Aeiroth Gluttony Rules

by DrakeBigShep

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Aeiroth
The Widening Realm

Aeiroth D&D Gluttony Rules

To add in a more stomach-filling experience to your D&D Table

Mature content ahead. This content is intended for 18+ audiences. Make sure, before you use these rules, that everyone at your table is comfortable with this kind of content.
This is a module to explain the rulings for weight gain, vore, and inflation that are used for the Aeiroth setting. They are entirely optional and should be discussed with your group before you add them into your own setting. This ruleset is meant to be used with D&D 5th Edition 2024. As per the DMG, As a DM, you control the world and rules. As such, you should feel free to make adjustments to create a more enjoyable experience for you and your players. This is a homebrew module, afterall, so nothing in this module should be set in stone.

Firstly, I owe a major thank you to Glitches for establishing this entire setting, allowing me to make the module proper and giving me feedback to improve the game for the entire table! None of this would be possible without you! Also thank you to my players for being gluttons to aid in making sure these ideas are not just possible, but enjoyable! None of this would have been possible without all of you!

Additional thank yous to modules like ExpanD&D, Delicious & Dungeons, and Svellera for inspiring many ideas and mechanics here! There are many additions in here that are revised versions of the additions in those modules made to fit within these rules. I will make sure to credit them along with the artists at the end of the module.

PART I

Getting B I G

New damage types, what they do, and all the numbers to know just how much you'll crush your scale by! A decently in depth list to what's added in this module.

Weight Categories

You start at an attunement of Skinny or Big. If you would like to start at a larger attuned size, make sure to talk to your DM about it. To attune to a larger size you need to spend a notable amount of time in a category above your current attuned weight and the maximum you can attune to is Huge. After which is meant to represent too large to be able to reasonably move as well as someone thinner could.

The DM, from there, will need to adjudicate how long it will take and if you need to make rolls, such as a Strength(Athletics) check after long travel periods, for example. After they have decided you have done suitable work to attune to the larger size you can remove the movement penalties! Make sure to occasionally remind the DM during downtime or between long rests. HOWEVER! Bingers be warned! As you get larger, fattening magic begins to have a stronger effect on you. The bigger you get attuned to, the bigger the gains.

If you feel your character is getting a bit TOO big (ha!), weight is always something you can lose by storing it in a Lipomantic Focus or good old fashioned rigorous exercise. While how you want to (IF you want to) incorporate weight loss via exercise I recommend for each hour spent exercising a player can lose a number of pounds from their normal weight equal to one third the roll on an Athletics(Strength) check (rounded down). DMs may decide that a lesser extent can be lost after large amounts of travel.

Size Weight Range
Smol < 99
Skinny 100 - 200
Big 201 - 400
Chonky 401 - 600
Hefty 601 - 800
Large 801 - 1200
Huge 1201 - 10,000
Enormous 10,001 - 100,000
Massive 100,001 - 240,000
Colossal 240,001 - 480,000

Sizes do go bigger, but past your attuned size your will naturally slow you down. For every size category above your attuned size, you receive a 5 speed penalty. Past colossal can be used and are included in the weight calculator. However, they are likely going to be difficult to build encounters and environments around. After the Huge category, you are treated like a large creature for the sake of space you occupy on the map and past that is up to the DM to adjudicate.

The Weight Calculator is included at the start of the module- Thank you Orufen! It can be used to track weight gained in combat, your attuned size, stuffing and inflation percentage and the effects they have. It's not perfect so you may need to do a small amount of math for larger capacities, sizes, and effects of temporary weight like overstuffing or the DC to avoid immobilization.

Benefits

While weight can be a burden in some ways, it's an incredible boon in others! Granting you additional bonuses is something that I encourage you to be creative with! I will provide examples but if you have extra ideas, make sure to discuss them with your players, if you are a DM, and your DM, if you are a player.

Some NPCs or characters find these larger sizes apealing or even fully attractive. If your DM decides to incorporate these interactions, they may decide each weight point to be able to be added onto Persuasion(Charisma) checks on characters who find your visage charming or advantage on the roll. If you are larger than a target, your increased size may even apply bonuses to Intimidation(Charisma) checks as they view you as large and imposing. Maybe the added weight may add your weight points to a Strength(Athletics) check to break down a door.

Penalties

Being big comes with downsides, however. Getting stuck in doors, some may take you slightly less seriously after finding your stature humorous, maybe being less willing to cooperate or allow you into their shop as you may be too large to not risk knocking things over, or even so much as falling directly through the floor. Whatever your table decides to run with, the Penalties/Benefits sections are completely optional and intended to enhance moments of roleplay and sometime shake things up a bit, as it were. Make sure to discuss all of these things in a session 0 so all of it fits the entire group's taste and personal boundaries.

But as a note for DMs, these penalties are not required as they do provide notable challenges that could have significant impact all throughout the campaign, on top of challenges already natural to a campaign. Talk to your players about the penalties you would like to use so the table can make decisions on what works best for everyone as a group.

Weight Points

However your DM decides to incorporate and adjudicate penalties or benefits there is a mandatory statistic that will always apply to both penalties and benefits as well as many other aspects. Starting at Hefty you gain 1 Weight Point and 1 more for each additional weight category you stay at after hefty. You also gain 1 point for every 100% onto your fattening percentage. These are used in some subclasses and feats.

At your DM's choice each weight point may incur a -1 penalty to Stealth(Dexteroty) and Acrobatics(Dexterity) checks or a -1 to dexterity saving throws for every other weight point you have. Instead, they may choose to increase the DC of checks by your weight points. (I don't punish dex saving throws, personally, but it is a logical option.)

New Damage Types

These damage types are traditionally considered 'lipomancy' by many, though some may consider them similar schools such as culimancy or gastromancy. Regardless of what you choose to refer to them by at your table, they excel at making targets larger while providing additional effects. If creatures are unable to take these damage types, such as a golem with stuffing due to lacking a mouth, the damage is instead treated as bludgeoning.

Fun note for these three damage types though. As long as they are not used on a creature already at 0 hit points or exceed twice their total health, they are inherently non-fatal, unless you request otherwise. If they take multiple damage types from the same source, you go with the fatality of the higher source of damage. (Though most additional fattening is as weapon damage so it's really just letting the DM know your choice.)

Fattening

Fattening is a damage type that focuses on targets directly gaining weight. If you choose and it makes sense for your setting, you may consider it being an elemental damage type(I do). This will allow it to be more versatile via feats and class features.

Targets will gain fattening percentage equal to fattening damage taken.

Stuffing

Stuffing is a damage type type on forcing targets to consume dizzying amounts of food. It can be inflicted by certain spells, forcing astronomical amounts of regular food into their mouth, food in the stomach expanding magically, or a character simply overeating to an insane level. Creatures without mouthes treat stuffing as force damage.

You gain stuffing percentage equal to stuffing damage taken. Each character has a stomach capacity that is unique to them for interactions, which are explained later in the module. There is a sub damage type called Overstuffing that will be explained under the Stomach Capacity section.

Note to DM

Keeping track of stuffing capacities for multiple creatures can be EXTREMELY overwhelming. Not every creature has to be capable of enormous amounts of eating so you can easily set a blanket capacity (like 25%) for monsters and leave a calculated one for more significant creatures like dungeon bosses.

Inflation

Inflation focuses on filling a target with large amounts of air, water, or magic, but it may also be a side effects of poisons or chemicals, causing them to swell to ridiculous sizes.

This damage type may incur some additional, optional effects that will be explained later in the optional rulings section. You gain inflation percentage equal to the inflation damage taken.

Temporary Size

Taking damage from fattening, stuffing, and inflation can truly expand your waistline to astronomical levels. Size gained in combat is calculated on a percentage system for ease of keeping track of.

Fattening

You gain weight temporarily based on the amount of fattening damage you take, scaling based on your attuned size category. Ergo, the fatter you are, the more potent lipomancy is to your waistline. The calculator automatically takes this into play, but it, more or less, starts at 1 pound per % at skinny, to 32 pounds at Huge. After a long rest, your fattening percentage is set back to 0 and all the weight will be gained into a nice thick layer of fat and added to your character's base weight. Nice and heavy.

While getting big is fun, it also has notable downsides! Namely immobility. Each character has a bulk limit and when you pass that, you must make a DC10 dexterity or strength saving throw or be Immobilized until you can get below your bulk limit. If you succeed the check it will reoccur every further 25% with the DC increasing by 1 until you fail.

  • At 200% your movespeed is reduced by 5ft more feet and you have disadvantage on dexterity skill checks and saving throws.
  • At 300% your movespeed is reduced by 5ft again and you automatically fail dexterity saving throws.
  • At 400% your movespeed is set to 5 and attacks against you are made at advantage.

There are, thankfully, methods to reduce your weight. Also, if you have a feature that increases your bulk limit all of these thresholds are increased proportionally.

Stuffing

Everyone loves a good binge, but combat isn't always the best time to overindulge. The exact calculations to determine your stomach capacity will be explained later.

For every 10% over capacity you gain you must make a constitution saving throw (DC12) or take 1d6 overstuffing damage, half on a success. If you hit multiple thresholds of 10%, the damage is added together using the higher number of dice and calculate with the higher DC when applicable. Every 25% over your capacity this damage increases to 2d6 and the DC increases by 1. 4d6 at 100% over and DC by 1, ad infinitum.

For example, If your capacity limit is 100% and you take an additional 22 stuffing damage, increasing you to 122%, you must make a constitution saving throw (DC13) or take 4d6 overstuffing. But if you only gained 5% to 105, you do not need to make a constitution saving throw. If you take another 50 stuffing to be increased to 172%, the DC is 11 or take 10d6 overstuffing. It can wrack up VERY quickly!

Same rules for bulk limit to your stomach capacity apply with increasing the amounts!

Inflation

Being a balloon might be good to stretch yourself out without consequence when you have plenty of downtime, but a sword aimed your way can be a VERY scary thing if caught off guard.

Every character starts with a 100% base inflation threshold. Upon reaching 100% you become vulnerable to piercing damage. Taking piercing damage or inflating further may incur a more explosive result. However, that is an optional feature to be included and will be explained in the optional features section. Past that there aren't too many added effects. If you choose to not incorporate the optional bursting rules, you, as a DM, may decide to incur mobility limiting effects like fattening. 200% reducing movement by 5, etc, etc. You may want to rule that after a certain point, maybe 300%, they can no longer keep their feet on the ground proper and are treated as if under the effect of the Levitate spell (assuming it's from air or magical inflation)! So come up with your own table rules at session 0!

Same rules for bulk limit to your inflation threshold apply!

Inflation can be relieved using a belch or geyser action explained in the extra actions sections!

Optional Rules!

These are completely optional as they are things that some may not enjoy. Make sure yo have a proper discussion about these with your table to have a clear understanding of players' preferences, boundaries, and limits! You don't want to include a mechanic that would alienate players, afterall.

Bursting

If a character is at double their stuffing capacity the constitution save to not take overstuffing instead turns to not burst. If they are 50% over their inflation capacity every time they take inflation, slashing, or piercing damage they must make a constitution saving of the appropriate DC, reflected by overstuffing save DC, throw to not burst. Bursting deals 6d12 force damage to the one who bursts and 2d8 thunder damage to any targets within 10 feet of the burster. Bursting clears all stuffing and inflation percentage. DMs can decide if it's automatically fatal or not or if it's treated as damage as normal.

Eating Others

As mentioned, this is an optional rule. It has its own unique mechanics and other creatures do contribute to stuffing percentage. If you choose, there are optional spells to allow resurrections to include reformation, or you can simply treat the normal resurrection spells like Revivify with some limitations. All up to your table. Spells designed for vore specifically will be listed within their own section. Most subclasses that give benefits from vore also gain it from stuffing, so get
eating, ya' gluttons!

Numbers Time!

Alright, getting the official wording out of the way here. As your character attunes to larger and larger sizes, lipomantic magic has a more intense effect on you. While this doesn't necessarily make sense- come on you can use this to get huge. If you plan to keep track of numbers without the calculator via pen and paper or a spreadsheet, or whatever, I'll explain everything you may need to know here!

Temporary Fattening and attunement sizes

When you start out attuned to skinny, you gain 1 pound per fattening. Very simple to calculate. However, when you attune to the highest possible attunement, Huge, you gain as high as 32 pounds per fattening- Big Gains!

Weight Category Attunement Pounds per fattening Weight Points Weight Range
Skinny 1 - 1-200
Big 2 - 201-400
Chonky 4 - 401-600
Hefty 8 1 601-800
Large 16 2 801-1200
Huge 32 3 1201-10,000
Enormous 32 4 10,001-100,000
Why no Enormous Attunement?

Honestly, are you expecting mobility to NOT be hindered once you get to 1000 pounds? Let alone 10,000? I like barely mobile as much as the next weight gain enthusiast, but there's a point where you're GOING to be slowed down by your weight no matter what you do. So start waddling. There may be an update to cover that eventually but for now that's gonna start slowing you down.

Additional Weight Points

I touched on this earlier but can explain more here. While gaining extra weight through taking fattening, you will also gain additional weight points. It's not perfect, but it gets the job done. For every 100% fattening you gain, you gain an additional weight point. The idea of this is to have subclasses that can scale off gaining temporary weight, or making characters that actually WANT to gain at least some temporary weight.

Small and Large?

So this one is complicated. One way to handle this, however, is if you plan to play, say, a fat kobold, the numbers will be quartered and weight points reduced by 1. And if your DM allows large creatures, you can multiply the amounts by 4 and weight points increased by 1. So the weight points here will apply while under the effects of Enlarge Reduce.

Small
Weight Category Attunement Pounds per fattening Weight Points Weight Range
Skinny 1 - 1-50
Big 1 - 51-100
Chonky 1 - 101-150
Hefty 2 - 151-200
Large 4 1 201-300
Huge 8 2 301-2500
Enormous 8 3 2501-25000
Large
Weight Category Attunement Pounds per fattening Weight Points Weight Range
Skinny 4 - 1-800
Big 8 - 801-1600
Chonky 16 1 1601-2400
Hefty 32 2 2401-3200
Large 64 3 3201-4800
Huge 128 4 4801-40,000
Enormous 128 5 40,001-400,000

And Huge?

I mean characters aren't meant to actually get to huge size category so I'm not really going to actually worry about making numbers for it. If you want to let your characters be macros, good luck and hopefully the patterns here should work for you.

What About a Lipomantic Focus?

Good question! So the foci still contain the same amount so your size category doesn't impact it more than how quickly it has the potential to fill. Just make sure you still have a spot somewhere to track how much you have in your focus and how much it can hold.

Stuffing Amounts

So there's 2 ways to handle stuffing, as hinted at before. If you are doing something like, say, an eating contest or a certain amount of food needs to be eaten, 1% stuffing is meant to represent a lavish meal- roughly 6 pounds of food. So a character with 50% stuffing capacity could consume about 300 lbs of food before it begins to hurt.

Granted, this is an insanely high amount of food for a normal person to eat. However, this is fantasy and do you REALLY want to play a system about getting fat and start by only being able to eat an amount that would give you a couple ounces? You're free to adjust the numbers at your table to fit that, if you want.

For vore, you can handle it with basic numbers based off size category or you can also handle it with raw weight if you want a more pinpointed amount. To explain the pinpointed- you can have characters that are VERY heavy in the medium size category. It wouldn't make sense for them to take the same stomach capacity as a thin 100 pound human would it?

The aforementioned 1% stuffing is 6 pounds entirely makes sense and, in fairness, wouldn't be hard to apply if you want a more pinpointed amount to eat. 600 pound fatso? 100% stuffing- easy.

Small and Large

Well, thankfully stomach capacity is already clearly defined with small, medium, and large and YOUR size doesn't mean those guards you ate are any smaller.

Overstuffing

So Overstuffing is an extension of stuffing damage. Once you hit your stomach capacity, you run the risk of taking overstuffing damage. Once you hit 10% over your capacity, you must make a constitution saving throw to take half damage from overstuffing. Bingers be wary!

  • The DC starts at 10 and increases by 1 for every 25% stuffing you gain
    • At 50% over the DC is 12, 100% over the DC would be 14, etc
  • The damage starts at 1d6 and increases by 1d6 every 50%, up to a maximum of 4d6
  • Every 10% stuffing youd take over your maximum capacity will trigger the damage and it is accumulative
    • If you are 50% over and take 40%, you must make the save to halve taking a nasty 8d6 overstuffing damage

Thankfully! If we're being honest and you aren't worried about taking any more damage before a long rest... unless you run bursting, overstuffing and stuffing damage are both non-fatal and will knock you unconscious instead of causing you to make death saving throws... you know, a food coma. Why SHOULDN'T you take the chance to end the day with eating yourself unconscious?

Who knows, eat enough and your DM may deem you stretched your stomach out a bit so you can eat even more tomorrow.

So How Much Did I Gain?

Instead of needing to ask your DM how much you gain at the end of each day, there's a specific amount you gain from them- thankfully! Instead of a specific number based off how much stuffing, there's a simple order on how to do things.

When you take a long rest, you simply take the amount of stuffing you have, and convert 1/5 of it to fattening. So if you end the day with 500% stuffing (hungry, huh?) then you simply convert it to 100% fattening on top of that 200% you already had from falling for that trap. Take the weight you gained from that fattening and add it to your base weight.

An example:

  • You're attuned to large and currently weigh 1000 pounds before any calculations
  • You ate 5 cultists to gain 125% stuffing
  • You took 100% fattening from a bloat venom trap

Order of operations

  • You finish your day and set up for the long rest
  • You convert that 125% stuffing to 25% fattening
  • 125% fattening for the day. Not bad!
  • Being large, that's 16 pounds per fattening- juicy
  • 2000 pounds gained. Ho-ly cow you got FAT.

You had an enormous day of gains and wake up at a staggering 3000 pounds. You're now placed in the Huge category and, since you are not attuned, your movespeed is reduced by 5 until you either get below 1201 pounds or attune to Huge.

What About Weight Attunement?

This one is up to the dungeon master do adjudicate the attunement process. There's a lot of factors that go into it- your physical stats, size category, the adventure you're running and how active your characters are. So there's no actual numbers here, though you could treat it like training a tool proficiency with a couple fewer days or athletics checks to deliberately try to attune to it.

Weight loss is also an option, as mentioned earlier, and JUST IN CASE you can still do it as athletics checks to burn weight as mentioned in the previous section, as are lipomantic foci.

And lastly.. what about negative numbers?

Yes, this is plausible for fattening. I personally say negative numbers can happen but a creature cannot be reduced below a weight that would be considered thin for their race. If they keep losing fattening after that, they have to make con saves or gain a level of exhaustion. Obviously, how this is handled is table dependent and there doesn't have to be penalties, but when it comes to temporary weight, the pendulum does swing both ways.

PART 2

Mechanical Aspects

How things work, what to roll, and the more nitty gritty of new mechanics. How to calculate your stomach capacity, extra actions, conditions, proficiencies, and optional rules for vore and a reward system for those who are particularly eager to indulge!

Stomach Capacity

Each character has a stomach capacity that is determined by influences such as their stats, size category, and features. There are ways to increase your stomach capacity from subclasses, feats, and bonus that your DM may grant for extreme acts of gluttony. These bonuses continue to stack as you accumulate them.

If you have something that multiplies your capacity, it multiplies your base capacity as determined by below, not additional capacity granted from other features.

To calculate your base stomach capacity follow the following:

  • At 1st level, small creatures start with a capacity of 5%, medium creatures start out with a base stuffing capacity of 10% and large creatures start with a capacity of 20%

  • You gain an additional +5% capacity for every additional +2 to constitution your constition score. Example: if you have a 14 in constitution you gain an additional 10%.

  • At 5th level, the base (before any additional modifiers) capacity for small creatures increases to 10%, medium creatures increases to 25%, and large increases to 40%

  • At 11th level the bonus granted from your constitution score instead increases for every +1 in constitution. Example: 14 constitution would instead give an additional 20%

  • At 17th level small creatures increase to 25%, medium creatures increase to 50% base capacity and large increase to 75%

  • If you have proficiency in eating, your base capacity is increased by 5 x your proficiency bonus and expertise allows you to double this bonus.

If you choose to incorporate the vore rules, small creatures contribute 7% capacity when consumed, Medium sized creatures contribute 25% to capacity when consumed, and large contribute 100%. After large, simply multiply the amount by 4.

Alternatively, stuffing is meant to represent roughly 6 pounds of food (a heavy meal) per 1% of stuffing so a medium sized creature is assumed as roughly 150 pounds. You can also calculate the percentage of stuffing is 1/6 the creature's weight.

With a long rest your stuffing percentage will clear and 1/5 of it will be converted into fattening and, consequentially, weight gained. So if you have 25% stuffing at day's end, you will gain 5% fattening to your weight before it is converted to character weight.

Also, a character that consistently binges will likely stretch themselves on their own. As a DM, consider allowing a small increase when a character eats significantly above their stomach capacity. You may award it for doing things like succeeding enough checks on overstuffing to reach twice their normal capacity before falling unconscious, or challenging someone to an eating contest and winning. I recommend a 5% increases with extreme examples granting a 10% increase.

Conditions

Smothered

Your movespeed is set to 0 and you take 1d6 + the smotherer's weight points in bludgeoning damage at the start of each of your turns. Otherwise it functions identically to grappled.

Ravenous

You are overwhelmed by hunger. You must use up to your movespeed and action to move towards and consume the nearest source of what your character sees as food, so long as it won't be directly harmful to you.

Note: If you are incorporating the vore rules, based on your character's alignment and actions, your DM may decide this CAN include other creatures and even allies. If you have the living tank feature, you can still decide to not digest magical objects and creatures.

Immobilized

You have gained too much weight too quickly to handle. Your movespeed is halved and when you are hit with an attack roll you must make a strength or dexterity saving throw DC = half the damage taken, minimum of 10, or fall prone. To get up from prone, all movespeed needs to be expended to get back on your feet.

Devoured

When eaten by another creature you are blinded and restrained. You also benefit from full cover.

Mouth Full

If your character is in the process of eating something that will take multiple rounds, their mouth is considered full and are incapable of doing verbal components for spells or communicating in any intelligible way.

Proficiencies

Additional proficiencies that can be granted for feats of gluttony or taken in place of a tool proficiency you would otherwise gain, provided you are given a tool of your choice.

Eating(Query)

This represents you ability to eat. It determines how much you can eat, how quickly, what you're able to eat, and is used for devour checks.

Feeding(Query)

This is your ability to feed others. It determines how much you can force into their mouth or what you can feed them.

Regurgitation(Constitution)

Self explanatory. This is used to regurgitate items, poisons, or creatures.

Additional Actions

These are universal size and gluttony related actions that all characters can take. There are some features that augment these actions.

Size Attack

You put weight into your movement and recklessly charge your body into a creature. Your body counts as a natural weapon you are proficient in. Make an unarmed attack dealing 1d8 + your strength + an additional 1 damage for each weight point you possess. When falling onto a target, if you have at least one weight point you instead deal the fall damage to them, while taking half the fall damage yourself. This deals an additional 1d8 bludgeoning damage to the target you land on per weight point. This action does not benefit from extra attack.

Devour

This is primarily used for vore, however it IS possible to eat objects, but that is up to your DM to adjudicate a DC for. It is used to start a devour contest and continuing further progress if necessary. The mechanics will be fully explained in the Vore section. They are determined by an Eating(Query) skill check.

Feed

You can attempt to feed another creature, or shove a creature into a predator's mouth. For the first, the DC is equal to their AC but the recipient can naturally choose to allow it to happen; if they do the feeder automatically hits. These are determined by a Feeding(Query) skill check. If it is to feed a creature to another creature, it follows the rules of a devour check using feeding instead of the eater's Eating skill.

Belly Rub

As an action you can rub a target's stomach to aid in digestion. It helps aid a predator's digestion, allowing them to add an extra damage die to the roll of digestion damage. Otherwise it grants them advantage on their next check against overstuffing damage.

Withdraw or Deposit Size

If you possess a lipomantic focus, compression item, or another character feature that allows you to conceal or store weight, you can use your bonus action to deposit or withdraw 5% fattening from it. If you instead use your main action you can deposit or withdraw 10%. This action does trigger penalties if you withdraw enough to pass your bulk limit. You cannot withdraw more weight than you possess. When used out of combat, the rate is 100% per minute spent. If you know the Transfer Fat spell, you can use it on another willing creature's focus.

Regurgitate

You can take an action to choose to regurgitate a creature or object of medium size or smaller. Large creatures or objects require an extra action on the following turn to regurgitate. Tiny creatures or objects can be regurgitated with a bonus action.

Regurgitation checks can also be made to attempt to belch up money or items a target held, with an adjudication of the DC on a Constitution(Regurgitation) check by the DM.

Smother

Smother functions the same way as a grapple. However, instead of grappled, the target is under the Smothered condition. Additionally, the one who does the smother is prone and occupies the same space as the creature they smother. If they get to their feet, the smothered condition ends. If a creature is in the enormous size category, they can smother without being forced prone, instead the condition ends if they move out of the creature's space.

Belch/Geyser

If you have inflation percentage, you can use your action to belch and use the Belch or Geyser action. When you belch, you relieve inflation caused by air, magic or poison in a 10-foot cone in front of you. Targets caught in the blast must make a constition saving throw (DC = proficiency bonus + 8 + your constitution modifier) or take 1d4 thunder damage. The action relieves inflation caused by air equal to the amount of damage dealt. The damage increases when you reach 5th level (2d4), 11th (3d4), and 17th (4d4)

If the inflation was caused by water, instead you can take the Geyser action. It follows similar rules for damage, except it deals bludgeoning damage in a 10-foot long, 5-foot wide line dealing bludgeoning to the first target that fails the dexterity saving throw (DC = proficiency bonus + 8 + your constitution modifier). If they succeed the save, the target directly behind them must make the dexterity saving throw. Additionally, on a failure, they are pushed back by 10 feet from the force.

Vore

The optional rule for if you want some more lively snacks in that greedy gut. Vore excels as a viable mechanic for crowd control to eliminate extra targets on the field. Or a solution if you're REALLY hungry.

There are many mechanics that play into eating other creatures. They will be explained in full in this section.

Devour Checks

This is the aforementioned action to initiate a devour contest. To begin eating another creature you can use your bonus action to attempt to grab them using an unarmed strike with your dexterity, strengh, or constitution modifier. So long as they do not move you can use your next action to attempt a devour check. If you have a feature that allows you to make a devour check or they are grappled, restrained, or stunned you do not need to meet this requirement. It is an Eating (query) check against the target's Athletics or Acrobatics check. If you roll higher than the meal you gain one success. If they roll higher you lose a success. If the roll is a tie both creatures simply roll again.

Devour Contests

Devour contests are when you are in the process of swallowing another creature. Creatures can be pulled out with a strength check against the predator's eating check.

Devour Contests cause the following properties:

  • While you are in the process of devouring another creature your mouth is considered full.
  • Movement during devourer contests follows the same rules as grappling.

To fully devour a creature it requires a certain number of successes based on the creature's size. If they are an especially wide meal, the DM may decide to increase the number of successes needed. Once they are consumed they gain the Devoured condition.

Creature/object size Successes needed
Tiny & Small One
Medium Two
Large Four
Huge Eight
Gargantuan & up Up to DM, not meant for combat

Digestion

Naturally, your body needs to digest food that you eat. This is reflected by damage that increases over time. Digesting a creature deals acid damage at the end of each of your turns. It starts with a single damage die and ramps up each turn up to a maximum of 5 dice. The damage starts at 1d4 and increases to 1d6 at lvl 5, 1d8 at lvl 11, and 1d10 at lvl 17. Upon reaching 0 hit points, the creature starts making death saving throws at disadvantage, unless you have a way to stop digestion damage. The amount of stuffing gained from swallowing someone else are described in the Stomach Capacity section. All creatures in your stomach take the same acid damage at the end of each of your turns.

Indigestion

Taking damage while eating makes it a bit harder to keep your meal down. Upon taking damage while actively devouring a target you make a constitution saving throw to keep on course- if you fail you move back one success of the devourment. the DC for indigestion is half the damage taken (rounded down) minimum of 10.

After a target is consumed, any damage taken from targets inside your stomach will trigger a constitution saving throw from the predator. On fail, the prey can use a reaction to force you to regurgitate them, depositing them in an available space in front of the predator. Your stomach AC is calculated as 10 + your constitution modifier. In order for an item to give you a bonus to your stomach AC, it must specify such in the item description.

Struggling

A target can attempt to squirm their way out. They can roll an Athletics(Strength) or Acrobatics(Dexterity) check against your stomach escape DC. Your escape DC is calculated as 8 + your proficiency bonus + your constitution modifier. If they succeed, follow the inverse of devour contests for large sized creatures, and medium or smaller can use their reaction to escape. Additionally, they stop taking digestion damage once they start to escape, resetting the amount if there is nobody else in your stomach.

After a target escapes, they can move up to half their movement speed to get away from the predator as part of the escape. This does not trigger opportunity attacks from the predator, as they recover. However, it can trigger an opportunity attack from nearby creatures.

Other Notes

Feed checks to force a creature into your stomach can be made as a Feeding(Query) check as if the predator made a devour check.

Your DM may decide that, if you take bludgeoning damage, it may deal half the bludgeoning damage to one creature inside your stomach. It depends- this is just an option to consider.

Before you decide to incorporate vore rules, make sure to discuss it with your players about their preference and how the rules will apply to them. The pendulum swings both ways with these mechanics and that may not be to your players' tastes, and that is important to keep in mind for everyone's enjoyment.

For players, please make sure to respect other players for eating monsters. Eating the last baddie on the field, forcing the other players to simply wait while you digest it isn't fun for others, so be considerate about when you go for a snack.

Gluttony Points

These are intended as optional features to add in to enable active roleplay at the table and get everyone more involved! As such, I recommend using them alongside inspiration.

If you roleplay exceptionally gluttonous acts, overindulge in a creative way that drives the story forward, or you aid someone else to be the best glutton they can be, your DM may decide to reward you with a Gluttony Point. They can be used in a plethora of ways to enhance your character's gluttonous performance and your playing experience!

You can use a single point in the following ways

  • Reroll a Skill Check, Attack Roll, or Saving Throw.
  • Grant a creature you have devoured disadvantage on an escape check.
  • When you complete a long rest stuffing is converted entirely into fattening, instead of 1/5 the amount.

Extra Points

For extra points you can spend them on additional bonuses to grant your character permenant buffs or features.


4 points

  • Quick digestion - Your stomach fully digests 25% stuffing whenever you complete a short rest. Follow the normal conversion rules.

5 points

  • Competitive eater - You gain proficiency in the eating skill.
  • Competitive feeder - You gain proficiency in the feeding skill.
  • Storage Unit - You gain proficiency in the regurgitation skill.
  • Indestructible stomach - (requires Bottomless Pit AND Ballooned Belly) You become immune to bursting. (Assuming your table is using that rule)

6 points

These can be taken multiple times, increasing the cost by 3 each time you take it.

  • Stretched Stomach - Your stomach capacity increases by 25%.
  • Elastic Stomach - Your inflation threshold increases by 50%.
  • Too Big To Fail - Your bulk limit increases by 50%.

8 points

  • Gourmand - Your elevated palate allows you to get more out of a good meal than most. Whenever you complete a short rest, if you have at least 25% stuffing, you gain Temporary Hit Points equal to half your level (rounded up).
  • Down in Front - When you provide half cover from a ranged attack against a creature, you instead provide 3/4 Cover (+5AC) if the creature weighs less than you.
  • Soothing Hands - Your belly rub action gains the additional benefit of relieving pressure in an ally's stomach, making them immune to the next instance of overstuffing damage within the next minute or advantage on their next constitution saving throw to avoid regurgitating something.

10 points

  • Well-Padded - Your plush form is better at absorbing blows, simply due to your abundant mass. After you complete a long rest, you gain Temporary Hit Points equal to three times your weight points. You may gain temporary hit points equal to your weight points on a short rest by eating a non-conjured meal. You have advantage on Constitution saving throws made to avoid the effects of cold climates.
  • Bottomless Pit - You gain a resistance to overstuffing damage.
  • Ballooned Belly - When you use the geyser or belch actions you can return half of the inflation released as inflation on the target.

15 points

  • Weight training - gain one of the following feats. This can be taken multiple times with a different benefit each time. These feats can be gained through the spending of Indulgence Points or with an Ability Score Improvement. If taken with indulgence points, you do not gain the +1 skill bonus from the feat.

Heavyweight Champ

Surprising Agility

Iron Stomach

Focused Foodie

Food Finder

Charismatic Curves


25 points

  • Advanced Weight training. Same as the previous but you get the associated ASI.

PART 3

Subclasses

Want to make food and forcefeed foes into a food coma? Gorge yourself to fuel your spellcasting or martial abilities? Throw your weight around and crush foes with your gut? Fatten entire armies to immobility? Here's your chance!

Subclass Synopses

Artificer Specializations

Living Cauldron

The living cauldron is an artificer that is themed towards inflation and some minor weight gain to make a character that uses inflation within their bodies to create potions to support their team or assault enemies. Someone who's made a brewery out of their own belly, if you will.

Stomach Forge

All about fire here- they specialize in dealing fire damage and, well, being a living forge. Primarily focusing around eating inanimate objects and materials, it's a more vore-focused utility subclass that can make tools for the team and dish out excellent field control with the extra slag.

