When a settlement has excess resources, firm foundation, and a bustling population, it only makes sense their more innovative artificers will work together to create magical items to protect against voracious fates. These items typically revive or "reform" those who die from voracious means, and depending on the settlement may either be free or taxed. Pillars do not necessarily need to be literal pillars. They could be massive machines, crystals, magic circles, summoning shrines, or any other sort of magical symbolism. All Pillars generally share the same effects, but may have different appearances and processes as per a Dungeon Master's decision. #### Mechanics A Pillar of any type generally follows the same statistics, though the Dungeon Masters is welcome to modify these freely.
- All Reformation Pillars are to be treated as Objects of Medium size or larger, or alternatively as Constructs of Medium size or larger if animate. - All Reformation Pillars should have a sturdy amount of HP to prevent accidental destruction, a suggested minimal of 40hp is advised. - Reformation Pillars are usually rather sturdy, and thusly should have 14 AC or higher. - Regardless of Form and Size, most Pillars can be repaired or "healed" with the Mending Cantrip, assuming they have not been fully destroyed. ***Varying Appearance.*** Like snowflakes, no two Reformation Pillars are alike. The use of the Identify Spell will identify how, when, and where (if other than the found location) it was made, and who made it.
***Revival.*** Most reformation pillars, when functional, can bring an individual back from the dead. These pillars are created with specific methods of death intended though (usually vore exclusively). Most pillars have an effective range of 300ft or more, some as large as several miles outwards. When within the range of an active pillar, the dead creature may be revived in a new living body within the nearest open space from where their remains were upon reanimation, some Pillars may alternatively revive the creature within a certain rage of the Pillar itself instead.
***Challenge Option.*** Think reformation is too easy? You can add an effective DC to add additional risk each reformation! It is advised said DC should be a saving throw relative to the pillar itself, with more effective and powerful pillars having DCs of 10 or lower, and broken or weak pillars having DCs of 15 or higher.
***Fuel.*** Think reformation is too easy still? You can additionally require fuel for a pillar to remain active. Perhaps an Arcane pillar needs gold (encouraging settlements to tax people for using them), perhaps Divine Pillars need blood sacrifices (a life for a life), and maybe Fae Pillars cause exhaustion temporarily (energy for fuel). Without fuel, these pillars shut down, no longer reviving anyone until fueled once again!
#### Creating a Reformation Pillar Should your party desire the creation of a reformation pillar, these optional rules will allow the creation of a Minor Pillar via ritual creation. - The ability to cast 3rd level or higher spell slots - 10 days of work (with the only interruptions being short or long rests, which do not count towards the required time) - 50 gold pieces per day of work, or items worth up to 50 gold pieces per day of work - A Small or Larger Non-Magical Object or a Medium or Larger Willing Construct (Warforged may count despite RAW not being constructs, if the Dungeon Master allows.) to become the pillar Assuming multiple creatures who meet the requirements of spell slots assist, the time needed is halved per each assisting creature (to a minimal of 2 days work). A Minor Reformation Pillar, or Minor Pillar, created through this ritual lasts 3d10 days, plus an additional number of days equal to the number of creatures who worked on the ritual. A number of creatures equal to the highest level (or CR) of the creatures who worked on the pillar may attune to the pillar. Upon the attuned creature dying by voracious means (such as digestion), they may roll a DC 10 Arcana Check to be revived nude within 10ft of the Pillar in 1 hour. \pagebreakNum # More Variant Rules
The following rules are various other variant rules a Dungeon Master can choose to include with usage of this ruleset supplement. Please keep in mind that some of these rules are made to ensure a more story focused, challenging, or comical nature to your game. Not all variant rules are necessarily right for every group. If your Dungeon Master does not explicitly say they are using a rule from this page, assume they are not.
##### Benefit To A Big Meal Eating a foe isn't just a great way to clear a battlefield or a dungeon. It's also a handy snack!
When a creature finishes digesting a creature (or multiple creatures), their physical needs for food are put on pause for a time. Their days without eating are reset to 0, and do not begin to accumulate until a number of extra days. The amount of extra days they are fed depends on their capacity as well as the amount they ate. | Meal Size | Extra Days Fed | |:----:|:-------------| | Below 1/2 Capacity | 1 | | 1/2 Capacity | 3 | | Capacity | 7 | | Above Capacity | 14 | | Maximum Capacity | 30 | To calculate a creature's meal size, add up the Capacity Value of every creature digested in a single day, and compare it to their own Capacity.
Ingesting new meals before a creature's extra days are used up does not necessarily add extra days. If the new meal would give them more extra days than they currently have remaining, take the new result. Otherwise, the new meal does nothing besides go straight to "ruining" their figure.
##### Tough Prey (VeryBatty Version) In a more serious game, being able to devour an enemy still at full health may be at odds with typical D&D tactics. If you'd rather stronger creatures have a better chance of resisting being eaten, implement this: - When you take the Devour action to begin a Devour Contest, you must make a Strength(Athletics) check opposed by the target's Devour Defense DC. This replaces the Strength(Athletics) or Dexterity(Acrobatics) check the target would normally make.
- **Devour Defense DC** = _Current HP + Strength Modifier + Proficiency Bonus_
- On a successful check, the Devour Contest begins. On a failure, the prey escapes.
##### Realistic Encumbrance Dragging around a massive stomach filled with prey can be difficult. If a Dungeon Master wants it to pose a problem to the players, implement these rules: - Predators that are over Capacity are Restrained.
- Predators that are between 1/2 Capacity and Full capacity have their speed reduced by half.
- Predators that are above 1/2 Capacity have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws. ##### Potions and Vore What happens when a predator drinks a potion with prey inside their system? Well, here's one solution a Dungeon Master could take: - Health Potions- The predator regains HP as per normal, prey with the "Escape Artist" feat or similar features may use a reaction to "steal" the potion's healing for themselves instead.
- Spell-Effect Potions- Potions such as "Giant Strength Potions", or Potions that recreate the effect of spells such as "Enlarge/Reduce" effect both the predator and prey, though the prey may be offered a saving throw to resist the effects upon DM discretion.
- Poisons- Ingestable poisons only affect the predator, other forms of poison such as contact poisons may still effect the prey though. ##### Natural Digestion Digestion is typically not a process one can control easily, should a Dungeon Master use this rule, players may be forced to roll digestion damage every hour against all consumed creatures and objects.
A creature can only control their digestion for a number hours equal to their Proficiency Modifier plus their Constitution Modifier to a minimum of 1 hour per long rest, after which they must roll digestion hourly if they have any creatures or objects inside themselves.
> ##### Variant Rule: Disposal > Once a creature has been completely digested, the predator can choose to dispose of them as they wish. Typically, gear made of natural materials such as wood, leather, and bone will be badly damaged or destroyed. Gear made of stone or metal can often be recovered with minimal damage. Magical Items are often even more durable, but may fall under the same general standards. \pagebreakNum # Even More Variant Rules
Similar to the last page, the following rules are even more variant rules a Dungeon Master can choose to include with usage of this ruleset supplement. Once again, please keep in mind that some of these rules are made to ensure a more story focused, challenging, or comical nature to your game. Not all variant rules are necessarily right for every group. If your Dungeon Master does not explicitly say they are using a rule from this page, assume they are not. ##### Rage and Vore As per non-voracious rules, a rage typically ends upon the following circumstances:
"*It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.*"
This variant ruling clarifies that a Grapple AND a Devour Action both qualify as an attack for the sake of continuing a Rage, and that the Escape or Struggle Actions similarly continue a rage despite not being an attack action. This rule is strongly suggested for parties with Voracious Barbarians of Pred or Prey roles, as without it they will be one of the most punished classes for using this ruleset. ##### Tough Prey (Deeg Variant) In a more serious game, being able to devour an enemy still at full health may be at odds with typical D&D tactics. If you'd rather stronger creatures have a better chance of resisting being eaten, implement this:
When a creature with half or more of its maximum HP takes the Escape action or is the subject of a Devour check, instead of rolling, it can choose to treat the check as if it rolled a 15 on the d20. It must make this decision before rolling. This does not apply to the creature's own Devour attempts, or any Struggle attempts of a Swallowed creature.
##### Scapegoat In a more lighthearted and less serious game, or in a storytelling focused game, a player may wish to be constant fodder and eaten commonly. This may either make a player commonly die voraciously or may have a Dungeon Master struggle to make fair combat encounters for a party who constantly losses one or more members in combat. To assist with this, the scapegoat rule has been created. Upon the beginning of a campaign or one-shot, players may be assigned the role of "Scapegoat", those with this role start the game at half the level of their fellow players (minimum level 1), and upon death take control of a number of enemy creature(s) chosen by their Dungeon Master. These enemies should be fodder enemies of low CR to allow continual prey play within reason until their next Player Character can be fluidly introduced. \pagebreakNum # Subclasses
#### Every party looks unique, and with that every character in themselves are often quite unique as well, often times this is with the assistance of having their own class or subclass. This section details some of the mighty subclasses the Tome of Devouring has to offer! \pagebreakNum ## Artificer
Masters of their crafts, Artificers are rivalled by none when it comes to knowledge of a tool!
### New Artificer Infusions Ontop of the various common rarity items included in this document available at level 2 as typical common magic items are for the Artificer, the following magic items are craftable for the Artificer at various levels as listed. ### 2nd-level Infusions These infusions are available at level 2. #### Devouring Helm *Item: Helmet (requires attunement)* The attuned creature may use their Intelligence (Arcana) for Devour Contests while wearing this helmet. An item with this infusion holds 4 charges, and regains 1 every dawn. As part of an action or bonus action used to devour a creature, the attuned creature can expend a charge from this helmet to gain advantage on all rolls for the active devour contest. ### 6th-level Infusions These infusions are available at level 6. #### Shield of Magical Rebounding *Item: Shield (requires attunement)* This shield holds 6 charges. This shield grants the typical +2 bonus of a non-magical shield, but causes disadvantage on magical ranged attacks on it's attuned wielder. Should a ranged magical attack miss the attuned wielder, the wielder may use their reaction to expend a charge and cause the attack to be redirected at a new target, forcing the attacker to reroll the attack and potentially hit the new target. The new target must be within the attack's effective range as if the origins of the attack were from the shield's position. The shield regains 1d4 charges at dawn. ##### Replicable Items (6th-Level Artificer) | Magic Item | Attunement | |:----:|:-------------| | *Courageous Chain-kini* | Yes | | *Potion of Gurgling* | No | \pagebreakNum ### Cryptovorologist **Creator:** Darya's Tome of Devouring
Mad Science may be shunned by many, but it's quite delicious. The study of voracious behaviors and entities lead to a new so-called mad science, a study some view as negatively as Necromancy itself.
#### Voracious Comprehension (3rd Level) Starting at 3rd level, you can identify the voracious tendencies of another creature on mere sight alone. After observing a creature for at least a minute (10 rounds of combat) you can identify if the creature knows how to eat other creatures, and if it has digested another creature in the last 24 hours. Additionally, you know the exact digestion damage the creature can deal, specifically the number of dice, the type of dice, the modifier(s) used, and the damage type(s). #### Ingestable, not Digestable (3rd Level) Starting at 3rd level, you learn the best methods of escape in any creature is to survive. As an action you can give yourself and any creature inside of the same creature as yourself resistance to digestion damage until the end of your next turn. Additionally, you can use your bonus action to make escape attempts even if fully devoured. These escape attempts require the same number of successes as a devour contest and are determined the same way, but you are treated as completely devoured unless you succeed in this contest entirely. If you fail this contest, you cannot attempt to escape this way again for 1d4 rounds (6 seconds per round). #### Indigestion Investigator (3rd Level) Starting at 3rd level, you gain the ability to practically kill the indigestion a creature suffers. As a bonus action you can administer a soothing massage to a creature, you are also able to use this ability on yourself. This massage cures the paralyzed and poisoned conditions if applicable. This massage additionally ensures the creature's next turn any digestion damage dealt cannot be reduced by any means except resistances or immunities. If a spell or other effect other than resistance or immunity would reduce the damage a creature's digestion can do that turn, the effect is negated for that turn. Immunities gained from spells are instead turned into resistances for that turn. You can use this ability a number of times equal to your proficiency modifier plus your intelligence modifier every long rest.
#### Deeper Understanding (5th Level) Starting at 5th level, your knowledge of a creature's body is further enhanced. If you are inside a creature, or a creature is inside of you, you can identify the following information automatically. Their maximum health point value, their Strength and Constitution modifiers, their natural form if they are disguised or shapeshifted, if they know any kind of spellcasting (but not the specific spells known), and if they are willing to be digested without needing to be convinced or willing to digest you without being convinced. #### Master of the Diets (9th Level) Starting at 9th level, you know the food chain and the cycle of life so well you can benefit from the Voracious Comprehension feature on sight rather than after a minute of observation. Additionally, you gain advantage on any rolls to convince a creature to eat another creature, to be eaten by another creature, or to not do such activities. You also gain advantage on checks to convince creatures to digest or not digest other creatures. You do not however gain advantage on rolls to convince a creature to allow itself to be digested unless you have known it for a number of days equal to its level or challenge rating (CR) or more rounding the CR or Level up to the nearest whole number. #### True Mad Science (15th Level) Starting at 15th level, you may alter the voracious biology of another creature with experimental techniques. After an hour of work you may change a creature's digestion damage type to another damage type you've seen a creature use before. Additionally as part of this process you may change the creature's digestion damage dice from a d4 to a d8. You may alternatively weaken their digestion damage by halving their damage dice total and giving them resistance to digestion damage. This surgery's effects last 1d4 days. You can conduct one of these surgeries per long rest, and may conduct it additionally by expending an artificer spell slot of any level. Expending a spell slot of 2nd level or higher allows you to conduct up to 2 surgeries at once. \pagebreakNum ### Puppeteer **Creator:** Darya's Tome of Devouring
Puppeteers, though typically known for the manipulation of the inanimate the Artificers within this niche occupation have learned the hidden art of organic manipulations. Acupuncture, pressure points, and ventriloquism are only the beginning of their training.
#### Voice Thrower (3rd Level) Starting at 3rd level, you learn the Message and Thaumaturgy cantrips, and gain the ability to cast both spells without the need for Verbal Components. If Thaumaturgy is used to cause your voice to sound louder, you may make the sound of your voice come from any location you can see within range instead. Additionally, when you cast the Message cantrip, you can make the message audible to any creature within hearing range of a point you can see within range. If you cast Message targeting a point you can see instead of a creature, the message cannot pass through any solid barriers except 1 inch or less of transparent material such as glass or ice. #### Qi Blocker (3rd Level) Starting at 3rd level, you learn the techniques of acupuncturists, and how to take advantage of such skills against your enemies. Whenever you make a critical attack that does bludgeoning, force, or piercing damage you can afflict the stunned condition on the target until the end of your next turn. You may use this ability a number of times equal to your Intelligence Modifier every long rest (minimum of 1 use). #### Pulling The Strings (3rd Level) Starting at 3rd level, you gain the ability to control the movements of those around you. As a bonus action, target a creature you can see within a number of feet equal to 10 times your Artificer level, magically attacking strings to the target and your own fingertips. The creature must make a Strength Saving Throw against your Spell Save DC. On a failure, the creature is moved up to half their movement speed in a single direction of your choice, this movement cannot push the creature further from you than the range of this ability. This movement provokes attacks of opportunity, but upon taking damage the creature stops their movement as the strings are damaged in the process. Upon a successful save, the feature fails and the creature may use their reaction to pull you closer to themselves a number of feet equal to 10 times their Strength Modifier (minimum 10 feet total). A creature behind full cover such as a wall cannot be targeted by this ability, if a creature becomes behind full cover during the movement caused by this feature the magical strings snap and control ends there.
#### Enhanced Manipulation (5th Level) Starting at 5th level, your magical strings are enhanced. You no longer need to see a target to use your "Pulling The Strings" feature, they must merely be within range for the feature. Similarly, you may now use the same feature to force the creature to take any action, bonus action, reaction, free action, interact with object action, or other form of action economy or movement that you choose. You may only choose from one such behavior per usage of Pulling The Strings. If the action chosen is is a class-specific ability or a spell of any kind you must know the creature has the ability or spell available to force them to do so. If you choose to force the creature to take an action or cast a spell you may choose the target. If the creature is forced to cast a spell or use an ability with concentration they may choose to drop concentration beginning on the start of their turn or any point after that. Additionally, attacks made through this feature can use the "Qi Blocker" feature assuming they follow the requirements of the feature. #### Master of the Craft (9th Level) Starting at 9th level, your magical strings hold a lasting effect. Whenever you use your "Pulling The Strings" feature you may also as part of the same bonus action cast [Geas](https://5e.tools/spells.html#geas_phb "Spell Link: 5eTools") ignoring casting time. You may use this feature a number of times equal to your Intelligence Modifier plus your Artificer Level every long rest. #### Enhanced Manipulation (15th Level) Starting at 15th level, you may also use your Action to use the "Pulling The Strings" feature, and the pulling effect is no longer ended if the targeted creature takes damage during your pull. Additionally, you may hold concentration on your strings to make the targeted creature charmed. This charm only ends if you lose concentration, or if the creature is ever more than 100 feet from you. While a creature is charmed this way you may direct them to do any action which is not blatantly suicidal in nature without expending any form of action or bonus action. The creature will preform the task to the best of its abilities while staying within the 100 foot range. The creature may make a new Strength Saving Throw every time it takes damage, as well as the end of each of its turns. Upon earning this feature you may use your action and your bonus action for the "Pulling The Strings" feature, allowing the use of the feature up to twice during your turn. You may alternatively choose to only use an action or bonus action to use the feature once. \pagebreakNum ## Barbarian
Raw Power without known equal, Barbarians are known as the pinacle of might!
### Path of the Intestinal Brute **Creator:** Darya's Tome of Devouring
Normally a barbarian's goal is to be too powerful to eat, and to even eat others with their brutal strength. Some however have harnessed the tantrum fueled bratty energy of their ancestry to ensure if they go down that it won't be a pleasant experience for anyone involved. #### Tummy Tantrums (3rd Level) When you choose this path at 3rd level, your rage harnesses the very pains you feel into a weapon of sorts. Whenever you are inside a creature and take digestion damage you can deal half of the damage you take plus your rage damage modifier back as non-magical bludgeoning damage as you thrash against their internal processes. You also gain resistance to non-magical digestion damage. Additionally, if you take damage from inside of your body, you can use your reaction to deal half the damage you took as digestion damage back at the creature. If you have no features or spells on yourself that alternate your digestion then you deal Acid damage with this feature when dealing digestion. #### Guttural Glory (6th Level) When devoured by another creature, you are considered to take up twice the space you normally would. Additionally, while raging creatures you've devoured take half the capacity they normally would. #### Magical Meal (10th Level) At 10th level, the damage your "Tummy Tantrums" feature deals magical damage and you can add twice your rage modifier. Additionally, your stomach ignores Digestion Immunity and Resistance caused by spells, items, or other magical origins. #### Killer Taste (14th Level) At 14th level, as a reaction you can deal poison damage equal to your Barbarian level to a creature that marks a successful devour attempt against you. This damage ignores immunities and resistances. Additionally, you deal double the damage dice when rolling digestion. \pagebreakNum ### Path of Totem Warrior Update **Creator:** VeryBatty
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
***Note on Totem Warrior***
This supplement does not include all subclass features for the Totem Warrior Barbarian, instead we supply alternative totems to add to the Players Handbook's list of options. For more information on the Totem Warrior, we advise checking the Player's Handbook. **Source:** Player's Handbook, Page 50
#### Totem Spirit (3rd Level) **Serpent:** While raging, when you successfully Grapple a creature, you can make a Devour attempt as a bonus action. The spirit of the serpent imbues you with the appetite of a predator.
**Hare:** While raging, when you are Grappled or Devoured by a creature, you can make an Escape attempt as a bonus action. The spirit of the Hare fuels you to survive. #### Aspect Of The Beast (6th Level) **Serpent:** You gain the flexibilty of the snake. Your Capacity increases by 4.
**Hare:** You gain the energy of a rabbit. You gain advantage on melee attacks that use your Strength Modifier against creatures that have devoured one or more creatures, including yourself. #### Totemic Attunement (14th Level) **Serpent:** While raging, when you attempt to Devour a creature, you may immediately mark a success on that contest.