Barbarian Pathes

Body Brawler

This is a barbarian all about focusing on using a steadily growing body to dish out some BIG damage to anyone unlucky enough to be bowled over by them. They have a big appetite to keep a big body, and use that extra weight to really throw around and even impress others with.

Consumer

Two words. Weaponized. Digestion. They excel at getting targets off the field so they can't hurt anyone while still leaving themselves free to beat the snot out of someone else.

Primordial Hunger

All about tapping into that ancient, animalistic hunger deep within. They use the gifted appetites to make excellent unarmed brawlers or down entire groups of enemies, putting themselves in harm's way to possibly achieve incredible reward and leave just one major target remaining.

Turgid Brawler

Inflate yourself big and round to be a royal inconvenience to those who stand against you. When you rage you can push people around or wedge yourself into doorways to completely block off escape routes as a unique take on a more utility focused barbarian.

Bard Colleges

Decadence

This bard is perfect for a master chef. Everyone should eat their fill and then some. If you want to enables your allies in their efforts to gorge OR even want to eat your fair share yourself, this bard that focuses on support would be an excellent choice.

Eructation

The body is also an instrument and that is where this bard specializes. Vocalization of the violent release of excess gastric build up from both yourself and your allies. By unleashing forceful gales to waft over entire crowds, this bard fills a unique niche of an area of effect damage dealer.

The Heavy Muse

So, do you like seeing others get bigger? Maybe a bit wider, mayhaps? Well if you want to make sure your allies pack on the pounds then you may just enjoy this more socially focused bard subclass! Big is not just better, but beautiful!

Cleric Domains

Flood

This water-based cleric focuses on inflating targets with holy water and setting up allies for success for an interesting supportive role.

Hedonism

Eating can provide many benefits and buffs to allies, and this cleric subclass urges others to indulge themselves. A buff-centric support subclass with a nice, stuff thineself twist.

Immobility

Want to be an unmoving, lazy cleric that can use their tools tthey help to move themselves to help control the field? Like the idea of simply using a floating platform to move youerself or others around? Here ya go!

Greed

Like making food? Waste not want not? Turn fallen foes, junk, and clutter into a fresh snack for yourself! Transform anything normally useless into a nice banquet for you and your party!

Demonologist Masteries

Corpulence

While you can handle waddling around at an astronomical size, not everyone else can. So what better way to challenge them with a burden they're less equipped than you to handle? Perfect if you want to control the speed of battle by making your opponents too fat to move.

Dracomancer Pathes

Hoardwarden

Want to be an immovable force on the frontline, able to protect your allies with ease as a big blubbery wall? Try growing your hoard to astronomical levels while playing a dracomancer!

Druid Circles

Chimera

Hello you monster enjoyers! Want to get freaky and rip foes apart with a new pair of claws, jaws, or funky shaped maws? Perfect to unleash your inner monster to be a melee powerhouse.

Earthquake

So far the ground trembles with every step, grinding battlefields to dust and knocking everything down with your weight. A battlefield control focused druid!

Flytrap

Harness the power of carnivorous plants to hold your enemies still while they're slowly digested to become nutrients for your plant-based toolkit! From groves that slowly dissolve those that get tangled, or a pitcher plant for them to get stuck in this druid is an excellent field control option!

Fighter Archetypes

Kitchen Warrior

The master of the art of mixing food and martial prowess! Prepare extra meals to forcefeed enemies, or help support your allies! A swiss army knife that has plenty of ingredients to work with!

Glutton Knight

Many fighters are tactical masterminds, but thinking needs food. And when you're a hungry enough person, even the battlefield can begin to seem like a buffet table. This combat-focused subclass specializes in eating your fill on foes to fuel potent battle maneuvers!

Grave Knight Orders

Famished

Size theft is the name of the game here! You can't gain weight on your own but you have no compunctions to take it from someone who doesn't appreciate it! Thin your enemies to bolster your own body and become indestructible like how a wide waistline should truly be.

Monastic Traditions

The Unmovable

Get down and dirty as a wrestling monk, able to swap through stances to be incredibly versatile with their ability to change their style on the fly. You can be a master at manipulating the flow of battle and still dishing out the hurt when needed!

The Wandering Keg

You know, drunken fist martial arts is always fun.. But sometimes when you drink too much, you get a bit of a beer belly and have a tendancy to start your fair share of tavern brawls. But what's life without smashing a barrel over someone's head, right? Just be careful

Paladin Oaths

Fortress

You are an impenetrable fortress, serving as a walking bastion for your party. Whether it be interposing your flabby self in the way of attacks, or providing a belly for them to rest their head on during a nap, you serve as a massive presence ready and willing to use your width to protect others.

Sloth

Sometimes, being lazy is how one conserves energy. Never overexpending so you always have fuel in the tank to get down and dirty when needed. Sometimes, simply laying down and taking a nap is the best way to make sure you're ready for the challenges ahead... Hey, did you see those bandits went and... why are you sitting on them?

Priest Clergies

Banquet

If you want to be the world's best feeder, this may be a contender! A priest that specializes in making sure everyone has their fill! They're an ample mix of using food on the offensive, supporting allies, and even control at later levels. The perfect subclass for a versatile feeder!

Pugilist Fight Clubs

Arcane Crusher

Want to get down and dirty and brawl with fattening fists? Want to smash people with impressive aerial maneuvers that leave them stuck in craters? Bam!

Heavyweight Division

The heel of the party- able to intimidate others into submission, but still able to throw your weight around and, for the fun of it, suplex a bandit while you're at it. An excellent performative wrestler to round out the party.

Pressure Forge

Want to be a living furnace, slowly building pressure to release in massive blasts? Here's your subclass! It serves as an excellent bulky frontliner to burn fores into submission while being difficult to get rid of.

Ranger Conclaves

Bloat Trapping

Like traps? Like making people fat? What about laying traps that make people fat? This ranger specializes in thinking ahead and immobilizing those you can easily outsmart. But what's funny is sometimes you may as well just throw the trap and let it latch onto them!

Food Chain Enforcement

An entirely new take on combat for the ranger. If your party is full of voracious predators and you want to see their bellies filled, why not follow the food chain and make sure your hungry beasts stay fed with this unarmed grappling focused ranger that can bring their lunch right to them?

Rampart Wrecker

SMASH! If you like being a biggun' with a big weapon that believes in there's no need to worry about being too big to fit through a door when you can just knock the wall down... Here's your subclass!

Rogue Archetypes

Living Hoard

Gulp! I have no idea where that gold went, sorry! You say as your belly jingles when you walk from the fortune stashed inside it. You specialize in using your body to hold treasure and sneak it around, enough to where you can even weaponize the smaller treasures in combat!

Silent Python

Designed to make an excellent ambush predator that can quickly grab and eliminate enemies! Then, your stomach rips through them before they can have a chance to realize what happened! How efficient for target elimination!

Gluttery Observationist

This one is not done quite yet but the idea is similar to an inquisitor that analyzes the eating habits of people to gain insight onto how they work.

Shaman Elemental Archetypes

Purifier

A unique caster that eats the impurities out of things to extract the pure elemental energy and wield it for their own. They are incredibly resilient to magic and can use that to protect themselves and allies alike.

Sorcerous Origins

Culimancer Bloodline

Oh hello food magic! Want to be a damage dealer that specializes in stuffing people to the brim? Making sure there's not an ounce of room left in their stomachs? Hearing them whimper for mercy through a full mouth? Then get conjuring because this subclass is right up your alley!

Cyclone Sorcery

This sorcerer all about storms and tornadoes is perfect at funneling air into unlucky targets and set up some wicked nasty destructive combos! It makes an excellent generalist for damage, control, and support!

Greatwyrm Heritage

This sorcerer eats. A LOT. They revolve around stuffing themselves senseless with ridiculous amounts of food, then turning it into magic. They use this magic for savage elemental AOE damage that they can control with metamagic for a rather new way to dish out damage!

Symbiotic Flesh

A completely bizarre sorcerer that merges with allies to work with in tandem! IT fills no specific role but instead works to strengthen the role of whomever they're merged with! If you like symbiosis, trait theft, and etc. then here you go!

Warlock Patrons

The Brute

Sometimes, being a big wall of meat for your party is what you need to do. Strike a pact with this patron to become a lumbering beast to keep your teammates safe.

The Realm Eater

Eat. EAT. EAT!!!! Food sustains the flesh and your patron grants you many tools to both gorge yourself, forcefeed others into more filling offerings, and sustain yourself with offering your growth to your patron in exchange for more power.

The Celestial Mass

Your patron taught you the power to grow as enormous as possible- to reach the highest points of size. So large that no structure, landscape, or continent could accommodate you. You excel in battlefield control

The Infernal Baker

A patron that allows you to bake to your heart's content. Pies, pies, and more pies! Pastries galore! They give you the ability to create pies, even out of opponents who care get caught in the dough.

Wizard Traditions

Arcane Brawler

From scrawny weakling to hugely muscular brute. Magical steroids to use magic to grow your muscles to serve as an intense frontline presence and powerhouse.

Lipomancer

Being a big mage with the ability to make everyone else big, too. You specialize in longevity with the tools to stick around for a while while your magic slows enemies to an absolute crawl. The war of attrition is a fight your growing frame is guaranteed to win.

Dark Lipomancer

Following the law of equivalent exchange, you spend fat to fuel your magic, take fat to turn into vitality for you and your allies, and spend a bit of bodymass to strengthen the effects of your spells. You specialize in converting mass into pure, arcane power to make a unique supportive subclass.

Myomancer

Size is strength. Myomancers grow themselves to massive proportions as they augment their body with magic, allowing otherwise flabby adipose to function like rock-hard muscles as a bulky frontliner.

Weave Eater

Weave eaters consume magic thrown their way to turn it both into bodymass but also arcane ammunition to hurl right back at the one who threw it. From Fire Bolt to Fireball, magic is the perfect snack for you feast upon.

Living Cauldron Artificer

Amidst the bustle of the tavern, a figure stands out— a robust bartender with a tankard in hand, their belly seeming to fizz with magical energy. With a hearty belch, their tankard refills, the liquid within shimmering with magic. Living Cauldrons master the arcane art of transmuting sustenance into elixirs and beverages to become a living alchemical vessel.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with brewer's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Living Cauldron Spells

level spells
3rd Hearty Tonic, Absorb Elements
5th Fat Infusion, Girthy Grip
9th Size Envy, Firey Disgorge
13th Softskin, Upheaval
17th Bloated Rejuvination, Carbonated Concoction

Gastric Brew

Beginning at 3rd level, your stomach acts as a cauldron that converts food and drink into brews that are benificial to you and allies. When you copmplete a long rest, you can use your brewer supplies and a spare flask to create a Gastric Brew. Roll on the Gastric Brew table for the elixir's effect, which is triggered when someone drinks the elixir as a bonus action. You can create additional gastric brews by using an action to convert any combination of stuffing or inflation into them. It costs 10% stuffing or inflation to create a new gastric brew. Any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

Additionally you learn the Volatile Mixture cantrip if you didn't already. This is an artificier cantrip for you and doesn ot impact your number of cantrips known. Whenever you cast an artificer spell of 1st level or higher, you gain inflation percentage equal to your intelligence modifier per spell level.

d6 Brew
1 Healing Tonic. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Bloating Fizz. In place of an attack the drinker can let loose a thundering belch dealing damage as per the Gluttonous Roar cantrip once using your Intelligence modifier to calculate the spellsave DC.
3 Acclimating Spice. The drinker can add 1d4 to constitution saving throws for 10 minutes.
4 Growth Sugars. The drinker's weight points increase by 1 and your unarmed strikes deal an additional 1d4 force damage for 10 minutes.
5 Floating Fizz. The drinker's jump height doubles and they ignore fall damage for 10 minutes.
6 Caloric Booze. This Elixer can be thrown with a ranged spell attack or launched with a sling, dealing 2d6 fattening damage on a hit.

Gastric Savant

At 5th level, you've developed masterful command of brews, enhancing the damage you create through them. Whenever you cast a spell using your brewer's supplies as the spellcasting focus, you gain a bonus to damage rolls. That roll must be a damage roll that deals thunder, fattening, inflation, or stuffing damage, and the bonus equals your Intelligence modifier (minimum of +1).

Bloating Brew

Starting at 9th level, whenever you complete a short rest you can create a Gastric Brew without using inflation or stuffing or using a use of the feature, but when you do it in this way it is always a Caloric Booze. Additionally, you can replace any number of mixtures from the Volatile Mixture cantrip with any Caloric Boozes you may posess, using them as part of casting the spell.

Leaden Belly

Starting at 15th level, your stomach has become tampered to be as tough as iron, granting you the following benefits.

You can safely consume Caloric Boozes without taking damage, and instead simply gaining fattening percentage.

Caloric Boose increases your AC by 2 and allows you to add 1d4 to saving throws for 1 minute. You must complete a short or long rest before you can gain this benifit again.

Your inflation limit increases by 50% and your stuffing limit increases by 25%.

Stomach Forge Artificer

A belly of fire is the signature of these Artificers. Through intense training and some magical aid, Stomach Forge specialists have turned their own body into a forge, able to smelt down various materials or burn through anything that normal people wouldn't usually eat.

Bonus Proficiency

When you take this subclass at 3rd level, you gain proficiency in Smith Tools, or an other type of tool if you are already proficient in them. You also gain proficiency in four melee martial weapons of your choice

Stomach Forge Spells

level spells
3rd Absorb Elements, Burning Hands
5th Fat Infusion, Flaming Sphere
9th Abyssal Stomach, Firey Disgorge
13th Softskin, Wall of Fire
17th Bellyport, Immolation

Internal Flames

Also at 3rd level, your stomach takes on the aspects of a blazing forge, capable of melting metals.

  • Your Digestion Damage type changes to fire
  • When you are actively digesting food or prey your belly sheds dim light in a 15 foot radius.
  • Your belly provides comfortable warmth to creatures adjacent to you. Or if you have living tank, to those devoured by you, should you so choose.
  • You become immune to the effects of non-magical cold weather
  • When you cast the Belch, Greater Belch, or Primal Belch spells, the type of the damage dealt changes to fire.

Additionally, you can now treat coal, charcoal, and wood as viable sources of food, though you must consume twice as much coal or charcoal and 4 times as much wood by mass to treat it as a proper meal.

Gastric Foundry

Also at 3rd level, you gain adept control of your abdominal muscles, allowing you to shape molten materials. If you swallow and melt enough material in your stomach to match the GP cost of a melee weapon, you can spend time to shape the molten metal into a proper form. The shaping process take 1 hour for simple weapons and 2 hours for Martial weapons, and you can do other simple activities, such as crafting, while smelting a weapon. This required time is halved for any weapon you are proficeint with.

You can only mold one weapon at a time in this way and cannot create ranged weapons or ammunition. You must be below your Stomach Capacity to benefit from this feature. If the total amount of stuffing exceeds your stomach capacity at any point during the forming process, all progress made is lost.

Slag Bomb

At 5th level, you have trained your body to weaponize the wasted slag material from your smithing endeavors and use it as a weapon on it's own. As an action, you may heave a glob of molten slag from your stomach onto a 10 foot radius centered on the point of your choosing with in 20 feet of you. Any creature in the radius must make a Dexterity saving throw against your artificer save DC. Creatures that fail this save take 2d4 fire damage and become covered in molten slag. Creatures that succeed take half as much damage and are not covered in slag. Whenever a creature that is in the 10 foot radius or is covered in slag ends it's turn, they suffer 1d4 fire damage. The damage of the initial impact increases to 4d4 at 6th level, 6d4 at 11th level, and 8d4 at 16th level. Additionally, the damage of the persisting slag on the affected area and creatures increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

The slag residue persist for a number of rounds equal to your Intelligence modifier, after which, it will have cooled enough to be safe to the touch. If the affected area is doused in water or the creature enters water or uses its action to extinguish the flames, the effect ends early.

You gain one use of this feature each time you successfully forge a weapons using your Gastric Foundry feature or digest a construct, and can store a maximum number of uses equal to your half your Artificer level rounded up + your Intelligence Modifier (minimum of 1). You also gain 1 use of this feature at the end of every long rest, but only if you have no uses left when the rest began and had at least 5% stuffing.

Blazing Furnace

At 9th level, You can enhance the fires in your belly to burn harder and hotter than usual. If you have at least 25% stuffing, then you can use your action to cause an aura of unbearable heat to swell around you to a radius of 15 feet that moves with you for the duration.

If a creature ends their turn in this radius, they must make a Constitution saving throw, taking 3d6 fire damage on a failed save and half as much on a success.

While this radius is active, any Digestion Damage you deal to devoured creatures adds your intelligence modifier.

This radius can last a maximum number of rounds equal to your Intelligence modifier (a minimum of 1), but ends early if you take a bonus action to dismiss the effect or if you end your turn without dealing digestion damage.

White Hot Furnace

At 14th level, Your gastric fire burns with enhanced intensity, burning through materials faster. The time needed to shape weapons using your Gastric Foundry feature is halved.

Additionally, digesting prey now grants additional uses of your Slag Bomb feature at a rate of 1 use per 25 stuffing percentage. Digesting a construct-type creature yield twice the normal amount of uses.

Spell Class Restrictions..?

Dungens and Dinners sort of made these available to everyone so on the Aeiroth table we more use them on case-by-case based on if they fit the character. Realistically, there's no truly strong reason for any one class to use them over another so ask your DM about their decision if you are using these at your own table. I personally allow them for characters that would have a reason to know them...


Also they're here because they're on a few subclass spell lists and I was too lazy to reformat the spells section.

Belch

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (15 Foot Cone)
  • Components: V
  • 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 knocked prone. The damage dice becomes d8s if you possess any stuffing or inflation. The spell's damage increases by 1d4 (or 1d8) when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d8) and 17th level (4d4 or 4d8).

Greater Belch

Evocation 3


  • Casting Time: 1 action
  • Range: Self (30 Foot Cone)
  • Components: V
  • Duration: Instantaneous

You release a prodigious belch, echoing with enough force to lay waste to your enemies. Creatures inside the cone must make a Constitution saving throw or take 6d6 Thunder damage. On a success, they take half as much damage. The damage dice becomes d8s if you have at least 25% stuffing you.

At Higher Levels: The damage increases by 1d6/1d8 for each spellslot level above 2.

Primal Belch

Transmutation 5


  • Casting Time: 1 action
  • Range: Self (30 Foot Cone)
  • Components: V
  • Duration: Instantaneous

You touch a willing creature, greatly disrupting their natural digestive system. All creatures devoured by the target must make a Constitution Saving Throw. They each take 5d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 2d4 Thunder damage per 7% stuffing in the initial target's stomach. On a success, creatures take half damage and are not knocked prone.

At Higher Levels: The acid damage increases by 1d8 for each spellslot level above 5.

Bellyport

Conjuration 5


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

Target 2 creatures you can see within the range of the spell. The first creature must make a Dexterity saving throw as a bright flash of light erupts around them. On a fail, the creature becomes devoured by the second target.

Reform

Transmutation 5


  • Casting Time: 10 minutes
  • Range: touch Components: V, S, M (a diamond worth 300g and enough stuffing to match the digested creature's size, which the spell consumes)
  • Duration: Instantaneous

You focus on creature you have digested. Provided that the humanoid has been dead for no longer than 3 days, your body slowly reconstructs theis in your or their stomach. After the spell ends, the body can be regurgitated fully reformed. The reformed creature recalls its life and experiences and retains the capabilities it had. The DM chooses if magical items and valuables are reformed.

Path of the Body Brawler Barbarian

Barbarians who embrace the path of the Body Brawler recognize how powerful the body can be when used as a weapon, especially when there's a bit (or a lot) of extra weight behind it. They embrace charging into opponents, trying to flatten them under their prodigous frames. To take this path is to maintain your stature, being a gigantic presence on the battlefield.

Bulldozer

Starting at 3rd level, a massive presence is on the battlefield is the goal as you recklessly use your prodigous frame to bowl over those who dare to stand in your way. While raging, your bulk threshold increases by 100%, allowing you to maneuver the battlefield at much larger sizes. Additionally, whenever you make a size attack, you move the target back by 5 feet.

Gifted Appetite

Also at 3rd level, you must keep your body kept well-fed to stay the center of attention. To do that? You eat. You gain proficiency in the Eating(Query) skill if you didn't already have it, your stomach capacity increases by 5 X your strength modifier, and you can treat stuffing as fattening for calculating extra weight points from temporary weight.

All Eyes On You

Finally at 3rd level, your presence naturally draws the eyes of others. You gain proficiency in your choice of either Intimidation or Performance.

Full-Body Fighting

Starting at 6th level, you learn how to use your weapons and body in tandem. While raging, when you hit with an attack on your turn, you can use a bonus action to make a size attack against the same target.

Taunting Gesture

Also at 6th level, you can use your action to attempt to distract a target. You can make an Intimidation or Performance (Charisma) contested against their Insight (Wisdom) or have disadvantage on attack rolls on targets other than you until the start of your next turn. Once a target succeeds on a save against this feature, they are immune to the effect until you take a long rest.

Imposing Figure

Starting at 10th level, your imposing figure is just as much a force as a weapon as it is to talk your way out of trouble. You gain proficiency in your choice of either Intimidation(Charisma) or Persuasion(Charisma) and add your weight points to any Charisma checks that involve using your body as part of the check.

Belly Shield

Starting at 14th level, when you are raging your excessive bodymass functions as natural armor. You reduce the incoming damage you take from Thunder, Fire, Cold, Fattening, Stuffing, Inflation, Bludgeoning, Piercing, and Slashing by an amount equal to your weight points (maximum of 4). You still gain the full temporary weight from Fattening, Stuffing, and Inflation damage.

Balance Changes

Many subclasses in this module are still actively being playtested. While I am very happy with how their balance has turned out, there will be fine tunings implemented as they are further played out, be from spell lists to features. Keep an eye on a subclass should you choose to use it as it may change!

Path of the Consumer

Barbarians who take this path use their stomachs as a weapon, elevating their rage into a feeding frenzy. Followers of this path embrace stuffing themselves to the brim with whatever they can grab and using that to throw their weight around. Consumers typically live nomadic lives, constantly on the hunt for a feast far bigger than the last- never truly full and never truly satisfied.

Weaponized Digestion

Starting at 3rd level, your rage increases the rate that your stomach burns through fuel. While raging, you add your rage damage to your digestion damage. Additionally when you take the attack action, you may target a creature within your stomach, constricting it around them. This attack deals bludgeoning damage equal to 2d6 + your Strength modifier.

Rage-Fueled Eating

Also starting at 3rd level, you can eat and eat and eat and your rage allows you to keep going to gorge far past what your limits should be. You gain proficiency in the Eating(Strength) skill if you didn't already have it and when you are raging, you convert 5% stuffing to fattening at the end of each of your turns. This does not apply to stuffing caused by creatures that are still alive.

Iron Stomach

Starting at 6th level, your stomach becomes an impenetrable prison. You gain resistance to all damage dealt by creatures in your stomach. The damage dealt by your Weaponized Digestion feature deals your choice of bludgeoning or force damage, and has a +1 to both the attack and damage roll.

The Monster Within

Also at 6th level, your stomach being inescapable is an excellent tool to remind the world of just how hungry you are. When you make an intimidation check, you can cause your stomach to growl audibly and grant you advantage on the check. If the check fails, you have disadvantage on Intimidation checks on targets that heard or saw you make the check until you complete a short or long rest.

Stomach Smash

Starting at 10th level, your gut becomes a powerful weapon both inside and out. Your bulk limit increases by 50% and, as an action when you have at least 25% stuffing or fattening, you may shake the ground with your weight. All creatures within a radius of feet equal to 5 times your weight points must make a Dexterity Saving Throw. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. On a fail, they take bludgeoning damage equal to your strength modifier, plus 1d6 per 25% fattening or stuffing, and are knocked prone. On a success, they take half of the damage, and are not knocked prone. You can use this feature a number of times equal to your constitution modificer and regain all uses when you complete a long rest.

Gastric Mastery

Starting at 14th level, you gain control over how powerful your stomach is. Your stuffing capacity increases by 25% and you may make the Weaponized Digestion attack as a bonus action on your turn and the bonus increases to +2 for attack and damage rolls.

Path of the Primordial Hunger

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

Heart of the Beast

At 3rd level, primal, feral might begins to rebuild your very body. Your bite and claws become natural weapons, which you can use to make unarmed strikes. When you are not wielding any weapons, your unarmed strikes deal piercing damage equal to 1d6 + your Strength modifier for your Bite and slashing for your Claws, instead of the bludgeoning damage normal for an unarmed strike.

If you already had a Bite or Claw natural weapon, then the damage of the duplicate weapon or weapons increases by one dice step. EG d6 > d8. Additionally, you gain proficiency in the Eating skill.

Feral Reversion

Also starting at 3rd level, your intense hunger begins to overtake your very being, causing you to fight with a more bestial nature. The effects of your rage are altered in the following ways:

  • While Raging, your Speed increases by 10, and you ignore the penalties of non-magical difficult terrain
  • While Raging, You have advantage on perception checks based off sound and smell
  • Once on each of your turns, you can replace one of your bite attacks with an attempt to devour check.
  • If you successfully Devour a creature or consume up to 10% stuffing during your Rage, you gain a +2 to your Eating skill checks until your rage ends.
  • Making a devour check can also extend the duration of your rage.

Feral Blitz

Starting at 6th level, you attack with rapid ferocity. If you land an attack with a Natural Weapon, you may use your Bonus Action to make a second Natural Weapon attack on the same target. Additionally, you may choose for your unarmed strikes to deal force damage instead of Slashing of Piercing.

Animalistic Nature

Also at 6th level, your animalistic habits allow you to understand the nature of the hungering beast. You gain proficiency in Animal Handling if you did not already have it. If you do have it, you gain another proficiency from those available to Barbarian.

Predator Tactics

Starting a 10th level, your teeth and claws evolve further, gaining traits that aid you in devouring anyone unlucky enough to be caught in your grasp. Once per turn, if an attack roll of your unarmed strike exceeds the target's AC by 4 or more, you may use your bonus action to induce one of the following effects.


Bleed: The target suffers irreducible 1d4 necrotic damage as the start of each of their turns, until the end of your next turn. Inflicting Bleed on a target already suffering from bleed increases the damage by 1 dice step, up to a maximum of 1d10 and extends the duration for one more round.


Envenomed: At the beginning of each of their turns, the creature makes a Constitution Saving Throw with a DC equal to 8 + Your Proficency Bonus + Constitution Modifier. On a fail, the creature suffers 2d6 poison damage and becomes poisoned until the end of their next turn.


Marked: The target creature has disadvantage on skill checks made to hide from you and you have advantage on skill checks made to detect the Marked creature's presence. You also gain +5 on eating skill checks against creatures marked in this way.

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

Primal Feast

Starting at 14th level, Your hunger becomes so strong and overwhelming, that you spend your energy to devour all you see around you. While Raging, if you succeed in a devour attempt on a target, you can choose to immediately use any amount of your remaining movement speed to approach an other target and make an unarmed strike on them that you may also treat as a devour check that grants one additional success for a devour contest. Successfully devouring a creature by means of this bonus attack allows you to repeat this process again. The effect keeps reoccuring until you run out of movement speed, miss an attack roll, or fail a devour check. In either case, ending use of this ability also ends your Rage regardless of how long the duration is.

Once you use this feature you must complete a long rest before you can use it again.

If your Primal Feast ends without you having devoured any creatures, your hunger utterly consumes you and you lose control. You gain the Ravenous condition as everyone and everything, including your allies and the battlefield, begin to look like food. While ravenous you cannot start yourself from attempting to devour the nearest creature or object to you.

You regain control of yourself if you manage to accumulate 25% stuffing, fall unconscious, are targeted with the Greater Restoration spell, or if combat ends.

Path of the Turgid Brawler

For most barbarians, the concept of one’s body changing in accord with their rage is a given. For barbarians that walk the Path of the Turgid Brawler, they take this concept to its extreme. Their resilient bodies have been honed to withstand the massive swells of air and fury within them, and they use their massive forms and leavened steps to act both as giant shields for their comrades and intimidating time bombs for their enemies.

Inflation Adept

When you embrace this path at 3rd level, your hide becomes tougher and more elastic. Your inflation limit increases by an amount equal to 5 × your barbarian level. Some abilities from this subclass require a saving throw against your Expansion Save DC, which is calculated as follows:

Expansion Save DC = 8 + your proficiency bonus +

your Constitution modifier

Expansive Rage

Also at 3rd level, going into a rage involves you rapidly filling yourself with air to create a more imposing presence. While you are raging, your size category becomes Large, and your inflation automatically increases to 100% if it was not already 100% or higher. When your rage ends, your inflation is reduced to 0.

Created By

The original version of this subclass was created by BearicTheCleric! Thank you for making some actual proper inflation classes!

While raging, you gain resistance to thunder and force damage. If there isn’t enough room for you to fully expand to Large size, you attain the maximum size possible within the space available, and your movement speed becomes 0. In this state, you provide full cover, as if you were a solid wall, and cannot be moved by enemies except through a successful Strength check against your Expansion Save DC.

Additionally, while raging, if you take piercing damage, you can use your reaction to end your rage and immediately cast the Thunderclap cantrip. The saving throw DC for this cantrip is based on your Strength modifier.

Sudden Expansion

Starting at 6th level, your expansion is more quick and forceful. When you enter a rage, all creatures within 5 feet of you are pushed 5 feet away to the nearest available space. These creatures must succeed on a Strength saving throw against your Expansion Save DC or fall prone and take 2d8 force damage. On a successful save, they take half as much damage and are not knocked prone.

Improved Inflation Adept

Starting at 10th level, you are able to use the air trapped within your body to adjust your buoyancy, even if briefly. while your inflation is 100% or higher, you gain a flying speed equal to your walking speed. However, if you are airborn when your turn ends, you fall. Additionally, while raging and above your inflation threshold, you are no longer vulnerable to piercing damage.

Rebounding Hide

At 14th level, your hide becomes taut enough to
bounce back or redirect blows. While raging, you
are under the effect of the Softskin spell and can
use it to direct ranged weapon or spell attacks to
                                  other targets within 30 feet of you.

College of Decadence

Bards of this college embrace the art of weaving entertainment and food together. Their songs aid digestion and enable others to eat more than their fill. To be a bard of the Culinary Arts is to learn how to turn magic into food and bring everyone to the pinacle of excess.

Culinary Training

When you join this college at 3rd level, you are not only efficient with entertainment, but also a massive presence in the kitchen, you gain proficiency with Brewer's Supplies, Cook's utensils, and the Feeding skill.

Inspired Binging

Starting at 3rd level, you are a master of inspiring gluttony and satedness. Whenever a creature you grant inspiration to uses it, their stomach capacity increases by three times the inspiration die's roll. This effect lasts until they roll higher on another inspiration die or until they finish a long rest.

Additionally, as a reaction, you may expend a use of your bardic inspiration to add an inspiration die to Eating checks, also increasing the stomach capacity by three times the inspiration die's roll until they roll higher on another inspiration die or until they finish a long rest.

As a bonus action, you can expend a use of your bardic inspiration to roll your inspiration die and reduce the stomach capacity of another creature by three times the roll's result. This effect lasts until the end of your next turn.

Encourage Digestion

Starting at 6th level, your performances speak not only to the minds of your audience, but also, quite literally, to their stomachs. You learn the Abyssal Stomach and Gorging Bewilderment spells without impacting your number of spells known. You can cast each of these spells once without expending a spellslot and regain expended uses when you finish a long rest.

Dinner and a Show

Also at 6th level, you can provide entertainment to your allies to allow them to make room to eat more. During a short rest, you can perform for your allies using music, storytelling, or culinary flair. At the end of the rest, all creatures of your choice who could hear or see you (including yourself) can roll an amount equal to all unused Bardic Inspiration dice and convert it from stuffing into fattening at the normal conversion rate. They also gain advantage on their next eating check before their next long rest.

You must complete a long rest before you can use
this feature again.

Enable Binging

Starting at 14th level, you can always grant a creature that familiar fullness or hunger. Whenever a target within 60 feet of you takes Stuffing damage, you can use your reaction to roll a d6 and add or subtract three times the result of the roll to their stomach capacity until the end of your next turn. If this would bring their current contents over their new stomach capacity, they must roll a constitution saving throw against overstuffing using your bard Save DC instead of the overstuffing DC.

Again, thank you to Storycrafter and Voracious8!

Several subclasses are conversions from Dungeons & Dinners and ExpanD&D. Credit goes to them for the original concept- these are simply my own renditions to fit within the power scaling and design philosophy of the Aeiroth Module. They were converted on request of players who wanted to use them and conversions will be marked as they appear.

College of Eructation Bard

Many music teachers instruct to 'sing from the gut'. Bards of the College of Eructation take that literal- taking the art of belching to an art form. Some may argue it not as an art but an abomination. A chef would argue it the highest praise. Whatever one's stance, it's an odd, but efficient college.

Gastric Command

When you take this subclass at 3rd level, you learn to store air in your stomach, allowing you to use it on command to create an uproar of head rattling proportions. You learn the Belch cantrip. Additionally, you learn the Greater Belch spell at 5th level and the Primal Belch spell at 9th level, and they are considered bard spells for you, but do not impact your number of cantrips or spells known.

You also gain a number of Gastric Charges equal to your Charisma modifier (minimum of 1). You may use Gastric Charges to cast either Greater Belch or Primal Belch at their base level without the need for material components or spell slots. It costs charges equal to the spell's level to cast in this way and you may expend additional charges to cast it at a higher level equal to 1 charge per spell level.