**Hare:** While raging, when you attempt to Escape a creature's Devour contest, you may immediately mark a success. \pagebreakNum ### Path of the World-Eater **Creator:** VeryBatty
A barbarian's rage is a tool. It drives them forwards into battle and makes them a wild force, unconquerable and primal. Those who harness this rage sometimes are affected with a deep hunger- an echo of practices and instincts long dormant. Those who harness the instincts of the World-Eater are ever-hungering warriors who gorge themselves in battle, sating their appetites for destruction and consumption all at once. #### Boiling Rage (3rd Level) When you choose this path at 3rd level, your rage accelerates your digestion to lethal speeds. At the start of each of your turns, if you are raging, any creatures inside your stomach take acid damage equal to your proficiency modifier. You regain HP equal to the damage done this way. A creature reduced to 0 hit points by this damage is digested. This damage counts as Stomach Damage. When you digest a creature this way, you can use your reaction to make a single melee weapon attack. #### Immense Appetite (6th Level) Starting at 6th level, you count as one size larger when calculating your Capacity and the number of successes needed to swallow a creature during Devour Contests. Additionally, your speed is never reduced as a result of being over Capacity. #### Essence Eater (10th Level) At 10th level, your digestion damage increases another step to d8, and the temporary hit points gained from Boiling Rage are doubled. #### Unstoppable Hunger (14th Level) At 14th level, you are no longer restrained during Devour Contests where you are the predator. \pagebreakNum ## Bard
Cunning artists who inspire those around them, very few forget the experience of meeting a true Bard in action!
### College of the Dinner Bell **Creator:** Squidpad
When the bell rings, it's time to eat. Full casting and in your face eating
#### Bonus Proficiencies (3rd Level) When you join the College of the Dinner Bell at 3rd level, you gain proficiency in Medium Armor, and Shields, and Cook's Utensils, which you may use as your spellcasting focus.
#### Ring of the Dinner Bell (3rd Level) Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if you successfully grapple or Devour a creature as part of that action, you may play one of the magic-laced notes listed below. You can use only one Ring of the Dinner Bell option per turn.
**Acidic Note.** You can expend one use of your Bardic Inspiration to sing a high-pitched, corrosive note, dealing acid damage to the target you or a friendly creature grappled or devoured and to any other creature of your choice that you can see within 5 feet of the first target. The damage equals the number you roll on the Bardic Inspiration die.
**Softening Note. **You can expend one use of your Bardic Inspiration to sing a calm, soothing note, giving a creature within 5 feet a penalty to their next check to avoid being devoured. The penalty equals the number you roll on the Bardic Inspiration die.
**Hardening Note.** You can expend one use of your Bardic Inspiration to sing a note that hardens your flesh. You resistance to acid damage, and all creatures you have consumed gain vulnerability to acid damage dealt by your stomach, until the start of your next turn.
#### Extra Attack (6th Level) Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Devouring Spell (14th Level) Starting at 14th level, when you use your action to cast a bard spell, you can make a grapple or Devour check as a bonus action. \pagebreakNum ### College of the Madrigal Dinner **Creator:** Dungeons and Dinners
Bards of this college are firm believers in the art of "Dinner with a Show," the two greatest aspects on entertainment working in perfect harmony. Many people run a show or manage a feast, but to do both simultaneously is the specialty of this College.
#### Stomach Soothing Song (3rd Level) Starting at 3rd level, whenever a creature benefits from your Song of Rest, they also gain the following benefits:
- Digestion Damage is doubled for the duration of the rest - During your Song of Rest, a predator can choose to heal their prey rather than deal digestion damage. The prey is healed by the same number of acid damage they would have taken. - Creatures willingly inside of a predator, and predators with willing creatures inside of them, gain temporary hit points equal to your bardic inspiration die #### Voracious Inspiration (3rd Level) At 3rd level, you learn a song that inspires predation. When a creature uses a Bardic Inspiration Die from you on a check to grapple a target or on a Devour check, they gain the same bonus to the next Devour check they make. Alternatively, creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting.
#### Show for the Hungry (6th Level) 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 humanoids 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 humanoid, for the next hour, count as one size larger for the purpose of determining capacity and have advantage on saving throws to avoid regurgitating creatures. Once you use this feature, you can’t use it again until you finish a short or long rest.
#### Encore Performance (14th Level) At 14th level, whenever a creature with 60 feet of you successfully Devours another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately make a Devour check on a creature within range, even if that creature isn't grappled.
\pagebreakNum ### College of the Siren **Creator:** Darya's Tome of Devouring
Some Bards learn from other Bards along their travels, some go to conventional colleges. Those of the College of the Siren learn from nature's finest musicians, and as such tend to adopt their appetites as well.
#### Siren Song (3rd Level) Starting at 3rd level, you may use your action to perform a Siren Song. A number of creatures equal to your Charisma Modifier (minimum 1) that can hear you must make a Wisdom Saving Throw against a Performance Check you make. If they fail to beat you in this contest they are considered charmed until you take an action to do anything other than continue the Siren Song. Bonus Actions and Reactions used to cast spells do not end the Siren Song, even if Vocal Components are needed. A creature charmed by the Siren Song will be considered stunned until the song ends, or until it takes damage. The charm similarly ends upon the song ending or the creature taking damage. A creature who succeeds against a Siren Song is immune to your Siren Song until they take a long rest. A creature who is immune to charms automatically succeeds against the Siren Song as well. If a creature becomes deafened or otherwise unable to hear you during the song, the charm and stun effects both end. #### Siren's Beauty (3rd Level) At 3rd level, a creature you charm through any means will not consider attempts to devour them as a hostile or dangerous act, regardless of the reality of the matter and regardless of who the predator is. Digestion will be considered a hostile action of course though, even if the creature is immune to digestion damage. However, this effect only works if you have a single creature charmed at a time, or with creatures charmed from your "Siren Song" feature.
#### Form of the Siren (6th Level) Starting at 6th level, when you begin a Siren Song you can expend a Bardic Inspiration die to use your Spell Save DC instead of making a Performance Check, additionally in doing so the target suffers disadvantage on their Wisdom Saving Throw to resist the charm affect. While creatures are charmed this way you can use your bonus action to force them to move half their movement speed towards you. You can choose which creatures move towards you and which do not. If the creature is within a range of touch you may instantly devour the creature in return for ending your Siren Song. Once you use the instant devour effect of this feature, you can’t use it again until you finish a short or long rest.
#### Feast of the Fae (14th Level) At 14th level, any time you deal damage with a cantrip the target(s) must roll a Wisdom Saving Throw against your Spell Save DC or be charmed in a manner identical to the "Siren Song" feature until the end of your next turn. Additionally, creatures you've charmed do not have their charm end by taking damage, but may roll a Wisdom Saving Throw against your Spell Save DC to attempt to break the charm every time they take digestion damage.
\pagebreakNum ## Cleric
The most faithful of individuals, Clerics find the very essence of the holy or unholy at their fingertips to command.
### Dietary Domain **Creator:** Darya's Tome of Devouring
The Dietary Domain, a sort of off-branch of the Life Domain, consists of eating and living a relatively healthy and nutritious lifestyle. Those within this domain may even make the ultimate sacrifice of using themself as a well-balanced meal for others, or may punish those who have eaten unhealthily by using them as a cheat-day snack themselves.
#### Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | Destroy Fat, Transfer Fat | | 3rd | Fat Transference, Heave | | 5th | Aura of Lightness, Hammerspace | | 7th | Meld into Flesh, Softskin | | 9th | Amazonian Figure, Portly Portent | #### Weight Watcher Any time you cast a spell that causes the gain or loss of weight, you can heal the target or yourself by a number of hit points equal to the number of pounds gained or loss. If the target(s) gain weight, you may make them also heal that many hit points. If the target(s) lose weight then you may heal yourself the amount instead. Additionally, a creature's stomach providing full cover does not prevent you from targeting a creature on the opposite side of the stomach as yourself for purposes of seeing the creature, as long as you are aware the creature is on the opposite side of the stomach than you. #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with the Medicine skill.
#### Channel Divinity: Punishing Weight Starting at 2nd level, you can use your Channel Divinity to make a creature learn to regret their dietary habits. Target a number of creatures you can see within a range of 30 feet. A targeted creature must make a Constitution saving throw against your spell save DC. Creatures who fail this saving throw suffer 1d10 poison damage, and an affect chosen by you from the list below. Creatures who succeed the saving throw take half damage and do not suffer the additional effect. - The target takes an additional 1d10 poison damage per creature inside them. - The target's capacity is halved until their next long rest. - The target cannot deal digestion damage until they finish a short or long rest. - The target has disadvantage on all Devour Actions until they finish a short or long rest. - The target must use their reaction to regurgitate a single creature they've eaten of your choice. #### Gym Freak Starting at 6th level, You know how to work off those pesky pounds. During a short or long rest you can optionally lose a number of pounds equal to up to twice your Cleric level to a minimum weight that would be healthy for your race. For every 10 pounds you lose you gain an additional use of Channel Divinity until your next short or long rest. #### Pudgy Spellcasting At 8th level, when you deal damage to a creature with a spell, cantrip, channel divinity, or other magical source you can instead cause the target to gain weight equal to the total damage before considering resistances and immunities. For every 10 pounds the target gains their movement speed is reduced by 5 feet. A creature cannot be brough to a movement speed of 0 with this feature. This gain ends upon the creature finishing a short or long rest. #### Belly of Sacred Steel Starting at 17th level, you can change the very function of a creature's stomach against them. You gain several additional effects for your Channel Divinity, and can now use two effects at once. Additionally, the damage your channel divinity does is increased to 3d10 poison damage instead of 1d10. If two effects are chosen that both require the creature to use their reaction, both effects are caused by the same reaction usage at the same time. - The target takes an additional 1d4 poison damage for every capacity point filled inside of them. - The target's movement is reduced to 0 on their next turn if they deal digestion damage on their turn. This effect lasts for 1 minute. - The creature takes poison damage equal to any digestion damage they deal during the next hour. This effect's damage ignores resistances and immunities. - The creature uses their reaction to regurgitate all creatures they've devoured. - The creature uses their reaction to deal digestion damage.
\pagebreakNum ### Feast-aid Domain **Creator:** Dungeons and Dinners
**Slightly Modified By:** Darya's Tome of Devouring
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.
#### Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | Elastify/Constrict, Hearty Tonic | | 3rd | Unburden, Acidify | | 5th | Amplify Acids, Protection from Energy | | 7th | Freedom of Movement, Leeching Insides | | 9th | Arcane Hand, Circle of Power | #### Digestive Restoration Any time you cast a spell on a creature, you may choose to mark them. While marked, any time they deal digestion damage to devoured prey, they gain temporary hit points equal to your Wisdom modifier. This mark vanishes after 1 hour or when they gain temporary HP in this way. You can mark only one creature at a time, and you cannot change or cancel a mark once it is set. #### Channel Divinity: Gastro-nambulist Starting at 2nd level, you can use your Channel Divinity to put a creature in the belly of another creature to sleep. Touch the belly of a pred that currently contains live devoured prey. You can put to sleep a number of prey whose sum of capacity-filling points are less than or equal to your Cleric Level. Sleeping prey are unconscious. Also, prey suffering from unconsciousness inflicted in this way suffer maximized digestion damage. Unconsciousness inflicted in this way persists for 12 hours divided evenly between the target prey, rounded down. Each time afflicted prey suffer damage of any kind, including Digestion Damage, they may make a Wisdom saving throw, waking up and ending the effect on a success. This save is made with advantage if the damage is not from digestion or digestion-aiding effects and actions. #### 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 which contains devoured prey. For the next hour, the pred adds your wisdom modifier to their Stomach DC and deal an additional amount of digestion damage equal to your Cleric Level, this benefit ends if you during this hour use your action, or any other actions such as bonus actions or reactions, to do anything that requires both hands or you move further than your reach of the predator. 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, and to any digestion damage you deal. #### Belly of Sacred Steel Starting at 18th level, you can spend a long rest tending the the belly of a pred to strengthen it. After the long rest is complete, the tended-to pred gains a +3 bonus to their Stomach DC and can deal an additional 2d6 bludgeoning damage for thier digestion damage. If they are over Maximum capacity, the additional digestion damage increases to 2d12 bludgeoning. This effect persists until the next long rest or until you or the afflicted pred take an action to dispel it. You have one charge with this ability and regain the expended charge 1d4 days after use. \pagebreakNum ### Gluttony Domain **Creator:** VeryBatty #### Domain Spells (1st Level) The gods of the new world embody the hope of the many- peace, justice, agriculture and creation. However, some gods revel in ancient tradtion born of sacrifice and hedonism. Yours is one such god- one that promotes gluttony above all else. Followers obey a ravenous doctrine- to consume, to amass, and to spread the hunger so that all may revel in its grand excess. | Cleric Level | Spells | |:----:|:-------------| | 1st | Goodberry, Tongue Lash | | 3rd | Acidify, Suggestion | | 5th | Create Food and Water, Maddening Hunger | | 7th | Leeching Insides, Soul Assumption | | 9th | Dominate Person, Cloudkill | #### Bonus Proficiencies (1st Level) When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Ravenous Blessing (1st Level) Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. For the next minute, that creature is treated as 1 size larger for the purposes of Devour Contests. 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 (2nd Level) Starting at 2nd level, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to their move speed. As part of the same reaction they can take the Devour action, even if they are not grappling the target. #### Glutton's Reward (6th Level) At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, if that creature is currently above 1/2 Capacity, you can reroll the spell's dice and take the higher result. #### Divine Strike (8th Level) At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8.
#### Aura of Excess (17th Level) Starting at 17th level, you can use your action to active an aura of gluttony and hunger that radiates out from you in a 30 foot radius. Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way will use their action to make Grapple and Devour attacks against a target within reach, determined randomly. If there are no targets within reach, they may take their turn normally. \pagebreakNum ## Druid
Nature's emmissaries, Druids are the pinacle of being one with the environment.
### Circle of Change **Creator:** Darya's Tome of Devouring
#### Influential Form Starting at 2nd level, you gain the ability to grant your Wildshape to others. As an action, you can expend a use of your Wild Shape feature in order to Wildshape a willing creature who has eaten you. The Wildshape feature works as per normal, and does not require any sort of concentration to last. The Wildshape will end if you fall unconscious or die however. If you exit the body of the creature the Wildshape also ends. When the creature is Wildshaped you may choose to mend into them for the duration of the Wildshape, doing so effectively puts you in a demiplane located inside of the creature. You are considered immobilized but conscious when within this Wildshape Demiplane. While in this demiplane you cannot be damaged by any means, but the ending of this wildshape through any means releases you back in the stomach of the creature again. If the creature you've Wildshaped is killed by a method that destroys the body, such as digestion, your body is also destroyed in the same manner.
#### Enhanced Influence Starting at 6th level, you can now use your Influential Form on an unwilling creature that fails a Charisma Saving Throw against your Spellsave DC. An unwilling creature who is Wildshaped by you is considered charmed and under your control during this period as well. A creature immune to being charmed, and creatures immune to having their form changed are automatically immune to this affect. #### Food Chain Starting at 10th level, when you, or a creature under your Influential Form ability is digested, you can attempt to take control of the body of the creature who digested you. Upon digestion, you can expend a use of your Wildshape to force the creature to make a Charisma Saving Throw. Upon a failure, you take control of their body as if it were your own. This body only retains their Strength, Dexterity, and Constitution scores. The body also keeps any racial traits with your dungeon master's permission. All other stats, including classes and levels are replaced with your original stats. For matters such as spell effects, curses, and attunements they proceed as if this new body is the same you've always had. The charisma save DC is your spellcasting DC.
#### Apex Parasite Starting at 14th level, when you use your Food Chain trait, you can choose to cause the creature to fail the charisma saving throw automatically once per long rest. A usage of legendary resistance cancels this ability and allows them to roll instead. \pagebreakNum ### Circle of the Chimera **Creator:** Squidpad
**Updated By:** Darya's Tome of Devouring #### 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. These benefits last the same duration as a use of Wildshape would for you, or until you use this feature again: * Snake's Jaw: You gain advantage on Devour checks on creatures your size or smaller, and you do not have disadvantage on Devour checks on creature larger than you. * Bear's Teeth: When you take the attack action, you may replace the attacks with a melee spell attack using your wisdom modifier, dealing 2d4 + your wisdom modifier on a hit. * Frog's Tongue: You may make Grapple and Devour checks on creatures up to 15 feet away. * Beetle's Armor: Your AC becomes equal to 13 + your wisdom modifier. * Cheetah's Legs: Your movement speed increases by 10 feet. * Eagle's Eyes: You gain Advantage on Perception and Insight checks. * Wolf's Instincts: You cannot be caught by suprise, and creatures that cannot be seen by you no longer have advantage on attacks against you. * Octopus's Suckers: When you grapple or begin to devour a creature with they suffer disadvantage on attempts to break free from your grapple or devour attempts. * Owl's Eyes: You gain 60ft of darkvision, or an additional 60ft of darkvision if you already have darkvision.
#### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Monstrous Chimera Form Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in instead of one from the normal list: * 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 your movement speed * Displacer Beast's Pelt: The first attack that targets you each turn is made with disadvantage * Cockatrice's Talons: Upon making an unarmed strike or natural weapon attack against a creature, it must succeed a DC 10 Constitution Saving throw, on a failure it is petrified for 1 hour. * Ettercap's Claws: You gain the spider-climb ability of an Ettercap, even being able to walk upright with your hands free upsidedown on difficult surfaces. This ability only works if your hands and/or feet are completely exposed and free when using this ability. #### Beastborn Starting at 14th level, You have truly mastered the alternative forms of the Chimera. You may adopt any singular Chimera Form enhancement when wildshaped as part of the same wildshape. Alternatively, if you adopt 3 Chimera Form enhancements you may switch one of these enhancements for another as part of a bonus action. \pagebreakNum ### Circle of the Spirit Keeper **Creator:** Squidpad #### Circle Spells You have developed the ability to store the souls of creatures you have digested. Your link with these souls grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Spirit Keeper Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Circle of the Spiritkeeper Spells | Druid Level | Spells | |:---:|:-----------:| | 2nd | *compress*, *unseen servant* | | 3rd | *invisibility*, *acidify*| | 5th | *maria's medicinal acids*, *spirit guardians* | | 7th | *amplify acids*, *greater invisibility* | | 9th | *contact other plane*, *rebirth*| #### Soul Trap Starting at 2nd level, when a creature dies in your stomach, you may use your reaction to trap its soul. As an action, you can expend a use of your Wildshape to summon the bound spirit trapped within you, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Hunger Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit's appearance is that of, or at least similar to, the person the soul belonged too, though it is translucent and pale. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or any other action your Dungeon Master believes is within reason for the specific spirit. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. #### Soul Whisperer Starting at 6th level, you may now house up to 2 bound souls within you, though you may still only have one summoned at a time. In addition, you may now cast *speak with dead* at will, targeting one of the souls trapped by your Soul Trap feature, and you may ignore the 10 day waiting period between castings of the spell.
#### Reshape Soul Starting at 10th level, you may cast *reincarnate* without material components without expending a spell slot. When cast this way, it may only a target who's soul you have trapped with your Soul Trap feature. #### Soul Master Starting at 14th level, You may now hold up to three bound souls within you but can still only summon one at a time. Additionally, you may cast *soul cage* without expending a spell slot. Once you cast it in this way, you must take a long rest before casting it again. ___ > ## Hunger Spirit >*Tiny Undead, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 5 + five times your druid level > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|14 (+2)|14 (+2)|13 (+1)|15 (+2)|11 (+1)| >___ > - **Damage Immunities** necrotic, poison > - **Condition Immunities** Charm, Frightened, Grapple, Prone, Restrained > - **Senses** Darkvision 60ft passive Perception 12 > - **Challenge** - > ___ > > ### Actions > > ***Cling to Life.*** *Melee Weapon Attack:* your spell attack modifier to hit, 5ft, one target. *Hit:* 1d6 + PB necrotic damage, and the target is grappled, escape DC equal to your spell save DC. While grappled by the Hunger Spirit, the creature sufferes a penalty to ability checks made to resist being devoured or to escape a grapple equal to your proficiency bonus. \pagebreakNum ## Fighter
Masters of weaponry, though a general umbrella term in a sense, Fighters are often found to be mighty warriors with relentless talents for war.
### Gastro Warrior **Creator:** Squidpad
Fighter based on having lots of creatures in your stomach #### Student of Gastronomy At 3rd level, you gain proficiency in Cook's Utensils. If you already have proficiency with Cook's Utensils you gain can roll all checks with double proficiency when using a set of Cook's Utensils as a part of that check. #### Combat Gastronomy When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Gastro Points.
**Gastro Techniques**.
You learn three gastro techniques of your choice, which are detailed under “Gastro Techniques” below. Many gastro techniques enhance an attack in some way. You can use only one gastro technique per attack.