You regain all expended charges when you complete a long rest. Once you reach 5th level, you may also gain a charge during a short rest if you have at least 25% stuffing or inflation, gaining a single charge, up to a maximum of your Charisma modifier, per 25% stuffing or inflation you have. Gaining charges using inflation will clear 25% inflation per charge. You may not gain a charge in this way again until you complete a long rest.

Gastric Duet

Also at 3rd level, you can stimulate another person's stomach to belch on command. When you cast the Belch cantrip, you may choose a creature within 30 feet of you. If the creature is willing or fails a Wisdom saving throw, then the spell is cast as if they were the caster for the purpose of position, using your spellsave DC.

Miasmic Maestro

At 6th level, you are a master of influencing gastric excess by altering the composition of gut gases to cause wild effects. When you cast the Greater Belch or Primal Belch spells, you may choose to expend a Bardic Inspiration Die to force one of the creatures effected to roll a Wisdom saving thrown against your spell save DC. On a failure, the creature suffers one of the following effects based on the rolled value of the Inspiration Die.

A creature cannot suffer from more than one penalty or conditions at once inflicted in this way. Attempting to inflict a second condition or penalty fails. Conditions or penalties inflicted in this way persist until the end of the victim's next turn.

Roll Effect
1 Halved movespeed
2 Deafened
3 Poisoned
4 Charmed
5 Blinded
6 Unable to make attacks of opportunity
Roll Effect
7 Knocked Prone
8 -1d4 from their next attack roll/skill check
9 -1d4 from their next saving throw
10 Incapacitated
11 1 chosen elemental vulnerability
12 Stunned

Bloating Storage

At 14th level, you have mastered the art of holding back you gastric eruptions until you need them. When you cast the Belch, Greater Belch, or Primal Belch spells, you may spend one Bardic Inspiration die to delay that cast for up to one hour, to cast as a bonus action when ready. The stored cast takes up a certain amount of inflation.

  • Belch. cantrip, the inflation equals 10%.
  • Greater Belch. the inflation equals five times the casting level.
  • Primal Belch. the inflation equals 15% + five times the casting level.

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

Otherwise, 1 hour after using this feature, the cast is used and the spell takes effect, but you may choose to spend a Bardic Inspiration Dice to extend the stored cast duration by another hour and you cannot regain this bardic inspiration until the spell is cast.

College of the Heavy Muse

To bards of this college, size is the truest form of beauty and an undeniable sign of strength and grandeur.They see their art as a way to coax others into embracing their growing potential by linking a big personality to an even bigger body. Whether by enabling buttery-smooth wording or granting a larger, more imposing presence. They turn mass into magnificence, championing that bigger always means better.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in the Feeding skill. If you already have this proficiency, you instead gain proficiency in your choice of either Cook's Utensils or Eating.

Growing Confidence

When you embrace this college at 3rd level, your belief in the beauty of size gives you the power to influence the waistlines of those around you. When a target uses your bardic inspiration for an Intimidation, Persuasion, or Performance check, you can cause the target to gain fattening equal to twice the number rolled on the Bardic Inspiration die. The target can then use your Charisma modifier for the check, adding their weight points as a bonus to the roll if they incorporate their size into the interaction (e.g., pinning someone with their stomach to intimidate or intentiontally bursting a belt to impress).

Alternatively, if they use the bardic inspiration for a saving throw they get a bonus to the roll equal to your charisma modifier.

Ideal Body

Also at 3rd level, you learn the Shape Fat spell without impacting your number of spells known, and its duration is changed to 8 hours. At 14th level its duration lasts until dispelled.

Enable Potential

At 6th level, your encouragement literally makes others grow into their potential. You learn the Enlarge/Reduce spell, which doesn’t count against the number of bard spells you know. When you cast it, the spell's enlarge option causes them to grow a size category from sheer weight alone, not height, placing the target in the Enormous weight category.

You can cast Enlarge/Reduce without expending a spell slot once per long rest, but when you cast it in this way it must be used on Enlarge. Additionally, whenever you cast it on an ally, they gain temporary hit points equal to your Charisma modifier + a roll of your bardic inspiration die. When the enlarge ends, they gain fattening equal to 2 rolls of your bardic inspiration die.

The Gravitas of Girth

Starting at 14th level, you not just allow others to reach their full potential, but grow their potential itself! As an action, you can choose a number of creatures within 30 feet up to your charisma modifier to swell in size, gaining fattening equal to the roll of your total bardic inspiration dice (minimum of 1). For the next minute, these allies gain the following benefits:

  • They count as one weight category larger for grapple and shove purposes.
  • Once per turn, they can add their weight points (maximum of 3) to the damage of melee attacks or to a single damage roll of a spell.

You must complete a long rest before you can use this feature again.

Flood Domain

Your deity’s power surges like a mighty tide, flooding the battlefield with sacred waters that cleanse and overwhelm. With every prayer, you fill allies and enemies alike with holy water, swelling them as a sign of worship to your diety. Those who resist are swept away, their bodies and souls drowned in the relentless embrace of the flood.

Domain spells:

Level spells
3rd Shape water, Create or Destroy Water, Ice Knife, Calm Emotions, Snilloc's Snowball Swarm
5th Tidal wave, Wall of Water
7th Control Water, Watery Sphere
9th Maelstrom, Cone of Cold

The Tide Rises

At 3rd level, you can call forth blessed waters to reshape the battlefield. When you cast Create or Destroy Water, you can expend a use of your channel divinity to extend its range to 120 feet and cause it to create a pool of holy water. If you cast Create or Destroy Water at its base level, you do not consume a spellslot or require material components. This area is considered Flooded which grants the following benefits.

  • You can cast spells with a range of touch on any creature standing within the Flooded area, regardless of distance, given you are also standing within 5 feet of the flooded area.

  • Creatures of your choice within the area gain inflation equal to your wisdom modifier x the level of create or destroy water used for this feature when they start their turn in this area. This can include yourself.

  • The water is holy and deals 2d6 radiant damage to Fiends and undead who start their turn within the area.

After 1 minute, the Flooded area loses these effects, but the water remains, spreading naturally across the terrain.

Ebb and Flow

Also at 3rd level, you gain control over the ebb and flow of sacred waters. Whenever you cast a cleric spell that would deal stuffing damage you can instead change the damage to inflation and your cleric features that would cause inflation all inflate using water. Additionally, you can use the following abilities.

Ebb: When a creature within 60 feet of you attempts to use the geyser action to deflate themselves of water you may use your reaction to decrease the percentage they deflate by your cleric level + your wisdom modifier.

Flow: When a creature is hit by an attack roll, fails a saving throw, or receives healing from one of your cleric spells you can cause them to gain inflation equal to your wisdom modifier + 5 times the spell's level. If you deal damage with a weapon attack, you can instead cause them to gain inflation equal to your wisdom + the modifier used for the weapon's attack.

Swelling Spew

Starting at 6th level, your body's natural resistance strengthens as you swell with divine waters. For every 10% of inflation you have you gain a +1 to Constitution saving throws to maintain concentration, up to a maximum of your wisdom modifier. At 14th level this bonus increases to +2 per 10% inflation.

Flash Flood

At 17th level, your deity grants you the power to unleash a devastating surge of holy water. You can cast Tidal Wave once per long rest without expending a spell slot. When you cast it this way, it has the following modifications:

  • The damage is changed to inflation (water) instead of bludgeoning.
  • The entire affected area is considered Flooded until the end of your next turn.
  • You can choose a number of creatures equal to your Wisdom modifier to ignore the spell’s effects, though the area remains Flooded for them.
Created by:

The original version of this subclass was created by Teabythesea on my discord! Thank you for the basework!

Hedonism Domain Cleric

Gods of pleasure and Hedonism value the satisfaction of desires and the pursuit and spread of pleasure and beauty to all as one of the most divine pursuits. Clerics of a god of hedonism seek to spread pleasure and fulfillment to those around them, and are a beacon of joy, happiness, and gratification. Though some have a pension to be a bit insistant in their devotion.

Hedonism Domain Spells

Cleric level Spells
3rd Conjure Food, Charm Person, Feast of Greed, Hungering Whip
5th Abyssal Stomach, Gorging Bewilderment
7th Guardian Chef, Conjure Feast
9th Banquet Blast, Immobilize Monster

Divine Feast

Starting at 3rd level, as an action you can use your Channel Divinity to create a feast composed of pounds of food and non-alcoholic drink equal to two x (your Wisdom modifier + your Cleric level). Any creature who partakes consumes 1d6 stuffing and gain one of the following benefits, regardless of the amount of food they consume:

  • Resistance to Poison damage and advantage on saving throws to avoid the poisoned condition
  • Advantage on Constitution saves against Disease
  • Advantage to saving throws to avoid the Ravenous condition
  • +1 AC

These bonuses last until you complete a short rest. A creature must finish a long or short rest before they can benefit from these bonuses again. An hour after creating the feast, any uneaten food vanishes- though it would be against your faith for it to be left uneaten.

Starting at 7th level, creatures may gain 2 benefits from partaking in your divine feast.

Soothing Touch

Also at 3rd level, you can use your touch to soothe the pain and unpleasantness in others. As an action, you can touch a creature you can see with food in their stomach to remove one of the following conditions: Blinded, Stunned, Frightened, or Deafened.

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.

Avid Feeder

Finally at 3rd level, your faith bestows you the ability to make sure a stomach is never left empty. You gain proficiency in the Feeding skill if you did not already have it.

Enchanted Treats

At 6th level, you can imbue food with divine magic to use as a conduit to cast. Before you complete a long rest, you may imbue food or drink with spells and remaining spell slots you had prepared for the day. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 5th level or higher. The spell must have a range of touch or greater and target only one creature. When the imbued food is consumed, you may use your reaction to cast the spell targeting the consumer. If the spell requires concentration, it still uses your concentration. If the spell involves an attack roll, you make it when a creature eats it. One piece of food can have only a single spell placed on it at a time with this feature. Any food imbued using this feature expires at the end of your next long rest. Additionally, the consumer gains stuffing equal to the spell's level x your wisdom modifier.

Icon of Excess

At 17th level, you have become the icon of your deity's hedonism. You are immune to the charmed and ravenous conditions, you treat exhaustion as if it were one level lower, your bulk limit increases by 100%, your stomach capacity increases by an amount equal to your base capacity and you can use your wisdom instead of constitution to calculate your base stomach capacity. Instead of sleeping, you can spend the time during a Long Rest that you would be sleeping eating to achieve the same benefits. Food eaten this way is converted to fattening once you complete the long rest as your divine magic frees you room to continue eating the next day.

Immobility Domain Cleric

Clerics of this domain embrace reckless indulgence, devouring entire banquets as worship for their diety. Naturally, that will effect one's ability to move, and the dieties of this domain are more than happy to reward this worship with the abilities to aid their steadily shrinking mobility; a life of sedentary indulgence need not prevent you from moving to your next feast to enjoy the rewards of a growing waistline. Whether by teleportation, or a holy trolley to carry your frame, being too fat to walk will never be an issue so long as you emmbrace your faith.

Immobility Domain Spell List

Level Spells
3rd Unseen Servent, Tenser's Floating Disk, Lazy Rebuke, Misty Step
5th Obese Oubliette, Tiny Servent
7th Dimension Door, Heavy Bond
9th Girth of Lethargy, Teleportation Circle

Aid Immobility

When you embrace this domain at 3rd level, your faith grants you the ability to mitigate the inevitable immobility that will be brought on by your worship. You gain proficiency in the eating skill. The duration of your Floating Disk lasts for 8 hours and the amount it can carry is increased to your wisdom modifier x 100 x your cleric level and it increases in diameter to accomodate up to a large sized object or creature. Additionally, while you are within 20 feet of your Floating Disk, you can move it using your base speed, ignoring any movement penalties caused by your weight or conditions that slow you; this movement only applies while moving the Disk; your normal movement is still affected.

Lift the Immobile

Also at 3rd level, you call on divine power to use your holy disk to reposition others to aid them in their immobility, or to offer them a taste as to what your domain offers. As an action, you can expend your Channel Divinity to
cast Tenser’s Floating Disk without
expending a spell slot. When cast in
this way it uses your concentration
and lasts for 1 minute. You can
move it freely within a 100-foot
radius, moving it a distance equal
to your speed by using your speed,
ignoring movement penalties
while moving it.

If you already have a Floating Disk summoned, you can choose to grant it these benifits for the Channel Divinity's duration.

If the Disk is unoccupied, you can move it into the space of a Large or smaller creature within range and within its carrying capacity. The target must succeed on a Strength saving throw against your spell save DC, or be lifted and carried by the Disk. Creatures that are immobilized automatically fail this saving throw. While lifted, the creature moves with the Disk until it ends its turn on solid ground or is dropped when the Disk vanishes.

Sedentary Blessing

Starting at 6th level, your diety rewards you allowing yourself to grow to immobility, almost as though encouraging it. When you have the immobilized condition, you gain temporary hit points equal to your wisdom modifier at the start of each of your turns. Alternatively, if you do not move, you gain temporary hit points equal to your weight points at the end of your turn. While you are moved by a Tenser’s Floating Disk you created, it does not count as moving for the purposes of this feature.

Divine Anchor

Starting at 17th level, your divine presence warps waistlines around your sacred disk. When a creature starts its turn within 15 feet of your Floating Disk or enters that area for the first time, you can use your reaction to force them to make a Charisma saving throw against your Cleric save DC. On a failure, you cause them to gain enough weight to gain the immobilized condition. If they lack a bulk limit, they instead gain 5d100 fattening. This weight disappears when your Floating Disk ends. If the creature reaches 0hp or falls unconscious from recieving a non-fatal blow, the weight stays permenant.

Once a target fails this saving throw, you can’t use this feature again until you finish a short or long rest.

Greed Domain Cleric

Clerics of the Greed Domain are the walking manifestations of insatiable hunger, servants of a god whose divine will is rooted in excess. To them, the world is a banquet table where using their own appetites is a perfect solution to problems. Their divine power is both a blessing and a curse, driving them toward a nearly unquenchable desire to feast.

Domain spells

Level Spell
3rd Spell Snack, Conjure Food, Feast of Greed, Hungering Whip
5th Gorging Bewilderment, Abyssal Stomach
7th Conjure Feast, Glutton's Gambit
9th Bloated Rejuvination, Drain

Manifest Greed

When you embrace this domain at 3rd level, you begin to practice a waste not want not mindset. When a Large or smaller creature is reduced to 0 hit points and not knocked unconscious, within 60 feet of you, you can expend a use of your Channel Divinity, as a reaction, to cause that creature to be turned into a number of pounds of food equal to the creature's weight. The food is mundane in quality, but delicious, and will spoil after 3 days if uneaten. When a creature uses a bonus action to eat from the new feast, it is delicious enough that they will be unable to prevent themselves from overindulging. They eat 1d6 stuffing worth of the food, in pounds, and you can choose for them to gain temporary hit points equal to your wisdom modifier.

Magical or valuable items and equipment the creature was carrying are not turned into food and can be picked up and stored.

Finders Eaters

Also at 3rd level, your diety blesses you with the ability to quickly claim objects as yours and yours only. You gain proficiency in the eating skill and learn the Transmute to Treat cantrip without impacting your number of cleric cantrips known. You are able to change its casting time to 1 action instead of 30 seconds and if you or an ally eat one of the treats made with this feature as a bonus action, you heal for 1d6 hit points. The healing increases to 2d6 when you reach 11th level.

You can use this feature a number of times equal to your wisdom modifier, regaining one use when you complete a short rest and all uses when you complete a long rest.

Greed's Reward

Starting at 6th level, your divine power rewards those who indulge their own hunger. Once per turn, if you deal damage with a weapon attack or cast a spell, you gain 1 temporary hit point for every 5 stuffing you have, up to a maximum equal to your wisdom modifier. Creatures of your choice that use a bonus action to eat food created by your Manifest Greed or Finders Eaters can choose to gain this benefit for 1 minute and may only benefit from it once before needing to complete a short or long rest.

Leftovers? Nonsense!

Also at 6th level, your faith rewards you for being as greedy as you can be. When you spend an entire short rest finishing all remaining food created by your Manifest Greed, you can add your wisdom modifier to the rolls of your hit dice during that short rest. You must complete a long rest before you use this feature again.

Banquet of the Divine

Starting at 17th level, your divine connection to excess has reached a point where you can call out to your diety to create a massive feast for you to gorge to your heart's content. You automatically learn the spell Curstein’s Feast, and you can cast it once per long rest without expending a spell slot or requiring material components.

Mastery of Corpulence Demonologist

Demonologists who steal from gluttony demons to gain their powers embrace growth by channeling unnatural magic through their own swelling form, turning the battlefield into a mass of overfed, sluggish, and restrained foes. They forgo their own mobility to ensure those that dare stand in the way of their slow, lumbering gait are never able to walk again. Despite their steadily slowing steps, this power is enthralling- always leaving one hungry for more.

Growth Spells

Level Spell
3rd Lipomantic Shock, Bloating Hex, Conjure Food, Control Fat, Steal Fat
5th Lipomantic Lightning, Obese Oubliette
7th Conjure Feast, Siphon Weight
9th Drain, Girth of Lethargy

Bloating Touch

Starting at 3rd level, the touch of your magic causes absurd amounts of adipose to form on and slow down those unlucky enough to be caught by it. Whenever you deal fattening damage to a creature, you can use your reaction to force a single creature to make a charisma saving throw. On a failure, they gain 2d6 extra fattening and their movespeed is slowed by 10 until the start of your next turn. This increases to 2d8 at 6th level, 3d8 at 10th, and 3d10 at 14th level. You can use this a number of times equal to your Intelligence modifier, regaining all uses on a short or long rest. Additionally, your bulk limit increases by 10 x your demonologist level.

Engorged Resilience

Starting at 6th level, you begin to channel excess flab into magical endurance. While you are above 50% fattening, you reduce incoming damage by an amount equal to your weight points, up to a maximum equal to your intelligence modifier. You also gain immunity to being knocked prone because of the immobilized condition.

Additionally, when you use Bloating Touch to slow an enemy, you may also fatten a second creature within 30 feet of them for half the total fattening amount (rounded up) without slowing them. You may choose to target yourself.

Weight of the Abyss

Starting at 10th level, your magic lingers like a heavy, oppressive miasma, waiting to leech off those who have fallen victim to it. When a creature you can see within 60 feet is affected by the immobilized condition, they have disadvantage on saving throws to avoid being knocked prone by the condition. When they fall prone, steal fattening from them and gain temporary hit points equal to your intelligence modifier.

Apotheosis of Flesh

Starting at 14th level, you have tasted the overwhelming desire for mass and surrender to your desire to never be anything less than gloriously obese again, even if it means forgoing your own ability to walk. As an action you unleash a surge of abyssal energy that washes over yourself and creatures of your choice within 30 feet of you, up to a maximum number equal to your intelligence modifier. Each affected creature must make a constitution saving throw. On a failure, the creatures take 5d12 + your demonologist level fattening damage and gain the immobilized condition until the start of your next turn. If this would push them over their bulk limit, they do not lose the condition. On a success they take half damage and suffer no further effects.

For the next minute grow into an immovable mass as your body strains with abyssal power. You are set to the enormous weight category if you were not already, your speed is halved, and whenever you deal fattening damage you regain hit points equal to half the damage dealt.

You must complete a long rest before you use this feature again.

What class is this??

This is a class converted for the Aeiroth Extra Classes module. It comes with several other classes- Demonologist, Dracomancer, Grave Knight, Priest, Shaman, and survivalist. The class details and spell lists can be found there! I do advise checking them out, as all these classes are very fun and offer entirely new character builds!

Path of the Hoardwarden Dracomancer

Those who walk the Path of the Hoardwarden emulate the legendary stoicism of lipomantic dragons; massive, immovable behemoths whose girth alone could halt armies. They weave fat and arcane might into a singular, unyielding form, becoming living mountains of willpower and weight. As greedy as any wyrm, they stand between their allies and harm, eager to swell with stolen bulk at their enemies' expense. A Hoardwarden does not chase power, they let it come to them... and they never let it leave.

Stoic Spell List

Level Spells
3rd Girth of Resilience, Fat Syphon
5th Steal Fat, Enlarge/Reduce
9th Size Envy, Firey Disgorge
13th Heavy Bond, Siphon Weight
17th Drain, Corpulent Counterstrike

Arcane Absorption

When you choose this subclass at 3rd level, gaining weight begins to fuel and power you. You learn the Size Drain cantrip and it doesn’t count against your number of cantrips known. Additionally, whenever you gain fattening by stealing it from another creature or as the result of a spell or class feature, you also gain temporary hit points equal to your Intelligence modifier.

Protective Hoard

Also at 3rd level, you rapidly access your hoard and can let the weight flood out to turn yourself into a barrier against foes. As a bonus action, you may unleash stored weight from your lipomantic focus to balloon into an immense size and become a living barrier. You temporarily swell to the Huge weight category, drawing mass from your lipomantic focus. If you're already in the Large size category or huge weight category, you instead gain 10d100 fattening. You become Immobilized, but gain the following benefits for 1 minute:

  • You are immune to being knocked prone.
  • Creatures that attempt to move past you or exit your reach must succeed on a Dexterity saving throw against your Dracomancer spell save DC. On a failed save, the creature is knocked prone and cannot move through your space that turn.

You can end this effect at any time (no action required), at which point all withdrawn weight returns to your lipomantic focus.

You can use this feature twice, regaining one use on a short rest, and all uses when you complete a long rest.

Consume Magic

Starting at 7th level, you can inhale raw magical energy to feed your hoard. As a reaction when you take damage from a non-weapon source, you can expend a spell slot to reduce that damage by 5 × the slot's level.

Additionally, If you reduce damage from a spell or magical effect, you gain fattening equal to the amount of damage prevented.

Hungering Hoard

Also at 7th level, your practice widens your palate, opening your ideals on what constitutes as food that can grow your hoard. You gain proficiency in the Eating skill if you did not already have it, and are able to eat and digest non-edible materials like stone, so long as they would not be considered toxic to you.

Join the Hoard

Starting at 15th level, your mastery over arcane gluttony allows you to force others to begin their own hoard—whether they want it or not. When a creature fails its saving throw against your Protective Hoard feature, you can force it to gain fattening in inclusion to knocking it down. That creature gains enough fattening to reach their bulk limit and gain the immobilized condition. You can use this feature once, regaining the ability to use it when you complete a short or long rest.

Eternal Bulk of the Hoard

Starting at 20th level, your hoard becomes a living extension of yourself, vast and inexhaustible. You can no longer be knocked prone due to being Immobilized and if you are out of uses of Protective Hoard, you may expend a spell slot of 1st level or higher to activate it. When a creature within 30 feet of you would gain the Immobilized condition from any source, you can use your reaction to redirect that effect to yourself instead, so long as you are within range of what caused them to become immobilized, becoming the new target.

Circle of the Chimera

Druids of the Chimera embrace their dark desires, reshaping their bodies to embody the powerful monsters of the wild. They willingly mutate, twisting themselves inside and out to gain terrifying new traits. They don’t care how unnatural they look— what matters is that they’re the masters of the wilds, and anyone who challenges them is just prey.

Circle Spells

Level Spell
3rd Ravenous Bite, Shape Fat, Enlarge Reduce, Girthy Grip, Lick
5th Barkskin, Stout Form
7th Stoneskin, Softskin
9th Corpulent Counterstrike, Reincarnate

Chimera Forms

Starting at 3rd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As a bonus action, you can expend a use of your Wild Shape feature in order to gain two of the following effects and temporary hit points equal to your four times your druid level, until you use this feature again or complete a long rest:

  • Snake's Jaw: You are considered one size larger for the purposes of Devour Contests where you are the predator.
  • Bear's Teeth: Your bite is natural weapon, which you can use to make unarmed strikes using your wisdom modifier for attack and damage rolls dealing 1d6 piercing damage.
  • Frog's Tongue: Your Unarmed Strikes gain the Reach property
  • Beetle's Armor: Your unarmored AC becomes equal to 13 + your wisdom modifier. You can wear a shield and still gain this benefit.
  • Cheetah's Legs: Your movement speed increases by 10 feet.
  • Eagle's Eyes: You gain Advantage on Perception and Insight checks.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn while under the effects of Chimera Forms. You may also replace one of your attacks with the casting of a druid cantrip.

Living Monster

Starting at 10th level, your practice has permanently changed your physiology, leaving you augmented in some way. You gain one of the following benefits permanently, that you may change it when you select your spells when you complete a long rest or when you activate Chimera form.

  • Froghemoth's Appetite: You count as one size larger for the purpose of determining stomach capacity
  • Bulette's Mandibles: You gain a burrow speed equal to half your movement speed, though you gain 1% stuffing for every 2 feet you dig
  • Uncanny Camouflage: You can hide while lightly obscured or under half cover
  • Yeti's Strength: Your bulk limit increases by 100% and you have advantage on strength checks and saving throws
  • Harpy's Grace: You gain a flying speed equal to half your movement speed
  • Displacer Beast's Pelt: The first attack each round that targets you is made with disadvantage

Superior Chimera Form

Starting at 14th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, each trait grows in strength.

  • Snake's Jaw: You can also replace one of your attacks with a Devour check on each of your turns.
  • Bear's Teeth: The damage of your bites increases to 1d10 + your wisdom modifier.
  • Frog's Tongue: Once per turn, when you hit with an Unarmed Strike, you can push the target 5 feet in a direction of your choice.
  • Beetle's Armor: Your AC becomes equal to 14 + your wisdom modifier.
  • Cheetah's Legs: The speed increase is increased to 20.
  • Eagle's Eyes: You can see in magical darkness.

Circle of the Earthquake Druid

This circle is home to druids whose sheer mass shakes the world with every step; they do not tread lightly and each movement ripples through the battlefield, reshaping the land with their bulk. They are living destruction, walking tremors who grind stone to dust beneath them, turning rigid terrain into fertile soil. With every stomp, quake, and thunderous impact, they remind the world of the weight of stone and how the only comparable thing is themselves.

Circle Spells

Level Spells
3rd Mold Earth, Earth Tremor, Fat Syphon, Enlarge/Reudce, Earthen Grasp
5th Minute Meteors, Wall of Sand
7th Freedom of Movement, Stone Shape
9th Corpulent Counterstrike, Wall of Stone

Quaking Steps

Starting at 3rd level, your sheer weight makes every step a seismic event, sending tremors through the earth like the footfalls of a lumbering giant. As an action, you can expend one use of your Wild Shape to stomp your foot into the ground and cause earthquakes that spread across the battlefield for 1 minute.

While Quaking Steps is active, you can use a bonus action to stomp again, forcing a number of creatures of your choice, up to a number equal to your Wisdom modifier, within 15 feet of you to make a Constitution saving throw. On a failed save, they take force damage equal to your Wisdom modifier + your weight points (minimum of 1). On a success, they take half damage. If they fail the save by 5 or more, they are also knocked prone. You can choose to expend a spell slot of 1st level or higher when stomping to increase this damage by 1d4 for every 10 feet you have moved on your turn.

The Earth Trembles

Starting at 6th level, your weight alone tears up the ground as you move, rending dirt and stone with every heavy step, leaving uneven terrain in your wake. Whenever you cast a spell with a somatic component or use a stomp from Quaking Steps, you can choose to make the ground within 10 feet of you become difficult terrain until the start of your next turn. You are immune to difficult terrain created in this way.

Unshakable

Starting at 10th level, your sheer girth makes you an immovable force, too heavy to be pushed around and too flabby to feel the full brunt of incoming blows. You reduce all incoming force, bludgeoning, and thunder damage by an amount equal to your weight points (maximum of 3). Additionally, you ignore the effects of non-magical difficult terrain, and whenever you would be moved against your will, the distance is halved.

Seismic Landing

Starting at 14th level, when your enormous body meets the ground, the land itself buckles beneath your weight, splitting apart as if nature itself is yielding to your enormity. When you land from jumping or falling, you can use your reaction to cause the ground to split wide open from the sheer force of your landing. A fissure emanates from you, measuring 10 × your weight points feet deep, 5 feet wide, and 15 feet long.

Creatures standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. On a success, they move with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to collapse.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.

Circle of the Flytrap Druid

While druids encourage the growth of plants and the flourishing of nature, there's a dark side. Nature is as dangerous as it is beautiful. Druids of the Circle of the Flytrap embrace the uniqueness of carnivorous plants and the variety to nature they add; using them to restrain and slowly wittle targets down.

Circle Spells

Level Spell
3rd Thorn Whip, Entangle, Ray of Sickness, Locate Animals or Plants, Earthbind
5th Life Transference, Plant Growth
7th Upheaval, Grasping Vine
9th Cloudkill, Tree Stride

Ravenous Growth

Starting at 3rd level, you learn how to create ravenous, carnivorous plants to devour targets for sustenance. You can expend a use of your wild shape to cause a carnivorous plant to grow within 30 feet of you, where it moves immediately after you in initiative. On its turn you can command it to attempt to devour targets.

You cannot summon another plant with this feature until the current one is either full, or dead. You can use your bonus action to kill your current plant, should you choose. It also wilts and dies if you move more than 60 feet away from it, or you complete a long rest

Caustic Nectar

Starting at 6th level, you can control all plants you summon, becoming able to use them to channel your own spells. When a creature is effected by your Entangle, Earth Bind, or Plant Growth, or within 5 feet of your Ravenous Growth or Grasping Vine, you can channel the plants to cast a spell with a range of touch on them. When you use a spell in this way, you add your wisdom modifier in acid damage.

Toughened Skin

Starting at 10th level, you have become accustomed to the acidic nectar your plants produce, toughenig your skin to the harsh conditions of nature. You gain resistance to acid and necrotic damage. Additionally you do not incur the movement penalty within your own Plant Growth.

Overgrown Mastery

Starting at 14th level, your plants become absolutely voracious, lashing out and devouring without hesitation. You can now have a second Ravenous Growth out so long as your first one has swallowed something. One of your Ravenous Growths can now make further devour checks, even after swallowing a creature. When it makes a check in this way, it gains advantage to the roll.


Ravenous Growth

Medium, unspecified


  • Armor Class 10+your wisdom modifier
  • Hit Points 4 times your druid level
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (0) 12 (1) 6 (-2) 8 (-1) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances Acid, Necrotic, Poison
  • Damage Immunities Psychic
  • Condition Immunities Prone, Paralyzed, Stunned, Charmed, Frightened, Unconscious
  • Senses your apassive perception
  • Languages none

Digestive Juices. While the plant has a creature grappled, they begin taking digestion damage equal to the druid's digestion damage dice at the end of each of the plant's turns, up to a maximum of 3 dice. Once the creature it is grappling dies, it can use its reaction to swallow them.

Once the ravenous growth has swallowed a creature, it is full and cannot grapple or swallow another. At the end of each of its turn, it sends nutrients to the druid at a rate of 5% stuffing per turn, until the normal amount of stuffing it would grant is complete, where the plant then wilts and dies.

Actions

Digestive Bite. Melee attack: Your melee spell attack, 5ft. range, one target. Hit: Target must make a strength saving throw, DC equal to your Druid spellsave DC or become grappled by the plant.

Kitchen Warrior Archetype

The kind to mix the art of cooking and combat, allowing you to use the dishes you prepare as a weapon. You are a master of the battlefield as much as you are a master of the kitchen, knowing how to prepare extra food for your allies or to use as a weapon. You refuse to let a single crumb go to waste and that is the way of a Kitchen Warrior.

Chef’s Specialty

When you take this archetype at 3rd level, you take a specialization in how you choose your dishes. Choose either Wisdom, Intelligence, or Charisma. The stat you choose is the stat that you use to calculate your Kitchen Warrior Save DC (8 + your proficiency bonus + your chosen modifier)

Your culinary expertise allows you to create dishes with remarkable efficiency. You gain proficiency in cook's utensils and one additional skill based on the stat you chose to calculate your Kitchen Warrior Save DC.

  • Wisdom: Your intuitive grasp of ingredients and their properties grants you proficiency in Insight, allowing you to read peoples' tastes and interests.
  • Intelligence: Your scholarly approach to recipes and traditions grants you proficiency in History, having the memory to know a plethora of recipes.
  • Charisma: Your flair for presentation and storytelling grants you proficiency in Performance, to create showy, flashy dishes to titilate the senses.

If you already have the associated proficiency, you may pick another proficiency from those available to fighter.

Daily Special

Also when you choose this archetype at 3rd level, you have a special dish that you know like the back of your hand. Whenever you complete a short or long rest, provided you have ingredients available to do so, you can create a number of these dishes equal to your Specialty modifier. These can be used to replace an unarmed strike, dealing 2d6 + your strength modifier, or ranged attacks dealing 1d10 + your dexterity modifier. Each attack deals bludgeoning and an additional 1d4 stuffing damage, increasing to 1d6 at 6th level, 1d8 at 10th, and 1d10 at 15th.

You can hold up to 20 ingredients at a time and it takes 1 ingredient to make a Daily Special. The dishes last until you complete a long rest.

Ingredients for Success

Starting at 7th level, you always know how to find the perfect ingredients to make a dish, and to make it with aplomb. You gain an additional benefit based on the Stat you chose for your Kitchen Warrior save modifier.

  • Wisdom: You gain proficiency in Survival to allow you to always know where to find extra ingredients.
  • Intelligence: You gain proficiency Nature to allow you to know what foods are safe to eat.
  • Charisma: You gain proficiency in Persuasion to allow you to talk your way into the best deals for food.

If you already have the associated proficiency, you may pick another proficiency from those available to fighter.

Regardless of which benefit you gain, if an ally eats one of your dishes over a short rest, they gain stuffing percentage equal to the added stuffing damage it would otherwise take, and can roll an additional hit die without expending it.

No Leftovers

Starting at 10th level, you refuse to leave a dish unfinished, even if you have to finish it yourself. You gain proficiency in Eating, if you didn't already have it. Additionally you gain a +1 bonus to attack and damage rolls made with your Daily Special and your Daily Special can critically hit on a 19 or 20.

Master Chef

Starting at 15th level, your specialization has reached its pinnacle- leaving you virtually unmatched. You gain expertise in the skill you gained from your Chef's Specialty. Additionally a master chef is never unprepared. If you roll initiative and have no uses of your Daily Special, you can regain one use of it, provided you have ingredients to do so.

Magnum Opus

Starting at 18th level, you have perfected a single impressive recipe. You gain your Magnum Opus that can be used in place of an attack with your Daily Special, gaining the same bonuses. It deals an additional 1d10 stuffing damage, in addition to what you already dealt. If you choose to allow your allies to eat it over a short rest, it can be shared up to a number of people equal to your Kitchen Warrior modifier. You can make a new Magnum Opus using 3 ingredients after you complete a long rest. Additionally, the attack and damage bonus to Daily Special increases to +2.

Glutton Knight Archetype

A Glutton Knight is a master of fighting on a full stomach. Being stuffed to the brim causes them to function at their peak, always aiming to keep themselves as full as possible to fight well.

Student of Gastronomy

At 3rd level, you become adept at making sure you stay well-fed as often as possible. You gain proficiency in Cook's Utensils and Eating.

Combat Gastronomy

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Appetite Points.


Gluttonous Maneuvers.

You learn two Gluttonous Maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn 1 additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuver, you can also replace one you know with a different one.


Appetite Points

While in combat, you gain Appetite Points based on your stuffing percentage at the start of your turn. You gain 1 Appetite Point per 10% stuffing you possess. Your Appetite Points reset to 4 each time you take a short or long rest. You may store Appetite Points equal to 1 fifth your stomach 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 DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Hungering Momentum

Starting at 7th level, whenever you use your Second Wind or Action Surge features, you gain Temporary Hit Points equal to your number of Appetite Points. Additionally, once per turn, you can replace one of your attacks with a devour check.

Better on a Full Stomach

Starting at 10th level, a full feeling in your stomach enhances your performance. While you have at least 25% stuffing, or fattening you gain +1 to your armor class, +1 to your stomach AC and +1 to constitution saving throws.

Stuffed to Success

Starting at 15th level, being full just isn't quite enough anymore- anything less than a binge is unsatisfying. When you are what your base capacity would be, before extra increases from classes, feats, or items, or 100% fattening you gain and additional +1 your armor class and +1 to Constitution saving throws. Additionally your bulk limit increases by 50%.

Forever Hungry

Starting at 18th level, you base stomach capacity increases by 5 x your constitution modifier and at the start of each of your turns, if you do not have 4 or more Appetite Points, you gain 2 Appetite Points, up to a maximum of 4.

Gluttonous Maneuvers


Flavoring Strike

When you hit with a weapon attack, you may spend 4 Appetite Points to mark the target. The next Eating(Query) check made to Devour the target is made with Advantage.


Nauseating Strike

When you hit with a weapon attack, you may spend 4 Appetite 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 Appetite Points to regurgitate a creature or object 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 2d6 + your dexterity modifier bludgeoning damage.


Projectile Eater

When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 Appetite Points 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, gaining the appropriate amount of stuffing. If the projectile was a potion, you gain it's effects immediately.


Hungering Grip

When you successfully start a devour contest, you may spend 4 Appetite Points to automatically gain one success.


Forceful Belch

When you make an attack, if you have at least 25% stuffing, you may spend 4 Appetite Points to let out a 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 25% stuffing, you may spend 4 Appetite 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 Appetite 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.

Order of the Famished

The Famished are those who were not allowed to eat in life, left to waste away to starvation and longing. Denied the simple joy of a full belly, they seethe at those who indulge without gratitude and squander the gift of sustenance. With profane rites, they strip the unworthy of their excess, stealing the weight they were never allowed to have. Though they will never truly be satisfied, they can at least take solace in denying weight gain to those who fail to appreciate it.

Malefic Rites

When you choose this specialization at 3rd level, you gain the following two Malefic Rites options:

Maw of the Starved. As an action, you can use your Malefic Rites to unleash a wave of draining force. Each creature within 15 feet, other than you, must make a Constitution saving throw. On a fail they take necrotic damage equal to your Rune Damage + your Charisma modifier, or half as much damage on a successful one. You steal fattening equal to the damage dealt from targets that fail the save.

Curse of Wasting. You can use your bonus action to mark a creature you can see within 60 feet and causing them to starve. For the next minute, whenever you deal damage to the marked target, you steal fattening equal to the damage dealt and heal equal to your charisma modifier.

Spells of the Starved Grave

Grave Knight Level Spells
3rd Fat Syphon, Size to Life
5th Control Fat, Steal Fat
9th Bloating Scythe, Hungering Aura
13th Siphon Weight, Upheavel
17th Drain, Glutton's Embrace

The Hollowed Husk

Your body is a starved shell that cannot hold its own weight— but you can take from others. By feasting on stolen mass, you sustain yourself, but without it, you wither away to nothing. You are no longer able to eat, and do not suffer exhaustion from not eating. To compensate you are easily able to take weight from others. You learn the Transfer Fat spell and can cast it as a ritual, and you also learn the Size Drain cantrip. Your bulk limit also increases by 10 x your grave knight level. However, when you complete a long rest your character's base weight is reduced by an amount of pounds equal to 10 x your grave knight level, down to a minimum of what would be considered thin for your race.

Additionally, you can no longer gain stuffing and treat stuffing damage as bludgeoning damage.

Your abilities cannot reduce a creature's weight below what would be considered normal for their race. If an ability that steals size attempts to bring them below that point, the stealing of size fails.

Devour the Unworthy

Starting at 7th level, you see the undeserving and their gluttony without purpose or appreciation and strip them of their shallow gains. You can replace one of your attacks on your turn with casting Size Drain. Additionally, you can add your weight points to the damage of your Size Drain, with a maximum equal to your charisma modifier.

Hunger's Due

Starting at 15th level, for every pound you take, a fraction of your suffering is repaid. Fattening gives you an additional weight point for every 50% you have instead of 100%. The maximum damage you can add to Size Drain from Devour the Unworthy increases by 2.

Feast of the Forgotten

Finally at 20th level, for one glorious minute, you can reign over the overfed and punish the ungrateful. You can use your action to empower yourself to leech fat with even the smallest touch. For 1 minute, you gain the following benefits.

  • You treat your weight category as one less for calculating any penalties.
  • You have advantage on saving throws to avoid the immobilized condition.
  • When you deal damage to a target you steal fattening equal to a role of your rune damage and when you roll damage for Size Drain, you can treat any 1s or 2s rolled on the dice as a 3.

Way of the Unmovable Monk

Unmovable monks are renowned for their immovable presence, embodying the spirit of the mountain—steadfast and unyielding. Through rigorous training they become living bulwarks, using their massive frames not only to resist any attempt to move them but also to dictate the flow of battle. They remain flexible in their fighting, allowing them to adapt to and conquer almost any foe.

Heavy Stances

When you embrace this tradition at 3rd level, you learn to use several stances to allow you to throw your weight around more effectively. When you make an unarmed strike using your bonus action, as part of that attack you can change your stance. Your stance gives Flurry of Blows an additional effect.


Staggering Stance. A closed off, low to the ground stance that allows you to be ready to grab an opponent to force them into submission. When you successfully hit with an unarmed strike using flurry of blows, you can attempt to grapple the target without forgoing damage.


Horse Stance. A Wide-legged, back straight, and low armed stance that leaves you ready to use the weight behind your blows to move targets around. Every successful unarmed strike against a creature no more than one size or weight category larger than you with flurry of blows pushes the target back by 5 feet.


Bear Stance. With arms held high and legs wide, it allows for free movement to throw your full weight into a combo of strikes. You replace one of the unarmed strikes from your flurry of blows with a size attack.

Immovable Stance

Starting at 6rd level, you have honed your body to use your immense weight and trained stances to make it nearly impossible to be moved against your will. You have advantage on all checks and saving throws made to resist forced movement or being knocked prone.

Unstopable Maneuver

Starting at 11th level, not only are you an immovable object, but also an unstopable force. You can expend a ki point to gain an additional effect based on your stance, when the following conditions are met.


Staggering. If you succeed on a grapple, they are retrained instead of grappled.


Horse. If you moved at least 10 feet towards the target, they must make a dexterity saving throw against your Ki save DC or the momentum will knock them prone.


Bear. If you successfully land a size attack you can force the target to make a strength saving throw against your Ki save DC or be smothered by you.

Hybrid Stance

Starting at 17th level, you have mastered your stances to the point where you can perform multiple fighting styles at the same time. When you land an unarmed strike with a bonus action you can expend 2 ki to hybridize your stance and gain the benifits of two at the same time. This lasts until you change your stance. Additionally you can add your wisdom modifier to the damage of your flurry of blows when you enter a hybridized stance.

Way of the Wandering Keg Monk

Sturdy, clumsy, and no doubt excessively rotund, those of the Wandering Keg travel from tavern to tavern indulging their love of alcohol. The overindulgence leads to a stout form that they use to shrug off blows, and knock others off their feet while they barely stand on their own.

Drunken Durability

At 3rd level, the amount of alcohol you've consumed has left you with a sizable beer belly that you use to soak blows. Your character's base weight increases by (125)5d4x10 and that becomes the minimum you can weigh, no matter how much you exercise.

Once a turn, you can reduce incoming damage from weapon attacks by an amount equal to your weight points (maximum of 3). Additionally, If you consume a bottle of heavy alcohol, you can gain temporary hit points equal to a roll of your martial arts die + your wisdom modifier. You must complete a short or long rest before you regain this benefit again. If your DM runs their own alcohol rules, you still abide by these.

Keg Smash

Also at 3rd level, you’ve mastered the fine art of weaponizing barrels and bottles. You gain proficiency in improvised weapons. If you use an alcoholic container as an improvised weapon, such as a barrel or bottle, you can choose to make it a smashing strike in place of your martial arts unarmed strike. A smashing strike deals 3d6 bludgeoning instead of your martial arts die, destroying the container in the process.

Staggering Bulk

Starting at 6th level, your drunken, erratic movements make you difficult to pin down. Once per turn, when a creature misses an attack roll against you, or you make an attack roll against them, you can immediately move 5 feet to an adjacent space without provoking an attack of opportunity. Additionally, if this movement causes you to enter another creature’s space, that creature must succeed on a Strength saving throw or be knocked prone. A creature can only be affected by this feature once per round. If they are not knocked prone, you are instead left where you stood instead of moving into their space.

'Breath' of Fire

Starting at 11th level, the amount of alcohol on your breath makes it practically flammable. When you use your Keg    Smash on a target, you can spend 1 focus point to let out a        belch that quickly sparks a roaring fire, lighting the             alcohol ablaze. The target of the keg smash takes fire            damage equal to a roll of your martial arts die. The            target must make a constitution saving throw or take           fire damage equal to your wisdom modifier at the start          of each of its turns for the next minute. A creature can         use its action to douse the flames, ending the effect early.


Iron Stomach, Clumsy Step

Starting at 17th level, your unpredictable movement around the battlefield can lead you to bowling over those smaller than you as you stagger about. When your Staggering Bulk    Feature causes you to collide with another creature, you     can use your reaction to make a size attack against them. If        they are successfully knocked prone, however, you can                instead choose to automatically smother them, if you                  are able.

Oath of the Fortress Paladin

A paladin that follows this path take up the oath to use there bodies to protect, utilizing their rotund frames to be a stalwart line of defense for their allies. They stand firm, their wide figures shielding those behind them as they function as a fortress of flesh on the battlefield.

Tenets of the Fortress Paladin

Selflessly Gorge. Your allies rely on you being well fed and sturdy. Never skip a chance for a meal- their lives may depend on it.


Size is Strength. The larger one is, the better they can protect those who need it. Your allies can help protect the weak just as valliantly as you can.


Defy the Odds. You are immovable- a mountain. Your soul should be as unshakable as your body... Metaphorically speaking.

Fortress Spells

Paladin Level Spells
3rd Conjure Food, Girth Ward
5th Safety Swallow, Steal Fat
9th Size Envy, Remove Curse
13th Resilient Sphere, Upheaval
17th Bellyport, Wall of force

Fortress of Flesh

At 3rd level, your stomach becomes a bastion of defense and shelter for the vulnerable. You gain the following benefits:

  • You can choose to not deal digestion damage to creatures within your stomach at the end of each of your turns
  • You gain resistance to acid damage
  • You become immune to foodborn illness
  • While not wearing armor, your AC is calculated as your weight points (maximum of 3) + your charisma modifier. You can wear a shield and still gain this benefit.

While you have 25% or higher stuffing you gain the following benifits:

  • You gain temporary HP at the beginning of each of your turns equal to your Charisma Modifier (minimum of 1)
  • When a creature rests on your stomach during a rest, they gain temporary hit points equal to 1 roll of their hit die + your weight points when it is finished

Rotund Guard

As an action you can use one of your channel divinity charges to project a Defensive aura in a wide radius around you for 1 hour. Creatures of your choice in a 15 foot radius centered on you receives the same benefits you do from your Fortress of Flesh feature as you would so long as you meet the stuffing requirement. This radius moves with you, must be concentrated on as if it were a spell, and persists as long as you maintain concentration and are not unconscious or killed. You can end the aura at any time (no action required). 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 Rotund Guard at a time.

Wide Stance

At 7th level, you have learned to use your corpulent body to defend your allies. When you stand within 5 feet of an ally that is the same size category and weight as you or less, you can protect them from harm. If an attack requiring an attack roll targets the ally you are defending, they are treated as if they were behind three quarters 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.

Fortifying Size

At 15th level, your stomach always feels better while full, allowing you to heal swiftly during times of danger. While you are below half HP, you regain a number of HP equal to your weight points at the beginning of each of your turns (maximum of 4). This amount increases further by 1 for every 25% stuffing you possess. You cannot benefit from this feature if you have 0 HP. You may choose to not receive healing in this way.

Stomach Savior

At 20th level, your protective instincts have sharpened to the point that you can spring into action quickly. As an action, you activate this ability andn assume the body of a true Flesh Fortress for 1 minute. While in this form you gain the following benefits

  • You can cast Safety Swallow without expending a spellslot
  • Your weight is set in the enormous category for the duration if it was not already enormous or larger
  • You gain advantage on all eating checks

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

Oath of Sloth Paladin

Paladins who swear the Oath of Sloth devote themselves to a life of minimal effort, channeling divine power with the least possible exertion. They believe that true strength lies in conserving energy and letting the world slow down around them, moving only when absolutely necessary.

Tenets of Sloth

Conserve Your Energy. Unnecessary effort is wasteful. Do not expend more energy than required. When it is truly needed, give your all, but never for a second longer than necessary.


Rest is Vital. Embrace relaxation and encourage others to do the same. A well-rested mind and body are essential for effective action when the time comes.


Savor the Moments. Life is to be enjoyed, not rushed. Encourage others to find joy in the simple pleasures and to take it easy whenever they can, without the burdens of worry.


Fuel for Action. Your body is a reservoir of potential. Body mass is just fuel reserves, allowing you to draw on your strength when it’s truly necessary. Use it wisely and only when it matters.

Oath Spells

Level Spell list
3rd Expeditious Retreat, Unseen Servant
5th Enlarge/Reduce, Lazy Rebuke
9th Slow, Tiny Servant
13th Dimension Door, Guardian of Faith
17th Girth of Lethargy, Scrying

Lazy Restraint

Starting at 3rd level, your laziness makes you into an immovable object when you really settle in. As a bonus action, or when you successfuly begin smothering a target, you can use your Channel Divinity to begin relaxing while you are considered prone for 1 minute, making you nigh impossible to move. While under this effect, you cannot be moved against your will by any creatures that are the same size category as you. If you are smothering another creature you add your charisma modifier to the smother damage and they must use their action to make strength saving throw against your paladin spellsave DC to escape. If you use your movement speed to get up from being prone, the effect ends until you are considered prone again.

Aura of Lethargy

Starting at 7th level, your laziness influences those around you, sapping their energy and slowing their movements. Enemies within 10 feet of you have their movement speed reduced by 5 feet, and they cannot take the Dash action while in your aura. The range of this aura increases to 30 feet at 18th level.

Lazy Fighting

Starting at 15th level, sometimes being lazy has a consequence on the body- but you've learned to take advantage of that in combat. You can benefit from extra attack while making size attacks to targets you are smothering. Additionally, your size attacks count as unarmed strikes for the sake of gaining benefits from items or features.

Lumbering Colossus

At 20th level, as an action, you can enter a stature befitting of your sheer laziness, growing to immense proportions that shake the earth with every step. While in this state, you gain the following benefits:

  • You have resistance to all damage.

  • Your weight category increases to Massive if it was not already. You will be treaded as if you were in the huge size category.

  • Enemies that start their turn within 30 feet of you must succeed on a Strength saving throw against your paladin spellsave DC or be knocked prone as your mind boggling size shakes the ground.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Lazy Rebuke

Evocation 2


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

With a lackadaisical remark, you unleash a burst of lethargic energy at creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d8 fattening damage, and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, they take half damage and their movement speed is not affected.

At higher levels: The damage increases by 1d8 for each spell slot level above 2nd.

Clergy of the Banquet Priest

Some say the world is your oyster, but for priests of the Clergy of the Banquet, it is their buffet table. A hardy gathering brings all sorts closer together. Their party are the guests of honor to a hosted feast, the kings and queens of the dinner table and the priest decides who shall be served first. Food is their calling, indulgence their purpose, and comradery their goal.

Banquet Spell List

level Spells
3rd Girth Ward, Hungering Whip
5th Abyssal Stomach, Size Envy
7th Conjure Feast, Guardian Chef
9th Banquet Blast, Bellyport

Blessed Bounty

Starting at 3rd level, your faith ensures no stomach goes empty, not even your own. You gain proficiency in Cook’s Utensils and your choice of Eating or Feeding. Additionally, you learn the Conjure Food and Food Burst spells, which do not count against your prepared spells.

Divine Chef’s Encouragement

Also at 3rd level, you use faith and flavor to guide the hands (and mouths) of those who partake. Whenever you or a creature within 60 feet makes an Eating or Feeding check, you can spend a spell slot to grant advantage on the roll. Additionally, the range for a critical success increases by 1 per spell level used (e.g., a 3rd-level slot lets you crit on a 17-20).

Cullinarian's Call

St 6th level, your words awaken an insatiable craving, compelling even the most disciplined to gorge themselves at your command. As a bonus action, you can invoke the Cullinarian’s Call, entering a feasting trance for 1 minute. While in this state, you gain the following benefits:

  • Once per turn, you can add your Charisma modifier to the damage roll when you deal Stuffing damage.
  • When you activate this feature, choose yourself or one creature within 30 feet that can hear you. The target must make a Wisdom saving throw. On a failure, they gain the Ravenous condition for the duration or until they succeed on the saving throw at the end of their turns, though they can choose to fail. While Ravenous, they have advantage on all Eating checks.
  • As a bonus action on subsequent turns, you can either move the Ravenous condition to another creature within 30 feet that can hear you, forcing them to make a new saving throw, or attempt to reapply the Ravenous condition if no creature currently has it.
  • You can end the ravenous condition on its current target at any time, no action required.
  • When you activate this feature you can immediately attempt to grab a creature within your reach as part of the same bonus action.

You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest.

Gastronomic Gospel

Starting at 14th level, your words stir hunger in body and soul alike, manifesting a feast with every syllable. When you use one of your faith points to cast a Hunger Word you create a single use of Conjure Food. This morsel lasts until you complete a short rest where it will automatically feed itself to you causing 1d8 stuffing if not used.

Food Coma

Starting at 18th level, the indulgence of a feast can bring more than just satisfaction—it can overwhelm the senses and lull the body into a deep slumber. As an action, you may choose one creature within 30 feet of you that is over 25% stuffed. That creature must make a Constitution saving throw or fall unconscious for 1 minute, succumbing to a blissful food coma. If the creature succeeds on the saving throw, this feature is not expended.

You must finish a long rest before using this feature again.

Arcane Crusher Fight Club Pugilist

Arcane Crushers are brawlers who blend raw fistfighting skill with arcane power, using magic to enhance their size and physical prowess. Every spell they cast fuels their growing bulk, turning their weight into a weapon as potent as their fists. With a mix of brute force and spellcraft, they crush enemies beneath them in flattening displays of strength and sorcery.

Arcane Crusher Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you choose this fight club at 3rd level, you learn to infuse your strikes with magic.

Cantrips. You know Bloating Uppercut and two cantrips of your choice from the Wizard spell list (see that class’s section for its list). Whenever you gain a Pugilist level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Pugilist level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Crusher Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.

The number of spells on your list increases as you gain Pugilist levels, as shown in the Prepared Spells column of the Arcane Crushe Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots.

Changing Your Prepared Spells. Whenever you gain a Pugilist level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use your fits or one of your pugilist weapons as a Spellcasting Focus for your Wizard spells.

Arcane Heavyweight

Also at 3rd level, your magic doesn't just empower your strikes- it leaves some lingering magic that settles on you as body mass, fueling your ability to deliver crushing blows. When you cast a leveled spell, you gain a number of Arcane Bloat charges equal to the spell's level. The maximum number of arcane Bloat charges is equal to 1 + your intelligence modifier (minimum of 1) and you lose all charges when you finish a short or long rest. When you lose or spend a charge of arcane bloat you gain 1d8 fattening. If you gain an additional charge and are above your maximum number of charges you instantly gain 1d8 fattening per charge.

Once per turn, you can spend a charge of Arcane Bloat to replace an unarmed strike with the casting of a cantrip.

Arcane Chins

Finally at 3rd level, your Iron Chin feature is changed to Arcane Chins, allowing you to calculate your AC in light armor or unarmored as your weight points (maximum of 3) + your Intelligence modifier instead.

Meteor Slam

Starting at 6th level, you can use a a surge of arcane force to teleport above your foes and crash down with immense weight. When you use the Old One-Two, you can spend one Arcane Bloat charge to replace one of the unarmed strikes to teleport 10 feet above a creature you can see within 30 feet and instantly fall on top of them. If you have a creature grappled, you can spend one additional moxie point to take them with you.

When you land on top of a creature and deal damage, you deal additional 1d4 force damage per charge of Arcane Bloat you have, including those you may have spent to use Meteor Slam if this happens on the same turn. At level 10 this extra damage increases to 1d6 per charge.

Bulk and Bravado

Starting at 11th level, your growing size fuels your stage presence as well as your physical strength. You can spend one Arcane Bloat charge to add your Intelligence modifier to an Acrobatics, Athletics, Performance, Persuasion, or Intimidation check, as long as your body is used as part of the check (such as flexing, belly-slamming a door open, or using your weight to achieve a feat of strength) or add it to a Strength, Dexterity, or Charisma saving throw.

The Flattener

Starting at 17th level, when you crush someone, you don't just hit hard— you flatten them into the ground like a stake. When you use Meteor Slam, you can maximize the damage instead of rolling. If you weigh more than the target, they must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Constitution modifier, whichever is higher) or be knocked prone and have their movement speed be reduced to 0 until they use their action to pull themselves out of the crater you left them in. On a successful save they take half damage and are not knocked prone and their movespeed is not reduced as well as being safely deposited in an empty space within 5 feet of you.

If you are a larger size category than the target, any other targets within 5 feet of them must also make a dexterity saving throw or suffer the same effect and take bludgeoning damage equal to a roll of your fisticuffs die. The original target is also restrained instead of flattened.

Once you use this feature you must complete a sort or long rest before you can use it again.

What is this?

Pugilist is a strength-based alternative to monk made by Benjamin Hall! I highly recommend trying it at some point!

Heavyweight Division Pugilist

The Heavyweight Division fight club originates in a brash and performative form of wrestling combat. Practitioners of this fight club demand attention in the ring, entering with pomp and grandeur. However, many have simply turned to the style as a method of throwing their weight around; quite literally, as the fight club focuses on forceful blows backed by the weight of fat and muscle that most practitioners build during training.

Taunting Salute

Starting when you choose this fight club at 3rd level, you gain proficiency in your choice of the Performance or Intimidation skills.

As a Bonus action, you can expend 1 moxie point make a shout, salute, or other rude gesture to one target within 30 feet of you that can see and hear you. The target must make a Wisdom saving throw. On a failure, your attack rolls against that target gain advantage until the start of your next turn, and their attack rolls against you gain disadvantage until the start of your next turn, as your imposing presence shakes them to the core. Additionally, when you use this feature, you may move up to half your movement speed to make a size attack to a target within reach as part of the same bonus action.

Undead, Constructs and creatures immune to the frightened condition are immune to this effect.

The Save DC for all Heavyweight abilities is calculated as follows:

Heavyweight DC = 8 + your proficiency bonus +

your Wisdom or Charisma modifier

Heavyweight Advantage

Starting at 6th level, you use the bulk that you have built during your training to your advantage. You are treated as one size larger than normal for the purposes of
grappling and smothering. Additionally, you
gain access to the following features.

Weighted Crush. As a bonus action, you can spend 1 moxie point to crush a creature you are grappling or smothering, making a size attack against the target.

Gut Rebound. When a creature strikes you with a melee attack, you can use your reaction to spend 1 moxie point and force the target to make a Strength Saving throw. On a failure, they are pushed 10 feet away from you after the attack, and take Bludgeoning damage equal to your Constitution modifier.

Stand Firm. When an effect would attempt to forcibly move you, grapple you, or knock you prone you can use your reaction to spend 1 moxie point to gain advantage on any rolls made to resist the effect.

Iron Stomach

Starting at 11th level, you have hardened body and soul into an eating machine. You have resistance to poison damage and advantage on saving throws against poison, you have advantage on Eating(Query) checks against objects or creatures you have grappled or smothered and your base stomach capacity is doubled. Additionally the DC of your Heavyweight abilities increases by your weight points, up to a maximum of 2.

Giant Swing

At 17th level, you can hurl even the heaviest of targets with your sheer strength and determination. When you make an attack against a creature you are grappling or who is grappling you, you can expend 3 moxie points to make it a Giant Swing. If the attack hits, the grapple ends as the creature is thrown a number of feet in a direction of your choice equal to the result of a roll of your Fisticuffs die plus your Strength modifier (rounded down to the nearest 5), is knocked prone, and must make a Constitution saving throw or be incapacitated until the end of their next turn.

The Pressure Forge Fight Club Pugilist

Pugilists of the Pressure Forge Fight Club willingly modify their bodies into walking furnaces, their guts reinforced with metal to contain immense pressure and their lungs working like bellows to stoke the raging forge inside them. A constantly churning crucible, they build pressure with every hit, reaching blistering temperatures before unleashing that raw power in explosive bursts that turn their own bodies into weapons of firey wrath.

Bonus Proficiency

Starting at 3rd level, your body has been modified for extreme pressure control. You gain proficiency in your choice of either Smith’s Tools or Tinkerer's Tools and gain resistance to fire damage. Your inflation limit increases by three times your Pugilist level.

Boilerplate Bellows

Also at 3rd level, you inhale deeply to stoke the forge as you prepare yourself for battle. You gain a number of Boilerplate Bellows uses equal to your Wisdom or Intelligence modifier (you choose when you take this subclass, minimum of 1). You can spend one use to activate Dig Deep without expending a moxie point, however whenever you use dig deep you gain inflation equal to the temporary hit points gained. You regain 1 use on a short rest and all uses on a long rest. Your body no longer shows signs of inflation or stuffing until you are at or above your inflation limit.

Additionally, while above 25% inflation or stuffing capacity, your unarmed strikes deal extra fire or force damage, based on how inflated or stuffed you are:

Threshold Additional Damage
25% 1d4
50% 1d6
75% 1d8
100% 1d10, but you also take the same damage.

Building Pressure

Starting at 6th level, your body has become well-adjusted to the constantly building pressure inside you, and part of that is learning how to quickly burn away impurities or vent it as needed. You learn the Fire Bolt and Gluttonous Roar cantrips. When you cast Gluttonous Roar, its damage type is fire. Your spellcasting ability for these cantrips matches the ability score chosen for Boilerplate Bellows. Additionally, you become immune to bursting due to inflation or stuffing.

When benefitting from the damge increase from Boilerplate Bellows, you can spend 1 Moxie point to replace one bonus action unarmed attack with a casting of Firebolt or Gluttonous Roar and whenever you deal damage with Fire Bolt or Gluttonous Roar, you relieve an amount of inflation or stuffing (your choice) up to to the damage dealt. Relieving stuffing converts it into fattening.

Vent the Flames

Starting at 11th level, your body automatically vents pressure when struck, expelling excess heat with every blow. When you take bludgeoning, piercing, slashing, thunder, or force damage, you can use your reaction and spend 1 moxie point to cast Gluttonous Roar or Fire Bolt.

Additionally, creatures hit by the attack or failed save from these cantrips from you, are pushed back 5 feet. This distance increases by 5 feet per tier of Boilerplate Bellows active.

Stoke the Blast Furnace

Starting at 17th level, you can push your body to its absolute limit, transforming into a walking pressure bomb. As a bonus action, you can expend 4 moxie points to activate Blast Furnace Mode for 1 minute and you can end the effect at any point as a bonus action. While active, you gain the following benefits:

  • At the start of each of your turns, you gain inflation equal to two rolls of your Fisticuffs die.
  • Fire Bolt and Belch no longer relieve inflation or stuffing.

When the effect ends, you detonate in a massive blast, dealing 1d4 fire and 1d4 force damage per 10% inflation you possess (max 10d4 each). You cannot use this feature again until you complete a long rest.

Created by:

The original framework of this subclass was created by MarsnBars on my discord! Thank you!

Conclave of the Bloat Trapper Ranger

While those who use traps to ensnare and injure litter the wilds, those of the Bloat Trap Conclave rely on using lipomantic magic and traps to immobilize their prey within their own bodies, stuck and too heavy to move on their own. It's an odd methodology, but effective in its results. To cross a ranger of the Bloat Trap is to risk suffering not just injury but growing so fat that you may never be able to walk again.

Bloating Tactics

Level Spell
3rd Bloating Hex
5th Sluggish Manipulation
9th Obese Oubliette
13th Siphon Weight
17th Girth of Lethargy

Softening Strikes

Start at 3rd level, creatures under the effect of your spells, traps, and effects steadily grow larger and more lethargic. While you are concentrating on a spell that effects a single creature, such as Bloating Hex or Hunter's Mark, they gain fattening equal to half the damage you deal to them (rounded down). When they fatten this way, you can choose to use your bonus action to transfer an additional 1d6 of your own fattening onto them. This increases to 1d8 at 7th level, 1d10 at 11th, and 1d12 at 15th.

Master Trapper

Also at 3rd level, you gain proficiency in the Survival skill if you did not already have it. If you already were proficient, you instead gain proficiency in another skil available to Ranger. When rolling Survival checks to set traps, you can add an additional 1d4 to the roll.

Bursting Bloat Trap

Starting at 7th level, you learn how to imbue your own weight into a trap, allowing it to discharge on any target unfortunate enough to fall into it. You can create a number of traps equal to your Wisdom modifier and regain the ability to do so when you complete a long rest. You can infuse up to 20% of your own fattening into a trap. They take a minute to set up and it is triggered by being touched by a creature. Spotting the trap requires an Investigation check equal to your Ranger Save DC. When triggered any creature within a 10 foot radius of the trap must make a Dexterity saving throw against your Ranger save DC. On a fail they take 4d8 fattening damage, or half as much damage on a successful one.

Additioanally, as an action, you can throw the trap into a location within 30 feet of you, triggering the trap automatically where it lands.

Ease of Chase

Starting at 11th level, you gain a sense when your quarry has fallen victim to your traps and abilities, providing a thrill that energizes your ability to move. When a creature within 60 feet of you is 100% fattening or higher, you can dash as a bonus action. Additionally, when you dash, attacks of opportunity against you are made at disadvantage.

Bloating Retaliation

Starting at 15th level, you exploit a target's wavering mobility to be able to get quick strikes in on them. When a creature within 30 feet of you is above 50% fattening and you make a weapon attack against them, you can use your reaction to add an additional 1d10 fattening damage to the attack.

Food Chain Enforcer Ranger

In the natural world, there's one thing that always exists- the role of predator and prey. Rangers of the Food Chain embrace this eternal cycle, blending their role as a hunter and provider with a deep understanding of symbiotic relationships. They act as both the master of the hunt and the hand that feeds the beast, empowering allies to enforce the natural order as voracious predators.

The Hunter's Grasp

Starting at 3rd level, your hunting is quick and efficient. You can use your Dexterity modifier instead of Strength for attack and damage rolls with your unarmed strikes, as well as to calculate the save DC of your grapples. You also gain Hunter Dice that are used for several features of your class, including your unarmed strikes, and their scaling is shown on the table below based on your levels in Ranger. You also gain proficiency in Feedng (query) if you did not already have it. If you already had proficiency in it, you instead gain proficiency in your choice of Brewer's Supplies, Cook's Utinsils, Weaver's Tools, or Leatherworker's Tools.