**Gastro Points**.
You gain Gastro Points equal to half the capacity points of creatures in your stomach at the start of your turn. Your gastro points reset to 4 each time you take a short or long rest. You may store gastro points up to double your capacity
**Saving Throws**.
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
##### Gastro Saving Throw DC Maneuver save DC
**8 + your prof bonus + STR or DEX modifier** (your choice)
#### Gusto Starting at 7th level, whenever you use your Second Wind or Action Surge features, you gain Temporary Hit Points equal to the current capacity points in your stomach. #### Additional Techniques At 10th level, you learn 2 additional Gastro Techniques of your choice #### Stomach Shield Starting at 15th level, while you have at least 8 capacity points of creatures inside of you, you gain half cover from all attacks #### Relishing the Fight Starting at 18th level, you regain 4 gastro points at the start of each of your turns. \pagebreakNum #### Gastro Techniques The gastro techniques are presented in no particular order. - *Emetic Strike*
When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they must regurgitate a creature. - *Flavoring Strike*
When you hit with a weapon attack, you may spend 4 gastro points to mark the target. The next Strength(Athletics) - made to Devour the target is made with Advantage. - *Disrupting Strike*
When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they are poisoned until the end of your next turn. - *Mouth Cannon*
When you make an attack, you may spend 4 gastro points to regurgitate a creature with great force in place of the attack. Make a ranged attack on any target within 30 feet. On a hit, both that target and the creature take 1d6 bludgeoning damage for each capacity point of the creature. - *Projectile Eater*
When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 gastro point and your reaction to reduce the damage done by 1d12 + your Constitution modifier + your fighter level. If the damage is reduced to 0, you may swallow the projectile. If the projectile was a potion, you gain it's effects immediately. - *Hearty 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 ear-shattering belch in place of the attack. All creatures within 5 feet of you must make a Constitution Saving Throw. Affected creatures take 2d6 + your Constitution Modifier thunder damage on a fail, or half on a success. - *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 Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you. - *Belly Check*
When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to slam a creature with your stomach in place of the attack. Make a melee weapon attack against a creature within 5 feet. On a hit, that creature is takes 3d6 + your Strength modifier Bludgeoning Damage, and is knocked prone. - *Whipping Tongue*
When you make an attack, you may spend 2 gastro points to instead lash out your tongue at a creature within 10 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 5 feet closer to you and are grappled. \pagebreakNum ### Mud Wrestler **Creator:** Darya's Tome of Devouring
To wrestle is to truly hold control, this true man's sport is a lifestyle to you, and should be taken with caution and care. #### Muddy Warrior At 3rd level, you are not affected by difficult terrain, and infact move at twice the walking speed when moving through difficult terrain in the form of high waters or mud. #### Expert Grabber When you choose this archetype at 3rd level, you gain a natural skill at holding down others. You can grapple any creature so long as it is no more than 3 size categories larger than you, if a creature is normally immune to grappling from any means except being a creature with the Incorporeal Movement trait you can grapple them with disadvantage. If the creature is 3 sizes larger than you, a swarm of creatures, of a creature with a feature trait that allows them to phase through objects (other than the Incorporeal Movement trait) #### Master of Movement Starting at 7th level, a creature cannot use any form of action, movement, or trait that could escape a grapple without a contest, this includes the Incorporeal Movement trait. They similarly cannot use said methods to escape a devour contest, or to escape your stomach. Spells such as Misty Step are still possible however. #### Power of Punchers At 10th level, you learn the Unarmed Fighting style if you haven't already. If you have, you learn one additional fighting style of your choice. Additionally, unarmed strikes and the additional damage Unarmed Fighting allows you to deal to grapple targets are both treated as magical. #### Wrestler's Appetite Starting at 15th level, your voracious capacity doubles, and the amount of space you take up inside a creature when eaten is also doubled. Additionally, you can make unarmed strikes at creatures inside of yourself ignoring the cover provided by your own stomach. These attacks do not benefit from advantage of a blind target, nor do you suffer disadvantage for not being able to see these targets. #### Finishing Move Starting at 18th level, when you hit another creature with your unarmed strike, you can deal extra digestion damage to all creatures inside of you if the target was inside of you as well. When you hit a creature outside of yourself, you can deal an additional 1d8 magical bludgeoning damage for every capacity point of creatures inside of them. Once you use this feature you cannot use it again during the same round. \pagebreakNum ## Monk
Unarmed but still deadly, Monks harness ki in manners many find impossible to replicate. These warriors truly understand that their bodies are not only temples, but weapons as well.
### Way of the Bellydancer **Creator:** Squidpad
**Updated By:** Darya's Tome of Devouring
Slam foes with a full stomach, then dance away. Subclass by Squidpad, modified by SouthernDruid. #### Bellydancing Starting at 3rd level, you really learn how to throw your weight around. While you have at least 2 capacity points of prey in your stomach, you may use your stomach in place of an unarmed strike, and it deals damage equal to your martial arts die + your Constitution Modifier. For every 2 points of capacity above 2, it deals an additional point of damage. Additionally, your speed can no longer be reduced while over half-capacity. This feature does not prevent reductions of movement speed caused by difficult terrain, nor does it prevent movement speed reductions from conditions such as Exhaustion, Grappled, Paralyzed, Petrified, or Restrained. #### Elegance Also starting at 3rd level, when you make a grapple or devour check, you may use Dexterity(acrobatics) instead of Strength(athletics). Additonally, you gain proficiency in Performance, if you don't already have it.
Alternatively, you may spend a Ki Point to use your Constitution modifier with your proficiency modifier instead of Dexterity(acrobatics) or Strength(athletics) for Devour contests for 1 minute. #### Belly Bump Starting at 6th level, if you have at least 4 capacity points of prey in your stomach, when you hit a creature with your stomach, they must make a Strength saving throw. On a fail, they are either knocked prone, or pushed 5 feet away from you. The DC is equal to 8 + your constitution modifier + your proficiency bonus. The choice between being knocked prone or being pushed is made by you before they roll their saving throw.
#### Enthralling Performance Also at 6th level, you can perform a belly dance that lasts a minute. At the end of the dance, anyone in the area that watched the whole performance makes a Wisdom saving throw. The DC is equal to 8 + your constitution modifier + your proficiency bonus. On a fail, they are charmed, during which they do nothing but stare in awe at your beauty. This effect ends on a target after 10 minutes, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can't use it again until you finish a short or long rest. #### Belly Block Starting at 11th level, while you have at least 4 capacity points of prey in your stomach and you are hit by an attack, you can use your reaction to weather the blow with your belly. When you do so, the damage you take from the attack is reduced by 1d10 + your constitution modifier + your monk level, and a random creature in your stomach takes the amount of damage reduced, but as bludgeoning or acid damage (DM's choice) instead. #### Distracting Dance Starting at 17th level, the way you move your belly is intoxicating to all who see it. While you have at least 4 capacity points of prey in your stomach, all hostile creatures within 30 feet that can see your belly are distracted by its movements, and their attacks suffer from their inattention. Weapon and Spell attacks they make deal reduced damage, equal to a roll of your Martial Arts die. Additionally, grapple and devour checks are similarly reduced by a roll of your martial arts die. \pagebreakNum ### Way of Gastropuncture **Creator:** Squidpad
**Updated By:** Darya's Tome of Devouring
Hit a predator's pressure points in just the right way to influence them. Subclass by Squidpad, modified by SouthernDruid. #### Punch Through the Gut Starting at 3rd level, while inside of a creature, you
may make unarmed strikes on that creature and
creatures adjacent to them, ignoring disadvantage
from being blinded or restrained by that 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 willing creature you are inside of also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a willing creature you are inside of, forcing that creature to swallow the projectile #### Advanced Pressure Point Control Also starting at 6th level, when you make an attack while inside of a creature, you may spend 1 ki point and replace
the attack with any of the following effects: - The creature becomes sick, and immediately makes a Constitution saving throw. On a fail, the creature immediately regurgitates you. - The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn. - The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn. The creature becomes incredibly fast, adding your unarmored movement bonus to their speed until the start of your next turn. #### Accupressure Therapy Starting at 11th level, a willing creature you are inside of gains the following benefits: - They gain immunity to the Frightened and Charmed conditions - They gain +2 to their AC and Dexterity Saving Throws A creature you are unwillingly inside of gains the following detriments: - They have disadvantage on saving throws to avoid being Frightened and Charmed - They have a -2 to their AC and Dexterity Saving Throws
#### Pressure Point - Energy Manipulation Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature you are inside of. Choose one of the following options: - That creature immediately takes an action, using their reaction. - That creature is affected by the spell Slow until the end of their next turn. \pagebreakNum ## Paladin
Headstrong and goal-oriented, Paladins hold their personal ideologies and convictions as the utmost virtue.
### Oath of Fortress **Creator:** Squidpad
You gain Oath Spells at the Paladin levels listed. | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *Dynamize Armor, Frog 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 eaten by you that are healed by magical means, such as Cure Wounds or Lay on Hands, gain an additional amount of HP equal to your Constitution Modifier. - If you are forced to deal digestion damage against your will, such as by spell, prey eaten by you are resistant to it. - Diseases and curses afflicting prey eaten by you are halted, but not cured. - Your stomach is considered a suitable place to take rests. While you are holding non-digesting 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 being reduced to 0 HP while holding non-digesting 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 prey inside you - You take an action to dispel it Otherwise, the field persists for 24 hours upon activation. If a creature benefitting from this field leaves the area of effect by any means, the benefits fade automatically at the start of their next turn. A creature can only benefit from one instance of Round Guard at a time. #### Wide Stance At 7th level, you have learned to use your corpulent body to defend your allies. As a bonus action while you have non-digesting Bellied prey, you may choose to stand in front of an ally, defending them until the beginning of your next turn. During this time, if an attack requiring an attack roll targets the ally you are defending, they are treated as if they were behind half cover. If the creature you are defending takes damage from this attack, both you and your ally take 1/2 the damage of the attack. #### Reconstruction At 15th level, your body has evolved further to become even more sturdy, healing quickly in times of danger. While you are below half HP, you regain a number of HP equal to your Charisma modifier at the beginning of each of your turns. This amount increases further by 1 for every 4 points of non-digesting Bellied prey. You cannot benefit from this feature if you have 0 HP. #### Saving Stomach At 20th level, your defensive and protective instincts have sharpened to the point that you can spring into action quickly. As a reaction to a friendly creature you can see within 30 feet being targeted by a hostile action, but before any rolls are made, you can instantly teleport them into your stomach, making them Bellied by you, and potentially out of the path of the attack. You can only use this ability once and regain use on a long rest. \pagebreakNum ### Oath of Indulgence **Creator:** Dungeons and Dinners
**Updated By:** Darya's Tome of Devouring
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*, *Elastify/Constrict* | | 5th | *Acidify*, *Unburden*| | 9th | *Amplify Acids*, *Maria's Medicinal Acids* | | 13th | *Entice*, *Role Reversal* | | 17th | *Primal Belch*, *Reformation*| #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options.
**Charming Prescence.** You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, attack rolls against the creatures are made with advantage, and the creature has disadvantage on all skill contests made against another creature. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
**Reward the Decadent** As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is devoured by another creature or has devoured another creature within 30 feet of you gains the effects of the *Bless* spell for the next minute. #### Aura of Digestion Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a devoured creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Voracious Vigilance Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a **devour** check against that creature.
#### Avatar of Decadence At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: All of your attacks gain the benefits of the *Lick* cantrip. You count as 2 sizes larger for the purpose of determining capacity. You deal an additional 2d12 acid damage when dealing digestion damage. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ### Oath of Support **Creator:** Darya's Tome of Devouring
An oath to aid those in need, including those in hunger, those who take upon themselves this oath with assist those who's hunger seems endless, even at the cost of their own safety. | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *Compress*, *Modify Metabolism* | | 5th | *Digestive Barrier*, *Ravenous*| | 9th | *Hammerspace*, *Maria's Medicinal Acids* | | 13th | *Meld into Flesh*, *Softskin* | | 17th | *Belly Stride*, *Reformation*| #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options.
**Heavy Meal.** You can use your Channel Divinity create a sensation of a filling meal. This Channel Divinity upon use lingers for 5 hours. During this time you are immune to all forms of digestion damage, you additionally take up the space of a creature 3 size categories larger than you are at the time of using this Channel Divinity if eaten.
**Just Rewards** Upon using this Channel Divinity, any digestion damage you would take in the next 5 hours becomes healing for yourself alone. Additionally, you can transfer this healing to the creature who ate you instead, still taking no damage yourself. #### Supportive Smite Starting at level 7, when a creature who has eaten you has delivered a melee attack to another creature and hit with it, you may use your Divine Smite feature as a reaction to add the Smite damage to their attack. This attack does not have to be with a weapon, it only has to be a non-spell melee attack. If the attack was a critical hit, treat the smite as if it was used in a critical hit as well. #### Voracious Survior Starting at 15th level, if you are digested by a creature, you can sacrifice a spell slot to instead survive with a number of hitpoints equal to 5 times the level of the spell slot used. This feature can be used a number of times equal to your proficiency modifier every long rest. #### Avatar of Revival At 20th level, you become the true icon of support. All allied creatures within 30 feet of you, ignoring all forms of cover, gain immunity to digestion damage while you remain conscious. Additionally, you can cast the "Reformation" spell with a duration of "Instantaneous". \pagebreakNum ## Ranger
The ultimate trackers, Rangers find their targets with dedication and skill unlike many others. Though they may lack in a perfection of the magical arts or martial combat these individuals rarely fail a hunt.
### Travel Conclave **Creator:** Darya's Tome of Devouring
#### Travel Conclave Magic Staring at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Travel Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. ##### Travel Cycle Conclave Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | Absorb Elements | | 5th | Invisibility | | 9th | Haste | | 13th | Freedom of Movement | | 17th | Belly Stride | #### Forever Mobile At 3rd level, you no longer need to make concentration spell checks when casting spells within another creature. Additionally, when you choose to take the attack action with a ranged spell or weapon, you can make the attack from a point originating within 30 feet of yourself. Your attacks appear through temporary portals that you've managed to form within the weave itself. #### Long-Haul At 3rd level, when you take digestion damage you instead take half damage. This feature is separate to resistance, and the two can stack together. Additionally, if a feature would pass through or ignore damage resistances and immunities, said feature would not work against this feature specifically. #### Bulls-Eye At 7th level, your portal-based attacks are enhanced. All attacks made through the Forever Mobile feature are treated as if you can see through the point you choose to attack, additionally these attacks are treated as magical and ignore cover. #### Chop-To-It At 11th level, you can now make melee attacks through your Forever Mobile feature. These attacks cannot be devour actions, and cannot lead to a devour contest for yourself, but it can be used to lead to a devour contest for a creature within 5 feet of the target. #### Rations At 15th level, you can now make devour checks and contests through the Forever Mobile feature. Upon succeeding in grappling a creature or beginning a devour contest against a creature, you can teleport that creature within 5 feet of yourself for free as part of the same action. \pagebreakNum ### Natural Cycle Conclave **Creator:** VeryBatty
**Updated By:** Deeg
In the natural world, there exists a cycle between beasts. The relationship between hunter and hunted, predator and prey, is one that has persisted since the world's most primal days. Members of the Natural Cycle Conclave train in one of two schools. Those of the Predator school learn to hunt with ruthless efficiency, while those in the Prey school learn to evade and counter those that would hunt them. #### Nature Cycle Conclave Magic Staring at 3rd level, you learn an additioanl spell when you reach certain levels in this class, as shown in the Nature 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 | Entangle | | 5th | Invisibility | | 9th | Slow | | 13th | Dimension Door | | 17th | Scrying | #### Acquired Taste At 3rd level, you gain the ability to change your favored enemy. By spending 1 hour observing their behavior, you can add the observed enemy type to your list of Favored Enemies. At the same time, you must choose one Favored Enemy to forget. Your languages gained by the Favored Enemy feature do not change. School of Predator and Prey At 3rd level, you choose a school of practice that informs your relationship on the food chain with your favored enemies. The Predator school dictates that Favored Enemies as creatures to stalk and prey upon, while the Prey school focuses on evading and outmaneuvering their favored enemies. Depending on your school, you gain the following benefits:
Predator:
Your favored enemy becomes your favored meal, as well. Devour attacks made against your Favored Enemies are made with advantage, and your Stomach Damage is doubled against these foes.
Prey:
Your favored enemy is a predator that you've studied to thwart. You have advantage on Strength(Athletics) and Dexterity(Acrobatics) checks made to resist Devour attacks, as well as to Escape and Struggle. You have resistance to the Stomach Damage dealt by your Favored Enemies. #### Uncanny Tracker At 3rd level, when you use your Primeval Awareness ability, in addition to the creature types normally detected, you can also sense your Favored Enemies. If you detect Favored Enemies in this way, you learn their location and rough number (One, few, or many). #### Counter-Consume At 7th level, you can turn your enemy's effort's against them. When you escape a creature's grapple, or succeed on a saving throw that it forced you to make, you can use your Reaction to make a Devour attempt against that creature, even if you are not grappling that creature. The target must be within your reach. #### Instinct of Predator and Prey At 11th level, your speed and ferocity takes your enemies by surprise- whether they are predator or prey. You gain one of the following benefits, depending on your School.
Predator:
You may attempt to Devour surprised enemies without grappling them first. If they are your Favored Enemy, you may also mark two successes them for the Devour Contest instead of one.
Prey:
While concious, you can't be surprised. Additionally, when you roll initiative, you may either move up to your move speed without provoking attacks of oppurtunity or make a single weapon attack. If the target of this attack is a Favored Enemy, the attack is a critical hit. #### Master of the Food Chain At 15th level, your adaptability and deadliness put you at the top of the food chain. Once per day, as an action you can choose one enemy type you can see and make it your Favored Enemy. At the same time, you must forget a different Favored Enemy of yours. \pagebreakNum ## Rogue
Stealth, charm, and efficiency are often the three most iconic traits of a rogue. Though if you think you've spotted a rogue, no you didn't.
### Essence Thief **Creator:** Adipea Team
The Essence thief believes that even if they aren't the best, they can just take the traits that make someone else the best instead. They drain some of the essence of individuals they touch with their magic, taking on their physical traits as they glide across the battlefield, accumulating power. #### Essence Theft Beginning at 3rd level, you gain the ability to steal some of your victims' essence with but a touch. You can steal essence from a hostile creature using a Dexterity (Sleight of Hand) check opposed by their Strength (Athletics) check or Dexterity (Acrobatics) check, or as a result of dealing sneak attack damage to them. You can also steal essence from a non-hostile creature using a Dexterity (Sleight of Hand) check opposed by their Wisdom (Perception) check.
On a success, choose two Attributes. For the next minute, ability checks using those attributes have advantage, and the target has disadvantage on ability checks using those same attributes. These stolen attributes might manifest on your body as simple glowing marks, or they might manifest as suddenly appearing muscle, sexual characteristic mass, body fat, height, or other traits which do not count against your character's total weight or other characteristics. After the minute is over, these attributes recede as they are expended.
This ability's duration increases to an hour at 17th level.
This ability can be used a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest. #### Essence Devour Also at 3rd level, the rogue can choose to drain some of the essence from a creature they kill and make it their own. Unlike Essence Theft, this drain is permanent. Whenever the rogue kills a creature, they can choose to gain weight (fat or muscle) or height (Which cannot increase their size category) in any combination from the creature, up to a number of pounds of fat or inches of height equal to 1d10 + your Charisma bonus + your Rogue level, distributing across their body as they like, with every one point being worth a pound of mass and every 5 points being worth an inch of height. This essence does not have as much flashy potential, but has a practical application: The rogue can expend body mass or height to fuel temporary proficiency with the skills and tools they are not currently proficient with.