Additionally, creatures with your Hunter's Mark add the damage of your hunter's mark to digestion damage they take.

Hunter Dice

Level Die Size
3rd d6
6th d8
11th d10
17th d12
Tasha's Ranger

Since many are unhappy with the 2024 ranger and still sticking to the 2014/Tasha's, this could easily be applied to Favored Foe.

Feed the Beast

Starting at 7th level, you hone the bond between hunter and predator, seeing your allies appetites like a raging animal that can only be calmed with a hardy meal. In place of an attack, you can attempt to feed an incapacitated or grappled enemy directly to an ally, or to use the belly rub on a predator that has devoured another creature.

Once per turn, when you use the belly rub on a predator, you cause a creature devoured by them to take digestion damage equal to a roll of your Hunter Dice + your wisdom modifier.

Boon of the Natural Cycle

Starting at 11th level, you strengthen the roles the natural cycle plays in the food chain. When you successfully feed a creature to a predator or a friendly creature within 60 feet devours another creature on its own, you can cause the predator to gain one of the following benifits for 1 minute. You can use this feature a number of times equal to your wisdom modifier and regain all expended uses when you complete a long rest.

  • The predator ignores resistance to acid damage and can treat any 1s rolled on digestion damage dice as a 3
  • The predator gains resistance to damage dealt by creatures they have devoured

The effect ends early if you reach 0 hit points or are incapacitated.

Meal for the Mighty

By 15th level, you master the art of ensuring a predator's success, making sure the roles in the food chain stay uninterupted. When an ally you can see fails an indigestion check or a creature succeeds on an escape check to leave the predator’s body, you can use your reaction to move up to half your speed and attempt to force the target back into the predator’s jaws. You can add a roll of your Hunter Dice to the result of the indigestion check, possibly changing it to a success, or subtracting it from the escape check, possibly turning it into a failure. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you complete a long rest.

Rampart Wrecker Ranger

The wild was never meant to be caged by stone and steel. While others see fortresses and castles as symbols of power, these rangers see scars on the land impeding the wilds with their walls and gates. They are the wind that blows down the towers, the landslide that buries the streets. The forces of nature that tear down what should never have been built.

Wallbreaker Magic

Level Spells
3rd Catapult
5th Shatter
9th Stout Form
11th Fabricate
15th Destructive Wave

Siege Weapon Mastery

Starting at 3rd level, you have the tools and means to create powerful weapons capable of leveling buildings. You gain proficiency in Tinker's Tools and can use them to construct your own specialized Siege Weapon that you are considered proficient in. Siege weapons all have the two-handed and heavy property and deal double damage to objects. You can choose from several weapons to craft that each have unique properties. However, they are exceptionally heavy and as such you may only have one carried with you at a time. If you want to craft a new siege weapon you must use a short rest and your tinker's tools to disassemble your current one for the materials to make a new one, or find a place to leave your old one so you can make a new one.

When you craft a siege weapon, you can make one over three days by expending 100gp worth of metal and other materials. You can disassemble a single non-artifact magical ranged or melee weapon over the course of this process to imbue the completed weapon with the magic item's properties. If you disassemble the siege weapon, the magical effects carry over to the materials. Weapons disassembled must be crafted into the matching type (ranged/melee).

Ranged weapons push you back by 10 feet when you make an attack with it. This movement does not provoke opportunity attacks and is reduced by 5 feet for each weight point you possess. It also pushes targets hit by it 5 feet away from you. They count as a crossbow for benifiting from feats.

Melee weapons push targets 5 feet away from you. Additionally, once per turn, you add your weight points to the damage roll of Melee Siege Weapon.

On a misfire or mishap, the attack misses as it gets embedded in a nearby object (melee) or jammed and in need of a quick repair (ranged). The weapon cannot be used again until you spend an action to try and fix it. To remove it it you must make a successful Tinker's Tools (Strength or Dexterity) check (DC = 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat over a short rest.

Unstoppable Force and Immovable Object

Starting at 7th level, you're either the boulder crashing through the wall, or the barrier that refuses to move. Your size attacks deal double damage to objects. If you move at least 10 feet before making an attack on an object, you can instead make a size attack in place of an attack. On a hit, you add an additional 1d8 for every weight point you have. Additionally, you add your weight points to saving throws against being moved against your will, knocked prone, or grappled.

Destructive Weaponry

Starting at 11th level, if something is in your way, the best solution is to sometimes just bowl it over. When the knockback from one of your weapons would push an enemy into an object or another creature they, and the entity they collided with, take an additional 1d4 damage per weight point you have. This still deals double damage to objects. Additionally, fixing a siege weapon now can be done as a bonus action.

Steady Aim

Starting at 15th level, you don’t just hit your enemies— you send them soaring with the force only a living war machine can muster. When you successfully land an attack with your siege weapon you can use your reaction to add additional force to the blow, increasing the knockback of your siege weapon by an amount equal to 5 x your wisdom modifier and adding an additional 1d4 force damage per weight points you possess. You must complete a short or long rest before you use this feature again.

Melee Siege Weapons
Name Damage Weight Properties Mastery
Meteor Hammer 2d6 bludgeoning 30 lb. Range, Mishap (2) Sap
Corseque 2d6 piercing 25 lb. Range, Mishap (2) Push
Zweihander 2d6 slashing 35 lb. Range, Mishap (2) Cleave

Range Siege Weapons
Name Ammo Damage Weight Range Properties Mastery
Hand Cannon Stones & Metal Balls 1d12 bludgeoni 20 lb 40/160 Loading, Misfire (2) Topple
Arbalest Javelin 1d12 piercing 18 lb 30/120 Loading, Misfire (2) Slow
Springal Handaxe 1d12 slashing 25 lb 25/100 Loading, Misfire (2) Graze

The Living Hoard Rogue

Living Hoards treat their body as the perfect container to store their treasure. Be it someone who follows the philosophy of the girhty dragons who treat their own body as their hoard, or someone who learned they have a talent to stealthy sneak treasure out of places in a more esoteric manner. Regardless, Living Hoard rogues practice a unique, but effective, method of moving wealth from one place to another.

Stomach of Hoarding

When you choose this archetype at 3rd level, you gain the ability to store treasure within your own body. When you consume things with notable value - coins, gems, potions, magical items, or anything your DM deems as valuable - you automatically store them in a safe location in your stomach. You can hold a number of pounds of items up to 5 times your rogue level in pounds and a gold value equal to 100 x your rogue level. You can choose to not digest these items at will, however, if they pass your limit you will be unable to hold any more without digesting it. Additionally when you complete a long rest, any treasure and coin you have stored is automatically deposited into your inventory, regardless of your carrying capacity.

Eyes of the Dragon

Starting at 3rd level, you learn to gauge the valuables targets may carry and how to quickly swipe them. You gain new uses for your Cunning Action.


Gauge Wealth. You can easily tell if a target is the type who is wealthy or not. You can use your bonus action to gauge how much money a target may be carrying. You automatically know if they are the type who would carry coin or not, and if they are the DM will give you an approximation on how much they would have.


Pickpocket. You can use your next bonus action to attempt to pickpocket the target, automatically storing it with your Stomach of Hoarding feature. Whether you succeed is determined by a Sleight of Hand vs. the target's passive Perception. If you succeed, the DM will choose how much coin to grant you based on how much the target carries.


Throw Coin. You can throw any coin you have stored at a target within 30 feet, dealing 1d4 bludgeoning damage on a hit and destroying the coin. You are considered proficient with this coin, but this feature does not benefit from sneak attack.

Clerk's Expertise

Starting at 9th level, your experience with treasure and its value grants you knowledge over how much things are worth. You can use the search action as a bonus action and you have advantage to determine the value of any item you can see. Additionally, when you complete a short rest you may stow any items, but not coin, in your Stomach of Hoarding into your inventory and learn their exact value in the process.

Coin Launch

Starting at 14th level, you know that desperate times call for desperate measures and sometimes it's best to sacrifice some treasure to get out of a sticky situation. You gain more adept access your hoard to use it as a weapon, upgrading your Throw Coin to use a coin that you have stored as a ranged weapon with a 30/60 range and dealing force damage. You gain better control to now have a chance for the coin to not be destroyed; flip a coin and on a tails the coin is destroyed. If it is not destroyed, a creature can pick it up easily.

The damage this deals now scales with the value of coin you sacrifice, which you can choose and can benefit from your sneak attack if you haven't already made one on your turn.

Coin Damage
Copper 1d4
Silver 1d6
Gold 1d8
Platinum 1d10

Waste Not Want Not

Starting at 17th level, you reach the peak of your hoarding capabilityes. You can store an additional 100 pounds of valuable items and the amount of gold increases to 150 x your rogue level. Additionally, coins from Coin Launch are no longer destroyed, as you learn to precisely launch them without damaging them and bounce them to a location that you automatically know where it landed. You can also, as an action, Coin Launch at a number of targets equal to your dexterity modifier, provided you have enough stored, and add your dexterity modifier to the damage. You may only apply a sneak attack a single target with this ability.

Silent Python Rogue

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

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in Eating and your stuffing limit increases by an amount equal to twice your rogue level.

Ambusher Predator

Starting at 3rd level, you strike silently and efficiently, able to catch creatures off guard and clamp down like a bear trap. You may choose to repurpose a Sneak Attack into an Ambush Devour. Ambush Devours can be made while you are invisible you can attempt to devour an unaware target. When you you make an Ambush Devour Attempt, you not only make the Eating(Query) roll at advantage and don't need to grab them first, but you can attempt to bite down on the target, making an unarmed strike that deals d4s equal to your number of sneak attack dice + your Dexterity modifier. You may also make this bite attack on further devour checks for the contest as part of the devour check.

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

Some of your features require a saving throw which is determined as follows

Python Save DC = 8 + your proficiency bonus +

your Dexterity or Strength modifier

Focused Acids

Also starting at 3rd level, you have honed your stomach to focus on and digest specific targets. When you have creatures devoured by you, you may use a bonus action to deal Digestion Damage to a single creature of your choice.
They must make a constitution saving throw or take
acid damage equal to your sneak attack damage. On
a success they take half damage.

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

Crushing Grip

Starting at 9th level, you can strain your muscles to crush uncooperative prey. When you make a Devour check against a creature, whether you succeed or not, you may use your reaction to attempt to constrict your prey. The creature rolls a Strength saving throw. On a failed save, the prey suffers Bludgeoning damage equal to half your sneak attack damage, rounded down.

Alternatively, if you are grappling a creature, you can do damage equal to your 1d6 + your dexterity or strengh modifier + your sneak attack bludgeoning damage.

Regardless of how you use this feature, if they failed the save they are unable to use the verbal component of spells until the end of their next turn.

You can use this feature once and must complete a short or long rest before using it again. Starting at 17th level you may use it twice before resting.

Uncanny Dissolution

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

Acid Deluge

Starting at 17th level, your stomach tears through meals with unmatched speed. When you deal damage with Focused Acids you can halve the number of damage dice to target a second creature you have devoured. However, when you do this, the die size increases do a d8.

Tyrant Enabler Rogue

Some rogues don’t steal from the rich- they make the greedy greedier. An enabler serves power not by blade, but by word. They feed the ego and appetite of gluttonous leaders until their bellies fill their thronerooms. Through flattery, manipulation, and indulgence, they make kings into immobile, dependant idols and tyrants into beasts eager to eat from the palm of their hands.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in your choice of either deception or persuasion and feeding.

Enable the Enormous

Starting at 3rd level, to enable the biggest and most indulgent around. You gain the following uses for your Cunning Action to use as a bonus action.


Reward Appetites. You can give them the bellyrub action as a bonus action so long as they have at least 1 weight point. If they have any stuffing, this also counts as using the help action.


Gauge Gormandism. You can roll an Insight(Wisdom) check against a target's Deception(Charisma) check to learn information about their eating habits; their stomach capacity, eating proficiency bonus, and bulk limit. Alternatively, you can request something more specific if your DM allows, such as their favorite meal or if they have a habit of eating other creatures. Starting at 9th level, you also are able to learn if a person is willing to eat more esoteric meals such as objects or creatures.


Extrapolate Indulgence. You can roll an Arcana(Intelligence) check against a target's Arcana(Intelligence) check to learn if they are wearing equipment or have magical features that disguises their weight or stomach contents, such as compression clothing or a lipomantic focus. Starting at 9th level, if you succeed on this contest, you can learn a rough approximation of how much is concealed.

Incentivise Greed

Starting at 9th level, you know that a greedy person is more easily taken advantage of. As a bonus action, you can force a target to make a wisdom save (DC= 8 + your proficiency bonus + your charisma, wisdom, or intelligence modifier, whichever is higher). On a fail, they gain the ravenous condition for 1 minute. They can reroll the save at the end of each of their turns to end the effect. Once they end the effect or succeed the save, they are immune to this effect until they complete a long rest.

Fattening Favor

Starting at 13th level, you’ve become an expert at weaponizing indulgence as social leverage. When a creature is affected by the ravenous or immobilized condition, is above their attuned weight category, or has stuffing past their stomach capacity, you gain advantage on Charisma checks against them.

In addition, if you spend at least 1 minute feeding or praising a creature that trusts you, they gain a point of Heroic Inspiration and temporary hit points equal to half a roll of your sneak attack dice. You must complete a long rest before you use this feature again.

Sway the Vast

Starting at 17th level, you’ve learned how to draw out truths through bribery and distraction by indulging greedy habits. As an action, choose a creature within 30 feet who is actively eating and is not hostile toward you nor views you with suspicion or open disdain. The creature is duped to reveal something hidden; an emotional truth, a secret, a magical effect they are concealing, or even a memory. They will answer one question honestly. For further questions they may make a Wisdom (Insight) check (DC= 8 + your proficiency bonus + your charisma, wisdom, or intelligence modifier, whichever is higher) to determine you are probing for information, with the DC increasing by 1 for each question asked. On a success, they are immune to this effect until they finish a long rest, and may begin viewing you with further suspicion.

Elemental Purifier Shaman

You consume what you deem impure, breaking down creatures and objects to cleanse the elemental forces within them. By devouring the corrupted, you release their primal energy back into the world, purified and restored. Guided by the spirits that guard the natural cycle of consumption, you become a living crucible, absorbing power while ensuring the elements remain clean and unpoluted.

Purifier Spells

level spells
3rd Absorb Elements, Chromatic Orb, Dragon's Breath, Protection from Poison
5th Firey Disgorge, Protection from Energy
7th Aura of Purity, Elemental Bane
9th Conjure Elemental, Wrath of Nature

Bonus Proficiency

You gain proficiency in the Eating skill, and your stomach capacity increases by an amount equal to 2 × your Shaman level.

Spiritual Crucible

Starting at 3rd level, your body passively purifies the elemental energy within consumed matter, storing it as raw power that can be unleashed in powerful bursts. You gain a number of Spiritual Crucible charges equal to your Wisdom modifier. You can spend these charges to fuel spellcasting so long as your body contains elemental energy to purify.

When casting a spell, you can expend 5% stuffing per charge to convert it into fattening, allowing you to cast the spell without expending a spell slot. You can cast a spell using a number of charges equal to the spell level. You regain 1 charge whenever you complete a short rest with at least 5% stuffing, consuming that stuffing and converting it into fattening and you regain all expended charges
when you complete a long rest, provided you
convert 10% stuffing into fattening at
the end of the long rest.

Purify Magic

At 6th level, you can pull elemental
magic directly from spells, absorbing
their elemental energy and rendering
them inert. You learn Counterspell, which
does not count against your number of
shaman spells known, and you can cast
it once without expending a spellslott,
but only if the spell being countered
deals Acid, Fire, Cold, Lightning,
Thunder, Fattening, or Poison
damage.

When you successfully counter a spell, you consume some of the latent elemental energy and gain stuffing equal to the spell's level. If the spell deals Acid, Fire, Cold, Lightning, Thunder, Fattening, or Poison damage you instead gain stuffing equal to the spell's level x your wisdom modifier.

Elemental Void

Starting at 14th level, you pull the pure elements out of the battlefield itself to store and rapidly purify and release. As a bonus action you enter a state where the elements are pulled from poisoned sources directly into you. You can cast Absorb Elements at its base level without consuming a spellslot and gain stuffing equal to the damage prevented. Additionally, at the start of each of your turns you can choose to convert 5% stuffing into fattening to regain an expended charge of Spiritual Crucible. You can do this a number of times equal to your wisdom modifier.

When the minute ends, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion as your body struggles to stabilize the absorbed energy. The DC increases by 1 for each time you used Absorb Elements or created an additional charge of Spiritual Crucible.

Once you use this feature you must complete a long rest before you can use it again.

Spiritual Apotheosis

At 18th level, your mastery of the elemental purification extends even to the planes of life and death to call on their spiritual protection, strengthening your ability to purify and reshape the elements on a massive scale. Purify Magic and Absorb Elements now work against Radiant and Necrotic damage in addition to their original damage types.

Culimancer Bloodline Sorcerer

You are a sorcerer of culinary persuasions; your bloodline gives you the will to force others to eat and the power to see it through. Some consider it obscene while others may see it as excessive. But you see a hungering mouth as a challenge to be met. Whether in the kitchen or on the battlefield, your culinary expertise allows you to keep everyone nearby fed well beyond their limits.

Culimancer Spells

level spells
3rd Conjure Food, Command, Food Burst, Sluggish Manipulation, Protection from Poison
5th Abyssal Stomach, Gorging Bewilderment
7th Gluttonous Gambit, Guardian Chef
9th Banquet Blast, Dominate Person

Tools of Lethargy

When you choose this archetype at 3rd level, you embrace your chef origins and gain proficiency in Cook's Utensils and Feeding. You can also cook's utensils as an arcane focus for your sorcerer spells.

Five-Star Presentation

Also starting at 3rd level, your presentation with food is so immaculate as to grab the attention of a room with a simple sandwich. You learn the Culinary Persuasion spell without impacting your number of spells known and you can cast it once at its base level without expending a spellslot. You regain the ability to do so when you complete a long rest.

Additionally, you have advantage on Deception, Persuasion or Performance skill checks when interacting with chefs, waitors, food critics, and other such people in the culinary field.

Baker's Dozen

Starting at 6th level, you always end up preparing just a LITTLE bit extra. Once per turn, when you cast a spell or use a feature that deals stuffing damage or creates food, you can add your Charisma modifier to the result of the roll.

Quick Snack

Starting at 14th level, your reaction time, when it comes with finding someone to feed, is nearly automatic. When an ally within 30 feet of you is hit with a melee attack, you can use your reaction to cast Conjure Food at its base level at the attacking target, provided you have spellslots to do so. If you already have morsels from Conjure Food available, you can attack with one of them instead.

Belly Buster

Starting at 18th level, you can tell how much someone can eat with a simple glance. When you cast a spell of 6th level or lower that deals stuffing damage, you can use your bonus action to expend 5 sorcery points to force them to make a constitution saving throw. On a fail, they are filled with a torrent of conjured food and take stuffing percentage equal to their total stomach capacity, assuming they have one. On a success they are set to half their stomach capacity (rounded up). This does not effect creatures that are not capable of eating. You regain the ability to do this after completing a long rest.

Cyclone Sorcery

Harnessing the raw power of violent winds and towering storms, you shape the skies into raging funnel clouds at will. You manipulate the very air around you, directing it to tear through those who stand in your way, overwhelming them with each gust. The fury of the storm is yours to command, as you bend the winds to both crush and swell those caught in your path.

Cyclonic Spells

Sorcerer Level Spells
3rd Catapult, Fog Cloud, Gust of Wind, Shatter
5th Call Lightning, Wind Wall
7th Divination, Ice Storm
9th Control Winds, Steel Wind Strike

Tornadogenesis

When you choose this archetype at 3rd level, your connection to the wind grants you an intuitive understanding of its flow and ability to build swirling gusts. You gain proficiency in Nature and Navigator’s Tools and learn the Gust cantrip without impacting your number of sorcerer cantrips known. Whenever you cast a spell of 1st level or higher, you can cast Gust as a bonus action. You can also cast Gust as part of activating Innate Sorcery. If you target Gust with a non-magical object or medium size or smaller that is not being worn or carried, you can cause it to shred pieces from it, dealing 1d10 force damage to it and possibly destroying it. You can direct the debris to another target within 10 feet of the object. The target must make a dexterity saving throw or take 1d10 piercing damage, or half on a successful save. The damage of this feature increases by 1d10 when you reach 5th, 11th, and 17th level.

Gastric Vortex

Starting at 6th level, your magic conjures violent vortexes that force air into your foes at high pressures. When a creature takes damage from your sorcerer spells, they gain inflation equal to the damage dealt. Creatures that fail the saving throw against your Gust gain 1d8 inflation. If you are concentrating on a spell, creatures affected by this feature continue to take inflation damage equal to your charisma modifier at the end of your turns for the duration of your concentration, even when you would be able to effect new targets. You can cause the lingerinf inflation damage to a maximum number of creatures with this feature equal to your Charisma modifier (minimum of 1).

Convergent Boost

Starting at 14th level, you can command winds to spiral around a creature, lifting them into a controlled updraft, but each movement forces the rushing currents deeper into their form, swelling them with every gust. While concentrating on a spell of 1st level or higher, you can use a bonus action to grant a creature of your choice within 30 feet a flying speed equal to 30 + (5 × the spell’s level). The flight can only reach a height of 10 feet, lasts as long as you maintain concentration on a spell, and can only be maintained on one creature at a time. If you cast a new concentration spell, the creature benifiting from flight will fall to the ground, but gain the new flight speed at the start of their next turn. When a creature affected by this feature moves, they take 1 inflation for every 2 feet they move.

The Dead Man's Walk

Starting at 18th level, at your command, the skies darken, the winds howl, and a towering tornado erupts around you, engulfing all caught in its path in a cloud of violent winds and vicious debris. As an action, you can spend 5 sorcery points to conjure a sky-reaching tornado around yourself for 1 minute. The tornado forms a 40-foot radius cylinder that extends skyward, disappearing into the clouds, and moves with you for the duration. You and a number of creatures of your choice, up to a maximum of your charisma modifier, are immune to the effects of this feature. The tornado has the following effects:

  • A creature that enters the area for the first time or starts their turn in the tornado must make a dexterity saving throw or take 4d6 piercing damage from flying debris
  • Large or smaller creatures must make a Strength saving throw at the start of your turn turn or be pulled 10 feet toward the center of the tornado. Flying creatures make this save at disadvantage
  • Objects and structures that are not being worn or carried take 4d10 force damage each round, with non-magical objects of Medium size or smaller automatically shredded and added to the debris within the twister
  • Ranged attacks made within the tornado automatically fail
  • Creatures and objects inside the twister are heavily obscured from creatures outside the area

If you fall unconscious or die, you lose control of the tornado as it begins to travel on its own, dealing the same effects to all creatures caught in its radius for the rest of the duration. You are flung harmlessly into a space within 15 feet of the twister as it begins to move under the DMs control. You can use a bonus action to end the effects of the tornado and cause it to rope out harmlessly back into the clouds.

Greatwyrm Heritage Sorcerer

Dragons eat a lot to fuel their elemental breaths and magic. You inheret that same power. However, to use the power of a dragon, you must eat like one. Your bloodline gives you not just the power of the great dragons of lore, but the voracity of them too, needing you to consume astronomical amounts of food to power your magic and spellcasting.

Greatwyrm Spells

Level Spell
3 Chromatic Orb, Spell Snack, Alter Self, Belly Drum
5 Firey Disgorge, Size Envy
7 Conjure Minor Elementals, Locate Creature
9 Bellyport, Scrying

Draconic Appetite

Starting at 3rd level, your bloodline begins to manifest to reveal that dragons need to eat a LOT and due to your heritage you inherit this need. You gain proficiency in Eating, and your stomach capacity increases by twice your Sorcerer level. When you take a short rest, if you have at least 15% stuffing, you can choose to spend it converting 15% of it to fattening, following the standard conversion, to regain 1 sorcery point. You cannot perform other actions besides eating whilst doing this.

Draconic Belch

Also at 3rd level, your body constantly churns the enormous meals you consume into vast quantities of magic. Choose an elemental type from the following list, representing the lineage of your Great Wyrm ancestor. Your choice affects your resistances and the damage type of your abilities: Acid, Cold, Fire, Lightning, Thunder, Fattening,
or Poison. You gain resistance to
that damage type.

Additionally, as an action you can loudly belch up a roaring blast of draconic energy. Every creature in a 15-foot cone must make a constitution saving throw or take 2d4 damage. The size and damage increases as you reach higher levels. It also adds your charisma modifier to the damage and feats and items that apply to spells, like Elemental Adept, also apply to this breath weapon.

Level Damage Size
3 2d4 15-foot cone
5 3d6 30-foot cone
11 4d8 30-foot cone
17 5d10 45-foot cone

You can use this feature a number of times equal to your charisma modifier, regaining one use when you complete a short rest and all uses when you complete a long rest. You can spend 2 sorcery points to regain a single use of it.

Gastroarcanum

Starting at 6th level, your stomach grows to have greater control over what it turns into fuel and how it releases it. Your Dragon's Belch now can benefit from your metamagics and when you complete a short rest you can convert up to 30% stuffing into 2 sorcery points

Grumbling Cauldron

Starting at 14th level, when your stomach is full it groans loudly while churning your enormous meals. When you use your Draconic Belch while under 10% stuffing, you can force the closest hostile target to you to make a wisdom saving throw or become frightened of you for one minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. You must complete a short or                                             long rest before you can use this                                            feature again. You also gain 2                                            abilities of your choice from the                                          following list.


    Content Regeneration. If you are over 10% stuffing when          you begin combat, you can convert 10% to fattening to               regain an expended Draconic Belch.


                        Peristaltic Charge. You can convert 5%                           stuffing to fattening to dash as a bonus action.


                                   Engorged Resurgance. As a bonus                                     action, you can convert 25% stuffing to                                     fattening to regain one expended use of                                       Innate Sorcery. You must complete a                                         long rest before you use this feature                                           again.

Titanic Palate

                                  Starting at 18th level, every ounce you eat                                builds great magical pressure, but releasing                               it fortifies your body by relieving strain.                             Whenever you deal damage with your                           Draconic Belch, you gain 2d10 temporary hit                            points. If you are at or above 50% stuffing this                           increases to 3d10.

Symbiotic Flesh Sorcerer

An odd practice, to put it lightly, but effective. By merging body and mind together, even if temporarily, they create a unity between allies to create a single terrifying monster on the battlefield- capable of using the strengths of one to overcome the weaknesses of the other. They function as a single, terrifying unit to overwhelm foes and always have an ally close by.

Symbiotic Unity

Starting at 3rd level, your magic and body are both unstable and malleable, allowing you to merge with others to form a symbiotic union. As a bonus action, or as part of casting an innate sorcery, you can expend 2 sorcery points to merge with a willing creature within 10 feet of you for 1 minute. The duration increases to 10 minutes at 6th level, 1 hour at 10th, until long rest at 14th, and until canceled at 18th. While merged, you and your host are treated as a single entity for space, grapples, and position, though you still act independently on your own turns and are targetable as individuals with your own health pools. Your gear and carried items are absorbed into the host’s form and remain accessible to you. While merged, you gain the following benefits:

Together in Mind. The host becomes your spellcasting focus. You can cast spells they know through their Spellcasting or Pact Magic feature, using their position and senses. You must still provide your own components and spell slots, and you cannot upcast spells that are not on your sorcerer spell list. These spells count as sorcerer spells for you. You and the host can also freely communicate telepathically.

Combined Body. If you have at least one weight point, the host is treated as one weight category larger when calculating their weight points. If this increase pushes them into a higher weight category, they gain the full effects of that category. You also use their AC if it is higher than yours and treat their senses as your own. If the host takes damage you must make a constitution saving throw, but you may use their constitution saving throw bonus if it is higher than yours.

Perfect Coordination. On your turn, you can cause the host to move up to half of your speed as long as it is not higher than their speed. You can also make melee attacks or cast spells requiring a weapon using any weapons the host is holding. You may also use the host’s Strength and Dexterity scores in place of your own for attacks, skill checks, and saving throws.

The merge ends early if any of the following conditions are met:

  • You or the host are reduced to 0hp
  • You or the host teleport without an effect that allows you to bring a creature with you
  • Both you and the host are incapacitated
  • Either creature changes form through means such as Wild Shape or Polymorph
  • You choose to end it as a bonus action

When the merge ends you are deposited into the nearest safe space within 5 feet of the host.

While merged you and the host combine body and features. You may choose to work with the host to decide what you both look like while merged. However, when the merger ends, you maintain one of their features until you complete a long rest or merge with someone else.

Combined Strength

Starting at 6th level, more of your strength begins to transfer to your host, allowing them to gain benifits from you as well. when you cast a damaging spell while merged with another creature, you may add your Charisma modifier to the damage. If you have a flight, swim, or climbing speed the host may also gain it. However, the host must land at the end of their turns if they gain flight, as the increased mass makes it taxing to hover. Additionally, you may move the host on their turn if they are unconscious.

Pain Split

Starting at 14th level, while merged with your host, you can rely on them to help share pain between you both. When you take damage, if the host is willing, you can use your reaction to halve the damage and split it between you and the host. Additionally, if either you or the host resist damage types, you share one of resistance of your choice with them while merged. You can change the resistance shared as a bonus action on your turn.

As One

Starting at 18th level, you become able to fully fuse with a host and act as a truly cohesive unit. If either you or the host are teleported or banished, you can expend 1 sorcery point to be teleported or banished together. If either of you gain a benificial effect from a spell or item, you can spend 1 sorcery point to cause the other to gain the benifit.

Brute Patron Warlock

Your connection to a force of raw physical power has transformed you into a living embodiment of brute force. You overwhelm challenges with sheer size, strength, and resilience. Subtlety? Who needs it when you're this huge?

Brute Patron Expanded Spell List

Warlock Level Spells
3rd Jump, Catapult, Enlarge/Reduce, Enhance Ability
5th Thunder Step, Fear
7th Stoneskin, Freedom of Movement
9th Far Step, Destructive Wave

Brute’s Figure

When your pact fully begins to manifest, the power of your patron manifests in your form, marking you as a hulking figure of physical dominance. You gain a physical trait to reflect this.

Choose or roll for a physical trait that reflects the influence of your patron:

d4 Trait
1 Your hair grows to shroud your eyes, yet somehow, your vision is unaffected.
2 Your body becomes stout and wide, possibly with extra padding.
3 Your steps grow clumsy and heavy, leaving faint tremors as you walk.
4 You tend to fumble your words or speak in a blunt, clumsy manner.

Imposing Stature

Also at 3rd level, your connection to your patron reinforces your body. When not wearing armor or a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier.

You are close to the maximum height for your race, making you imtimidating and terrifying to those you loom over. You learn the Command spell and can cast it once at its base level without using a spell slot, regaining the ability to do so when you complete a long rest. It doesn’t count against your spells known. When you cast it, the target has disadvantage on the saving throw if they a smaller weight and size category than you.

Bounding Stride

Starting at 6th level, your enhanced might allows you to leap great distances. As a bonus action, you can jump in a straight line up to half your movement speed without consuming any of your movement or provoking opportunity attacks.

Lovable Oaf

Also at 6th level, when you fail an intelligence check or saving throw, you can grant an ally an additional 1d6 to their next d20 roll.

Too Big to Fail

Starting at 10th level, your immense size makes you nearly immovable. You gain advantage on saving throws against being knocked prone or moved against your will. Even when you are moved against your will, the distance is halved (minimum of 5 feet).

Tremoring Smash

Starting at 14th level, you can channel your now overwhelming strength into a devastating attack. As an action, you smash your fists into the ground, causing a localized quake. Choose up to your Charisma modifier creatures within 30 feet of you. They must succeed on a Strength saving throw against your spell save DC or take 4d12 force damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. You must complete a long rest before you can use this feature again.

Objects within range that aren't being worn or carried are also affected, potentially toppling furniture or collapsing unstable structures.

Realm Eater Patron Warlock

Your patron is an all-consuming, insatiable glutton who demands the same of you. Their existance is one of pure greed and shameless hedonism- to serve him is to serve yourself as he gains from every meal you devour to fuel his own greed. A pact with the Realm Eater is not to be taken lightly but should you take it, you gain the ability to terrify anyone with your relentless appetite.

However, your patron is rather vain, enjoying you taking on aspects of their own appearance. Upon taking the pact your eyes change to match your patron's - colored sclera, black iris, and a white pupil and you are unable to be any thinner than what would be considered very overweight for your race (add an additional 5d4x10 pounds to your race's max weight if you are medium or larger and 2d4x3 if you are a small race). Also, when you take the pact and whenever you reach a new feature of this pact you roll a d6 to determine the new physical trait gained.

Your DM may choose to add a trait as if it were a roll of a 6 whenever you make a deal with your patron.

d6 Mark
1 A pair of sharp horns grow in atop your head
2 Your lower canines grow into long upward-pointed tusks
3 You sproud fat, blubbery wings
4 Your tail grows to be long and fat enough to drag on the floor
5 Spines running down the back
6 Your appetite takes a greater tole, your minimum weight increases by another 5d4x10 pounds

If you roll 1-5 for a second time, you instead treat it as a 6.