#### Essence Devour (Cont.) At the cost of 10 pounds of stolen mass or 2 inches of stolen height in any combination, the rogue can use this ability before making a roll to gain proficiency in any skill they do not currently have proficiency with for one skill check, or with a tool, vehicle, weapon, or armor they do not currently have proficiency with for up to an hour. You may use this portion of this ability a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest. #### Improved Devour At 9th level, you have improved your ability to convert essence into skill on a temporary basis. You can expend one use of your Essence Devour ability to gain expertise on a skill you already have proficiency in for a single check, or with a tool you already have proficiency in for up to an hour. In addition, you can expend two uses of Essence Devour to do the same for a skill or tool you don't currently have proficiency in. #### Thief of Faces At 13th level, when you use your Essence Theft ability on a humanoid, you can choose to take on the appearance of that humanoid as well, turning yourself into perfect visual copy of your victim. You retain your physical and mental stats, but take on their appearance, height, and weight for the duration. Additionally, while you've stolen someone's essence, you can attempt to extract information from them by using your action or bonus action to force them to make an Intelligence Saving throw. The DC is 8 + Proficiency bonus + your Charisma modifier, and on a failure you learn the truthful answer to one question of your choice. Once they succeed on the saving throw, this portion of this ability cannot be used on them again for the remainder of the duration of Essence Theft. #### Essence Assassin At 17th level, your ability to steal essence has improved, and the drain has become so potent that it leaves enemies winded. A creature who you successfully use Essence Theft on gains the Poisoned condition until the ability's duration ends. Additionally, they are always a viable target for your Sneak Attack ability, even if you have disadvantage on your attack rolls against them. If you kill a target under the effects of Essence Theft and use Essence Devour on them, the effect of Essence Theft remains until the end of your next long rest. \pagebreakNum ### Parasite **Creator:** Squidpad
**Updated By:** Dungeons & Dinner
**Further Updated By:** Darya's Tome of Devouring
Hide inside allies, or eventually take enemies down from the inside #### Stomach Parasite At 3rd level, you gain resistance to acid damage. Additionally, you are no longer considered restrained while inside another creature. Not being restrained when inside a creature means you do not suffer disadvantage on attacks, additionally this means you can freely walk out of a creature who has devoured you for 5 feet of your movement. #### Hidden Form Starting at 3rd level, when you are inside another creature's stomach, you may choose not to leave a visible impression on the outside of the predator. You still take up space within their stomach. #### Stomach Pains Also starting at 3rd level, you may make a ranged weapon attack when inside another creature if the creature is willing to let you attack out of it. The attack's origin is considered to be from their space, and you are not considered blinded during this attack. Additionally, any attack you make on a creature who has eaten you can have your sneak attack added to it, even if it otherwise wouldn't apply. #### Invasion Starting at 9th level, you may use 5 feet of movement to enter or exit an unwilling or unaware creature. When entering, make a Dexterity(Stealth) check vs the creature's passive perception. On a success, you enter the creature's stomach, and you are not blinded or restrained. On a fail, the creature may choose to deny your entry. All attacks made on a creature from within their own stomach while you aren't restrained are made with Advantage. #### Greater Parasite Starting at 13th level, you gain immunity to acid damage, and resistance to any other types of digestion-specific damage(s). Additionally, when a creature tries to deal digestion damage while you're inside of them you can choose to either add a roll of your sneak attack to that damage, or deal a roll of your sneak attack to the predator as a reaction. #### Master Parasite Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit their stomach on your turn without expending any movement. \pagebreak ### Silent Python **Creator:** Squidpad
**Updated By:** Dungeons & Dinner
#### Ambusher Starting at 3rd level, you may attempt to **Devour** a creature with advantage without grappling them first if you are Hidden from them. Additionally, if there are no creatures in your stomach, you may attempt to **Devour** a creature without grappling them first if the target is eligible for a sneak attack. #### Focused Acids Also starting at 3rd level, when you digest creatures in your stomach, you may use an action to deal damage equal to your sneak attack damage to one of those creatures. #### Identity Theft Starting at 9th level, when you fully digest a creature that is the same size as you, you can assume their form.
For the next 8 hours, your appearance transforms to become theirs. Your statistics, are the same in each form. You revert to your true form if you dies.
While in the form of the other creature, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. #### Uncanny Gut Starting at 13th level, you learn how to shift damage onto your prey in place of yourself. When you use your Uncanny Dodge feature, choose 1 creature in your stomach. That creature takes damage equal to the amount of damage you took after damage reductions. #### Acid Blast Starting at 17th level, you may use the action granted by Focused Acids as a Bonus Action \pagebreakNum ## Sorcerer
Unatural powers with strange and often unpredictable sources, Sorcerers are the ultimate mixed bag of magical potential. Perhaps they are grand spellcasters with their origins to dragons, unicorns, or gods. Or...maybe they just drank a funny looking potion and cough up fireballs when they try casting *Disguise Self*.
### Gaseous Power **Creator:** Adipea Team
*All Sorcerers' powers come from within themselves, from their bloodline, from natural vagaries of magic within them, or from a number of other factors in their makeup. Sorcerers of the Gaseous Power origin draw their magic from a more literal interpretation of that idea. The magic within their body wells up like an arcane gas cloud, which must eventually be released to deadly effect. -Adipea* #### Noxious Power Starting at 1st level, the caustic nature of the gasses constantly brewing within you grants you resistance to Poison damage and advantage on saving throws made against poison. Your excessive biology similarly allows you to turn your very bodily functions into magical energy. You learn an the belch cantrip , and t doesn't count against your number of cantrips known. #### Gaseous release When you choose this origin at 1st level, your body's natural gas wells up when you draw upon your energy to cast spells. You can use a bonus action on your turn to release this gas in a cloud around you immediately before or after you cast a spell of 1st level or higher, causing other creatures within 5 feet of you to make a Constituion saving throw or be Poisoned until the start of your next turn. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. #### Noxious spell At 6th level, you gain the ability to weave your spells into your gaseous releases. When you cast a spell that does not require an attack roll, you can choose to forgo the Verbal and Somatic components of the spell and release it as a 20-foot radius cloud of gas centered on a point within 60 feet of you, which persists for a number of rounds equal to your Charisma modifier. Any creature that enters the cloud or starts its turn within it, including you, is subjected to the spell. A creature can only be affected by the cloud once per use of this ability. Creatures that don't need to breathe or are immune to poison are unaffected by the spell. If the spell requires concentration, you must concentrate on the cloud for its duration. Once you have used this ability, you cannot do so again until you finish a long rest.
#### Gaseous flight Starting at 14th level, you have supreme control over your gaseous production. As an action, you can produce an excessive amount of gas and store it in your body, inflating your body or part of your body to twice your original size. You take up the space of a creature one size larger than normal, and gain a fly speed equal to your current speed. This inflation lasts until you release the gas as an action on your turn, at which point any creatures within 20 feet must make a Constitution saving throw or be poisoned for the next minute. Any creature that succeeds on this saving throw is immune to this effect for the next 24 hours. Any armor or clothing not made to accomodate this growth might be destroyed when you trigger it. #### Stinking Aura At 18th level, your gaseous releases have become constant and unceasing, but you have magical control over its potency. You have disadvantage on Stealth checks, but you constantly exhude an aura of gas within 20 feet of you. Creatures you choose that enter your aura for the first time on their turn or start their turn in your aura must make a Constitution saving throw or spend their Action retching and coughing. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Additionally, you can also use this aura to bolster allies by making the stench pleasant to their senses. You can choose a number of allies within your aura equal to your Charisma modifier (minimum 1.) to be bolstered by your aura, granting them advantage on Constitution Checks and Constitution Saving throws. You are always affected by this version of the ability and do not count against the number of creatures that can be affected by it. \pagebreakNum ### Intestinal Lurker **Creator:** Darya's Tome of Devouring
#### Gurgling Power Starting at 1st level, the gurgling brews of a stomach is like hope to you, you gain advantage on all attack, skill check, and saving throw rolls when inside of another creature's stomach. You do not yet ignore anything that causes disadvantage within though. #### Tummy Turner When you choose this origin at 1st level, you ggain the power to extend your own abilities unto others. A creature who has devoured you can cast any spells you know using your spell slots if you were eaten willingly. This includes cantrips. They cannot cast a spell at a higher level than a spellcaster of their own character level (or CR) could cast, and they cannot cast a spell at a higher level slot than the spell itself is. #### Sorcerous Nutrition At 6th level, you gain a semi-synchronization with any predator who devours you. As a reaction, if a creature you're inside of casts a spell then you can apply a usage of any applicable Metamagic features when you unlock them. Additionally, you can convert your sorcery points into spell slots for the creature, and their spell slots into sorcery points for you. #### Grumbling Aura Starting at 14th level, you have unlocked the power of intestinal unification. When a creature within 30 feet of yourself causes digestion damage, you can use a Sorcery Point for each creature inside of them to allow them to double the number of dice they roll for that specific instance of digestion. Additionally, if a creature is brought to 0 hit points and digested due to this instance of digestion, you gain a sorcery point back. #### Intestinal Return At 18th level, you gain the ability to mark a willing creature as your Lair. Upon dying from any means except digestion within your Lair, you'll be resurrected as if targeted by the **Resurrection** spell within your Lair. This ability can only be used once per long rest, and fails if the creature you've chosen as your Lair dies, is within a different plane of existence, or if the creature becomes unwilling at any point before revival. \pagebreakNum ### Tarrasque Bloodline **Creator:** VeryBatty
Not all creatures are born equally. Some beasts tower above others, wielding unimaginable strength and bursting with magical potential. The everliving Tarrasque is one such entity- a being of both epic strength and epic hunger. Through dark ritual or some twist of fate, your ancestors partook of the flesh of the Tarrasque- forever tainting your bloodline with great power and a haunting desire to consume. #### Everliving Blood The still-living blood of the Tarrasque hums in your veins, bursting with regenerative power. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result. #### Power Siphon At 1st level, you can directly convert creatures in your belly to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature in your stomach takes Acid damage equal to The Spell Slot Level + Your Charisma Modifier. This damage counts as Stomach Damage. Creatures reduced to 0 Hit Points this way are digested. For each creature damaged this way, your spell DC increases by 1, to a maximum of +1. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll. This bonus lasts until the end of your current turn. #### Arcane Absorption Your gullet draws energy from creatures you digest, storing it as magical energy. Starting at 6th level, when you finish digesting a creature, you can choose to regain Sorcery Points equal to up to half the digested creature's hit dice (rounded down). You gain no other nutrition from the meal. You may use this ability once per Long Rest. #### Monstrous Form At 14th level, your affinity for the Tarrasque begins to bleed into your physical form. You can cast the spell Enlarge/Reduce at will. When you cast using this feature, you may choose only the "Enlarge" option, and may only target yourself. You have advantage on Concentration rolls made to maintain the spell when you cast it using this feature. #### Titan's Grasp At 18th level, your appetite truly echos that of the mighty Tarrasque. When you make a successful Melee Spell Attack against a creature smaller than you are, you can use your bonus action to take the Devour action, targeting the creature you just hit. On a success, you may instantly swallow the creature. \pagebreakNum ## Warlock ### Pact Boon Options #### Pact of the Body **Creator:** Darya's Tome of Devouring
Your pact with your patron has left some otherworldly changes to your body, the magic augmenting your form to make sure you last long enough to pay your end of the pact. - When you are not wearing armor or using a shield your Armor Class is 10 + your Charisma Modifier + your Dexterity Modifier. - Your Unarmed Strikes now use your Charisma modifier in place of Strength for your to hit rolls and damage. Additionally your unarmed strikes now deal 1d4+cha mod. ## Eldritch Invocation Options When you choose your eldritch invocations, you have access to these additional options. #### Bloating Blast **Creator:** Darya's Tome of Devouring
*Prerequisite: Eldritch Blast Cantrip*
When you cast **Eldritch Blast**, the creature is filled with spiritual energy. Until the start of your next turn, the targeted creature or creatures are filled a number of capacity points equal to your Charisma Modifier (minimum 1) filled with an spiritual energy mass. #### Eldritch Appetite **Creator:** Darya's Tome of Devouring
*Prerequisite: None*
You can cast **Darya's Magic Maw** at will, without expending a spell slot. #### Eldritch Focus **Creator:** Darya's Tome of Devouring (Ebur64)
*Prerequisite: Pact of the Body & 7th Level*
The magic coursing through your body has let you learn how to release it. You can now use your own body as a magical focus, in addition after making an unarmed strike or successful grapple check on another creature you may cast a cantrip as a bonus action that turn. #### Evasive senses **Creator:** Darya's Tome of Devouring
**Creator:** Darya's Tome of Devouring (Ebur64)
Your patron has augmented your senses to warn you of danger. You have advantage on Dexterity saving throws against spells or effects that target you. You may also take the disengage action as a bonus action.
#### Otherworldly Strength **Creator:** Darya's Tome of Devouring (Ebur64)
*Prerequisite: Pact of the Body*
Your bond to your patron has grown as they influence your body with surprising narrowed strength. Your carrying capacity counts as 1 size larger, additionally you can now use your Charisma in place of Strength for ability checks that use Strength. \pagebreakNum ### Pact of Abyssal Maw **Creator:** Pixxy
To some, nothing is more true of power than the hunger. The patrons of this pact should be a being with a theoretical or literal endless hunger, and as such the Warlocks who take this pact should be ready to keep eating. Patrons could include Sentient Gibbering Mouthers, Slimes, Aboleths, Pixxy Fizzleclank, and other gluttons of the various planes. #### Expanded Spell List Your patron 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. ##### Abyssal Maw Expended Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Goodberry, Purify Food and Drink | | 2nd | Enlarge/Reduce, Magic Mouth | | 3rd | Create Food and Water, Haste | | 4th | Compulsion, Evard's Black Tentacles | | 5th | Commune, Maelstrom | #### The Dark Star's Blessing Starting at 1st level upon taking this Pact, you are immune to the frightened condition and can not be charmed. Additionally, your voracious capacity cannot be reduced from its default by any means. #### Reaching Hungers You can magically summon an eldritch maw that might devour your foes. As a bonus action, you create a 5-foot radius portal at a point you can see within 100 feet of you. The maw lasts for 1 minute or until you use this feature to create another portal. When you create this maw, any creature within this space must make a Dexterity Saving Throw against your Spell Save DC. On a failed save, the creature takes 1d4 psychic damage, and it is instantly fully devoured by you and is teleported into your stomach. On a successful save, the creature is pushed to the nearest available space. Any creature starting their turn in the radius, or who enters the radius for the first time during their turn, must make the Dexterity Saving Throw. You can summon these portals a number of times equal to your Warlock level, and you regain all expended uses when you finish a short or long rest. #### Abyssal Tongue You learn a single language associated with your Patron, this language should be Abyssal, Deep Speech, Infernal, Primordial, or Undercommon.
#### Echoing Hungers The influence of your Patron expands within you. Beginning at 6th level, your capacity is doubled and you are considered a size larger when making devouring contests as predator or prey. #### Endless Gluttony Beginning at 6th level, you can make devour checks through the maw portals created by your Reaching Hungers feature on any creature within a 5 foot reach. When making these contests, the portals are considered Huge sized creatures for the sake of the contests. Making devouring contests through these portals do not restain you, additionally these portals do not need to grapple a creature to attempt to devour them. The psychic damage caused by their effects do not apply if devouring is done this way. Additionally, these portal maws can grapple a number of creatures equal to your Charisma Modifier at one time. #### Hunger's Chosen Upon reaching 10th level, you learn the spell "Devouring Star". It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell through this feature, your patron's magic bolsters you, increasing the Spell's DC by 1 for each creature inside the spell's radius. #### Book of Maw Upon reaching 14th level, you can, without expending a spell slot or material component, cast any spell listed in the "Darya's Tome of Devouring" that you have a spell slot of equal or higher level than, at the maximum spell level you can cast. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ### Pact of Envy **Creator:** Darya's Tome of Devouring
The concept of perfection is something many strive for, but none more than those in this Pact. Deities and other easily jealous or angered entities such as Lich and Vampires often make such pacts to lesser beings in exchange for the power to grow in ways deemed unnatural, both in power and figure. #### Expanded Spell List Your patron 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. ##### Envy Expended Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Enhance/Reduce Assets, Modify Metabolism | | 2nd | Fat Transference, Steal Fat | | 3rd | Nondetection, Bloat/Drain | | 4th | Role Reversal, Sexual Hypnotism | | 5th | Amazonian Figure, Marianna's Metamorphasis | #### Driven by Jealousy Starting at 1st level upon taking this Pact, you learn the Appeal Cantrip as an additional Warlock Cantrip. This does not count against your number of known Warlock Cantrips. Additionally, when casting Appeal you may take on the appearance of another member of your race for the duration of the Cantrip. You also have advantage on concentration checks to maintain the Appeal Cantrip. #### Imitation is Flattery Starting at 1st level you can magically assume minor traits of another creature upon completely digesting them. For a number of days equal to your proficiency modifier after digesting a creature you can choose to expend a spell slot as part of a bonus action to take a random trait from a creature of your choice that you've digested. You cannot take a trait from a creature of a level or CR higher than your own level, and you cannot take a trait from a creature who has been reformed before using this ability on them. The tables on this page are to help determine the trait stolen by a player character (PC) or non-player character (NPC). The stolen trait lasts until a long rest, or until a new trait is taken. A creature can only have its trait(s) stolen once per time it is digested. If a trait grants a lower numerical value in speed, ability score, or health then the Warlock's, then the Warlock may choose to use their own instead.
##### PC | Dice Roll (d6) | Stolen Trait | |:----:|:-------------| | 1 | Creature's movement speed(s). If additional limbs or organs are needed, you gain such. If walking speed is slower than the Warlock's, they may choose to keep their walking speed.| | 2 | Gain creature's racial proficiencies and/or resistances. | | 3 | Creature's known, prepared, and racial spells and cantrips. Use your Warlock casting and slots for the spells/cantrips. If the creature does not know any spells, regain your expended spellslot instead. | | 4 | Gain an amount of creature's proficient skills equal to your proficiency modifier of your choice, additionally gain all weapon and armor proficiencies of the creature. | | 5 | Gain a class or subclass feature of the creature of your choice. This feature must be for a level equal to or less than your proficiency modifier. | | 6 | Roll this table again 2 more times. Use both results. You can only benefit from a 6's result once. If you roll a 6 as result of a 6, treat it as "reroll this d6"| ##### NPC | Dice Roll (d6) | Stolen Trait | |:----:|:-------------| | 1 | Creature's movement speed(s). If additional limbs or organs are needed, you gain such. If walking speed is slower than the Warlock's, they may choose to keep their walking speed.| | 2 | Gain creature's racial proficiencies and/or resistances. | | 3 | Creature's known, prepared, and racial spells and cantrips. Use your Warlock casting and slots for the spells/cantrips. If the creature does not know any spells, regain your expended spellslot instead. | | 4 | Gain an amount of creature's proficient skills equal to your proficiency modifier of your choice, additionally gain all weapon and armor proficiencies of the creature. | | 5 | Gain an action, bonus action, or passive ability of the creature. It cannot be a legendary action or lair action. | | 6 | Roll this table again 2 more times. Use both results. You can only benefit from a 6's result once. If you roll a 6 as result of a 6, treat it as "reroll this d6"| Continued on next page \pagebreakNum #### Identity Fraud Starting at 6th level, any items that a creature you digested was attuned to are now attuned to you instead should you have the available attunement slots. Should you not have the available attunement slots, you become aware of the item(s) as well as the location of any applicable items and information relating to the item(s) as if you had casted Identify on the item(s). #### Improved Appeal Starting at 6th level, you may cast the Appeal cantrip as a bonus action instead. Additionally you may choose to expend a warlock spellslot to extend the spell's duration to 1 hour. #### Improved Metamorphasis Upon reaching 10th level, the Marianna's Metamorphasis spell can be casted once per long rest without expending a spellslot. Additionally, creatures targeted for the shapeshifting effects of the spell may be from creatures digested up to one year prior to casting rather than 30 days. #### Idol of Envious Intentions Upon reaching 14th level, you can have more than one usage of the Imitation is Flattery feature active at once, up to a limit of your Charisma Modifier plus half your level. \pagebreakNum ## Wizard
A mastery of the arcane is not something one can achieve overnight, the study and knowledge of Wizards are unlike any other, tomes of unknown and sometimes even forbidden knowledge lead these mages to be the best spellcasters they can.
### School of Emulation **Creator:** Darya's Tome of Devouring
#### Optic At 2nd level, gain the ability to cast your spells through the senses of a creature who has eaten you, as if you were in their space uneaten. #### Stolen Knowledge At 2nd level, when you digest a creature you can cast any spells it knew as if they were prepared in your spellbook until you finish a long rest. Once you cast a spell from a creature that was digested, you cannot cast that specific spell from their known spells again. Additionally, you must have an applicable spell slot to cast the spell with in order to cast the spell. #### Borrowed Energy Upon reaching 6th level, you may turn a single spell from a digested creature into a spell scroll. This scroll uses your Spellcasting Modifier and Spell Save DC. Any creature can use this scroll for the appropriate cast time of the spell. Using the spell this way does not use a spell slot. Additionally, spells you cast from inside another creature can have their damage type changed to the type of damage your predator's digestion is at the time of casting. You must decide on this damage change after casting but before learning the results of any attack rolls or saving throws. #### Invasive Spellcasting Starting at 10th level, you ignore the cover created by a creature's insides, you may now target the area inside of a creature's stomach, or creatures inside, from the outside. Additionally, you may now use any spell with a target of "Self" on a creature who has eaten you. #### Greater Parasite Starting at 13th level, you gain immunity to acid damage, and resistance to any other types of digestion-specific damage(s). Additionally, you do not get restrained or blinded when you get swallowed by another creature.