Realm Eater Spells

level Spells
3rd Ravenous Bite, Conjure Food, Lick, Hungering Whip, Gluttonous Enlargement
5th Size Envy, Hungering Aura
7th Conjure Feast, Voracious Conduit
9th Bloated Rejuvenation, Voideater's Grasp

Relentless Appetite

At 3rd level, your patron forces upon you an
unrivaled appetite. Your gain proficiency in both
the eating and feeding skills if you did not
already have them. Once per short rest, when
you gain temporary hit points or recover hit
points from food or a potion you choose to
add your charisma modifier + your warlock
level to the amount. Your patron also gives
you a soul lantern to bind you to his will that
you can use as an arcane focus to cast your
Warlock spells.

Fueled by Greed

Starting at 6th level, you capture souls to fuel your magic and desire for more. When your soul lantern is on your person and an enemy with a CR of 2 or greater drops to 0hp you can use your reaction to soak some of their soul for further use. If you are the one who landed the killing blow, you gain the fragment with no further action or reaction required. The lantern can hold a number of soul fragments equal to your charisma modifier and ass a bonus action you can offer soul fragments u to your warlock spellslot level to gain a single extra spellslot. Alternatively you can, as a bonus action, eat a single soul fragment to restore 1d4 hit points. The soul fragments are automatically sent to your patron when you complete a long rest.

Once you use this feature you can't use it again until you finish a long rest. This fattens you for 1d6 per soul fragment sacrificed and you gain 1d8 stuffing per soul fragment eaten. If you lose the lantern you can perform a 1 hour ritual to have your patron provide you with a new one.

More. MORE. MORE!!

Starting at 10th level, your need to feed rises to unrivaled proportions. Your stomach capacity increases by 50% and your bulk limit by 100%. If you are eating during the entirety of a short rest you can roll one additional hit die for free. However, you need twice the amount of food daily. Additionally, soul fragments now heal for an additional 1d4 and when you kill a creature of CR 5 or higher you gain 2 soul fragments, and 3 for a creature of CR 10 or higher.

Quick to Indulge

Starting at 14th level, your patron rewards your eagerness to feed. You can sacrifice all current fattening and stuffing as an offering. Creatures offered in this way must already be at 0 hit points. This requires a minimum accumulative of 100% and you to add 1d8 fattening damage to all damage rolls you make for the next minute.

Once you use this feature you can't use it again until you finish a long rest.

The Celestial Mass Patron Warlock

Your patron is a being grown so large they had to leave the land and now float among the stars. Their size is often incomprehensible and all-encompasing as they continue to gorge themselves in solitide. They believe that only the most gluttonous can achieve this level of mass and are willing to share their knowledge only to those gluttonous enough to appreciate it.

Patron Spells

Level Spells
3rd Shape Fat, Conjure Food, Girth Ward, Size Snap
5th Size Envy, Size Ball
7th Conjure Feast, Softskin
9th Corpulent Counterstrike, Drain

Food for Thought

When you fully embrace the patron at 3rd level, it is not your charm that won your patron over, but your mind. Instead of Charisma, you may choose to use intelligence for spellcasting, warlock features and invocations. You also learn Transfer Fat without impacting your current spells known. Additionally, you can choose to gain proficiency in either Eating or Feeding if you did not already have them.

Weight Siphon

Also starting at 3rd level, your patron teaches you how to get extra weight- even by force. As a magic action, you can link a number of creatures your choice (this can include yourself), up to a number equal to your charisma modifier (minimum of 1) in a 15-foot radius, centered on yourself. As a bonus action you can force these creatures to make a wisdom saving throw or cause 10% fattening, or the max amount they have available, to be transferred onto one linked creature of your choice. This lasts for 1 minute or until the effect is ended, as if concentrating on the spell. However, using it does not actually use your concentration.

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

Size Control

Starting at 6th level, your patron teaches you how to control yourself even at ludicrous sizes and how to get there effortlessly by turning residual arcana into bodymass. Your bulk limit increases by 100% and stuffing limit by 25% and when you deal fattening damage, you fatten equal to the damage dealt. Additionally, the amount of weight you transfer with weight siphon is up to your choice up to a maximum % of up to 5 X your charisma modifier.

Thick Fat

Starting at 10th level, your patron has taught you how to use your own excessive size to defend yourself. While above 50% fattening you gain an additional +2 to your armor class. You also have advantage on saving throws to avoid being immobilized by your own bulk.

Additionally, you can use Transfer Fat on an unwilling target by forcing them to make a Wisdom saving throw. You can do this without expending a spellslot but must complete a short or long rest before you do so again.

Adipose Apotheosis

Starting at 14th level, you reach the pinnacle of power and manipulation of bodymass, allowing you to cause targets to grow as much as possible on a whim. When you cast a spell with a warlock spellslot that causes a target to gain weight, you can choose to do the maximum amount of fattening allowed by the roll to a single target. Once you use this feature you cannot use it again until you complete a long rest.


















                            "The greater the mass,
                           the greater the force of attraction"
                                       -Isaac Newton

Infernal Baker Patron Warlock

Within the kitchen a madman signs a contract, with a cackle he reaches into the oven to pull out a perfectly baked pie- sinfully delicious one might say. A single bite will leave you entranced with the taste. Infernal Baker Warlocks have signed themselves over for masterful art over baking and culinary prowess. An elisive deal that is not to be taken lightly.

Patron Spells

level spells
3rd Absorb Elements, Goodberry, Fire Bolt, Alter Self, Flaming Sphere
5th Create Food and Water, Fireball
7th Fire Shield, Wall of Fire
9th Immolation, Animate Object

Bonus Proficiency

Starting at 3rd level you gain proficiency in Cook's Utinsils if you did not already have them. Additionally you learn the Transmute to Treat cantrip.

Conjure Pie

Starting at 1st level the pie fiend grants you the power to conjure a pie in the palm of your hand. It can be conjured as a bonus action and thrown as an improvised weapon attack that you are considered proficient and utilizes your charisma modifier. If the pie has any special properties, they fade after 1 hour and the pie becomes mundane. You may choose to conjure any of the following types of pie;

  • Mundane Pie. This pie and all of its ingredients are mundane, however, you may choose what variety of filling is inside the pie such as fruit, meat, or custard. It has no special qualities, and is completely edible.

  • Cold/Hot Pie. This pie contains ice or fire conjured from the depths of hell. It can be thrown with a range of 30 with a ranged spell attack or made with a melee spell attack. Any creature hit with this pie takes 2d6 cold/fire damage. The remains of the pie cling to the target causing them to take 1d6 cold/fire damage at the start of their turn for the next minute, or until a creature uses an action to wipe away the remains.

Finesse of the Kitchen

Starting at 6th level, you channel your patron to season your performance to approach a state closer to perfection. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Stout Form

Starting at 10th level, tasting your own delicious pastries has taken its toll. You are immune to being charmed and gain an additional 1 hit point per warlock level. You have advantage on any rolls to resist being shoved or grappled.

Bake Into a Pie

Starting at 14th level, when you deal fire damage with a cantrip or spell to a huge or smaller creature affected by one of your pastries, you can use this feature to instantly cause the dough to spread and envelop the target in a flaky, doughy crust.

The target must make a dexterity saving throw against                                      your warlock spellsave DC or take                                      5d8 fire damage and become                                      restrained. On a success they take half                                         damage and are not restrained.

                                            The dough has an AC of 16,                                            resistance to piercing damage,                                            immunity to bludgeoning damage,                                            and 30 hit points. If the restrained                                            creature takes fire damage from any                                            source, that source deals                                            the maximum damage possible.

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

School of Arcane Brawling Wizard

Arcane Brawlers translate arcane mastery into physical prowess, enhancing their bodies through rigorous training and magic. It is the art of using the arcane to augment your body to match your mind- making a normally physically unassuming wizard into a powerful, impressively muscular brawler.

Fisticuff Savant

When you choose this tradition at 3nd level, you gain proficiency with light armor. Additionally, your unarmed strikes use a d8 for damage, provided you are not holding anything other than an arcane focus.

Muscle Magic

You automatically have the Enlarge/Reduce spell known and prepared without impacting your current number of prepared spells and can cast it on yourself twice without expending a spell slot. You regain all expended uses when you finish a long rest. When you cast Enlarge on yourself, you gain the following benefits.

  • The effect of the spell is changed, no longer increasing your size categy. Instead it grows your muscles, transforming you into an athletic, muscular brawler; your strength score becomes equal to your Intelligence score if it is not already higher. You still have advantage on strength checks and saving throws and add an additional                        1d4 damage to melee attacks, as per the
                                             spell's description.
  • It no longer requires concentration to maintain on yourself
  • While you are wearing light armor or no armor, your AC equals 12 + your Constitution modifier. Mage Armor counts as light armor.
  • You gain temporary hit points equal to 10+your wizard level.
  • It's casting time is changed to 1 bonus action.

Adept Brawler

Starting at 6th level, you become more adept at combining physical combat with your magic. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you attempt to grapple or shove your target you still deal the damage of your unarmed strike. Starting at 12th level, you can attack three times.

Arcane Vitality

Beginning at 10th level, your magical training enhances your physical resilience. When you finish a short rest, you regain one expended use of your Enlarge/Reduce feature. You gain an additional 10 hit points and the hit points you gain on level up is increased by 1.

Mage of Might

At 14th level, you learn to channel your magical energy into physical strength and the infusion of magic into your body has left your physically strength permenantly augmented. You can expend a spell slot to grant yourself a bonus to Strength checks and Strength saving throws equal to twice the level of                                   the spell slot expended. Additionally,                                          your strength score cannot be lower                                               than 14. If it is not already 14 or                                                        higher it is increased to 14.

School of Lipomancy Wizard

Using body mass to power spellcasting is a rare and poorly understood art. Those who branch this path are often on the larger size themselves from converting magic into mass on their own body to protect themselves, or to have extra for converting body mass to magic to fuel their spellcasting. However they choose to practice, it's an esoteric and no doubt heavy school of magic.

Lipomancy Savant

When you join this school at 3rd level, choose two Wizard spells that cause creatures to gain fattening or otherwise effects a creature's weight, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that cause creatures to gain fattening or otherwise effects a creature's weight to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Lipomantic Conversion

Starting at 3rd level, you have learned to convert mass into magic and back, gaining the ability to use magic to restore yourself at the expense of gaining weight, or use some extra weight to restore your magic. As a bonus action, you can choose to Shred or Build Mass. These count as casting a leveled spell, for sake of abiding by leveled spell rules.


Shred. You convert some of your weight into a number of spell slot levels up to your Intelligence modifier (minimum of 1). You take 1d6 necrotic damage per spell level and lose an equivalent amount in fattening. This damage ignores temporary Hit Points. After you use this feature, you can’t use it again until you finish a short or long rest


Build. You shred some of your magic to sacrifice a number of spell slot levels up to your Intelligence modifier. You regain 1d6+your intelligence modifier (minimum of 1) hit points per spellslot level spent and gain an equivalent amount of fattening. After you use this feature, you can’t use it again until you finish a                                    short or long rest.

Additionally, you always have the Transfer Fat spell prepared as a wizard spell, and it does not count against the number of spells you have prepared. You may cast it at its lowest level without spellcasting components and without expending a spell slot, and when cast this way, the target need not be willing. An unwilling creature must succeed on a Wisdom saving throw or be affected by the spell. You must complete a short or long rest before you can use Transfer Fat in this way again.

Weighted Magic

Starting at 6th level, your control over converting magic into weight has grown excessively potent. When you cast a spell that deals fattening damage you may add your Intelligence modifier (minimum of 1) to the roll of fattening damage. This bonus applies only to a single damage roll of a spell.

Quick Padding

Starting at 10th level, as a reaction to taking damage, you gather magic into your body, turning it into a thick layer of fat, reducing the damage you take by up to your Wizard level. You gain fattening equal to the amount of damage prevented.

Additionally, as a bonus action, you may convert fattening up to your Wizard level into hit points. You regain 1 hit point for each percehtage of fattening you lose this way.

Regardless of how you use this feature, you cannot use it again until you finish a short or long rest.

Master of Mass

Starting at 14th level you have mastered your weight to the point that nothing can hinder your movement. Whether subtle levitation or pure stubbornness, as long as you are conscious, you are permanently under the effects of a Freedom of Movement spell.

Finally, when you cast a wizard spell of 5th level or lower that deals fattening damage and isn’t a cantrip, you can reroll a number of dice equal to your intelligence modifier. Once you reroll a roll this way, you must finish a long rest before you do so again.



                                "Never trust a thin lipomancer"

                                   -Archlipomancer Drake H. Schaefer

School of Dark Lipomancy Wizard

For something to be gained, something must be given. Dark Lipomancers fully embrace the exchange between body mass and magic. They specialize in stealing weight from others to use as fuel to retaliate with great force. As practicers of the dark arts, they constantly walk the line between greed-fueled insanity and practical application.

Arcane Mass

When you choose this arcane tradition at 3rd level, you are able to use your own excess body fat to channel your magical abilities. Whenever you have any fattening percentage or you are at least the hefty size category, you can use your own body as an arcane focus and when you deal fattening damage to a living target you fatten for half the damage dealt.

Additionally you learn the Size Drain and Fat Blast cantrips and your bulk limit is increased by 5 times your wizard level.

Sacrifice of Size

Also at 3rd level, you can convert the mass of others into vitality for yourself and your allies. You learn the Size to Life spell without impacting the number of wizard spells. You gain a number of charges equal to your intelligence modifier and can cast Size to Life using them at one charge per spell slot level. You regain one charge whenever you complete a short rest and all charges when you complete a long rest.

Starting at 10th level, you can convert your own bodyweight into charges to use for this feature. When you complete a short rest you can convert 1d6 fattening per charge, up to a maximum number equal to your weight points, into extra charges. You take damage equal to the fattening sacrificed by this feature that ignores temporary hit points and cannot be reduced in any way. Once you use this feature, you may not use it again until you complete a long rest.

Leeching Retort

Starting at 6th level, contact with you can open an avenue to take extra mass to continue to fuel your magic. When a creature within 60 feet you can see hits you with an attack, you can use your reaction to target a creature's extra weight and steal it as your own arcane fuel, causing the attacker to take damage equal to the damage you took. You steal fattening from the target, up to a maximum of half the damage dealt.

This feature cannot be used against creatures lacking bodyfat. You must finish a short or long rest before you can use it again.

At 14th level, you can use this feature twice between rests.

Glyph of Engorgement

Starting at 10th level, your magic leave a mark that causes you to steadily gain from their suffering. When you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, including by the triggering spell, it takes an extra 1d6 necrotic damage and you fatten equal to the damage dealt. At the end of each of the creature’s turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success.

This feature cannot be used against creatures lacking bodyfat and you may only have one of these marks active at a time. This feature uses a charge of your Sacrifice of Size.

Bodily Insulation

Upon reaching 14th level, your excess body mass is empowered with arcane vigor that helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus, fattening you equal to the amount healed.

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage.

School of Myomancy Wizard

A sister school to Lipomancy, Myomancy draws physical from sheer body mass, turning it into physical power through arcane augmentation. They see their bodies as a canvas for perfection rather than a battery for power, shaping themselves into embodiments of strength and determination. With a flair for showmanship and a penchant for self-confidence, they embody the belief that every ounce of mass holds untapped potential.

Augmenting Heft

When you embrace this school at 3rd level, you use your sheer bulk to defend yourself and shrug off blows. While wearing light or no armor, your armor class is calculated as 12 + your constitution modifier. If you use mage armor, it is 13 + your constitution modifier. Additionally, you can add your weight points (maximum of 3) to your strength ability checks and saving throws.

You also gain proficiency in the Athletics skill if you don’t already have it and you gain proficiency with one type of one-handed weapon of your choice and this weapon can function as an arcane focus for your wizard spells. Whenever you gain a level in wizard you can change this weapon proficiency.

Bestow Perfection

Also at 3rd level, you have learned to infuse your own strikes with myomantic magic. You learn the Bloating's Uppercut cantrip and your unarmed strikes deal 1d6 + your strength modifier bludgeoning damage if you do not already posses a natural weapon. When you hit with Bloating Uppercut, you gain temporary hit points equal to your intelligence modifier.

Additionally, ou can treat your extra flab as muscle to bloat yourself with strength. You can activate this feature as a bonus action, allowing you to use your intelligence modifier to calculate attack and damage rolls with your weapon proficiency gained with the subclass as well as your unarmed strikes, and you can add your weight points to the damage of your unarmed strikes (maximum of 3). This bonus lasts for 1 minute. You can use this feature twice, regaining one use when you complete a short rest and all uses when you complete a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast Bloating Uppercut or another cantrip that deals fattening damage in place of one of those attacks.

Fortifying Spells

At 10th level, your magic begins to strengthen the bloating bodies of others, granting them increased resilience. When you cast a spell with a target of Self, or cast a beneficial spell on yourself or an ally, you can choose to have them to gain fattening equal to five times the spell's level.

Additionally, whenever you do this to others, you grant them temporary musculature and a bonus to their armor class that lasts until the end of your next turn as their body is magically hardened by this increased bulk. The bonus to AC is equal to the spell slot's level (maximum equal to your intelligence modifier).

Magical Perfection

At 14th level, the modifications to your body and skills made by your bodily alterations reach their pinnacle, turning you into a true titan upon the battlefield.

  • You Gain proficiency in Strength saving throws
  • While above 50% fattening the additional damage from Bestow Perfection is increased to be a maximum equal to your intelligence modifier.
  • Your bulk limit increases by another 50% and you can roll an intelligence saving throw to avoid being immobilized by your own bulk instead of strength or dexterity.
  • You add your weight points to the temporary hit points gained from Bloating Uppercut. (maximum equal to your intelligence modifier)

Weave Eater Wizard

To practice weave eating is to practice the devourment of the pure arcane essence that surrounds everything. Some say the world is their oyster, but to a Weaver Eater, it is their buffet table. In sum, magic is more than just a practice for them- it is a never ending feast of arcane voracity.

Arcane Gourmand

When you embrace this tradition at 3rd level, your base stomach capacity is increases by twice your wizard level. Additionally, you gain proficiency in the eating skill.

Arcane Appetite

Starting at 3rd level, your stomach gains the extraordinary ability to consume and absorb magic. When you are targeted by a spell with an instantaneous duration, is a spell level you are capable of casting, is not a level higher than your intelligence modifier, and you can see or hear it being cast, you can use your reaction to attempt to Devour it.

Before you find out if the spell hits or misses, you can make a melee spell attack. If the spell targeting you involves a spell attack (ranged or melee), compare your roll against the caster's attack roll. If the spell requires you to make a saving throw or involves a skill check, compare your roll against the caster's Spell Save DC. If your roll exceeds the spell's attack roll or Spell Save DC by a number equal to or greater than the spell's level, you successfully devour the spell, causing it to miss or for you to succeed its saving throw and preventing any area of effect. However, if you fail to devour the spell you are hit or fail its save. Additionally, if your melee spell attack roll is a critical hit, you immediately digest the spell.

You can use this feature once and regain the ability to do so when you complete a short rest. Starting at 10th level, you can use this feature twice between short rests, and at 17th you can use it three times.

The spell's size is as follows to determine the amount of stuffing they provide.

Level Size HP
Cantrip Small 10
1 Small 17
2 Small 25
3 Medium 33
4 Medium 40
5 Large 47
6 Large 55
7 Huge 63
8 Huge 70
9 Gargantuan 87

Spells devoured by you become inert and do not affect other prey devoured by you, and do not contribute to or make struggle attempts. Once a spell is fully digested, you gain a single free cast of that spell. If you take a long rest before using your free cast, roll a d6. On a 5 or 6 you can keep the stored cast into the next day. You can only store one free cast at a time in this way. If you digest multiple spells at once or already have a free cast stored, you must choose which spell to store, and all others vanish without any benefits, though the residual magic still leaves you with the appropriate amount of stuffing.

When you use your free cast of a digested spell spell, you can choose to use one of your own spell slots to upcast the spell. Spells modified beyond their base form, such as the effects of Meta Magic or Eldrtich Invocations, do not retain these modifications when cast by you. Cantrips stored as a free cast can be cast freely without losing the cast, using your spell modifiers, cantrip progression and adding your intelligence to their damage.

Voracious Fortification

Starting at 6th level, while you have a free cast stored by Arcane Appetite, as a reaction to being targeted by a spell, you may choose to consume the stored cast and become immune to that spell until the end of your next turn. The stored cast must be of equal or higher level to the target spell in order to activate this effect.

Alternatively, as a bonus action, you can use the magic to fortify your body and use the free cast to grant yourself 1d8 temporary hit points per spellslot level of the free spell.

Arcane Stockpile

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

Additionally, if you attempt to use a free cast from a spell that was modified by the effects of a sorcerer's Meta Magic, a warlock's Eldritch Invocations, a class feature, or a feat, you may choose to allow those modifications to persist for the cast at a cost of 1 spellslot level per modification.

Arcane Assimilation

Starting at 14th level, you may choose to assimilate a swallowed spell instead of digesting it. This spell remains in your belly in an unusable state for 1 day per spell level. After which, the spell becomes automatically add into your spellbook and you can prepare one extra spell from the list of spells you have assimilated. You cannot assimilate cantrips in this way. Spells must be from the druid, cleric, or wizard spell list to do this.

You can only assimilate one spell at a time, and once the assimilation process has begun, it cannot be stopped. It does not count against your Arcane Stockpile.

Glutton Warrior

Within the realm, there exist a rare few who live to use their size and hunger as an art form. None embrace sheer gluttony, greed, and weight gain with as much gusto as a Glutton Warrior. Abandoning all concern for their waistlines, they eagerly dive into the realms of feasting and devouring of everything in sight, allowing their unnatural desires and hungers to grant them unique abilities to fatten not only themselves, but those around them. Size is power, and the Glutton Warrior embodies this philosophy like no other.

Class Features

As a Glutton Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Glutton Warrior level.
  • Hit Points at 1st Level: 10 + your constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Glutton Warrior level.

Proficiencies


You gain no additional proficiencies for taking levels in this prestige class.

Gluttonous Power

Upon taking the first level in the Glutton Warrior prestige class, the glutton gains power over a supernatural force of bodymass and hunger that now suffuses their being. They gain a number of abilities that rely on a roll of their Glutton dice. You have a pool of d6s for your Glutton Dice, beginning at 1d6. This pool increases as you gain additional levels in glutton incarnate. At 1st level, the Glutton Incarnate gains the following abilities:

Endless Greed. If they do not already have it, the Glutton Warrior gains expertise in the Eating skill. Additionally, your stomach capacity is increased by an amount equal to your base capacity for each Glutton die you possess. So having 4d6 glutton dice would increase your stuffing capacity by 4 times your base capacity.

Grand Devourer. When using the devour action the Glutton Warrior can instantly consume an amount of food in stuffing equal to twice a roll of their glutton dice.

You can also use this to attempt to instantly devour a creature. When you succeed on a devour check, if the creature would cause stuffing less than this number, you can choose to instantly devour them. When successfully used to devour another creature, you must complete a long rest before using this feature again.

Extreme Capacity. Any time the Glutton Incarnate is required to make a constitution saving throw against overstuffing damage they can add a roll of their glutton dice to the roll.

Prerequisites

Constitution of 13.

An especially hardy body is needed to handle the ordeals of the Glutton Warrior. Without a stomach of iron, one will likely eat themselves until they explode should they attempt to take this path.

Proficiency in the Eating skill.

The ability to gorge oneself is central to the path of the Glutton Warrior. Massive amounts of food should be no stranger to one. An empty stomach is a sin for those who walk the path of a Glutton Warrior

Character level 5th.

Only powerful souls can perform the insane physical feats of the Glutton Warrior, and you must be a 5th-level character before you can gain levels in the Glutton Warrior prestige class.

Complete a Special Task.

You must find another Glutton Warrior to teach you in the ways of pure gluttony, and they may require a special test or task to prove yourself worthy of their teachings. They may require you to fatten yourself well beyond any size you've previously been- perhaps to the point where walking little more than a snail's pace impossible, prove yourself in an eating contest- being able to demolish the competition with room to spare, find and consume a particular magical substance- a stomach that can quite literally handle anything, or any other number of tasks. You may also require an additional test in order to achieve further levels of this prestige class.

Some of the Glutton Warrior's abilities may call for a saving throw. The DC for such abilities is equal to:

Glutton Save DC = 8 + your proficiency bonus +

your Constitution modifier

Bulwark of Flesh

When gaining these powers at 1st level, the unnatural mass of the Glutton Warrior can be used to defend themselves. When they would recieve damage, the Glutton Warrior can use their reaction to roll their Glutton Dice, reducing any damage they take by the result of that roll. Then they gain fattening equal to twice the result of the glutton dice roll. You can use this ability this way a number of times equal to your constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. You also regain a single use when you complete a short rest.

Additionally, while unarmored, your AC is calculated as 10 + your weight points + your constitution modifier. You can wear a shield and still gain this benefit.

Lipomantic Magic

Starting at 2nd level, you start to mix together your previous magical might with your new powers if you previously knew magic. Your connection to lipomantic magic is different from the spellcasting you learned before. However, your strength in one magic still plays into the other. Therefore you may treat your Glutton Incarnate as a half caster when calculating multiclassing spell slots if you are a full caster or pact caster, or a third caster if you are a half caster or third caster. Every other level, starting with 2nd, you may learn an additional spell of any level that you have slots for, from any spell list, but it must either cause creatures to gain fattening, stuffing, or digest food, or other spells considered “lipomancy” by your DM. This spell uses the spellcasting modifier of your original class. If you have multiple caster classes, discuss with your DM on which would be more appropriate to use.

If you do not have any spellcaster levels, when you could learn a new spell from this feature you may instead learn a cantrip and first level spell from the wizard, druid, or cleric spell list that effects a creature's weight, cause food consumption, or any other spell considered "lipomancy" by your DM. You may cast this 1st level spell once before you must complete a short or long rest before you can use it again in this way. If you later gain spellcaster levels, you can cast them using spellslot levels you possess. Whenever you gain a level in Glutton Warrior you may change one of the spells you gain from this feature with another from the eligible spell list

Ability Score Improvement

When you reach 3rd level, and again at 7th and 10th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 or take a feat you meet the qualifications for. As normal, you can't increase an ability score above 20 using this feature.

Flabby Finesse

Also starting at 3rd level, you treat each weight category as one lower for any movement penalties, meaning you have no reduced movement while 1 stage over your attuned weight. Your bulk limit also increases by 200%, this is the new point where you become immobilized from fattening.

At 7th level, your weight categories count as two lower for any movement penalties, and your bulk limit increases by a further 100%.

Augment Food

At 4th level, the Glutton Warrior's sheer presence spreads lipomantic energy to the world around them. Any food consumed or stuffing damage taken by targets you choose within 30 ft of you fatten equal to the stuffing dealt. If it does not have a stuffing value, it instead fattens for 1d4.

Additionally, as an action, the Glutton Warrior can control any food within 30 ft with their own excessive desire for weight gain. They roll their glutton dice, animating twice that many pounds of food within 30 ft and causing it to seek out any creature of the Warrior's choice within range and attempting to force feed the chosen target. An unwilling target makes a Dexterity Saving throw against your Glutton Save DC to avoid this effect. They then take stuffing damage equal to the roll of your glutton dice + your constitution modifier, provided there is enough food to do that.

If you do not have the spellcasting feature from any class, you may also use this ability as an attack. It is considered a ranged weapon attack that you are proficient with and with a range of 30 ft. It uses your constitution modifier to calculate the attack and damage rolls. The damage is stuffing damage equal to a roll of your glutton dice. When this ability is used this way to may an attack against a creature that cannot eat food, you instead deal force damage equal to half the result of your glutton dice roll.

Glutton's Touch

At 5th level, the Glutton Warrior's power lends raw fattening power to their combat style. Whenever they deal damage to a creature, or a creature fails a save the Glutton Warrior forced that doesn’t deal damage, that creature Fattens equal to the result of a roll of the warrior's glutton dice. This amount is doubled on a critical hit.

Resilient Girth

Also at 5th level, the sheer Lipomantic power running through the Glutton Warrior gives them the power to move, despite whatever weight of flab they may possess. Your movement speed cannot be reduced by being over your attuned weight unless you are fully immobilized.

Aura of Gluttony

At 6th level, the Glutton Warrior's presence also instills unnatural hunger into those around them. As long as they are conscious, all creatures of the warrior's choice within 10 feet treat the Glutton Warrior’s stomach capacity as their own, if it would be higher. Any eating or devour checks made within the aura are made at advantage. Additionally, the Glutton Warrior can use their Supreme Capacity ability on any creature of their choice within their Aura of Gluttony.

At 10th level, the radius of this aura increases to 30 feet.

Afflict Hunger

Starting at 8th level, the Glutton Warrior can afflict a target with such overwhelming hunger that they have no choice but to consume any food offered to them. As an action, the Glutton Warrior can cause all creatures of their choice within their Aura of Gluttony to make a Charisma Saving Throw. On a failure, the unnatural hunger of the aura overwhelms their sense of restraint. For the next minute, an affected creature immediately consumes any food on their person, and any food given to them, regardless of how full they are, and without requiring an action or reaction, tearing through their feast with unnatural speed. An afflicted creature can repeat this saving throw at the end of each of their turns, ending the effect early for themselves on a success. Attack rolls that deal stuffing damage are made with advantage and the afflicted targets make saving throws on spells that cause them to consume food at disadvantage.

Once a creature has succeded on its saving throw, they are immune to this effect until they complete a long rest.

Haze of Gluttony

At 9th level, the Glutton Warrior can afflict a very special curse upon anyone unlucky enough to incur their wrath. Once per long rest, the Glutton Warrior can cast a unique version of the Geas spell. While under the effects of this unique geas, the victim is compelled to gorge and fatten themselves as much as possible.

They suffer the psychic damage of the spell once for every hour they go with an empty stomach, as well as once each day any time they refuse food if they are not already stuffed to capacity. The geas also causes them to automatically fail any save made to resist an effect that would fatten or feed them, with rolls made for such effects against them always having advantage.

Gluttony Incarnate

At 10th level, the Glutton Warrior has truly become one with the gluttony and body mass that suffuses them. They no longer suffer any penalties for being over their bulk limits and cannot be moved, pushed, restrained, or grappled by creatures that are not of a larger size category than them and weigh more than them.

Additionally, whenever you would gain the ravenous condition for any reason, you may choose not to if you wish. You may not choose to end the ravenous condition with this ability if you’ve allowed it to affect you, however.

Also, a number of times per day equal to their Constitution modifier (minimum 1), whenever the glutton incarnate is called upon to roll their glutton dice, they can choose to roll the maximum possible result. You
regain all uses of this ability after you
          complete a
                long rest.

Extra Options

These are features that add on to what is already present for classes. Fighting styles, Invocations, Metamagics, etc. I'll do a couple alternative weapon masteries down the line- probably.

Fighting Styles

These can be taken in place of an ASI, if your DM allows fighting style training, or if you have a class feature that grants them.


Food Fighting. If you have a free hand you may force feed a creature as an attack. This attack is made with any food you have on hand (including conjured and magical food), and is considered an unarmed strike with the finesse property. On a hit, you can force the target to take bludgeoning damage equal to 1d6 + your strength or dexterity modifier (this increases to a d8 if you have both hands free) and they gain stuffing equal to the amount rolled on the die. You can opt to do this non-damaging to instead simply deal stuffing up to a roll of the dice.


Blubbery Fighting. As long as you have at least a single weight point, you count as one size larger for others attempting to grapple, shove, or devour you. Additionally, the DC of your smother attempts increases by 1.


Voracious Fighting. Your jaws become an unarmed weapon dealing 1d6 + your strength or dexterity modifier piercing damage. Once a turn, when you successfully hit with an unarmed strike, you can forgo the damage to instead attempt a devour check. The target must have first been grabbed as a bonus action before you can attempt this.

Metamagics


Transmute Spell. Fattening is added to the damage types of transmute spell. This one is just a baseline modification of existing metamagic.


Siphoning Spell. When you cast a spell that deals damage, you can spend a sorcery point to steal fat from a single target. The fattening you steal is equal to the damage dealt. Alternatively, if the spell will effect multiple targets, you can cause it to transfer from one creature effected to another.


Balancing Spell. When you cast a spell that causes a creature to gain fattening, stuffing, or inflation you can spend 2 sorcery points to cause yourself to lose the same amount of fattening, stuffing, or inflation.


Residual Spell. When you cast a spell on another creature you can spend a sorcery point to cause the lingering magic to cause an amount of stuffing or inflation equal to your charisma modifier.

Words of Power

Hunger Word: Lethargy As a bonus action, you can spend 2 faith points to force a creature you can see within 60 feet to make a Constitution saving throw against your Priest spell save DC. On a failure, it becomes sluggish. Until the end of its next turn, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.


Hunger Word: Belch As a reaction to a creature within 60 feet attempting to cast a spell with verbal components that you can see or hear, you can spend 2 faith points to cause the target to belch uncontrollably. The creature must make a Constitution saving throw against your Priest spell save DC. On a failed save, the creature is unable to complete the spell but the spellslot is not expended.


Hunger Word: Engorge When you successfully cast a spell on a creature, you can spend 2 faith points to force the target to consume a large amount of food, causing them to gain stuffing equal to your Priest level. Additionally, the target’s movement speed is reduced by 10 feet until the end of its next turn.