#### Transcribe Starting at 14th level, you can copy the spell of any creature you are eaten by, or any creature you eat, in your spellbook. This process requires the creature be alive through the entire spell writing process. Additionally, you can prepare an additional spell every long rest so long as this extra spell comes from a creature you have eaten or been eaten by. The copied spell must be a spell you have the appropriate spell slot to cast, and cannot be a cantrip. \pagebreakNum # Feats #### Agile Predator **Creator:** Squidpad
- Your DEX increase by 1 to a maximum of 20 - When making a grapple or **Devour** check, you may use Dexterity(Acrobatics) instead of Strength(Athletics). #### Ambush Predator **Creator:** VeryBatty
You have mastered the art of the surprise attack, and use it to gulp down unwary foes. You gain the following benefits: - You may attempt to **Devour** a creature without grappling them first if you are Hidden from them. - When you attempt to **Devour** a creature while Hidden, you may make the check with Advantage #### Arcane Prison **Creator:** VeryBatty
Your stomach is protected with powerful and mysterious wards that imprisons your prey and siphons off their magical energy. You gain the following benefits: - Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so auotmatically fail. - When a creature in your stomach attempts to cast a spell, it has disadvantage on its Constitution saving throw. If the spell fails, you recover hit points equal to twice the level of the expended spell slot. #### Belly Diver **Creator:** Squidpad
- You may make a Strength(athletics) check or Dexterity(acrobatics) check to force feed yourself to a predator, contested by their Strength(athletics) check - While inside a creature, you are not restrained or blinded, and you have advantage on attack rolls against that creature #### Belly Rub **Creator:** Deeg
You have an expert touch, able to rub and massage a gut to get it to do exactly what you want. You gain the following benefits. - As an action, you can rub the belly of one willing predator within 5 ft. (including yourself). On its next turn, that predator deals an additional 2d4 damage when it digests Swallowed creatures. - While Swallowed, you can use your action to try and appease the stomach you're trapped in. Make a Wisdom (Medicine) check against the Stomach DC. If successful, until the start of your next turn, the predator deals no digestion damage and experiences a euphoric bliss.
#### Boiling Insides **Creator:** Squidpad
**Updated By:** Darya's Tome of Devouring
- Whenever you deal digestion damage, you may add your Proficiency Bonus to the damage dealt - You deal an additional 1d4 acid damage to items not held, worn, or otherwise equipt to a living creature, excluding magical items. - Your digestion damage ignores resistances #### Cryptovorologist **Creator:** Darya's Tome of Devouring
A study of the unusual digestive systems in the planes surely comes in handy right? - You can identify the digestion damage a creature would deal (including number of dice and die type) after a minute of observation. - After observing a creature for a minute, you can find an easy method of escape from their bodily functions and gain advantage on Struggle rolls while inside such a creature. #### Dense **Creator:** Squidpad
- You take up twice as many capacity points in other creatures - Your weight is always doubled - When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated - You have Advantage on Skill Checks to avoid being Devoured #### Elastic **Creator:** Adipea Team
Due to your especially flexible and stretchy body, you can perform feats of contortion that a normal person cannot. You gain the following benefits: - Your Dexterity increases by 1, to a maximum of 20. - You have advantage on Dexterity (Acrobatics) checks and saves made to escape nonmagical bindings or restraints, such as another creature's grapple or ropes. - You can squeeze into a space two sizes smaller than you instead of only one, similarly you may choose to cost half as many capacity points to a predator who has eaten you. \pagebreakNum #### Escape Artist **Creator:** VeryBatty
*Prerequisite: Size Small or Smaller* Thanks to your size, you're often targeted by hungry predators. As such, you've developed a number of counter techniques to thwart those who want you as a bite-sized snack. You gain the following benefits: - You only need 2 Successes to with a Devour Contest while trying to escape. - While in a Devour Contest, you are not Restrained. Instead, you are Grappled. #### Endless Stomach **Creator:** VeryBatty
Your stomach is a vacuous hole, capable of fitting even the largest of foes. (Or perhaps a dozen smaller ones!) When you take this feat, you count as 1 size larger for the purpose of calculating Capacity. #### Fast Food **Creator:** Squidpad
**Updated By:** Darya's Tome of Devouring
- When a creature regurgitates you, you may immediately use your reaction to move. This movement does not provoke opportunity attacks. - You may exit restrained or incapacitated creatures without expending any movement. #### Gastric Defiance **Creator:** Dungeons and Dinners
**Updated By:** Darya's Tome of Devouring
Once per long rest When you would be reduced to 0 HP from digestion while inside another creature, you can make a CON save against the pred's stomach DC. On a success, you are reduced to 1 HP instead, even if you were already at 1 HP. #### Glutton **Creator:** Adipea
**Updated By:** Darya's Tome of Devouring
Mastering gustatory excess, you gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain expertise with it, which means your proficiency bonus is doubled for any ability checks you make with it. - you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn. This feature does not effect one's ability to devour creatures.
#### Honeyed Words **Creator:** Adipea
**Updated By:** Darya's Tome of Devouring
You have a way with words that makes recovering from a gaffe or verbal misstep look easy. You gain the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You gain proficiency in the Persuasion Skill. If you are already proficient in the skill you, add double your proficiency bonus to checks you make with it. - You may reroll one Charisma skill check of your choosing. You must accept the second result, even if it is worse. You must finish a long rest before you can use this ability again.
#### Jarring Gulp **Creator:** Dungeons and Dinners
**Updated By:** Darya's Tome of Devouring
Succeeding in a Devour attempt counts as disrupting concentration, if a creature is completely swallowed it is forced to make a Constitution save whose DC equals 8 + the your Strength Modifier + your proficiency to maintain concentration. #### Lead Belly **Creator:** Adipea
**Updated By:** Darya's Tome of Devouring
- Your stomach AC increases by 5. - You are immune to all negative effects of potions, poisons, and magic items you consume #### Lunch Lucky **Creator:** Darya's Tome of Devouring
Your appetite and combat skills go hand in hand, even when in hand to hand combat. - When you roll a critical attack on an unarmed strike, you may choose to begin a devour contest with the target as part of the same action. If you do, you automatically mark one success. - You may use your Charisma Modifier when making unarmed strikes instead of your Strength Modifier. Doing so often takes shape in the form of hip bumping, chest bumps, or other crude or suggestive motions. - Beginning at level 10, if the target of a suggestive unarmed strike made by you was charmed by you in a manner that ends should hostile actions be taken, you may roll a persuasion or deception check against a Wisdom Save by the target. Should they fail the contest, they are still charmed by being convinced by you that the attack was without hostile intent. This contest must be made for each attack even if you missed the attack. A dungeon master may choose to not allow this additional feature. \pagebreakNum #### Natural Product **Creator:** Adipea
You are able to produce an edible product from an appropriate part of your anatomy, such as milk from your breasts, in quantities far greater than normal for your race. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You produce 1 pint (pound) of product every two hours. - You can store a number of pints (pounds) of product equal to four times your Constitution modifier (minimum of 2). You cannot produce more product if you have reached this limit, and leak small, uncomfortable amounts until you harvest your product. Stored product counts towards your encumbrance limit. - Your product capacity is modified by size: it is halved per size smaller than Small, or quadrupled per size larger than Medium. Your production rate is multiplied by 4 for each size you are above Medium and halved for each size you are below Medium. #### Regurgitator **Creator:** Squidpad
- You may regurgitate a creature as a bonus action, instead of an 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. #### Seemingly Innocent **Creator:** Darya's Tome of Devouring
Prerequisite: CHA 13+
Due to your outward appearance as one who intends no harm to others, creatures who are not already hostile to you will not deem your first attempt to devour or grapple them as a hostile act, similarly grappling and devouring charmed creatures will not be deemed a dangerous or hostile act and therefore will not end the charmed condition.
#### Shrunken Advantage **Creator:** Adipea
Exposure to magic has caused you to become small for your race, standing head and shoulders under your fellows. If you have a racial trait that makes you count one size smaller for determining your carrying capacity, it is disabled. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - Your size decreases by one step (Medium to Small, Large to Medium, etc), to a minimum of small. You gain all of the traits appropriate to your new size. - Once per long rest you can take the Dodge action as a reaction when you are attacked. In addition your character gains the following limitations: - You require half the daily amount of food as a normal member of your race. - Your base height decreases by ½ your race’s base height. - If your race's original size is Large, your base weight is a quarter of your races base weight. Otherwise your base weight is half your race's base weight. #### Soothing Stomach **Creator:** Squidpad
Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits: - When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your Level + Your Constitution Modifier. - When a creature completes a Long Rest spent entirely within your stomach, they may remove up to 3 levels of exhaustion. #### Stomach of Holding **Creator:** Squidpad
- You carry hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity - Regardless of what is in your stomach, you may choose to appear as if you have nothing in your stomach. #### Struggler **Creator:** Squidpad
- You gain resistance to damage dealt from digestion - You make Strength(Athletics) checks to struggle with advantage \pagebreakNum #### Voracious Exorcism **Creator:** Darya's Tome of Devouring
Not quite the method most use for exorcisms, but it is effective. - You deal an additional 2d10 radiant damage to undead and fiends when dealing digestion damage. - The area inside your stomach is treated as if the spell "protection from good and evil" was cast inside it targeting undead and fiends only. - Creatures who have features or traits that allow them to possess or move through another creature cannot use said features to possess you or move through you, allowing you to freely grapple and devour such creatures. #### Voracious Prodigy **Creator:** Darya's Tome of Devouring
A life of mostly voracious meals over years has trained you to be beyond the average. - You can reroll any die in digestion damage rolls that land on a 1, you must take the new result for the die. - Once per long rest, you can add a +10 modifier to an athletics check to devour or grapple another creature. #### Voracious Survivor **Creator:** Darya's Tome of Devouring
A life of barely escaping the appetite of others has trained you to know when danger is near. - Upon taking digestion damage, you can use your reaction to force the predator to reroll as many of their digestion dice as you choose, taking the new result instead. - Once per long rest, you can use your bonus action to make a creature within a range of touch unable to deal natural digestion damage until the start of your next turn. - You have advantage on Insight and Perception skill checks to spot or identify creatures with the intention to eat you and/or creatures you consider your friend. \pagebreakNum # Spells
For the sake of love and simplicity, this system does not specify a class for any spell, and any class may use any of the spells written here, unless your dungeon master specifies otherwise.
> It is noteworthy virtually every spell from another system has been at least slightly modified to better fit the system, writing style, and intentions for the system, but the spells nonetheless include a line to clarify which system they originate from, incase you'd like to look further into that system. Their system will be appropriately credited in the last pages of this document as well.
##### Cantrips (0 Level) - Ambiguous Stomach - Appeal - Belch - Flavor/Disgust - Helia's Burping - Invasive Spring - Lick - Roil - Tongue Lash - Unsolven Flesh - Word of Famine ##### 1st Level - Chaotic Corpulence - Compress - Climax - Darya's Magic Maw - Destroy Fat - Dynamize Armor - Elastify/Constrict - Enchunken - Ethereal Bellows - Frog's Tongue - Hearty Tonic - Indigestion - Modify Metabolism - Puff - Resize - Sickening Smite - Syrup Trap - Transfer Fat ##### 2nd Level - Acidify - Asset Barrier - Emburden - Fat Transference - Graceful Girth - Heave - Immobilize Person - Ravenous - Rescue - Safety Swallow - Steal Fat - Stretch Body - Unburden - Weighing Ward - Stretch Body ##### 3rd Level - Amplify Acids - Aura of Lightness - Bloat/Drain - Hammerspace - Healing Salve - Heavy Transport - Lifting Gases - Maddening Hunger - Maria's Medicinal Acids ##### 4th Level - Entice - Leeching Insides - Meld into Flesh - Role Reversal - Sexual Hypnotism - Softskin - Soul Assumption ##### 5th Level - Amazonian Figure - Belly Stride - Blueberrify - Disproportionate Hunger - Fat Surge - Heroic Belch - Inhale - Metamorphose - Portly Portent - Primal Belch - Rebirth - Reformation - Still Prey ##### 6th Level - Bellyport - Fatnap - Flesh to Chocolate - Narce's Hypnotic Trance ##### 7th Level - Bottomless - Power Word Disgorge - Unearthly Transformation ##### 8th Level - Assimilate ##### 9th Level - Churn - Mass Bellyport - Mass Fwoompify - Power Word Digest - Power Word Swallow
\pagebreakNum ### Cantrips
#### Ambiguous Stomach *Transmutation Cantrip*
**By Dungeons & Dinners** ___ - **Casting Time:** 1 Bonus Action - **Range:** Touch - **Components:** V, S - **Duration:** 6 hours ___ You touch the belly of a target pred. If the target is willing, they roll a d10. If the target is unwilling and fails a Constitution saving throw, you roll the d10 instead. The Damage type of the target's Digestion Damage, as well as the ***Belch***, ***Greater Belch***, and ***Primal Belch*** spells changes to match the result on the table.
| d10 | Damage Type | |:-----------:|:---:| |1 |Fire| |2 |Cold| |3 |Lightning| |4 |Thunder| |5 |Psychic| | d10 | Damage Type | |:-----------:|:---:| |6 |Poison| |7 |Acid| |8 |Radiant| |9 |Necrotic| |10 |Force|
The target may reattempt the save every hour, ending the effect early on a success. When you reach 5th level, an additional d10 is rolled and the roller may choose any one of the results. The dice rolled increases again at 11th level (3d10) and 17th level (4d10). #### Appeal *Enchantment Cantrip*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a small amount of makeup applied to the face as the spell is cast) - **Duration:** Concentration, up to 1 minute. ___ You make yourself more attractive, disarming, and trustworthy, whether by accentuating feattures that make you more beautiful, cute or handsome, enchanting your voice to seem more confident, eloquent and reliable or otherwise enhancing your natural charisma. For the duration of the spell, when you make a Charisma skill check, you do so with advantage.
#### Arcane Jaw *Evocation Cantrip*
**By Nekomancer's Grimoire of Love and Vore** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ Your maw (or body part) is imbued with magical ravenous energy, stretching to attempt to swallow your unfortunate prey! You make a melee spellcasting attack roll against your target. On a success, you deal 1d4 force damage, you are considered to have started a devour contest against the creature with one success.
This upgrades to 2d4 damage at 5th level, 3d4 damage at 11th level, and 4d4 damage at 16th level #### Belch *Evocation Cantrip*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** 15 feet - **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 becomes 1d6 if you currently have prey inside your stomach. The spell's damage increases by 1d4 (or 1d6) when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6) and 17th level (4d4 or 4d6). #### Flavor/Disgust *Transmutation Cantrip*
**By Dungeons & Dinners** ___ - **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. That creature has Disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being **Devoured**. ***Disgust.*** A creature of your choice within range becomes disgusting in flavor to any predator. That creature has Advantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being **Devoured**. \pagebreakNum #### Helia's Burping *Evocation Cantrip*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You may only cast this spell if you contain at least 1 prey in your stomach. You emanate a thunderous burp in front of you. Each creature within range must make a Constitution saving throw or take 1d8 thunder damage. The damage becomes 1d10 if you're filled pass your Capacity, but not over your Maximium Capacity. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Invasive Spring *Conjuration Cantrip*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 5 feet radius centered on self - **Components:** V, S - **Duration:** Instantaneous ___ The caster summons tendrils of water around themselves to inflate their foes. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or be filled with 2 capacity points of water. The caster must hold concentration on this spell for the bloating to last, otherwise it ends when concentration is broken or when the effected creature takes a short or long rest. The spell’s capacity filling increases by 1 when you reach 5th level (3 Capacity Points), 11th level (4 Capacity Points), and 17th level (5 Capacity Points). #### Lick *Enchantment Cantrip*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d8 psychic damage. The target is marked for the duration. The next **Devour** attempt you make against the target is made with Advantage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Roil *Transmutation Cantrip*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You touch 1 predator with a creature in their stomach. Each creature in their stomach must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage. Each of the spell's damage types increase by 1d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). #### Shape Flesh *Transmutation Cantrip*
**By By Nekomancer's Grimoire of Love and Vore** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ This spell is a minor transmutation that allows the caster to transmute flesh to their whim, to a small degree. You sculpt the flesh of the person you’re touching to do one of the following: - Increase/Decrease the size of someone’s breasts, ass, or cock for one minute (but no more than double their starting size) - Burn off 1% of their current excess body fat, down to their minimum healthy state. - Change facial features to provide advantage on all applicable disguise tests for one minute. #### Tongue Lash *Transmutation Cantrip*
**By Squidpad** ___ - **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). \pagebreakNum #### Unsolvent Flesh *Transmutation Cantrip*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You briefly turn your skin into a smooth, acid resistant shell, gaining resistance to Acid damage until the start of your next turn. #### Word of Famine *Evocation Cantrip*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d8 necrotic damage; otherwise, it takes 1d12 necrotic damage. The target also loses a number of pounds of weight equal to twice the damage dealt.
The spell's damage increases by one die when you reach 5th, 11th, and 17th level. \pagebreakNum ### 1st Level Spells
#### Bodypouch *1st-level Transmutation*
**By Nekomancer's Grimoire of Love and Vore** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V - **Duration:** 8 hours ___ Upon casting, choose one object you can hold in your hands. Your skin becomes malleable to that object and allows you to slip that object anywhere into your body as if your skin was water, making it nearly impossible to spot. For the duration of the spell, you are able to secretly draw and store the object on your body as a bonus action. #### Chaotic Corpulence *1st-level Evocation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** 1 Hour ___ Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw. A creature takes 1d8 fire damage and 1d8 cold damage on a failed save, or half as much damage on a successful one. If the amount of fire damage a creature takes does not match the amount of cold damage it takes, it gains or loses a number of pounds of fat equal to the damage it takes, gaining weight if it took more cold damage, or losing weight if it took more fire damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the fire damage or the cold damage (your choice) increases by 1d8 for each slot level above 1st. #### Compress *1st-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 Hour ___ You touch one target creature with a creature inside of them. For the duration of the spell, their body compresses itself until it appears that they have no creatures inside of them. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Alternatively, you may double the duration of the spell for each slot level above 1st, to a limit of 24 hours.
#### Darya's Magic Maw *1st-level Transmutation*
**By Darya's Tome of Devouring** ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** 1 hour ___ A spell created by a stray triton priestess to enable the consumption of larger meals to save meal prep time during long travels, modern spellcasters have twisted this spell for combat purposes..
Until this spell ends, you can use your spellcasting attack modifier instead of an Athletics skill check in attempts to devour other creatures or objects, similarly this spell also affects grappling attempts made with the intent to devour. You may also use your respective spellcasting stat modifier instead of your strength or constitution score when determining your stomach DC and digestion damage. #### Destroy Fat *1st-Level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small scale) - **Duration:** Concentration, Up to 1 minute ___ You touch 1 creature. The creature's body fat evaporates off of their body, decreasing their body fat by 20 lbs per round. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the amount of fat destroyed increases by 20 lbs per round for each slot level above first. #### Dynamize Armor *1st-level Enchantment*
**By Dungeons and Dinners** ___ - **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 armor or clothing worn by a creature. For the duration of the spell, the armor and/or clothing cannot be destroyed by a creature growing in it, and instead the clothing can stretch alongside the creature comfortably while retaining its uses. ***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. \pagebreakNum #### Elastify/Constrict *1st-level Transmutation*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 8 Hours ___ You increase or decrease the elasticity of a predator. Choose one creature you can see within range. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. ***Elastify.*** The predator's capacity doubles. ***Constrict.*** The predator's capacity halves. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. #### Enchunken *1st-Level Conjuration*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Concentration, Up to 1 minute ___ Gesturing your hand with a motion that makes your hand expand outwards from a balled up position, you attempt to quickly attack an opponent with a flash of unknown energy. The target must succeed on a Constitution saving throw or have 4 points of capacity in their stomach filled until the spell ends. When the spell ends, if it lasted the entire 1 minute duration, the target gains 10 pounds per capacity point filled during the duration of the spell. The caster can choose to end this spell without causing the weight gain by expending a bonus action to end the spell early. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the ammount of capacity filled increases by 1 Capacity Point per level above first. #### Enhance/Reduce Assets *1st-level Transmutation*
**By Nekomancer's Grimoire of Love and Vore** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V - **Duration:** 8 hours ___ As an action, select a body part of a willing creature. That body part swells or reduces to a size of your choosing (so long as it's not so large as to increase your size from medium to large and so forth!). This can be used to increase/decrease ass size, cock size, breast size, belly size, etc. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the duration becomes 24 hours. If you cast this spell using a spell slot of 5th level or higher, the duration becomes permanent.