Invocations

Pact of the Lantern

Prerequisite: Patron the Realm Eater or Celestial Mass

A lantern provided by your patron grows more powerful and strengthens your connection. Once per turn, spells cast through the lantern fatten you equal to your proficiency bonus. Additionally, as a bonus action, you can attempt to use the lantern to grapple a target. It has a range of 30 feet and the target must make a charisma saving throw against your warlock spellsave DC. On a fail they are grappled. You can use your movespeed to move the target while you have them grappled, but you yourself do not move.

Once you use this feature you must complete a short or long rest before you use it again.

If you have a magic item that can function as an arcane focus for your warlock spells, you can perform a 1 hour ritual to bind it into the lantern, allowing the lantern to gain its features (including attunement). You can perform a 1 hour ritual to remove the item or gain it back if you lose the lantern.

Pact of the Soul Flail

Prerequisite: Patron the Realm Eater or Celestial Mass

Your soul lantern transforms into a flail wreathed in blue and black flame, still possessing all the traits it previously held. You are considered proficient with it and can use your charisma modifier for attack and damage rolls. The flail deals an additional 1d4 fattening damage.

If you have a magic weapon that lacks the two-handed property, you can perform a 1 hour ritual to bind the weapon into the flail, granting the flail its features (including attunement). You can perform a 1 hour ritual to remove the weapon or gain it back if you lose the flail.

Pact of the Ethereal Maw

Prerequisite: Proficiency in the Eating skill

Your patron grants you the ability to create a physical extension to enforce your hunger on the world around you- they manifest in the form of spectral hands or a tail, if you lacked one, and an extra mouth. As a bonus action, you can summon these spectral extensions, allowing you to make devour checks with your action without silencing yourself. They last until you dismiss it (no action required) or you fall unconscious. You can use your charisma modifier for attempts to grab a meal as a bonus action and for checks with the Eating skill.

However, the boon comes with a flaw. Rol la d6 or discuss with your DM if you choose to use the flaw

d6 Flaw
1 The Maw likes to grab and eatnearby food
2 The Maw manifests itself to interrupt conversations
3 The Maw must be fed as much as I eat
4 The Maw eats my rations if it's not actively eating
5 The Maw mocks my speech
6 The Maw sometimes licks my allies to taste them

Size Cravings

prerequisites: Pact of the Soul Flail or Blade, 5th level

You learn the Size Drain and Steal Fat spells, without impacting your known spells, and can choose to cast Size Drain as a melee spell attack with a range of touch. After making a melee attack, you can use a bonus action to cast Size Drain. If you have extra attack you instead replace one of your attacks with this ability.

Soul Leech

Prerequisites: Patron the Realm Eater 7th level

You refine a soul fragment into a delicious wisp that you can consume. As a bonus action you can consume a soul fragment stored in your lantern to gain 2d4+2 hit points. This counts as food for Relentless Appetite. This feature is usable equal to your charisma modifier and you regain all uses with a long rest.

Fattening Blasts

Prerequisites: Eldritch Blast cantrip

You transform Eldritch Blast into Glutton's Blast, changing its damage type to fattening and adding your charisma modifier to the damage.

Consuming Blasts

prerequisites: Realm Eater, Fattening Blasts, 7th level

Once per turn, when you roll to hit with a Glutton's Blast, you can reroll the roll to hit but must use the new number. When you land a critical hit with Glutton's Blast you automatically generates a soul fragment.

Soul Sear

Prerequisites: Pact of the Soul Flail, 7th level

When you hit a creature with a melee weapon attack, you can expend one spell slot to rend a fragment of the target's soul to generate a soul fragment and deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Slavering Hex

Prerequisite: 5th level, hex spell or a warlock feature that curses

As a bonus action, you surge a target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen, with lipomantic magic. When you do so, you deal fattening damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Binding Pastries

Prerequisite: Infernal Baker Patron, 5th level

Your patron bestows unto you the secret of the Sticky Pie. This meringue-like confection is unbelievably sticky. A creature hit by this pie is restrained (escape DC is equal to your warlock spellsave DC) for 1 minute, or until the sticky pie debris is cleared away with acid or water.

Sinful Pastries

Prerequisite: Infernal Baker Patron, 7th level

Your patron gifts you the forbidden knowledge of pies so delicious they can influence a target's emotions. Any living creature who so much as tastes this pie is driven into a fit of ecstasy and must make a Wisdom Saving Throw against your warlock spellsave DC. A creature who fails this save is overwhelmed by emotion and stunned for 1 minute. You must complete a long rest before you can use this pie again.

Eldritch Splinter

Prerequisite: 5th level

Choose one of your warlock cantrips that deals damage to a target with an attack roll. You can have it fire an additional bolt or beam, instead of adding additional damage dice, when you reach certain levels in this class: two beams or bolts at 5th level, three beams or bolts at 11th level, and four beams or bolts at 17th level. You can direct the beams or bolts at the same target or at different ones. Make a separate attack roll for each beam or bolt. When you gain a level in warlock, you can change the cantrip this applies to.

Eldritch Appetite

You may calculate your stomach capacity, stomach AC, and saving throws against overstuffing using your charisma instead of your Constitution modifier.

Pliant Body

You can cast the spell Shape Fat at will.

Appetite of the Void

Your stomach capacity increases by 25% and bulk limit increases by 50%. This invocation can be taken a maximum of three times.

Demonic Summons

These are additional summons that a demonologist can unlock, or know with DM approval. They are on par with the other demons in terms of power, but a more flavorful unlockable story option.


Glutton Mage of Xibal

Medium fiend (demon), neutral evil


  • Armor Class 13 (belly armor)
  • Hit Points 4 + four times your demonologist level (d6s equal to your demonologist level)
  • Speed 25 feet

STR DEX CON INT WIS CHA
8 (-1) 6 (-2) 14(+2) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Skills Eating +2 plus PB, Feeding +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Abyssal and the languages you speak, but can only speak abyssal
  • Proficiency Bonus equals your bonus

Demonic Magic. A demonologist who summons a glutton mage temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the demonologist class description.

1st level: Conjure Food

2nd level: Hungering Whip

3rd level: Abyssal Stomach

4th level: Gluttonous Gambit

5th level: Girth of Lethargy

Bloating Touch. If the mage damages a creature, they gain additional fattening equal to the damage dealt.

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

Sense Gluttony. The glutton mage is always considered to be under the effects of the spell detect favorite food.

Actions

Bloating Uppercut. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence fattening damage.

Lipomantic Shock. Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + your intelligence fattening damage.


Ooze Scion of Juiblex

Medium ooze, neutral evil


  • Armor Class 13 (acid armor)
  • Hit Points 4 + four times your demonologist level (d6s equal to your demonologist level)
  • Speed 25 feet

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14(+2) 14 (+2) 14 (+2) 6 (-2)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Skills Deception +2 plus PB, Insight +2 plus PB
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Abyssal and the languages you speak but cannot speak
  • Proficiency Bonus equals your bonus

Demonic Magic. A demonologist who summons an ooze scion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the demonologist class description.

1st level: grease

2nd level: alter self

3rd level: gaseous form

4th level: sludge surge

5th level: cloudkill

Maleable Form. The scion can use its action to disguise itsalf as a small or medium creture you are familiar with, or back into its true form. However, it is a green and black version of them with faintly glowing red eyes. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The shapeshift lasts until it completes a long rest.

Slippery Form. The ooze has advantage on saving throws against grapples, shoves, and tripping. They can also squeeze through cracks as narrow as 1 inch.

Actions

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d4 + your intelligence acid damage.

Assimilate. A target within 10 feet of the ooze must make an intelligence saving throw against your demonologist save DC. On a failed save, you learn one small piece of knowledge the target held, such as passwords, hidden locations, or one of their proficiencies.

Shaman Totems

Totems and elemental attunements based off planes other than the 4 prime elemental planes.

Calorite Totem Powers

Totems of lipomantic energy can assault enemies with lethargic blasts and strengthen the resolve of your allies.

Caloriebolt: Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes 1d4 fattening damage, and its movespeed is slowed by 5 until the end of its next turn.

Mass Fortify: Choose a number of creatures you can see within the totem's range, up to your wisdom modifier. Each creature gains fattening and temporary hit points equal to your wisdom modifier.

Radiant Totem Powers

Totems of searing light can assault enemies with radiant blasts and light the way for you.

Lightburst: Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes 1d4 radiant damage, and has disadvantage on perception checks until the end of its next turn.

Guiding Light: The totem emmenates bright light distance equal to 5 times your wisdom modifier and dim light for an additional distance for the same amount.

Ooze Totem Powers

Totems of bubbling ooze can assault enemies with corrosive blasts and slow enemies down.

Sludgesplash: Choose a creature you can see within the totem's range. They must make a Dexterity saving throw. On a failed save, the target takes 1d4 acid damage, or half as much damage on a successful one

Sticky Mire: Choose a creature you can see within the totem's range, which must be within 5 feet of the ground. The creature must succeed on a Strength saving throw or be restrained by mud until the end of your next turn.

Elemental Attunement

Calorite. When you make an Intelligence check, you can roll a d4 and add the number rolled to the ability check. You also gain a +2 bonus to checks to avoid the immobilized condition.


Radiant. When you make a Charisma check, you can roll a d4 and add the number rolled to the ability check. You also gain darkvision of 60 feet.


Ooze. When you make an Intelligence check, you can roll a d4 and add the number rolled to the ability check. You also ignore non-magical difficult terrain.

Alternative Features

These features are optional alternatives to replace or supplement existing class features. Make sure to tell your DM if you plan to use any of these!

Barbarian

Level 1: Immovable Object
replaces Unarmored Defense
While you aren't wearing any armor, your base Armor Class equals 10 plus your Weight Points (maximum of 3) and Constitution modifiers. You can use a Shield and still gain this benefit.

Cleric

Level 2: Channel Divinity: Divine Feast
replaces Divine Spark
At 2nd level, you can expend a use of your Channel Divinity to affect the stomach and waistlines of those around you with divine power as an action. Creatures of your choice, up to a maximum equal to your wisdom modifier, within 30ft of you gain or lose a fattening or stuffing equal to your cleric level + your Wisdom Modifier.

Monk

Level 5: Balancing Strikes
At 5th level, you have your ideal sense of self, a figure you wish to maintain. As a bonus action, you can expend one ki point to reduce your fattening by up to 50%. You can choose for your unarmed strikes to deal fattening damage instead of bludgeoning until the end of your next turn.

Warlock

Level 2: Indulgent Offering
replaces Magical Cunning
You take your meals and use them as an offering to your patron. When you roll initiative you can sacrifice 25% stuffing to regain an expended Pact Magic spell slots but no more than a number equal to half your maximum spellslots (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

PART 4

Extra Species

A rule module featuring primarially bestial races. Yeah, of course there's ways to play wolves, bears, and other animalistic species! A whole bunch of extra options for a more expansive roster of species to play!

Species Options

Lipomantic Dragonborn

While you may have the color or a blue or red dragonborn, a heavy lipomantic blood courses through your veins. Many lipomantic dragonborn, like dragons, view their bodies as a hoard. This may manifest with excessive appetite, natural magic, or drive to see others indulge. Consider rolling a d6 or discussing with your DM for an additional character trait to enhance your roleplay.

d6 Trait
1 I have a habit of belching without covering my mouth.
2 I prefer to wear clothes that exaggerate my body, if I even wear a shirt at all!
3 I totally lack restraint when it comes to food.
4 I put emphasis on size being power and beauty, encouraging others to excess.
5 If someone states they're hungry I take that as a challenge.
6 I've yet to meet someone who eats more than I do and I intend to keep it that way.

Creature Type You are a Humanoid

Size You are Medium

Speed Your walking speed is 30 feet.

Languages You can speak, read, and write Common and one other language you and your DM agree is appropriate for your character.

Breath Weapon When you take the Attack action on your turn, you can replace one of your attacks with a breath attack in a 15-foot cone. Each creature in that area must make a Dex save (DC = 8 + your Con modifier + your PB)..

On a failed save, the creature takes 1d10 fattening damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Draconic Resistance You have resistance to fattening damage. However, you still fatten as if you took full damage.

Aura of Lethargy. At 5th level, you gain an aura you can activate. When you take the Attack action on your turn, you can replace one of your attacks to exude an aura within 15 feet of you. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, a number of targets of your choice, up to a maximimum equal to your proficiency bonus, have their movespeed reduced by 15 until the start of your next turn.

Thick Hide (Optional). Lipomantic dragonborns, being decendants of lipomantic dragons, have naturally portly bodies with thick natural fat reserves. You gain an additional 1hp per character level at the exchange of your base speed is
   25 instead of 30. Also to represent this, your character's
  base weight is increased by 5d4+10 pounds upon character creation. If you make a heavier than normal character, they
                                                           cannot weigh less than the
                                                              maximum base weight for                                                                 character creation.

Canids

Eons ago hellhounds had come to the material plane. These vicious creatures fled the hostile environment of the hells to find better lives, adapting to new lands. Over time they became canine-like humanoids of several subspecies with unique and culture-rich backgrounds.

They are community driven and tend to easily form bonds with other canids, creating strong community pillars and loyal allies.

Allignment. Due to their varied history canids lean towards no alignment in particular but instead towards extremes- they are rarely ever of neutral alignment.

Creature Type. You are a Humanoid

Size. You are Medium

Speed. Your walking speed is 30 feet.

Languages. You can speak, read, and write Common and one other language based on your subracer.

Keen Senses. Your sense of hearing and smell are better than most humanoids. You have advantage to perception checks based on smell and sound.

Natural Claws. Your claws are natural weapons, which you can use to make unarmed strikes dealing 1d6 + your strength modifier slashing damage instead of the regular bludgeoning damage for normal unarmed strikes.

Subrace. Canids evolved and branched out to adapt to a wide variety of environments. They are Ulfrar, Anubians, Laetrans, Domestics, and Hellhounds

Subraces

Domestic

Domestics arose after Ulfrar were taken captive by Elves and Humans and selectively bred for desireably features. They are very loyal but are often prone to have issues with self confidence and be objective to authority.

New Trick.s You gain proficiency in the Performance Skill

Charming Defense. You can choose to use your Charisma modifier in place of your Dexterity modifier when calculating AC.

Language. You speak an additional language of your choice from Dwarven, Elven, or Undercommon, based on where your character comes from.

Natural Digger. You can choose either Medium or Small for this subspecies. If you choose small you replace your natural claws with 5 feet of burrowing speed.

Ulfrar

A wild and unruly race, often said to be the first subrace to evolve after the hellhounds left the hells. They appreciate freedom and choice, always on the hunt for new thrills
and ways to challenge themselves.

Natural Hunter. You gain proficiency in the Survival skill

Thrill of the Hunt When you roll a 20 on an attack roll, ability check, or saving throw, you have advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn.

Language. You speak an additional language of your choice from Beastspeech, Draconic, Sylvan, or Giant

Hellhound

Chaotic and merciless, the Hellhounds who stuck to their hellish roots formed packs and societies of brutal hunters. They form small but deadly packs, often allying themselves with other powerful creatures to execute ruthless hunting strategies

Hellish Heritage. You have resistance to fire damage

Hunter's Stride. Your base walking speed increases by 5 feet.

Language. Your character can speak, read, and write Infernal

Anubians

Stoic and unwavering, the anubians are a jackal-like race that adapted to life in the harsh deserts. They look to the sun for guidance and often dedicated themselves to lives of study. They often settle and form trade routes with other groups exchanging knowledge, tools, and luxury goods for what they need.

Astral Inspiration. You learn a cantrip of your choice from either Guidance, Light, Dancing Lights or Starry Mote. You choose your spellcasting ability modifier for this cantrip.

Explorer. You gain proficiency in Navigator's Tools and one artisain's tool of your choice.

Language. Your character can speak, read, and write Celestial

Laetrans

Cunning and elusive, the Laetrans live in small groups that often come together for regular gatherings where they exchange spoils and goods. They are quick and stealthy, often preferring hit and run before they were noticed tactics. They tend to avoid loud bustling cities, sticking to rural and forested environments.

Elusive. You gain proficiency in the Stealth Skill

Trader Legacy. You gain profieincy in an artisian tool of your choice and a musical instrument of your choice

Language. Your character can speak, read, and write an additional language of your choice from Gnomish, Dwarven,                                                                      or Thieve's Cant

Ursine

Proud, stoic, and tough. Ursines are theorized to have originated from bears from the fey but that detail is long lost from history. Instead, they are known for their hardiness and durability, able to take a beating and throw it right back.

Allignment. Due to their strict societal structure Ursines tend to lean towards lawful alignments

Creature Type. You are a Humanoid

Size. You are Medium

Speed Your walking speed is 25 feet

Languages Your character can speak, read, and write common and beastspeech

Thick Fur While not wearing armor, your AC is 13 + your Constitution modifier. You may use a shield and still be granted this bonus

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Sharp Claws Your claws are natural weapons, which you can use to make unarmed strikes dealing 1d6 + your strength modifier slashing damage instead of the regular bludgeoning damage for normal unarmed strikes.

Subspecies. Ursines have branched out to adapt to a wide variety of environments. Choose one of the following subspecies.

Subspecies

Grizzlehide

The northern forests and sub-polar climates are where the Boreal Ursines tend to call home. They often settle in caverns and forests to form small communities to raise families and tough out the harsh northern winters.

Durable Your hit point maximum increases by 1, and it increases by 1 every time you gain a level

Keen Senses You have advantage on perception checks based on smell and sound

Rimepelt

Within the frigid tundra of the far north, nestled in raging snowstorms, the Northerns thrive. They are resilient and excell at hunting even in the thickest of blizzards.

Cold Acclimation You are unaffected by the effects of Extreme cold, as described in chapter 5 of the Dungeon Master’s Guide. Additionally you have resistance to cold damage

Choose Either Boreal Magic, or Arctic Waters

Boreal Magic: You learn a cantrip of your choice from Ray of Frost, Druidcraft, Light, or Guidance. You choose Wisdom, Intelligence, or Charisma for the modifier.

Arctic Waters: You gain a swim speed equal to your walking speed.

Duskmane

Within the coastal forests, the mighty Westerns slumber. They are efficient in both time and energy, preferring not to expend additional resources if they don't have to and they value the idea of a midday nap.

Efficient Rest You gain an additional benefit per short rest that changes based on your class. If you multiclassing you may only gain one of these benefits before you complete a long rest. Additionally, when recovering health with hit die, you add an additional 1 healing per hit die spent.

Artificer: During a short rest you may change one of your infused items. You must complete a long rest before you use this feature again.

Barbarian: You regain one expended use of your Rage whenever you complete a short rest.

Bard: When an ally benefits from your Song of Rest feature they may add your Charisma modifier to the amount of extra healing.

Cleric, Druid, Paladin: If you spend the short rest meditating you can change some of your prepared spells. You may change a number of spell levels equal to your proficiency bonus. You must complete a long rest before you use this feature again.

Figher, Monk, Pugilist, Rogue, Shaman, Warlock: When you roll your hit die to regain health you may reroll a number of hit die equal to your constitution modifier.

Ranger: While resting you may use your Primeval Awareness feature without expending a spell slot. You must complete a long rest before you use this feature again.

Sorcerer: You can regain a number of Sorcery Points equal to half your proficiency bonus (rounded down). You must complete a long rest before you use this feature again.

Wizard: You gain an extra number charges of Arcane Recovery equal to half your proficiency bonus (rounded down).

Ryushari

From the far lands out east, these peaceful ursines favor meditation and quiet. They place great importance on daily times of solitude and tranquility.

Lucky Chant. Whenever you make an attack roll, an ability check, or a saving throw, you can grant yourself advantage so long as you are not silenced. You must complete a short or long rest before you use this feature again.

Shared Luck. You learn your choice of either the Guidance or Resistance cantrips.

Sanguire

Nestled deep in caverns within the southern jungles, the Sanguire are an enigmatic race of bat-like folk whose origins are rumored to coincide alongside those of the Dhampir. They are masters of the night, thriving in the shadows and where others fear to tread.

Allignment Due to their nature as a somewhat vampiric race, they tend to lean towards chaotic or evil alignments.

Creature Type You are a Humanoid

Size You are Medium

Speed Your walking speed is 25 feet

Languages You can speak, read, and write Common and one other language you and your DM agree is appropriate for your character.

Flight Because of your wings, you have a flying speed of 35. You can’t use this flying speed if you’re wearing medium or heavy armor.

Echolocation As a bonus action you let out a noise to measure your surroundings, granting yourself blindsight of 60 feet until the end of your next turn. This is usable a number of times equal to your proficiency bonus and you regain all expended uses when you complete short or a long rest.

Sunlight Sensitivity You have disadvantage on attack rolls and on Perception (Wisdom) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Legacy The nature of Sanguire origins can manifest in unpredictable ways in any given individual. Choose one of the following legacy options for your Sanguire

  • Grim Sorcery: You learn a cantrip of your choice from either the necromancy or enchantment schools. You choose Intelligence, Wisdom, or Charisma is your spellcasting modifier for that cantrip.

  • Plague Resistent: You are resistant to poison damage and immune to diseases.

  • Vampiric Bite: Your fangs become natural weapons, dealing 1d6 + your strength modifier in piercing damage. Once per turn, when you successfully bite a creature you gain temporary hit points equal to half the damage done.

Lutragon

Small, otter-like people who tend to live along rivers and coastal regions. They are naturally high energy with a pension for playing tricks on unsuspecting passers by. With a strong sense of kinship, they form bonds that become near unbreakable with those they hold dear.

Allignment Lutragon are very community, family, and friend driven by nature and tend to lead toward the alignment of the community they belong to.

Creature Type You are a Humanoid

Size Lutragon are between 3 to 4 feet tall and weigh between 40 and 80 pounds. Your size is small.

Speed Your speed is 30 feet

Languages You can speak, read, and write Common and one other language that the DM agrees is appropriate to your character.

Part of the Family You are able to lend a hand to your friends as if they were your own family. You can use the Help action as a bonus action, and its range increases to 10 feet.

Subrace Lutragon have two subspecies, Sea and River.

Subspecies

Seaborn

The coast dwellers. They often prefer to spend their time on boats, sailing for sea fishing or treasure hunting. They are a brave, adventurous bunch that tends to be fearless in the face of a harsh storm or sea monster.

Dense Fur You gain an unarmored AC of 12 + your Dexterity modifier due to your thick coat of fur. You can wear a shield and still gain this bonus.

Insulated Coat You gain resistance to cold damage.

Riverborn

The river dwellers. They love a quiet afternoon on the shores of tranquil rivers fishing with friends and family. They are less brave than their coastal counterparts, instead preferring to keep a safe distance.

Tough to Catch You have advantage against saving throws against being grappled. Additionally, you can ignore non-magical difficult terrain.

Swift Feet Your movement speed increases by 5 feet.

Racosa

The racosa are a resourceful and adaptable race of small, raccoon-like humanoids that thrive both in the heart of dense forests and the bustling sprawl of cities. With their nimble bodies and quick wits, they navigate the world with ease, embodying a blend of curiosity and cunning.

Allignment Racosa tend to look out for themselves, focused more on surviving the harsh world. They tend to lean toward chaotic alignments.

Creature Type You are a Humanoid

Size Racosa often range from 3 feet to 4 feet. Your size is Small.

Speed Your walking speed is 30 feet

Languages You can speak, read, and write Common and one other language that the DM agrees is appropriate to your character.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Light as a Feather You take no damage from falling when you fall from 35 feet or lower. Additionally you gain a climbing speed equal to your walking speed.

Multi-faceted Heritage Racosa live all over the world, in urban environments forests, and even in the arctic. Choose one of the following features when you create your character.

  • Sticky Fingers: You gain proficiency in the Sleight of Hand skill. Additionally you roll checks looking for coin and loot with advantage.

  • Natural Scavenger: You gain proficiency in the Investigation skill. Additionally you can roll checks looking for food with advantage.

  • Survivalist: You gain proficiency in the Survival skill. Additionally you gain an additional 1 hit
    point per character level.

  • Trickster: You learn the Minor Illusion
    Cantrip and a 1st level spell of your
    choice from the illusion or enchantment
    schools. You can cast this spell once
    without consuming a spellslot or using
    material components. You must complete
    a long rest before you use this spell in this
    way again. You can use spellslots of
    appropriate level to cast this spell and you
    choose to use either intelligence, charisma,
    or wisdom as its spellcasting modifier.

C'Thulians

Deep in the ancient primal lands of Tehas several ceromorphs crawl out of the underdark battered and bruised. Failed mind flayers managing to free themselves from the colony. They were now free to forge new lives away from the influence of an elder brain. They seek shelter in these wild, mostly unexplored lands and form their own civilizations, now standing independantly as cephalopod-like humanoids with keen minds.

Allignment Isolated and self-reliant, C'thulians lean towards neutral alignments

Creature Type You are a Humanoid

Size You are Medium.

Speed Your walking speed is 30 feet

Languages You can speak, read, and write Common and your choice of either Undercommon or Deep Speech.

Guarded Mind You are resistant to psychic damage

Illithid Ancestry You know the Mind Sliver cantrip. Starting at 3rd level, you can cast the Charm Person spell with this trait, without requiring a verbal or material component. Starting at 5th level, you can also cast the Detect Thoughts spell with this trait, without requiring a material or verbal component. Once you cast one of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Charisma or Wisdom is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Psionic Manipulation You are naturally skilled at either reading others emotions or disguising your own. You gain proficiency in your choice of either Insight or Deception

Borsukk

The Borsukk are a noble race, reminiscent of badgers, weasels, skunks, and wolverines. They have been depicted as soldiers in ancient wars, in positions of royal privilege, and as pioneers of discovery. Having existed for thousands of years has led them to be a hardy, enduring kind that doesn't seem to be going anywhere any time soon.

Alignment. Borsukk value independence and self-sufficiency, but also are naturally opposed to excessive authority. Their alignments tend to lean towards either neutral or chaotic.

Size. Borsukk vary wildly in height. Your height is determined by your subrace.

Speed. You have a speed of 30 feet.

Poison Resilience. You have advantage on saving throws against being poisoned or any effects of poison, and you have resistance against poison damage.

Sharp Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing or slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can read, write, and speak Common and one other language of your choice that your DM agrees is appropriate for your character.

Subrace. The Borsukk have three subraces. The Mellivar, Mustilar, Mephtivar

Mellivar

Fearless and resilient, the Mellivar will easily form the backbone of their party, the one who refuses to back down in the face of danger. These badger-like peoples and are stubborn, bulky, and fierce combatants.

Size. Mellivar are usually between 5 to just shy of 6 feet tall. Your size is Medium

Defiant. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum equal to your proficiency bonus) to potentially turn a failure into a success. Once you use this trait, you can't use it again until you finish a long rest.

Fearsome Disposition. You gain proficiency in the intimidation skill.

Mustilar

Slender and agile, the Mustilar are the quick sneaky members of their kind; always with clever ideas and willing to use wild, unconventional solutions to solve problems. These weasel-like humanoids may not be large and bulky like the Mellivar, but their agility allows them access to many locations and positions many can't access.

Size. Nimbvar are usually between 3 to 5 feet. Your size is either medium or small, you choose when you select this subrace.

Quick Feet. Your speed increases to 35.

Cunning Maneuvers. You gain proficiency in the Acrobatics skill.

Mephtivar

Stout and unwavering, the Mephtivar are rather aloof, preferring to keep to their own devices than get concerned into any one individual. However, should you encroach on their territory, they will not hesitate to spring to action. These skunk-like folk tend to keep to themselves, forming small, close-knit communities and families.

Size. You are between 4 to mid 5 feet tall. Your size is Medium.

Toxin Mastery. Mustilar have special glands that produce a foul-smelling substance. You may choose one of the following benefits:

  • You can collect the smelly liquid whenever you complete a long rest, so long as you have an extra vial or container to hold it. You gain a number of doses equal to your proficiency bonus. You can use a bonus action to apply a dose to a weapon or ammunition. The next three attacks you make with this weapon or ammunition deal an additional 1d6 poison damage.

  • You learn how to incorporate it magically. You know the Poison Spray cantrip and can cast it without verbal components. When you reach 3rd level you know Ray of Sickness and can cast it without verbal components. You can cast it once in this way before you must complete a long rest before you can use it in this way again. You may also cast it using available spellslots you have of the appropriate level. Intelligence, Wisdom, or Charisma are your casting modifier for these spells. You choose when you select this feature.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Caoraa

Caoraa are a steadfast and communal people, embodying the spirit of the herd with their blend of resilience and loyalty. Their cultures emphasize collective strength, often tied to rugged environments and an ancient kinship with the towering giants of old.

Alignment. Caoraa lean toward any Neutral alignment.

Size. Your size is Medium.

Speed. Your base speed is 30 feet.

Herd Mentality. As long as you can see an ally within 15 feet of you, you have advantage on saving throws against being frightened or charmed.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

Languages. You can speak, read and write in Common and Giant.

Subraces. The Caoraa have three subspecies that changed based off where they're from. Thickcoats, Mountaineers, and Bighorns

Thickcoats

Thickcoats hail from frigid climates, their dense wool protecting them from the harshest winters and granting them a serene presence among their kin. Known for their calming influence, they are often seen as peacekeepers, carrying the quiet strength of still, snow-covered landscapes wherever they go

Thick Wool. Your thick, woolen coat grants resistance to cold damage, and you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Relaxing Presence. Starting at 3rd level, you can cast the Sleep spell with this trait, without material components. Starting at 5th level, you can also cast the Calm Emotions spell with this trait. Starting at 9th level, you can cast the Catnap spell with this trait, without material components. Once you cast these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Mountaineers

Mountaineer Caoraa thrive in rugged mountain regions, their communities perched on cliffsides or nestled deep within the peaks. Known for their nimble footing and fearless exploration of precarious terrain, they embody the endurance and ingenuity needed to survive in extreme altitudes.

Sure-Footed. You have advantage on saving throws against being knocked prone, and you have a climb speed equal to your walking speed.

Natural Talent. You gain proficiency in your choice of the Animal Handling or Acrobatics skill.

Bighorn

Bighorn Caoraa are formidable plains dwellers, known for their strength, fiery determination, and love of competition. Many Bighorns venture to bustling cities, seeking the thrill of arenas and fight clubs to prove their prowess in combat.

Hammering Horns Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Competitive Edge. You gain proficiency in your choice of the Athletics or Intimidation skill.

Cervidaen

The giant deer of the Feywild, once serene and untouched, were sent to the Material Plane to quell hunters who drove their kind to near extinction. These fey-touched giants turned from prey to predators, fiercely defending the balance of nature and repelling those who threatened it. Over time, their bodies adapted to humanoid bodies more fit as peacekeepers and mediators, fostering harmony between civilization and the wild.

Size. Cervidaens are as diverse as their bestial ancestors. Your size is Small or Medium.

Speed. Your walking speed is 30 feet.

Languages. You can speak, read, and write Common and Sylvan.

Darkvision. You can see in dim light within 60 feet of you asif it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Constant Iteration. As a bonus action on your turn, you may shed your antlers. While you have your antlers, you have a +1 bonus to AC when determining if a melee attack hits or misses. While they are shed, you have a +1 bonus to your AC when determining if a ranged attack hits or misses. When you finish a long rest, you may choose to grow your antlers back. Subrace. Cervidaens are as diverse as their bestial ancestors. Choose one of these subraces.

Ceruvas

Ceruvas are driven by a desire to create and maintain harmony. Whether negotiating peace on the battlefield, fostering cooperation between druids and townsfolk, or championing the underprivileged in political spheres, they are known for their kindness, diplomacy, and reliability.

Evasive Movement. Your speed is 35. Additionally, on your turn, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks. You may do this as many times as your movement speed allows.

Ambassador. You gain proficiency in the Persuasion skill if you did not have it already. Whenever a willing creature you can see makes a Charisma, Wisdom, or Intelligence saving throw, you may use your reaction to replace whatever modifier they would normally use for the save with your Charisma modifier. You choose to give this bonus after the die is rolled, but before the DM determines whether it will be a success or a failure. Once you use this feature you must complete a long rest before you can use it again.

Dualces

Dualces are far more stoic than Ceruvas and Reinifirs, often embracing the role of a soldier against those who'd dare to harm nature. They fiercely defend the innocent, the communities they inhabit, or set off as adventurers aiming to better the world.

Poweful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Fury of the Patient. You add your proficiency bonus to your initiative. You can sacrifice this bonus to gain advantage on attack rolls until the start of your second turn of combat.

Reinifir

A guide for the harmonious is the role the Reinifir embrace. It is said they can innately sense the good in others' hearts, knowing who is a heartless hunter to leave for the wolves or a noble soul that needs guiding home. They often travel abroad, mapping the lands to aid those who may need it.

Guiding Light. You learn the light and guidance cantrips. When you cast light, small parts of your body (such as fingers, your tongue, or nose) cound as objects for the cantrip. Wisdom is your spellcasting ability for these cantrips.

North Star. You can use your bonus action to harness the magic coursing through your veins, stirring the wind around you and lifting you off the ground for 1 minute or until you end it as a bonus action. During this time you have a flying speed equal to your walking speed and resistance to cold damage. Once you use this trait, you can't use it again until you finish a Long Rest.