#### Ethereal Bellows *1st-Level Conjuration*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (bottled air) - **Duration:** Instantaneous ___ You conjure two translucent, vibrantly colored, spectral bellows that can be sent out to seek targets. You can send them at one target or several. Make a ranged spell attack for each bellow. On a hit, the target takes 2d6 Cold Damage. The target(s) gain 10 pounds per point of cold damage taken. Targets immune to cold damage are also immune to the weight gain of this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create one additional bellow for each slot level above 1st. #### Frog's Tongue *1st-level Transmutation*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** Self (30 feet) - **Components:** V, S, M (the tongue of a frog) - **Duration:** Instantaneous ___ Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the spellcaster. If the creature is moved within 5 feet of the you, they are grappled by you. Grappling a creature in this way does not require a free hand #### Hearty Tonic *1st-Level Conjuration (Ritual)*
**By Adipea** ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (alchemist’s supplies) - **Duration:** 1 Hour ___ You create a hearty tonic in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker gains 2d4 + 2 temporary hit points and gains double the amount of temporary hit points in fat. The fat is not lost alongside the temporary hitpoints, and stay behind as a side effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create an additional hearty tonic for each slot level above 1st. \pagebreakNum #### Indigestion *1st-Level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small palm-sized rock) - **Duration:** 24 Hours ___ With a touch, you alter a creature’s metabolism, in an attempt to decrease the amount of calories they burn over the day by causing discomfort and pain. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, they deal half digestion damage for the duration of the spell, and take 1d4 poison damage whenever they willingly deal digestion damage. The target may also remake their save against this spell every hour. This spell can be ended early with a Remove Curse Spell or similar effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the target deals another 1d4 damage every spell level above first. #### Intensify Hunger: *1st-level Enchantment*
**By Nekomancer's Grimoire of Love and Vore** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute ___ Select a creature. Whenever that creature makes a grapple or devour attack, they may add 1d6 onto their roll. #### Modify Metabolism *1st level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ With a touch, you alter a creature’s metabolism, either increasing or decreasing their digestion's speed. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, the amount of damage their digestion does is decreased or increased, the amount is affected in one of the following ways of your choice:
**Increase:** Deals an additional seperate 2d4 digestion damage that they must always cause during their turn when possible, but can do during the same free action as their normal digestion should they choose to use it. **Decrease:** Digestion damage is reduced by 2d4 whenever caused (this reduction cannot bring the amount to less than 1 digestion damage).
#### Puff *1st-Level Evocation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous ___ A wicked tendril of wind shoots forth and attempts to enter a creature you can see within range. The target creature must make a Constitution Saving Throw. On a failed save, the target takes 1d8 force damage, and it's stomach is filled by 2 capacity points with air until the end of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above. The ammount of capacity filled also increases by 1 Capacity Point per level above first. #### Resize *1st-level Transmutation (Ritual)*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a needle and thread) - **Duration:** Instantaneous ___ With a series of eldritch measurements, you change the dimensions of nonmagical cloth outfits, instantly retailoring them. You can tailor up to six sets of clothes to fit their wearers (creating more fabric as necessary) or hem a single one in to the point of unusability. **Hem in.** Choose one creature in range that you can see wearing nonmagical clothes. The creature makes a Strength saving throw. On a failure, the clothes shrink and constrict them, dealing them 1d6 bludgeoning damage and restraining the target. On a successful save, a creature takes half as much damage and forces the outfit to retain its size. A creature Restrained in this way can use its action to make another Strength save against your spellcasting DC. On a success, they force their outfit to return to its original size. **At Higher Levels**. When you cast this spell using a spell slot of higher level than 1st, you can affect more kinds of materials. With a 2nd level spell slot, you may target leather armor in addition to clothes. With a 3rd level spell slot, the spell can affect armor made from mundane metals. With a 4th level spell slot, the spell works on adamintine, mithril and other mystical materials, though it thins or thickens the material rather than conjuring more of it. With a 5th level spell slot, it can affect magical clothing and armor. \pagebreakNum #### Sickening Smite *1st-Level Evocation*
**By Dungeons and Dinners** ___ - **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 living creature inside itself, they must make a CON save. On a fail, they must regurgitate the smallest sized living devoured 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. #### Syrup Trap *1st level Conjuration*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S, M (a sprig of peppermint) - **Duration:** 1 minute ___ Sticky syrup covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the substance appears, each creature standing in its area must succeed on a Strength saving throw or become grappled. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become grappled. A creature grappled by the syrup can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer grappled. A creature grappled by the syrup may also try to eat the syrup that is sticking to it, using an action or bonus action to consume 1 capacity point of fatty food. After consuming a number of capacity points of fatty food equal to half of your spellcasting ability modifier (rounded down, minimium 1), it is no longer grappled. #### Transfer Fat *1st-Level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small scale) - **Duration:** Concentration, Up to 1 minute ___ You touch 1 willing creature. The creature's body fat slides off their body and onto yours, decreasing their body fat by 20 lbs per round, and increasing your body fat by the amount lost. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the amount of fat transfered increases by 20 lbs per round for each slot level above first. \pagebreakNum ### 2nd Level Spells #### Asset Barrier *2nd-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ One target creature you can see within range must make a Constitution saving throw. If it fails, one of the creature's assets balloons dramatically in size until it is roughly the size of the creature itself. The creature takes up the space of a creature one size larger than itself for the duration of the spell, and creatures cannot pass through their space. The creature's weight is effectively tripled by the increased size, and their speed is halved by their new, unwieldy assets. #### Acidify *2nd-level Conjuration*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a vial of stomach acid) - **Duration:** Instantaneous ___ You touch a predator with creatures in their stomach, filling their belly with acid. All living creatures in the stomach immediately take 4d6 acid damage. All non-living objects (as well as magical means that take up capacity) in the stomach have their size category reduced by 1. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Digestive Barrier *2nd-level Abjuration*
**By VeryBatty** ___ * **Casting Time**: 1 reaction, which you take when you or a creature within 60 feet is swallowed * **Range**: 60 feet * **Components**: V, S, M (a small strip of cloth) * **Duration**: 4 hours A backup plan is always helpful. Choose a creature within range that is being swallowed. For the duration of this spell, the target is immune to Stomach Damage. **At Higher Levels**: When you cast this spell with a spell slot of 3rd level or higher, the duration increases for 1 hour for every slot level above 2nd.
#### Emburden *2nd level Graviturgy*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a lodestone and iron filings) - **Duration:** Concentration, up to 1 minute ___ At your command, the very gravity of your being is sent into another creature. You force a creature that you can see within range to make a Strength saving throw. On a failure, until the spell ends, the creature makes all Dexterity checks and Dexterity saving throws with disadvantage, its speed is halved, and its bulk limit is halved. During this time you also cost no capacity points to consume, and your capacity is halved. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. #### Fat Transference *2nd level Transmutation (Ritual)*
**By Adipea** ___ - **Casting Time:** 1 Minute - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You touch a pair of willing creatures within range who must be within 10 feet of you throughout the casting. One target loses up to 2d100 pounds of weight, and the lost weight is transferred to the other target, causing it to gain an equal amount of weight as was lost. For the next hour after the spell is finished, the creature who gained weight also gains 1 capacity point, while the creature who lost weight loses a capacity point, but no creature can hit below 1 capacity at any time from this spell. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the amount of weight transferred increases by 1d00 for each slot level above 2nd. Similarly, the amount of capacity points gained or lost increases by 1 for every 2d100 pounds of weight gained or lost. #### Graceful Girth *2nd level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a drop of oil) - **Duration:** 8 hours You touch a creature. Until the spell ends, the creature can use its Dexterity score in place of its Strength score for Athletics Skill checks and uses its Dexterity instead of its Constitution when calculating its digestion damage. **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. \pagebreakNum #### Heave *2nd-level Enchantment*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of rotten or moldy food) - **Duration:** Instantaneous ___ Your magic forces a predator to disgorge their prey. When you cast this spell against a target that has prey in its stomach, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate one creature from their stomach, chosen randomly. If the target has not swallowed any prey, they are instead poisoned until the start of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Immobilize Person *2nd-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (A bone from a Huge or larger creature, which is expended during casting) - **Duration:** Concentration, up to 1 minute. ___ Your magic temporarily fattens a humanoid creature into helplessness. The target must make a Constitution saving throw. On a failed save, its capacity increases by 20 until the spell ends. Creatures effected also gain 100d100 pounds and made *size category huge* until the spell ends. Clothing and armor worn by the creature that are not enchanted or otherwise able to stretch to fit its new size until the spell ends are instantly destroyed as well. During the spell, the creature has a movement speed of 0, which cannot be changed by any means, including flight speeds, swimming speeds, and spells or other magical effects. During this time the creature cannot be moved by any means beyond grappling them, or using the shove action. The creature has advantage on all Strength and Constitution saving throws or skill checks during the spells duration, but disadvantage on any Dexterity Saving Throws or Skill Checks. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. **At Higher Levels.** When casting this spell using a spell slot of 3rd level or higher, you may target one additional creature per slot level above 2nd. The creatures must be within 30 feet of each other.
#### Ravenous *2nd-Level Enchantment*
**By Squidpad** ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** 10 minutes ___ You touch a creature, fooling their body into thinking that they are starving. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature. #### Rescue *2nd-Level Conjuration*
**By Squidpad** ___ - **Casting Time:** 1 reaction, when a friendly creature you can see other than you is knocked unconscious or devoured - **Range:** 90 feet - **Components:** S - **Duration:** 1 minute ___ You swiftly whisk a friendly creature out of harms way, depositing them in a safe place. Select a second creature within range; the first creature is teleported into their stomach, and gains immunity to acid damage for the duration of the spell. #### Safety Swallow *2nd level Conjuration*
**By Darya's Tome of Devouring** ____ - **Casting Time:** 1 Reaction - **Range:** 30 ft - **Components:** V, S - **Duration:** Instantaneous ___ When a friendly, or otherwise willing, creature in range is targeted by an attack, spell, or forced to make a saving throw you can target that creature with this spell. They are magically transported into your stomach. If the creature was subject to an area effect that required a Strength, Dexterity, or Constitution saving throw, they automatically succeed. If the saving throw required a Wisdom, Intelligence, or Charisma saving throw, they roll with advantage. If they were targeted by an attack, the attack misses, unless you were within 5 feet of the original target, then the attack treats you as the target instead. \pagebreakNum #### Steal Fat *2nd-Level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small scale) - **Duration:** Instantaneous ___ Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage and loses up to 2d4*10 lbs of body fat. If this would reduce them to less than 10% body fat, they are poisoned until the end of their next turn. You gain weight equal to the amount of weight stolen. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the amount of fat stolen increases by 1d4*10 lbs for each slot level above 2nd. #### Stretch Body *2nd level Transmutation (Ritual)*
**By Adipea** ____ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, M (a bit of tree sap) - **Duration:** Concentration, up to 1 hour ___ You increase the elasticity of a creature’s body, allowing them to fill up far more than normal. While under the effects of this spell, the target's capacity thresholds seem unending, and they take no damage from going over their Maximium Capacity, instead losing 5 feet of all movement speeds per capacity point over their maximium. If the caster loses concentration by any means, drops it themselves, or the spell ends before the target returns to their maximium capacity or less, the target must immediately make a Consitution check equal to 10 + 1 per point over maximium capacity, on a save they take no damage until the start of their next turn, on a fail they take an additional 1d10 per point over capacity before the start of their next turn and release all consumed prey (starting with the smallest living prey) in the nearest available space until they are no longer over capacity or all open spaces within a 5ft reach are occupied. #### Unburden *2nd-level Abjuration*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 Hours ___ You touch a predator with creatures in their stomach, lightening the burden of their prey. For the duration, that creature suffers no penalties for being at half-capacity, and suffers the penalties for being at half-capacity while at full capacity. ***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.
#### Weighing Ward *2nd-level Abjuration*
**By Adipea** ___ - **Classes:** Bard, Cleric, Druid, Paladin, Artificer - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, V - **Duration:** 1 minute You create an invisible ward on one creature within range. Until the spell ends, any creature that targets the warded creature with an attack or a harmful effect must first make a Constitution saving throw. On a failure, the warded creature gains resistance to the attack, while the attacking creature immediately gains weight equal to the damage dealt. If the attacking creature deals 10 or more damage (after calculating resistance), they are filled by 1 capacity point with unknown energy, each capacity point of energy can be digested after being dealt 10 damage to it, though it has resistance to Acid damage. These energy objects dissappate when destroyed, or when the spell ends. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. \pagebreakNum ### 3rd Level Spells #### Amplify Acids *3rd-Level Transmutation*
**By VeryBatty** ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (A vial of alchemical compounds worth 10gp) - **Duration:** 8 Hours ___ The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, creatures inside the target's stomach take an additional 1d8 acid damage when being digested ***At Higher Levels.*** When you cast this spell using a 5th level spell slot, the damage increases to 2d8. When you cast this spell using a 7th level spell slot, the damage increases to 3d8. #### Aura of Lightness *3rd level Graviturgy*
**By Adipea** ___ - **Casting Time:** 1 - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute Uplifting energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) ignores hinderances of heft and has advantage on Dexterity saving throws and Acrobatics checks. The capacity of any creature in the radius is doubled, and if they do not have any prey inside them their jump distance and height increase by 10 feet.
#### Bloat/Drain *3rd level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a small piece of string soaked in fat) - **Duration:** Concentration, up to 1 minute You pile fat onto a creature you can see within range, using your own body as the source, or you leech fat from them and add it to your figure. When you cast this spell and as an action until this spell ends, you choose whether to bloat or drain the target. You can choose a different target each time you take this action. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect but does not end. **Bloat.** The target gains 3d6 pounds, and you lose weight equal to half the amount of weight the target gained. **Drain.** the target takes 3d6 necrotic damage, losing 2 times that in pounds, and you gain weight equal to the amount of necrotic damage the target took. **At Higher Levels.** When you cast this spell using a spell slot of 4th or higher, the amount of die increases by 1d6 for each slot level above 3rd. #### Hammerspace *3rd-Level Conjuration*
**By Dungeons and Dinners** ___ - **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 the target. For the duration of the spell, The target has the following benefits: - They take half damage from being over Maximum capacity - Their stomach compresses to its normal size - All creatures devoured 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. \pagebreakNum #### Healing Salve *3rd level Evocation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an herbalism kit) - **Duration:** 1 minute You touch a creature and apply a magic healing ointment. For the duration of the spell, the target regains a number of hit points equal to 3d4 + your spellcasting ability modifier at the end of each of its turns and gains a number of pounds of fat equal to half the number of hit points it regained. If the target loses any hit points, the spell ends. **At Higher Levels:** When you cast this spell with a spell slot of 3rd level or higher, the healing increases by 2 for eash slot level above 3rd. #### Heavy Transport *3rd level Transmutation (Ritual)*
**By Adipea** ___ - **Casting Time:** 1 minute - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 hour A chair, wheelbarrow, cart, or other inanimate object of similar size and function comes to life at your command, accommodating its form to allow creatures to mount it and reinforcing its durability. For the duration of the spell, you or a creature you choose can ride the transport and the object becomes Large if it was Medium. The transport uses the statistics of an Animated Table, except that it cannot attack, its False Appearance matches the appearance of the object it was originally, its walking speed is 10 feet, and it can travel 1 mile in an hour or 2 miles at a fast pace. If you or the creature you chose to ride the transport use an action to touch the transport, the transport can use its reaction to enter the space of the creature that touched it and allow that creature to mount it without using any of the rider’s movement and regardless of the rider’s weight or the space it occupies. When the spell ends, the transport gradually returns to its original form, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the transport takes any damage. **At Higher Levels:** When you cast this spell with a spell slot of 4th level or higher, the transport’s walking speed increases by 10 feet and its travel speed increases by 1 mile for each level above 3rd.
#### Lifting Gases *3rd level Conjuration*
**By Adipea** ____ - **Casting Time:** 1 Action - **Range:** 30 ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute By means of conjuring lighter than air gas inside of the target of this spell in range, you may fill a creature and lift them from the earth eventually, potentially making them harmless. The target must succeed on a Constitution saving throw or bloat to their base capacity with lighter than air gas, causing them to float 10 feet up in in their space off the ground and having all movement speeds other than any pre-existing forms of flight reduced to 0. The target may make another save at the start of their turn, on a success you lose the ability to add more gas but you may still concentrate on the spell to keep them filled with what they have. On your turn, if your target has not saved yet, you may use your action to cause them to bloat up by 1 capacity point, and cause them to float upwards at a rate of 5 feet. You may continue to do this as long as your opponent does not save, and does not hit higher than their maximium capacity, adding another pump of gas and causing them to rise faster, each 5 feet stacking atop one another. Upon losing concentration, all the gas in the target expels from them at the start of their next turn, falling back down to the ground provided they do not have any form of flight or means of safely falling. If you concentrate on this spell for its full duration, the lifting gases remain trapped in the targets until their next short rest. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you may affect an addittional target for each slot level above 3rd. #### Maddening Hunger *3rd-level Enchantment*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a pinch of fat) - **Duration:** Concentration, up to 1 minute ___ You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite. The cursed creature immediately seeks sate its appetite. On each of its turns, it must use its action to attempt to Grapple or Devour a creature. If there are no creatures within reach, it moves towards the closest one that it considers possible prey, taking the safest and fastest route possible. On your subsequent turns, you must use your action to maintain this curse, or the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. \pagebreakNum #### Maria's Medicinal Acids *3rd-Level Transmutation*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (medicinal herbs or a healing potion) - **Duration:** Concentration, up to 1 minute ___ You touch 1 creature with another creature inside it, granting them the ability to excrete healing acids. Each round, the predator may choose either themselves or one creature in their stomach as a bonus action. That creature regains 2d8 hit points. \pagebreakNum ### 4th Level Spells
#### Entice *4th-Level Transmutation*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a fragrant meal) - **Duration:** Concentration, up to 1 minute ___ You give 1 creature within range an irresistable scent. All predators within 30 feet of the creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the predator is affected by the spell. While under the effects of the spell, each affected creature regards the target as an enemy, and has Advantage on Strength(Athletics) checks to **Devour** the target. Whenever an affected creature takes damage, it gets to repeat the saving throw. When the target has been successfully swallowed, the creature who devoured the creature becomes the new target of the spell. #### Leeching Insides *4th-level Necromancy*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a fungus, which the spell comsumes) - **Duration:** Concentration, up to 1 minute ___ You touch a creature. For the duration of the spell, whenever they inflict digestion damage, they regain hit points equal to half the damage dealt. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level, the duration of this spell becomes Concentration, up to 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomesConcentration, up to 1 Hour.
#### Meld into Flesh *4th level Transmutation (Ritual)*
**By Adipea** ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** 8 Hours You step into a fleshy object, surface, or willing creature large enough to fully contain your body, melding yourself and all the equipment you carry with the flesh for the duration, and adds your weight to it. Using your movement, you step into the flesh at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the flesh, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the flesh. You can use your movement to leave the flesh where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the flesh doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. If inside the flesh of another creature, this occurs when they drop to 0 hit points as well. The flesh's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. #### Role Reversal *4th-level Conjuration*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** 30 ft - **Components:** V - **Duration:** Instantaneous ___ With the mere utterance of a magic word, predator and prey switch roles. Choose a creature that is currently inside of another creature you can see. The 2 creatures switch positions, with the second creature being inside of the first. if either creature is unwilling, they may make a Wisdom Saving Throw. If either creature passes, the spell fails. \pagebreakNum #### Sexual Hypnotism *4th-level Enchantment*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute You augment your physicality with an enchantment that elicits raw attraction from those who gaze upon you, coupling it with a visual showcase for added effect. One sexual characteristic of your choice expands drastically and becomes the most prominent feature on your body, and anyone who looks at you for the duration of the spell must make a Wisdom saving throw or be charmed by you. Anyone who would not normally be sexually attracted to your sex or the body parts on display has advantage on the saving throw. #### Softskin *4th-level Abjuration*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a clump or lard or wisp essence) - **Duration:** Concentration, up to 1 hour With a touch, the target’s skin becomes pliant and springy, bending and rebounding against assault. Until the spell ends, the target can use their reaction to force a creature that hits them with a melee attack to make a Dexterity saving throw. On a failure, the attack hits that creature instead. On a success, the attack hits as normal. #### Soul Assumption *4th-level Necromancy*
**By VeryBatty** ____ * **Casting Time**: 1 reaction, which you take when you reduce a creature to 0 HP with your Stomach Damage * **Range**: Self * **Components**: V, S, M (A locket or amulet worth at least 100gp) * **Duration**: Instantaneous Your digestion steals the life essence of creatures you've devoured. You immediately regain hit points equal to that creature's maxmimum HP. Any extra hit points become temporary hit points, to a maximum of 20. \pagebreakNum ### 5th Level Spells #### Amazonian Figure *5th-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour. With a touch, you endow a friendly creature with the build of a magically sculpted amazon, even if it may be buried under fat. The target's capacity doubles for the duration of the spell, as well as their carrying capacity, push, lift, and drag limit, and long and high jump distance. The target has advantage on Strength checks made to move, lift, or break objects and to grapple or devour creatures. Additionally, the target gains 20 temporary hitpoints until the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the the target gains an additional 10 temporary hitpoints for each slot level above 5th. #### Belly Stride *5th level Conjuration*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You gain the ability to enter a stomach and move from it to inside another stomach within 1 mile. Both stomachs must belong to conscious, willing creatures and must have enough room to fit you without exceeding the creature's maximum capacity. If you are not already within a stomach, you may use 5 feet of movement to enter a willing creature's stomach. You instantly know the location of all other stomachs within 1 mile, and using 5 feet of movement, can pass into any of those stomachs. You can use this transportation ability once per round for the duration.
#### Blueberrify *5th-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (A blueberry) - **Duration:** Concentration, up to 1 minute A blueberry shoots from your hand, flying into the mouth of a creature you can see within range to attempt to inflate it with blueberry juice. The target must make a Constitution saving throw. On a successful save, the target takes 2d8 Psychic Damage, and the spell ends. On a failed save, the target takes 4d8 Psychic damage and fills with 4 capacity points of blueberry juice, and until the spell ends, you can use your action on each of your turns to automatically cause the target to take 4d8 Psychic damage and fill with another 2 capacity points of juice. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the Psychic Damage increases by 1d8, and the capacity points filled increase by 1 for each slot level above 5th. #### Disproportionate Hunger *5th-Level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You cause a willing creature to gain the appetite of a creature much larger than themselves. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature, and count as one size larger for the purposes of devour checks and determining capacity. Similarly to their increased hunger, their digestion improves as well, dealing an additional 1d10 acid damage. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, you may affect an addittional target for each slot level above 5th. \pagebreakNum #### Fat Surge *5th-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 10 minutes A creature you touch with this spell must make a Constitution saving throw. On a failure, its movement speed is halved and its weight is doubled. The creature takes up the capacity of a creature twice its size, but the amount it can eat is not effected. If the creature is Gargantuan or larger, it simply gains 10d100 pounds of fat and ignores the other effects of this spell. #### Heroic Belch *5th level Evocation*
**By Dungeons and Dinners** ____ - **Casting Time:** 1 Action - **Range:** Self (30/60 foot cone) - **Components:** V, S - **Duration:** Instantaneous Courage wells up within you upon the casting of this spell, building up until you feel as if you could conquer anything! However, this feeling is actually the caster's middle swelling outwards, ready to release a booming and boisterous burp. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save and is deafened for one minute. On a successful save, the creature takes half as much damage and isn't deafened. A creature may make a Constitution save at the end of each of its turns to end this deafness. If this spell is cast while you have living prey devoured, the cone becomes 60-foot instead. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d6 for each slot level above 5th. #### Inhale *5th-level Evocation*
**By Squidpad** ___ - **Casting Time:** 1 bonus action - **Range:** 20 Foot Cone - **Components:** V - **Duration:** Concentration, up to 1 minute Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage. A creature that succeeds on this saving throw is not moved and takes half damage. A creature that is reduced to 0 HP by this spell is instantly Bellied by you and digested. If a creature is pulled within 5 feet of you, you may use your bonus action to make a grapple check against them. ***At Higher Levels:*** When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.
#### Marianna's Metamorphasis *5th-level Transmutation*
**By VeryBatty** ___ - **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 30 days. 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 any of the digested non-magical gear the new form was when it was digested by you. #### Portly Portent *5th level Divination*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (candle wax) - **Duration:** 1 hour You foresee a future where you narrowly dodge a number of hazards or perils, but are much heavier. For the duration of the spell, you cannot be surprised and have advantage on all saving throws, and when you trigger a trap or are targeted by an attack that your allies are not aware of, you have enough time to shout out one word to warn them, thus granting them advantage. Each time you roll a saving throw, and recieve or otherwise use one of this spell's other benefits while it is in effect, you take 1d8 Fire Damage and gain an amount of weight equal to ten times that amount in pounds. \pagebreakNum #### Primal Belch *5th level Evocation*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 round ___ You touch a willing creature, greatly disrupting their natural digestive system. All creatures currently inside the target must make a Constitution Saving Throw. They each take 8d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures caught in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d6 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. #### Rebirth *5th-level Transmutation*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (20g worth of Holy Water, which the spell consumes) - **Duration:** 24 Hours ___ You touch a dead humanoid or piece of a dead humanoid, or focus on a creature you have digested. Provided that the humanoid has been dead for no longer than 10 days, your body slowly constructs a new body for the creature in your womb. For the duration of the spell, you may not Unbirth any creatures or objects. After the spell ends, you give birth to the humanoid, fully formed and healthy. The reborn humanoid recalls its former life and experiences and retains the capabilities it had in its original form. If you do not have a womb, the spell fails.
#### Reformation *5th-level Necromancy*
**Darya's Tome of Devouring** ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (A gem worth 300g, which the spell consumes) - **Duration:** 4 Hours ___ You touch a dead humanoid or piece of a dead humanoid, or focus on a creature you or a willing creature have digested. Provided that the humanoid has been dead for no longer than 10 hours before you began casting this spell, and you maintain concentration for the entire duration of the spell, you begin to slowly construct a new body for the creature in an unoccupied space within 30 feet of yourself. For the duration of the spell, you may not move more than 30 feet from the location you've chosen to revive the target at. After the spell's duration ends, you give life to the humanoid, fully formed and healthy. The reformed humanoid recalls its former life and experiences and retains the capabilities it had in its original form. #### Still Prey *5th level Enchantment*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 8 hours ___ You touch a creature, willing the creatures inside of them into stillness. Each creature must make a Wisdom Saving Throw. If there is only one creature inside of them, that creature has disadvantage on the saving throw. On a failed save, the creature is incapacitated and immune to all digestion damage for the duration of the spell. \pagebreakNum ### 6th Level Spells #### Bellyport *6th level Enchantment*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** 63 feet - **Components:** S, M (a downy feather) - **Duration:** 1 hour ___ Target 2 creatures you can see within the range of the spell. The first creature must make a Dexterity saving throw as a bright flash of light erupts around them. On a fail, the creature is teleported into the stomach of the second creature. #### Devouring Star *6th level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 Action - **Range:** 100 ft - **Components:** V, S - **Duration:** Instantaneous Hadar's Greed becomes your own. Choose a location and an all consuming star collapses in that spot at the start of your next turn. The location itself emits a dim light in a 20 foot radius until the spell ends. Any creatures or objects in that radius are teleported into your stomach. Should a creature or object be teleported successfully you instantly fall prone after the teleportation takes place. You instantly without use of reaction spit up any creatures or objects past your size limit, with your choice of which targets to release if multiple are applicable. #### Fatnap *6th-level Conjuration*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You make a soothing gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. A creature with 0 hit points is unaffected. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. A target gains 1 pound of fat every minute (60 in one hour). If a target remains unconscious for the full duration, that target gains the benefit of a long rest, even if it has benefited from a long rest within the past 24 hours, and it can't be affected by this spell again until it finishes a long rest not given by this spell. **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, you can target one additional willing creature for each slot level above 6th.
#### Flesh to Chocolate *6th level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 Action - **Range:** 60 ft - **Components:** V, S, M (a bar of chocolate) - **Duration:** Concentration, up to 1 minute You attempt to turn one creature that you can see within range into pure chocolate. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to chocolate and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. The creature's weight is equal to the amount of chocolate in food that can be eaten. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to chocolate until the effect is removed through the same means one would cure petrification, or until the spell remove curse or dispell magic is used on the creature. #### Narce's Hypnotic Trance *6th-level Enchantment*
**By Adipea** ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour You touch a creature and send them into a hypnotic, hungering trance of healing. An unwilling creature may make a Wisdom saving throw to negate this effect, but otherwise, the creature enters a trance for the duration of the spell. The target is unresponsive to creatures that attempt to interact with it, but will seek out any food within their sight range and attempt to consume it. Any food consumed is immediately digested and converted into fat, at a rate of 2 lbs. of fat per 1 lb. of food. For each pound of fat gained this way, the target regains 1 hit point. If the target takes damage while under the effects of the spell, the spell ends. The ammount of food eaten does not effect their capacity, any creatures eaten do not count towards the effect of this spell until they are fully digested. \pagebreakNum ### 7th Level Spells #### Bottomless *7th-level Transmutation*
**By Squidpad** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 Hours ___ Touch a willing creature. For the duration of the spell, that creature has an unlimited capacity ***At Higher Levels.*** When you cast this spell using a 9th level spell slot, the duration becomes 24 Hours. #### Power Word Disgorge *7th-level Enchantment*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** 30 ft Range - **Components:** V - **Duration:** Instantaneous Your speak a word of power that can make a predator's belly suddenly up-heave. Target a single creature in a 30 foot radius of you that has devoured at least one creature. The creature is magically forced to regurgitate a single prey in their belly that has fills at least 1 Capacity Point. 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. #### Unearthly Transformation *7th-level Illusion*
**By Squidpad** ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a statuette of an archfey, worth at least 500gp) - **Duration:** Concentration, up to 1 minute ___ You draw upon the magic of the archfey alter your body to become unearthly beautiful, taking on the powers of a powerful fey. You gain the following benefits until the spell ends: - **Charming Gaze:** When you cast this spell, and as a bonus action on subsequent turns for the duration, you can twist the minds of anything that percieves you. A creature that can see you within 60 feet must make a Wisdom saving throw, or be charmed by you for the duration. While charmed by you, the creature sees you as the most beautiful being they could concieve. - **Truesight:** You gain Truesight out to a range of 30 feet. - **Fey Step:** Instead of your normal movement, you may teleport to an unoccupied space you can see up to 3 times, so long as the total distance traveled does not exceed 60 feet. \pagebreakNum ### 8th Level Spells #### Assimilate *8th-level Transmutation*
**By VeryBatty** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous Your touch can instantly absorb a creature, breaking them down and making them a part of you in seconds. Make a melee spell attack against a creature within range. On a hit, the target takes 12d12 points of necrotic damage. If the target is reduced to 0 HP this way, they die and instantly disappear as you absorb their physical form. You gain access to their memories and secrets as their mind combines with yours. If the target was a spell caster, for the next 24 hours you may treat their prepared spell list as your own, and cast from it as if it were yours. \pagebreakNum ### 9th Level Spells #### Churn *9th-level Transmutation*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ With a single touch, you make a pred's belly rapidly boil through it's prey. All creatures inside of the predator's stomach immediately take 20d6 bludgeoning damage and 20d6 acid damage #### Mass Bellyport *9th-level Conjuration*
**By Dungeons and Dinners** ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instant ___ Target 1 creature you can see within the range of the spell. All creatures within 60 feet of the target must make a Dexterity Saving Throw. On a fail, they are teleported into the stomach of the initial target. #### Mass Fwoompify *9th level Conjuration*
**By Adipea** ____ - **Classes:** Cleric, Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 Action - **Range:** 120 ft - **Components:** V, S, M (a bundle of filled balloons) - **Duration:** Concentration, up to 1 minute You attempt to render up to ten creatures into a helpless balloons in one large conjuring of air inside of all of them. The creatures must make a Constitution saving throw, or be brought to their maximium capacity with air for the duration of the spell. If the spell is concentrated on for the whole duration, the air may only be expelled on a long rest. #### Power Word Digest *9th-level Evocation*
**By Dungeons and Dinners** ___ - **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 creatures inside the predator.
#### Power Word Swallow *9th-level Transmutation*
**By VeryBatty** ___ - **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 teleported to the stomach of another creature of your choice within range. #### Sculpt Flesh *9th-level Transmutation*
**By Adipea** ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A pound of lard, a handful of bonemeal, and a drop of your own blood) - **Duration:** Concentration, up to 1 hour. Touch a creature that you can see within reach. That creature must make a Constitution saving throw. If it fails, you can reshape their body as you see fit. You can increase or decrease the creature's size by up to two categories, increase or decrease its weight up to ten times its original weight, add or remove up to four limbs, redistribute weight, change the creature's sex, change hair, skin, and eye color, increase or decrease any one Physical attribute by up to 6 points, which can be in excess of 20, and cause any number of minor physical changes that are up to the DM's discretion. None of these changes may result in the creature being unable to sustain its own life (If the creature needs a head to breathe, for instance, you could not remove its head). If you hold concentration for the full duration of this spell, these changes last until dispelled. A creature can only be affected by one instance of Sculpt Flesh at a time, and casting a second instance on a creature dispels the first. \pagebreakNum # Backgrounds ### Expendable **Darya's Tome of Devouring Background
** You are the best of the best! Or so you tell yourself anyways. A soldier, guard, warrior, or other professional in career; you often find yourself given risky or outright dangerous jobs by your employers or superiors. Often times meeting near-death experiences. ___ * **Skill Proficiencies.** Acrobatics, and one Strength, Dexterity, or Charisma skill of your choice, as appropriate to your work * **Tool Proficiencies.** One type of artisan's tools, and Cooking Utensils * **Languages** One language of your choice. * **Equipment** A trinket (either determined by your DM, or rolled from a DM approved book), Cooking Utensils, work clothes/uniform, a mess kit, and a pouch containing 5 gp. #### Feature: Cannon Fodder In-turn for being so expendable, it is quite easy to find work. In any town with dangerous occupations, threats, or general hardwork, you can find an occupation that can supply a enough to survive paycheck to paycheck. Coincodentally, those willing to eat strangers may find you to look more appetizing than others. #### Suggested Characteristics Those called Expendable are rarely more than oil for the machine known as society, regardless of your personality or individual traits, you're likely one nobody expects much from, which is all the more important to understand what makes you so much like you. | d8 | Personality Type | |:----:|:-------------| | 1 | I prefer to keep my life and agenda private. | | 2 | I avoid confrontation for the most part, but am not afraid to defend what I believe in. | | 3 | I don't get out much, so most of what I know outside of work is from books and gossip. | | 4 | I can relate any topic to my work, even off the clock. | | 5 | I don't do it for the money, I do it for the passion. | | 6 | I have many identical siblings, further making me replaceable to most. | | 7 | I work hard, because who else will?| | 8 | I can easily find joy in the smallest things. | | d6 | Ideal | |:----:|:-------------| | 1 | **Dedicated.** I've got a job to do, so I'll do it. (Any) | | 2 | **Lazy.** I'm paid for a job done, not a job done well. (Evil) | | 3 | **Relaxed.** A full stomach is how I wish to end any day. (Neutral) | | 4 | **Loyal.** Those who work alongside me are worth dying for. (Lawful) | | 5 | **Caring.** Knowing I'm helping others through my work is more valuable than any reward. (Good) | | 6 | **Daredevil.** I do my work because the danger excites me! (Chaotic) | | d6 | Bond | |:----:|:-------------| | 1 | I obtained an item from a previous job, but I think it's cursed. I should return it, but I don't want to. | | 2 | Sometimes it feels like world wants me dead, and I feel joy at their frustration each day I survive. | | 3 | I have fallen for a previous peer, and I hope to impress them. | | 4 | WIP | | 5 | WIP | | 6 | WIP | | d6 | Flaw | |:----:|:-------------| | 1 | I often get cravings, and find myself fired for eating important coworkers. | | 2 | I have sticky fingers, and sometimes take things home from work that I shouldn't. | | 3 | I tend to be reckless, potentially risking the lives of my allies as well as my own. | | 4 | I believe everything I hear to be true, even if it's obviously not. | | 5 | I'll do anything for a few copper pieces. | | 6 | I sometimes become so invested in my work that I lose my sense of self. | \pagebreakNum ### Recovering Immobile **Adipea Background
** Whether it be a result of an attack you lived through before you became an adventurer, a wayward bit of magic, or just sheer overindulgance, in your past you have had experience with being immobilized by your own flesh. Your time being a mountain of mass all on your own has shaped you and changed you, even if you have managed to slim down to a more manageable size by this point. Now you have a sense for the sheer heights of gluttony that can be achieved in this world. **Skill Proficiencies:** Athletics, Insight **Tool Proficiencies:** Cook's Utensils **Languages:** One of your choice **Equipment:** A set of common clothes, a set of massive clothes from when you were immobilized, a trinket (either determined by your DM, or rolled from a DM approved book), cook's utensils, and a pouch containing 10 gp. #### Immobilizing Event A number of different events might cause a character to be rendered immobile in their past. Choose an event or roll on the table below to define your experience being immobilized. | d10 | Immobilizing Event | |:---:|:-------------| | 1 | I ate myself into immobility | | 2 | A spell or potion gone wrong rendered me too fat to move | | 3 | I was attacked by mysterious creatures that fattened me and left me for dead | | 4 | I was taken hostage and fed to make sure I wouldn't be able to escape on my own | | 5 | My significant other fattened me up until I could not move | | 6 | I don't remember what happened, I just woke up one day unable to move | | 7 | I was treated as a prize hog by some powerful figure | | 8 | I was mind controlled and forced to stuff myself until I was immobilized | | 9 | I was caught in the crossfire of powerful fattening magics | | 10 | My culture values fat as a sign of beauty, and I was groomed to be the most beautiful specimen of my home | #### Feature: Glutton's Awareness You have an easier time than most finding the places where one might get food easier in a city. Whether by negotiating for nearly expired food or just through knowing the best deals, you can typically find food in a city for half the price it would normally cost to buy.
#### Variant Feature: Not quite Recovered Sometimes the recovery from immobility wasn't quite as smooth as you might have hoped. In addition to the benefits and traits granted by this background, a character can choose to start their adventure at a weight just above their first bulk threshold (typically 10-50 pounds above). In exchange, they start with an extra 3 days worth of rations to represent the extra food they've been holding on to. #### Suggested Characteristics Whether they enjoyed it or not, Recovering Immobiles are more often than not shaped by the events that left them unable to move for long periods. Now that they are able to walk again, their perspective has completely changed. | d8 | Personality Trait | |:----:|:-------------| | 1 | The feeling of warm fat is intoxicating | | 2 | I have very particular tastes when it comes to food | | 3 | I never say no to an eating contest | | 4 | I make sure everyone around me is eating right; can't have them wasting away | | 5 | I portion my meals exactingly to make sure I am always the weight I want to be | | 6 | I'm always making unique combinations with the food I get whenever I eat | | 7 | I've got a unique sway to my motions left over from my heaviest times right before immobility | | 8 | I have a habit of eating to hide my emotions | | d6 | Ideal | |:----:|:-------------| | 1 | **Bounty.** No one should ever go hungry. If people want to eat themselves immobile, they should have all the food they need. (Good) | | 2 | **Restraint.** I've taken more than my fair share of food already, I'll make sure I'm not taking more than is fair now. (Lawful) | | 3 | **Freedom.** Maybe I'll get back to immobility at some point, maybe I won't. But it will be on my terms. (Chaotic) | | 4 | **Gluttony.** All the food in the world exists to be fed to me and my endless hunger. (evil) | | 5 | **Satisfaction.** I make sure me and my allies eat till we're full. No more, no less. (neutral) | | 6 | **Trauma.** My experiences being immobile were harrowing. I'm never going back to that point (any) | Background continued on next page. \pagebreakNum ##### Recovering Immobile Continued
| d6 | Bond | |:----:|:-------------| | 1 | I've got someone to take care of who's approaching or beyond immobility themselves | | 2 | I've still got lingering traces of hunger from the events that left me unable to move. I need to find out more about what happened. | | 3 | I'm only mobile again thanks to someone who saved me; I owe that person my life. | | 4 | I was happy and fat before someone stole that situation away from me. I need revenge, whether I go back to that or not. | | 5 | Now that I've lost weight, those who knew me before have spurned me. | | 6 | I had to make a deal with someone in exchange for being able to walk again, and I'm still waiting for that to come home. | | d6 | Flaw | |:----:|:-------------| | 1 | My time immobile scarred me. I have a deep-seated phobia of getting fat again. | | 2 | I can't resist the smell of good food, even when I can't afford it. | | 3 | I keep having these urges to fatten people up, and sometimes I can't help it. | | 4 | Deep down, I fear that I might -want- to be immobile again. | | 5 | Restraint? What does that mean? | | 6 | I've developed an eating disorder as a result of my experiences. | \pagebreakNum ### Novice Predator **Darya's Tome of Devouring Background
** Your predatory awakening has only just begin, as such you might be more modest or humble in feats, but that doesn't mean you aren't a natural! ___ * **Skill Proficiencies.** Athletics, Acrobatics * **Tool Proficiencies.** One type of artisan's tools or instrument of your choice. * **Equipment** A trinket from your first (or most recent) meal, one artisan's tool or instrument you are proficient with, a guide to voracious lifestyles, and a set of common clothes somewhat larger than your starting weight. #### Feature: Uprising Star Locals to the location of your first meal have already spread gossip and rumour of your voracious feats, as such any individual in nearby settlements likely know of you and your appetite. Those supportive of predators have likely prepared stockpiles of food incase you arrive while locations that outlaw voracious activites likely increased the presence of town guards to prevent you eating anyone. When you are in a pro-vore town you will be welcome with open arms for the business opportunities you can bring, while anti-vore towns will likely keep you under close watch to protect their citizens. #### Suggested Characteristics While a Novice, you are still a predatory individual, regardless of your personality or individual traits, you're likely one only some expects much from, which is all the more important to understand what makes you so much like you. | d8 | Personality Type | |:----:|:-------------| | 1 | I prefer a willing meal, less work for me then. | | 2 | I avoid charity from others, makes me look lazy. | | 3 | I don't get othe big deal, food is food. | | 4 | I can relate any topic to my appetite, even serious ones. | | 5 | I don't do it for the fame, I do it for the passion. | | 6 | I had a large family, but I got hungry. | | 7 | I never leave any food on my plate.| | 8 | I honestly only ate that person by accident, but I'm too afraid to admit it. | | d6 | Ideal | |:----:|:-------------| | 1 | **Pressured.** In brutal honesty, I only eat people when encouraged to. (Any) | | 2 | **Gluttenous.** If it's in arm's reach, it's probably on the menu. (Evil) | | 3 | **Relaxed.** A full stomach is how I wish to end any day. (Neutral) | | 4 | **Obedient.** I'd never eat someone who didn't do something to deserve it. (Lawful) | | 5 | **Caring.** I'd never eat a friend, unless they want me to. (Good) | | 6 | **Clumsy.** Most of my meals were freak accidents, not my fault I couldn't spit them up! (Chaotic) | | d6 | Bond | |:----:|:-------------| | 1 | I obtained an item from a previous job, but I think it's cursed. I should return it, but I don't want to. | | 2 | Sometimes it feels like world wants me dead, and I feel joy at their frustration each day I survive. | | 3 | I have fallen for a previous peer, and I hope to impress them. | | 4 | WIP | | 5 | WIP | | 6 | WIP | | d6 | Flaw | |:----:|:-------------| | 1 | I often get cravings, and find myself in legal trouble for eating townsfolk | | 2 | I lack a gag reflex, and can't willingly cough up a meal. | | 3 | I refuse to let go of a meal, once I've had a taste they better be on my waistline!| | 4 | I believe everything I hear about Vore to be true, even if it's obviously not. | | 5 | I'll do anything for a squirmy meal. | | 6 | I sometimes become so invested in my gluttony that I lose my sense of self. | \pagebreakNum # Magic Items ### Common Magic Items #### Acid-Proof Bag *Adventuring gear, Common*
**By VeryBatty**
This bag resists all damage possibly caused by acid or digestion, protecting itself and its contents from harm. Otherwise it acts the same as any other backpack or sack. #### Armor of Expanding *Armor, Common*
**By Adipea**
**Updated by Darya's Tome of Digesting**
This set of armor always molds to the shape of your body, no matter how it changes. It can be easily concealed beneath clothes. This enchantment can be applied to armor or clothing despite the namesake. #### Everlasting Trail Ration *Wondrous item, Common*
**By Adipea**
This unassuming trail ration is a pressed log of nuts, dried berries, and smoked meat, all held together with a suet-like substance and weighing 1 lb. If eaten slowly, this trail ration can regenerate itself back to its original size. It can provide up to 4 lbs of normal food if eaten gradually over the course of an entire day without being completely consumed. If eaten all at once, it continues to regenerate while in the creature’s stomach for the next 3d10 days, making them gain 4 pounds per day, and filling an entire capacity point until this time passes and the item is entirely digested. #### Fattening Weapon *Weapon (Any Melee), Common (Requires Attunement)*
**By Adipea**
You can use a bonus action to speak this magic weapon's command word, causing it to thrum with unknown energy. While active, whenever the weapon deals damage to any target it hits, the target is struck with fattening energies. Gaining a number of pounds equal to twice the total damage dealt by the attack. The energy lasts until you use a bonus action to speak the command word again or until you drop or stow the weapon. However, should the weapon miss an attack while active, the attuned user (even if they were not the one wielding the weapon at the time) gains a number of pounds equal to 1d4 per their CR/Level (min 1). #### Goodberry Pie *Food, Common*
**By Adipea**
**Updated by Darya's Tome of Digesting**
Each of the 10 slices of this delicious pie causes the consumer to gain 2d20 pounds of fat, while also healing that much. You can only gain the healing benefits of a Goodbery Pie once per full moon cycle. #### Ring of Metabolizing *Ring, Common*
**By Adipea**
While wearing this ring, you lose fat at double the normal rate #### Sleeping Bag of Compression *Wondorous Item, Common*
**By VeryBatty**
When a creature enters this sleeping bag, they appear to have an empty belly. #### Slimming Celery *Food, Common*
**By Adipea**
This stalk of celery is easily broken into 10 pieces, that each cause a consuming character to lose 2d20 pounds when eaten. #### Stone of Dietary Awareness *Wonderous Item, Common*
**By Darya's Tome of Digesting**
This pair of magical stones can fit in the palm of a creature's hands, if a creature has one of the pair stones on their person they become magically aware of if the creature or object with the other stone is eaten or eats a living creature. The stone will not work if the other half is in another plane or demiplane of existance. The pair will lose all magical properties if they are dealt 10 or more digestion damage in a single day without repair. An individual can repair a Stone of Dietary Awareness with the mending cantrip, or with 1 hour of uninterrupted work with masonry tools (this time is halved if the repairer is proficient in these tools). #### Tablet of Greater Antiacid *Wonderous Item, Common*
**By Dungeons and Dinners**
As an action, this bitter pill can be consumed by a predator or fed to it by a creature it has swallowed. The affected predator must succeed on a DC 12 Constitution saving throw or lose the ability to digest creatures for one hour (the target can voluntarily fail this saving throw). This item is consumed in the process. \pagebreakNum ### Uncommon Magic Items #### Clothes of True Holding *Clothing, Uncommon*
**By Adipea**
This finely worked set of clothes will fit anyone, always working to mold their wearer’s figure in a flattering fashion. While you wear these, your effective weight is decreased by up to 500 lbs, not to exceed racial limits. This does not decrease your actual weight; any effects that increase your weight function normally, but do not have any apparent effect unless it exceeds the ability of the clothes of holding to hide. #### Expanding Potion *Potion, Uncommon*
**By Darya's Tome of Digesting**
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. #### Potion of Gurgling *Potion, Uncommon*
**By VeryBatty**
After drinking this potion, all creatures in your stomach take 3d6 acid damage. #### Ring of Spiritual Consumption *Ring, Uncommon,Requires Attunement*
**By VeryBatty**
With this platinum ring, a predator can deny digested souls a conventional afterlife and instead confine them to the user's body. Creatures digested by this effect cannot be restored to life by any means while you choose to keep them imprisoned.
#### Rod of Seasoning *Rod, Uncommon, Requires Attunement*
**By VeryBatty**
The rod has 1 charge, which it regains daily at dawn. As an action, you can expend the rod's charge and point it at one creature you can see within 60 ft. That creature must make a DC 13 Dexterity saving throw. On a success, the rod has no effect. On a failure, the creature is covered in a delicious substance of your choosing (honey is a popular choice). Immediately, every creature within 30 ft. of the target must succeed on a DC 13 Wisdom saving throw. You or any creature that has never willingly eaten another intelligent being may choose to automatically succeed on this saving throw. On a failure, creatures are overcome with a desire to taste the seasoning and spend the next minute trying to eat the coated target to the best of their ability. Such creatures take no actions besides dash or devour. If it cannot take the devour action (for example, if the seasoned creature is already in a Devour Contest), it spends its action licking and tasting any exposed parts of the seasoned creature. At the end of their turn, each creature who failed its initial Wisdom saving throw may repeat the saving throw. If it succeeds, or if the coated target is ever swallowed, the effect ends.
\pagebreakNum ### Rare Magic Items #### Amulet of Preservation *Wondrous Item, Rare, Requires Attunement*
**By VeryBatty**
This golden necklace can safely store the soul of a creature that you've digested. When you finish digesting a creature, you can choose to store the soul of the digested creature within the amulet. You gain none of the benefits from the meal, and the creature's body and gear vanishes. As an action, you can choose to reform the creature's body, restoring them to life. The creature appears in a space adjacent to you with 1 hit point and 5 levels of Exhaustion. #### Belly Bauble *Wonderous item, rare, requires attunement by placing in navel*
**By Adipea**
**Updated by Darya's Tome of Digesting**
This item can come in many forms; rather it be a round, smooth stone, a gemstone, or spherical figurine. While attuned, it is impossible to take out the bauble. You have resistance to damage caused by ingested substances, such as poisoned food,drinks, protesting prey, or overeating. You may add +5 to your Strength (Athletics) checks to prevent the escape of already fully devoured prey, and gain 5 points to your stomach capacity. #### Belly Bloble *Cursed Wonderous item, Rare, requires attunement by placing in navel*
**By Adipea**
**Updated by Darya's Tome of Digesting**
This item looks very similar to a Belly Bauble and an identify spell will initially classify it as such. Attuning curses you until you are targeted by the remove curse spell or similar magic. While cursed, it is impossible to take out the bauble or unattune from it. The bauble fills and keeps your stomach packed full with a nutrient rich material, causing you to be at your base capacity, but not maximium capacity limit at all times with fatty food. Your stomach constantly groans, glorps and growls loudly, making it so creatures have advantage on Wisdom (Perception) checks to hear you, and you have disadvantage on spell concentration checks. #### Collar of Digestion *Wondrous Item, Rare, requires attunement*
**By Dungeons and Dinners**
While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 2d10.
#### Courageous Chain-kini *Armor (chain mail), Rare*
**By Adipea**
A revealing chain-kini the offers little to the imagination, one might think that wearing this in combat is incredibly impractical. The magic imbued into this chain-kini however makes it more than stellar in combat, offering the armor class of normal chain mail + CHA modifier (to a maximium of +2) while worn. In addition, they do not have disadvantage on stealth checks.
#### Cursed Chain-kini *Cursed Armor (chain mail), Rare*
**By Adipea**
This item looks very similar to a Courageous Chain-kini and an identify spell will initially classify it as such. Attuning curses you until you are targeted by the remove curse spell or similar magic. Removing the chain-kini fails to end the curse on you. While cursed, asset barrier is constantly affecting the wearer, drastically broadening and emphasizing their curves and sexual characteristics to a cartoonish degree, giving them disadvantage on Dexterity saving throws due to their new size. The magic imbued into this chain-kini however makes it more than stellar in combat, offering the armor class of normal chain mail + CHA modifier (to a maximium of +2) while worn. #### Feasting Food *Cursed Food, Rare*
**By Adipea**
This cursed food item can appear to be any normal type of food. Upon conscumption however, the creature enters a frenzied, hungering state, seeking out any food or creature in the vicinity to devour. A creature consuming the Feasting Food must make a Charisma Saving Throw (DC 14) or become Charmed by the food. While charmed in this way, the creature must immediately seek out and consume any food or living creature they can find. This includes any food they may be able to summon through spells such as *goodberry*, which they will create when they run out of other food to consume if they are still under the food's effect by that point. Any and all food eaten during this state is instantly digested, adding their equivalent weight to the creature's, but also immediately adding 1d4 additional pounds of fat to the creature's body per pound of food consumed, similarly any creatures eaten and fully digested with make the cursed creature gain their weight alongside an additional 1d4 pounds per CR or Level of the eaten and digested creature (minimium 1d4). The cursed creature also deals an additional 1d10 acid damage to eaten creatures. This state lasts for up to 1 hour, or until the creature is immobilized, unconcious, or the spell cure curse is casted on them. \pagebreakNum #### Pendant of Gluttony *Wonderous item, Rare, requires attunement by a cleric*
**By VeryBatty**
This item is a brass pendant depicting either a full stomach, or other symbols of gluttony, and hanging on an elastic necklace meant to wrap snugly around the wearer's neck. While attuned to this item, whenever the wearer uses their action to attack, grapple, or make a Devour check, they may spend a charge to use their bonus action to make another Devour check. The item has 4 charges, that are regained at sunrise. If a Cleric attunes to this item, they can use it as a holy symbol. #### Whip of Hunger *Weapon, Rare, Requires Attunement*
**By Darya's Tome of Digesting**
This whip holds the alternative ability to be able to allow an attuned wielder the ability to substitute damage dealt with this weapon for a successful grapple on a creature of no more than 2 sizes larger than the attuned wielder. Creatures grappled by this whip must succeed their escape attempts with disadvantage against the attuned wielder's athletics check. The attuned wielder may use their Dexterity or Charisma instead of Strength for their Athletics checks related to grappling or devouring when holding this weapon. Creatures the attuned wielder try to devour also suffer a disadvantage on attempts to escape if their initial grapple for the devour contest was made from this weapon. This whip also deals damage equal to the wielder's digestion damage (with the ability to substitute Constitution for Strength or Dexterity) if the wielder does not have a living creature inside of themself, this damage replaces the original 1d4 slashing damage. \pagebreakNum ### Very Rare Magic Items #### Gloop of Viscosity *Wonderous Item, Very Rare* 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, attack, or spellcasting attempts made inside you are done with disadvantage. #### Ring of Asset Manupulation *Ring, Very Rare, requires attunement by a Sorcerer* This item is a silver ring depicting either a silhoutte with a massive pair of breasts, or other symbols of individuals with large assets, or other sexually suggestive imagery. While attuned to this item, whenever the wearer spends a charge from this ring, they may cast a spell from this item's list without the need for Components, including Verbal and Somatic, they additionally do not need to hold concentration.. The item has 1d10 charges when found, and regains 1d4 at sunrise. The ring can hold a maximium of 12 charges at any time. If a Sorcerer attunes to this item, they can use it as a spell focus. ##### Ring Spell List | Spell | Charge Cost | |:----:|:-------------| | Asset Barrier | 3 | | Immobolize Person | 3 | | Steal Fat | 3 | | Lifting Gases | 4 | | Meld into Flesh | 5 | | Softskin | 5 | | Amazonian Figure | 6 | | Fat Surge | 6 | #### Ring of Barbaric Masochism *Ring, Very Rare, requires attunement by 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
#### Talisman of Reformation *Wonderous Item, Very Rare, Requires attunement* This item takes on the form of an enchanted piece of jewelry or equipment, such as a necklace, bracelet, or earring. It is immune to acid damage and survives the digestive system of any creature that isn't a deity. When a creature attuned to this talisman is digested, the item remains attuned to the creature even after is has perished, and other creatures cannot attune to it during this time. After 1d4 days, the talisman attempts to reform the digested creature. If the creature's soul is free and willing and the talisman isn't being worn, the creature is reformed in a new body as though by the resurrection spell. If successful, the creature appears in the nearest suitable area to the talisman. A creature reforms wearing the talisman and posesses no other gear or equipment. If the attempt fails, the talisman tries again in 1d4 days. It continues attempting to reform the attuned creature in this way until the creature's soul willingly allows itself to lose attunement to the talisman. \pagebreakNum # Credits ### Writing, Editing, & Formatting #### VoraciousTriton / SouthernDruid The main author of the 3.0, 4.0, and 5.0 versions, Triton spends most of his time reading, writing, playing, and DMing D&D 5e to begin with. Triton is more often than not chatting about various D&D stories that his friends wished he'd shut up about. - [Main Twitter](https://twitter.com/SouthernDruid) - [Tome of Devouring Twitter](https://x.com/TomeOfDevouring) #### Eb / Ebony The co-author of the 5.0+ versions, Ebony is also one of the partnered artists of the Tome of Devouring team. Particularly responsible for the Whip of Hunger, several of the Eldritch Invocations, the Pact of the Body Pact Boon, and major assistance with the Pact of Envy Warlock. - [Main Twitter](https://x.com/EbonyB64) #### VeryBatty Digestion and Devouring was originally designed by VeryBatty, whom can be found at any of the following places, without their hard work none of this would exist to begin with. From the bottom of our hearts thanks to VeryBatty! Please check them out, maybe even thank them for the original supplement! - [Twitter](https://twitter.com/verybatty?lang=en) - [Eka's Portal](https://aryion.com/g4/user/VeryBatty) #### Deeg The creator of one of the 2.0 Supplements that SouthernDruid based 3.0 off of, and a DM SouthernDruid has played under, Deeg is a rather experienced Dungeon Master, writer, and player. - [Deeg Ruleset](https://homebrewery.naturalcrit.com/print/dA2g0HoQ1uqv) #### Squidpad Another content creator whom had their hand in creation of a variant of VeryBatty's ruleset. Although I am less familiar with Squidpad personally, I have had pleasure in reading their work and used some of their variant as inspiration as well! - [Squidpad's Ruleset](https://www.gmbinder.com/share/-LoSulFCJpB_dEBZPpwN) #### The Adipea Team The team responsible for the creation of the Adipea server, rules, and concepts helped inspire some of the non-vore elements and items in this system. Without their incredible work this document would've been almost exclusively vore content. - [Forum Posting](https://forum.weightgaming.com/t/adipea-expanding-horizons-roleplay-server-and-rulebook/3488) - [ExpanD&D Ruleset](https://www.gmbinder.com/share/-Lfv0g4Ne6syYWaLHkbx) - [Adipea Ruleset](https://homebrewery.naturalcrit.com/share/H1QcjJ7b0m) #### Voracious8 and Team The team responsible for the creation of another Voracious ruleset, and other concepts helped inspire some of the later-made vore elements and featuress in this system. Without their incredible work this document would've been a few subclasses and features shorter! - [Dungeons and Dinners Ruleset](https://www.gmbinder.com/share/-MZPlmWs6ZXU8jcmGLJA) #### Heretical Tendencies Another genius writer, he and his friends created a unique approach on the voracious rules and concepts. Many of the feats and spells of this system are all-time favorite to the Tome of Devouring's head writer Druid. - [The Nekomancers Grimoire of Love and Vore](https://www.scribd.com/document/621150849/HTLVNekomancers-Grimoireversion9881) \pagebreakNum ### Artists and Visuals #### Eb / Ebony One of the two head artists of the team, Eb's works are primarily used in the cover and in Eth's Monster Menu. - [Main Twitter](https://x.com/EbonyB64) #### Jac / IncognitoSeaLife One of the two head artists of the team, Jac's works are primarily used in this book specifically. - [Main Twitter](https://x.com/basketstar4) #### Pixxy One of the guest stars of Tome of Devouring, and the main idea-maker for the Pact of Abyssal Maw and Dark Star spell. - [Main Twitter](https://x.com/JaviTinkfizz)
### Playtesting Credits #### Tasty Adventures Group A group of players who used the 3.1 Vore Ruleset prior to this one, their insight and suggestions helped inspire the rebalancing of Darya's Magic Maw, and inspired the "Seemingly Innocent" feat. #### Dungeons and Dinnerbells A testing group I ran a ways back to playtest some of the variant rules and some future content. Without their assistance I wouldn't be able to gauge the future monsters I'll be creating for this ruleset's future add-on. \pagebreakNum # That's All For Now! Or is it?
While this may be everything for Darya's Tome of Devouring as a book, it is not the last the team will be working on!
For those curious enough to ask what comes next after all of this content, you can keep an eye on our Twitter/X (linked below) any updates, or you can go above and beyond and become a Ko-Fi supporter, gaining access to our Discord for sneak peeks and other wild benefits.
[Tome of Devouring Twitter](https://x.com/TomeOfDevouring)
[Tome of Devouring Kofi](https://ko-fi.com/tomeofdevouring)