Original brewer

Originally created by Reddit user ThiccVicc_Thicctor with some small adjustments to fit the table better

Arachni

The Arachni are an enigmatic race of spider-like humanoids whose origins are cloaked in myth, outside of them coming from the Underdark. While some stories claim they were cursed by the spider queen, Arachni themselves often keep their lives in the Underdark close to their chest. These agile and resourceful beings often find themselves both feared and admired for their uncanny abilities and innate connection to silk and shadow.

Alignment. Independent and self-sufficient, Arachni lean towards neutral alignments.

Creature Type. You are a Humanoid.

Size. Arachni often have similar heights to humans but have very slender bodies. Your size is Medium. you also have 2 extra arms, but they cannot be used to wield weapons, shields, or grapple.

Speed. Your walking speed is 30 feet.

Languages. You can speak, read, and write Common and Undercommon.

Unsettling Nature. You gain proficiency in the Intimidation skill.

Silkweaver. Your body naturally produces a limited supply of spider silk, which you can use for various purposes.

  • Weaving Mastery. You gain proficiency in Weaver's Tools.
  • Silk Creation. During a short rest, you can use it to create a net, an article of clothing, or 5 feet of silk rope or cloth. Once you use this feature, you must complete a long rest before you can use it again.
  • Web Casting. As an action, you can cast the Web spell without material components. You can use Intelligence, Wisdom, or Charisma as your spellcasting ability (choose when you select this race). You can cast this spell once, regaining the ability to do so after a long rest.

Spider Walk. You have a climbing speed
of 30 feet. You can use this speed to move
across horizontal surfaces if you use all 4 of your hands.

Spider Bite. Your fangs serve as a natural weapon, allowing you to make unarmed strikes. On a hit,
you deal piercing damage equal to 1d4 + your
Strength modifier and an additional 1d4
poison damage.

Eusugard

Emerging from the swamps and river deltas of the world, the Eusugard are as cunning as they are resilient. These formidable reptilian beings carry the primal strength of predators who have ruled waterways for eons untold. With their imposing forms and raw ferocity, they are often feared by those unfamiliar with their ways, but behind their scaled exterior lies a deep connection to the flow of life in the waters they call home.

Alignment. When it comes to morality, Eusugard vary widely. In terms of law and chaos, they often lean towards chaotic alignments, though lawful Eusugard are not unheard of.

Creature Type. You are a Humanoid.

Size. Eusugard stand between 6 to 8 feet tall and weigh 220–370 pounds. Your size is Medium.

Speed. Your walking speed is 25 feet, and you have a swimming speed of 40 feet.

Languages. You can speak, read, and write Common and Draconic.

Crushing Bite. Your powerful jaws can be used as a natural weapon. You can make unarmed strikes with your bite. On a hit, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike.

Water Dweller. Your amphibious nature allows you to thrive in aquatic environments. You can hold your breath for up to four hours.

Ambush Hunter. You are proficient in the Stealth skill. You have advantage to any stealth checks while underwater.

Natural Armor You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can wear a shield and still gain this benefit.

Rodenticara

The Rodenticara are a highly adaptive and resourceful people found in every corner of the world. However, their lifestyles differ greatly depending on their communities and size. Whether industrious builders or clever scavengers, Rodenticara embody survival through community and guile.

Alignment. Rodenticara favor personal freedom and independence, but their alignment is very subject to match the communities they are a part of.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sharp Teeth. You have teeth that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage

Languages. You can speak, read, and write Common and one other language of your choice that your DM agrees is appropriate for your character.

Subraces. Rodenticara are incredibly diverse and live in every region worldwide. They have multiple subspecies to reflect this.

Skavari

Skavari thrive in sprawling, chaotic communities that pulse with energy and unorthodox creativity. Valuing freedom above all else, they work together in unpredictable but effective ways, often bending or disregarding conventional rules to achieve their goals.

Size. Skavari are short and often quite slender. Your size is Small.

Speed. Your base walking speed is 35 feet.

Sneaky. You are proficient in the Stealth skill.

Pack Hunter. When you are within 5 feet of an ally who isn't incapacitated, you can take the Help action as a bonus action on your turn.

Colossar

Colossar are the stalwart architects of the Rodenticara, forming tight-knit communities built on shared effort and respect for tradition. They take immense pride in their labor, using their strength and discipline to create enduring settlements that serve as hubs of stability.

Size. Colossar are much larger and bulkier than their Skavari cousins. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Builder. You are proficient in Athletics and your choice of Woodcarver's Tools, Carpenter's Tools, or Mason's Tools.

Tail Defense. Your thick tail or sturdy physique allows you to lash out instinctively to protect yourself. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to impose disadvantage on the next melee attack roll against you until the start of your next turn. You can use this a number of times equal to your constitution modifier, regaining all uses when you complete a long rest.

Race Feature Alternatives

There are a few common features when you make a character and these are some optional ones to replace them!

Powerful Appetite

This feature replaces Powerful Build

You count as one size larger when determining your stomach capacity.

Stout Figure

This feature replaces Climb, Swim, or Flight Speed

You have advantage on saving throws or checks against being moved against your will or to avoid being immobilized by your own bulk.

Sluggish but Sturdy

This feature replaces Movement Speed of 30 or higher

Your movement speed is 25. You gain resistance to your choice of Cold, Fire, Lightning or Poison damage.

Eating Proficiency

This feature replaces Any Tool Proficiency

You can choose to instead gain Feeding or Eating proficiency in place of a tool proficiency with your species traits or background tool proficiencies.

Alternatively, if you replace one of your other racial features with one from this list you may consider asking your DM about gaining profieincy in the Eating skill.

Adjustment to Flight

This is a tweak to flight from racials. If you have any Weight Points from your size, Sluggish but Sturdy or Powerful Appetite, you lose the ability to hover when you fly and must be on the ground when you end your turn. If you are aloft when your turn ends, you fall.

Race specific Feats

Tales of Grim Ending

Prerequisites: Sanguire, 4th level

Through the experience passed down from elders or broader exposure to the world, you have expanded on your natural capabilities. This feat can be taken twice, but no more. A trait can grow in strength once.

Your constitution, wisdom, intelligence, or charisma increases by 1, up to a maximum or 20.

You gain an additional trait from the Vampiric Legacy feature.

Your current Vampiric Legacy trait grows in strength.

  • Grim Sorcery: You learn a first level spell of your choice from the necromancy or enchantment schools and can cast it once without expending a spellslot. You must complete a long rest before you cast this spell in this way again.

  • Plague Resistant: When you are exposed to a disease, while you do not succumb to disease you can choose to carry them. Within the next 7 days, you can make an unarmed attack to bite a target and force them to make the appropriate saving throw or contract the disease themselves. Once you transfer the disease it leaves your body. You may only carry one disease at a time.

  • Vampiric Bite: Your fangs sharpen, increasing the damage die of your bite attack by 1 stage (d6 > d8), gain a +1 to attack and damage rolls, and they gain the finesse property. Additionally they count as magical for the sake of overcoming damage resistances and immunity.

Adaptive

Prerequisite: Racosa, 4th level

The world is chaotic, and you have become a master at adjusting to many situations, granting you the following benefits.

Increase an ability score of your choice by 1, up to a maximum of 20.

You gain a second trait from your multi-faceted Heritage feature.

Your current multi-faceted heritage becomes more powerful.

  • Sticky Fingers, Natural Scavenger, and Survivalist double their proficiency bonus granted.

  • Trickster gains a 2nd-level spell from the illusion or enchantment school, following the same benefits of the chosen 1st level spell.

Draconic Empowerment

Prerequisite: Kobold, 4th level

Through divine means, a powerful bloodline, sheer magic, or just plain determination and hard work, you have grown stronger and more intelligent, granting you the following benefits.

Increase an ability score of your choice by 1 up to a maximum of 20

You gain a second Kobold legacy feature. You must pick a different feature than the one you took when you picked your race. Your Kobold Legacy feature grows more powerful

  • Craftiness: The proficiency bonus you gain from choosing this feature is doubled.
  • Defiance: You also have advantage on saving throws to avoid or end the charmed condition on yourself.
  • Draconic Sorcery: You learn a 1st level spell of your choice from the sorcerer spell list. You can cast this spell once at its base level without expensind a spellslot and without needing material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell(choose when you select this feat)

Canid Feat

prerequisite: Canid, 4th level

Your blood flows with wild, untamed potential. However, through dedication you've learned to embrace it and tap into and reach your potential, granting you the following benefits.

  • Increase an ability score of your choice by 1 up to a maximum of 20

  • The Proficiency bonus that New Tricks, Natural Hunter, and Elusive gain become Expertise.

  • Hunter's Stride allows you to dash as a bonus action a number of times equal to your constitution modifier. You regain all expended uses when you complete a long rest and one use when you complete a short rest.

  • Astral Inspiration grants an additional cantrip from the divination or evocation schools and a 1st-level spell from the divination or evocation schools that you can cast without expending a spellslot, regaining the ability to do so when you complete a long rest.

Ursine Feat

Backgrounds

Competitive Eater


Ability Scores: Strength, Constitution, Charisma


Feat: Culinarian


Skill Proficiencies: Performance and Athletics


Tool Proficiency: Calligrapher’s Supplies


Equipment: Choose A or B: (A) Cook's Utinsils, Trophy (belt or club), Clothes and an apron, 20GP; or (B) 50gp


You travel while training your stomach, participating in challenges or competition to test your appetite. You thrive in stretching your stomach to cram as much as physically possible into it as quickly as possible. These efforts may have earned you a modest following or not, but regardless you always practice your signature just in case you end up as the next renowned glutton.

Chef

Ability Scores: Intelligence, Wisdom, Dexterity


Feat: Magic Initiate (Culimancer) or Encourager


Skill Proficiencies: Pesuasion and Insight


Tool Proficiency: Cook's Utinsils or Feeding


Equipment: Choose A or B: (A) Cook's Utinsils, Book (recipies), Clothes and an apron, 15GP; or (B) 50gp


Even from a young age you always had a passion for the kitchen. Reading the facial expressions of those whom you fed and talking them into a second helping is your specialty. You are efficient in the kitchen and always have the tools on hand to make sure your dishes are memorable and filling.

PART 5

Items

Uh oh! Have you gotten jsut a bit too big to get through doors no matter how much you suck it in? Fear not! There's items to help with that!.. Granted there's also items to help you get to that point too.

Lipomantic Foci

A lipomantic focus is a piece of residuum fashioned into an item, often times as jewelry and accessories. Residuum is a material that, effectively, works as an arcane battery. Through a few trials and attempts, you can learn to convert weight into pure magic and store it in a Lipomantic Focus.

They can be made by finding a piece of residuum worth at least 150gp then crafted into a piece of equipment using jewelcrafter's tools, if you are proficient with them over the course of 6 hours, or finding a specialized jewelcrafter to fashion one for you. They can take the form of any kind of accessory you wish. However, feel free to ask your GM about possibly fashioning it into pre-existing items and what that may require.

A lipomantic focus has a plethora of uses. They can also function as an arcane focus, if you are a spellcaster, or if blessed by a holy person can function as a holy symbol for clerics and paladins. However, their primary function is to store excess weight. They start at being able to store up to 10,000 extra pounds at a +1, but if you exceed that need for storage you will have ot get it upgraded. The value of which is as follows:

Stage Cost to upgrade (GP) Storage Capacity
1 500 10,000
2 500 20,000
3 500 30,000
4 500 40,000
5 1,250 50,000
6 1,300 75,000
7 1,350 100,000
8 1,400 125,000
9 3,000 150,000
10 3,100 200,000
11 3,200 250,000
12 3,300 300,000
13 6,750 350,000
14 6,900 400,000
15 10,000 500,000
16+ Cost and capacity double per upgrade. ---

Alternatively, you may find particularly powerful creatures that value vast amounts of weight that may be willing too upgrade your focus in exchange for a value in pounds equal to half the increase you would gain from its upgrade. Careful though, these creatures tend to leave some form of mark.

For players, a Lipomantic Focus is meant to be an item of great personal value. While it may just appear to be a simple piece of jewelry to some, to you it is arguably a direct extension of your own body. Consider strongly the appearance and flair you want it to have to represent this close attachment.

Alternatively, there is also clothing that can have residuum infused into the threads that can conceal weight, making you appear and feel as if you are up to 1 weight category smaller than you actually are- setting you at the highest weight for that weight category. Getting a piece of armor or clothing infused requires at least 200GP worth of residuum and infused with armor or clothes using leatherworker's tools, if you are proficient in them, and upwards of 12 hours of work, depending on the armor type. Alternatively, you can find a tailor who is capable to do it for you. It takes 6 for light armor or clothing, 9 for medium, and 12 for heavy armor.

The details for withdrawing and storing size is listed in the extra actions section of the module. If you know the Transfer Fat spell, you can move weight directly out of a focus at a conversion rate equal to what that character would gain in fattening.

Fun fact!

These are actually a result of the size system being shattered and revised after the first session! Sometimes you just get a bit carried away!

Items

The Filler's Mitts

wonderous item, uncommon (requires attunement)

These soft, fluffy oven mitts always seem to pack a bit more food into your dishes, somehow.

Whenever you deal stuffing to a target, you can add 1d6 extra stuffing to the total amount gained. This does not add extra damage. Additionally you may use these gloves to cast Transmute to Treat.

Belt of Gluttonkind

Wondrous item, rare (requires Attunement)

While wearing this belt highly stretchy belt, your appetite is bolstered leaving you feeling fortified and able to consume anything you want and you gain the following benefits:

  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You deal an additional 1d8 acid when dealing digestion damage.

Belt of Keno

Wonderous item, rare

This belt always appears to be tight and on the verge of snapping. While worn, the belt can be activated with a simple tap of the hand, causing it to snap and the wearer to fatten up to the next size category over 1d4 minutes. This creates the illusion of the wearer growing out of their clothes to intimidate others. The weight is temporary and after an hour the wearer will get back to their normal size. This ability is not usable until the next dawn when the belt will have fully repaired itself.

Additionally, while worn the effect on your movespeed being over your bulk limit will impose is reduced by 5 feet.

The Pariapt of Growth

wonderous item, rare (requires attunement)

A charm that allows you to to get the most out of a single dish, expanding their waistlines to unfathomable proportions.

As an action, you can force a creature you have grappled and that has any stuffing percentage to gain 4d8 fattening. This is usable a number of times equal to your proficiency bonus and you regain all expended uses when you complete a long rest.

Girdle of Weighted Words

wondrous item, rare (requires attunement by a spellcaster)

This belt, adorned with intricate sigils of influence and persuasion, tightens comfortably around your waist, amplifying the impact of your spoken spells. When you deal damage or apply a condition with any spell that has a verbal component, you add an amount of fattening percentage to the target equal to your spellcasting ability modifier (minimum of 1%).

Belly Stretching Bauble

wonderous item, rare (requires attunement)

Many professional eaters will wear this fancy piece of jewelry to make sure their stomach is always stretched to its limit to train themselves to continue to eat more and more by the day. It allows them to stretch their stomach over time, greatly increasing their stomach's capacity.

When you complete a long rest your stomach is filled to the brim with conjured food, setting your stuffing to be equal to your stomach capacity. Only stuffing past your stomach capacity will be converted to fattening when you complete a long rest or do so with a class feature.

When you complete a long rest at least 5% over your stomach capacity, roll 1d20. On a 15 or higher your stomach capacity is stretched by 1%. On a 20 it stretches by 5%. When you remove the bauble, roll 1d20. On a 7 or lower, the stomach capacity gained from this effect is eliminated and returns to normal. Otherwise, it is kept and stretched permanently.

You have advantage on constitution saving throws to avoid overstuffing damage or any spell or effect that would afflict the ravenous condition.

When the Bauble is removed, the conjured food vanishes and does not refill until you complete a long rest with it attuned.

Bow of the Spell Hungry +1, +2, +3

shortbow, very rare (requires attunement)

An armemant crafted by Rogar the Rotund, this bow leeches arcane energies off those pierced by its arrows.

This shortbow scores a critical hit on 19 or 20.

  • On a critical hit you can choose to either double the damage dice rolled or to instead remove a single spellslot up to equal to the weapon bonus in levels from a target, assuming they have one available, and replenish up to one of the same level on the user.

  • The weapon can absorb one cantrip that is cast upon it, provided it has a range of touch. It cannot absorb another cantrip until the first one is discharged. On a successful hit, the wielder can choose to discharge the stored spell on the target, dealing additional damage equal to what the cantrip normally would have done. This does not apply additional riders of the cantrip. This feature is usable a number of times equal to your proficiency bonus and you regain all expended uses when you complete a long rest.

Making your own items

When creating a magic item focused around weight gain you could choose to add one or more of these benefits to the item. Obviously that requires a bit of DM knowledge on how to balance these items, but hey it's an option!

d10 Minor Benefit
1 You gain proficiency in the Eating Skill if you don't already have it.
2 You gain proficiency in the Feeding Skill if you don't already have it.
3 Your stomach capacity increases by an amount equal to your base stomach capacity.
4 Your bulk limit increases by 50%
5 You can use an action to digest an amount of stuffing equal to your Constitution score, turning it into fattening at a 1-to-1 ratio. You must complete a short rest before you can use this feature again.
6 You gain a +1 bonus to AC for each 100% fattening you possess.
7 Your spells deal an additional 1d6 fattening damage.
8 Your weapon attacks deal an additional 1d6 fattening damage.
9 When you complete a short rest you convert stuffing to fattening.
10 You are perceived at the highest size of 1 weight category smaller than you actually are. This does not actually change your weight points.
d10 Major Benefit
1 You gain expertise in the Eating Skill if you don't already have it.
2 You gain expertise in the Feeding Skill if you don't already have it.
3 While above 100% fattening you gain a +5 bonus to constitution saving throws.
4 Movespeed penalties for being above your attuned weight or bulk limit is reduced by 5 feet.
5 Once per turn, when you hit with a weapon or spell attack the target gains fattening equal to the damage dealt.
6 The first devour attempt on a target is made at advantage.
7 Your bulk limit increases by 100%.
8 You deal an additional die of damage when dealing digestion damage.
9 You calculate your AC as your weight points (maximum of 3) + your constitution modifier.
10 You gain an additional stomach capacity equal to twice your base stomach capacity.
d10 Minor Detriment
1
2 You have disadvantage on saving throws to avoid the ravenous condition.
3 When you deal damage to a creature with a weapon attack or spell you gain 1% fattening.
4
5
6
7
8
9
10 You are perceived as 1 weight category higher than you actually are. This does not actually change your weight points.

PART 6

Big Spells!

I cast make that guard too fat to fight back, feed that dragon until he begs for me to stop, and turn that kobold into a balloon.

Lipomancy, Culimancy, and Inflation-based spells

Bellyache Bash

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instanteous
  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You quickly jab the side of a target to attempt to induce a stomachache. Make a melee spell attack against a target. On a hit deal 1d6 bludgeoning damage and the next devour check, eating check, or indigestion check is made at disadvantage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Conjure Ingredient

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You conjure a single ingredient you are familiar with within range, to be used for cooking. It lasts for 1 hour and has all the qualities from normal food, barring a slight arcane aftertaste. When fully cooked into food the ingredient becomes permanent and is only distinguishable from regular food by an Investigation (intelligence) check against your spellsave DC when eaten.

The spell creates more than one ingredient when you reach higher levels: two ingredients at 5th level, three at 11th level, and four at 17th level.

Culinary Insight

Divination Cantrip


  • Casting Time: 1 action
  • Range: self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Warlock, Wizard

You gain insights into the culinary preferences of creatures around you. For the duration, you have advantage on Wisdom (Insight) checks made to understand individuals based on their eating habits, allowing you to glean information about their cultural background, social status, or personal tastes by observing their reactions to different foods.

Digestive Aid

Transmutation cantrip


  • Casting Time: 30 seconds
  • Range: touch
  • Components: S
  • Duration: instantaneous
  • Classes: Bard, Cleric, Druid, Wizard

You gently rub a creature's stomach to help aid in digestion or relieve extra pressure. The target can instantly convert 1d10 of stuffing directly into weight or relieve 1d10 of inflation.

At Higher Levels: The spell's relief increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Empowering Diet

Transmutation cantrio


  • Casting Time: 1 action
  • Range: self(15-foot cone)
  • Components: V, S, M (1d6 pounds of your own fat, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Wizard, Sorcerer, Warlock

You burn off some of your own fat to turn it into an arcane blast in a 15 foot cone. All creatures caught in the cone must make a constitution saving throw. On a failed save, they take elemental damage equal to twice the hit points sacrificed. The player can choose the type of damage upon learning the spell, matching another element of a spell they already know. If they know a breath attack it will automatically deal the same type of damage.

The spell's damage increases by another multiple when you reach 5th level (three times), 11th level (four times), 17th level (five times).

Fat Blast

Transmutation cantrio


  • Casting Time: 1 action
  • Range: self(15-foot cone)
  • Components: V, S, M (1d6 pounds of your own fat, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Wizard, Sorcerer, Warlock

You burn off some of your own fat to turn it into an arcane blast in a 15 foot cone. You take 1d6 necrotic damage and all creatures caught in the cone must make a constitution saving throw. On a failed save, they take elemental damage equal to twice the hit points sacrificed. The player can choose the type of damage upon learning the spell, matching another element of a spell they already know. If they have a breath attack it will deal the same type of damage.

The spell's damage increases by another multiple when you reach 5th level (three times), 11th level (four times), 17th level (five times).

Food Burst

Conjuration cantrio


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Wizard, Sorcerer, Warlock

You quickly conjure a small snack and hurl it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 bludgeoning damage, and its speed is reduced by 10 feet until the start of your next turn. Targets damaged by this spell gain stuffing equal to half the damage dealt.

The spell's damage increases by another multiple when you reach 5th level (1d8), 11th level (2d8), 17th level (3d8).

Gluttonous Roar

Evocation cantrio


  • Casting Time: 1 action
  • Range: self(15-foot cone)
  • Components: V, S, M (something within your stomach)
  • Duration: Instantaneous
  • Classes: Bard, Wizard, Sorcerer, Warlock

If you have any stuffing or inflation you can emanate a thunderous belch in front of you. Each creature within range must make a Constitution saving throw or take 1d8 thunder damage.

At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Lipomantic Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You hurl a bolt of lipomancy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fattening damage. Food hit by this spell becomes fattening food.

At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Reminder!

Several of these spells are revisions of spells from other modules made to fit the rules of this one! Otherwise these spells are unique to this module and made to expand (ha) on what's available. If there are spells from other modules you want to use I encourage you to talk to your DM about how to fit them into your table!

Overinsulating Heft

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You point to a target's waistline, causing thick fat to pile on to cause them to overheat. The target must make a constitution saving throw, on a fail they take 1d4 fire and 1d4 force and fatten equal to twice the damage taken.

At Higher Levels: Each of the spell's damage types increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Size Drain

Necromancy cantrip


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You attempt to consume some of a creature's weight through touch. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 necrotic damage and you gain 2 temporary hitpoints. Temporary hitpoints you gain from this spell last for the duration. You swell up equal to the amount of size drained if they have excess weight.

At Higher Levels: This spell's damage increases by 1d6 and the temporary hitpoints you gain on a hit also increase by 1 when you reach 5th level (2d6 and 3), 11th level (3d6 and 4) and 17th level (4d6 and 5).

Toll the Fed

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Cleric, Warlock, Wizard

You point at one creature you can see within range, and the sound of a dinner bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. If the target has any stuffing percentage, it instead takes 1d12 fattening damage.

At Higher Levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Transmute to Treat

Transmutation cantrip


  • Casting Time: 30 seconds
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a non-magical object weighing no more than 10 pounds that is neither worn nor carried, and it transforms into a tasty, bite-sized morsel, retaining its original caloric value. The transformed snack is considered mundane food and safe to eat. The flavor, however, is considered bland and unimpressive.

If it would be considered poisonous beforehand it is still poisonous afterwards.

The quality of the treat increases when you reach 5th level, where it is considered a pleasant, 11th where it will be considered delicious, and 17th where it becomes equivelant of an adept baker's quality.

Volatile Mixture

Conjuration cantrip


  • Casting Time: 1
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

You conjure and then throw a volatile concoction with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a potion of one of the following mixtures. For each target, roll a d6 to determine which color mixture effects it.

    1. Red: The target takes 2d4 fire damage.
    1. Orange: The target takes 2d4 cold damage.
    1. Yellow: The target takes 2d4 lightning damage.
    1. Green: The target takes 2d4 stuffing damage.
    1. Blue: The target takes 2d4 inflation damage.
    1. Violet: The target takes 2d4 fattening damage.

The spell creates more than one mixture when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the mixtures at the same target or at different ones. Make a separate attack roll for each mixture.

Weighty Uppercut

Evocation Cantrip


  • Casting Time: Casting Time
  • Range: Range
  • Components: S, M (Part of your body you can make an unarmed attack with)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You wind up a powerful blow infused with lipomantic magic and make an unarmed melee attack against one creature within your reach. This unarmed strike can deal your choice of bludgeoning or fattening damage. You also fatten for half the total damage dealt as some of the residual magic flows back into you. The attack deals extra Fattening damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Bloating Hex

Enchantment 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of spoiled milk)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You curse the target with a bloating hex. On a failed Wisdom saving throw, the target's body rapidly swells, gaining 2d8 fattening percent and causing them to subtract 1d4 from Dexterity-based checks and saving throws. Additionally, the target's movement speed is reduced by 10 feet. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels: You can target one additional creature for each spellslot level above 1st.

Conjure Food

Conjuration 1 (ritual)


  • Casting Time: 1 bonus action
  • Range: self(30 feet)
  • Components: V, S, M (a small piece of food)
  • Duration: 1 minutes (2 hours)
  • Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

You conjure six simple, delicious, and highly fattening morsels that float around your hands. When you cast the spell - and as a bonus action on each of your turns thereafter - you can expend one of the morsels to force feed it to the target within 30 feet. Make a ranged spell attack to force the target to eat. On hit the target takes 1d8 fattening or stuffing damage; the player may choose when learning this spell. If the target is at 100% fattening it deals an additional 1d8 stuffing damage.

Can be cast as a ritual to create up to 6 small meals that last for up to 2 hours.

At Higher Levels: You create one additional morsel for each spellslot level above 1st.

Culinary Persuasion

Enchantment 1


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, S, M (a piece of bacon)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Warlock, Wizard

You capitalize on your culinary expertise and knowledge of what people like to eat. You create illusory images of delicious food and aromas, distracting enemies within 30 feet of you, gaining you advantage Persuasion(Charisma) checks. Other creatures of your choice must make a wisdom saving throw or gain disadvantage on Perception(Wisdom) checks made to perceive creatures other than you.

At Higher Levels: The range increases by 10 feet and the duration for 5 minutes for every level above 1st

Detect Favorite Food

Enchantment 1


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a single copper piece)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

For the duration, you can peer into a creature's mind to gauge their culinary tastes. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You can choose to figure out their favorite food or least favorite food. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight as to what they are craving in that exact moment (if any) and any emotional response they may have to receiving it. If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Fat Syphon

Necromancy 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, (a syringe)
  • Duration: 1 round
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You attempt to syphon some of a creature's weight from afar. A creature of your choice within range must make a Constitution saving throw. On a failure, it takes 2d10 necrotic damage and has disadvantage on the next attack roll it makes before the end of your next turn. It takes half as much damage and doesn't suffer disadvantage on a success. You gain weight equal to the damage dealt.

Creatures that don't have excess fat have advantage on the saving throw.

At Higher Levels. The damage increases by 1d10 for each slot level above 1st.

Girth of Resilience

Abjuration 1


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a stick of butter)
  • Duration: Concentration, up to 30 seconds
  • Classes: Bard, Cleric, Druid, Paladin, Ranger

You temporarily fatten a willing target to protect them from harm. While under the effect they are considered 1 size category larger from sheer weight, gain resistance to bludgeoning, piercing, and slashing damage, and cannot be moved against their will. However, the increased mass reduces their move speed by 5 feet.

Hearty Tonic

Conjuration 1


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a glass vial)
  • Duration: 1 hour
  • Classes: Artificer, Wizard

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.

When casting the spell or as a bonus action, you 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.

At Higher Levels: You create an additional hearty tonic for each spellslot level level above 1st.

Shape Fat

Transmutation 1


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, (a lump of modeling clay)
  • Duration: 1 hour
  • Classes: Artificer, Sorcerer, Wizard

You gain control over the a willing creature's weight, allowing you to reshape their form. You can change their appearance to fit any body type you wish, so long as its weight stays the same and they are willing. This transformation is purely cosmetic and does not grant the abilities or statistics of the mimicked body type. After the spell ends the target gains 4d8 fattening as the residual arcana that infused their body deposits itself as fat.

Size to Life

Transmutation 1


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Duration
  • Classes: Cleric, Druid, Paladin, Ranger, Warlock

You lunge at the target and turn their mass into life force. Make a melee spell attack, on a hit they take 2d6 necrotic damage and lose fattening equal to the damage dealt. You or another creature of your choice regain hit points equal to half the hit points sacrificed rounded up + your spellcasting ability modifier

At Higher Levels. The damge increases by 1d6 for each spellslot level above 1st.

Tempestuous Indigestion

Evocation 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

A creature of your choice within range must make a Constitution saving throw. On a failure, they are rendered unable to speak until the end of your next turn as their body bloats with charged gases that they continuously belch out, and each creature (including the target) within 10 feet of the target suffers 1d10 lightning damage.

At Higher Levels: The lightning damage of the spell increases by 1d10 for each spellslot level above 1st.

Transfer Fat

Transmutation 1(ritual)


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Up to 1 minute
  • Classes: Cleric, Druid, Paladin, Sorcerer, Wizard

You touch 1 willing creature. The creature's body fat melts off their body and onto yours, decreasing their body fat by 20% at the end of each of your turns, and increasing your body fat by the amount lost. If they do not have fattening percent, they lose weight equal to what 20% fattening would be for them per round. It can also be used in the opposite way to transfer your fat onto them or to transfer fat between 2 willing creatures.

At Higher Levels: The amount of fat transfered increases by 10% per round for each spellslot level above 1st.

Belly Drum

Evocation 2


  • Casting Time: 1 action
  • Range: self (15-foot sphere)
  • Components: V, S, M (a pair of drumsticks or mallets)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You push out your stomach and begin to bang on it like a drum causing a booming noise to bellow forth, fueled by magic. Each creature besides yourself in the area of the spell must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t deafened.

If you are at or above your stuffing or inflation limit, the area of this spell increases to a 30 foot sphere.

At Higher Levels: The damage is increased by 1d6 for each spellslot level above 2nd.

Control Fat

Necromancy 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You temporarily control the very fat on a creature you can see within range. You can force a creature within range to make a con saving throw. On a failed save you can force the target to perform one of the following tasks on your turn This spell has no effect on undead, constructs, or creatures lacking body fat

  • That creature must move up to their movement speed in a direction of your choice. This movement does not provoke attacks of opportunity
  • That drops an object that it is holding
  • You can force that creature to make a melee weapon attack or unarmed strike against a creature within its reach
  • You can force the creature to fall prone
  • You can force it to feed another creature.

At Higher Levels: You gain additional actions based on the level you cast it at.

  • 3rd: Force the creature to attempt to eat a tiny-sized creature or item
  • 4th: Force the creature to attempt to grapple another creature 5th
  • 5th: Force the creature to attempt to start a devour contest on another creature

Fat Infusion

Abjuration 2


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a small handful of animal fat)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Druid, Ranger

You infuse a creature with protective weight, granting 3d4 temporary hit points at the start of each of its turns and fattening the target for half the temporary hit points gained (rounded down). When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: The temporary hit points increase by 1d4 for each spellslot level above 2.

Girth Ward

Abjuration 2


  • Casting Time: 1 reaction, which you take when you are hit by an attack roll
  • Range: self
  • Components: V, S, M(a small silver spoon)
  • Duration: instantaneous
  • Classes: Sorcerer, Wizard

You quickly pad your body with added weight before you are hit by an attack or a spell, you gain temporary hit points equal to your 3d4 + spellcasting ability modifier and gain fattening equal to the temporary hp gained.

Girthy Grip

Transmutation 2


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: instantaneous
  • Classes: Druid, Ranger, Paladin, Wizard

You swell your body and use the extra weight to bulldoze a target. You gain 3d8 in fattening and you use up to your movement speed to make a melee spell attack on a target. On hit the target takes 2d8 bludgeoning damage. You can use your reaction to force the target to make a strength saving throw or become grappled by you.

At Higher Levels: You gain weight for an additional 1d8 and deal an additional 1d8 bludgeoning for every spellslot level above 2.

Hungering Whip

Conjuration 2


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You conjure a whip of pure lipomantic energy and crack it in an area of your choice. Each creature in in a 10-foot-radius around the point must make a wisdom saving throwing, a creature takes 3d6 thunder damage on a failed save and half as much damage on a success. Additionally each target that fails the wisdom saving throw must use their bonus action on their next turn to attempt to devour any nearby food.

At Higher Levels: The Damage increases by 1d6 for each spellslot level above 2.

Lipomantic Javelin

Evocation 2


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered sugar and a slice of bacon)
  • Duration: Artificer, Wizard

A shimmering red bolt streaks toward a target within range and bursts in a fattening discharge. Make a ranged spell attack against the target. On a hit, the target takes 4d4 fattening damage immediately and 2d4 fattening damage at the end of its next turn. On a miss, the arrow infuses the target with lipomancy for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels: The damage (both initial and later) increases by 1d4 for each spellslot level above 2.

Size Snap

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You snap your fingers to force a surge of pure lipomantic energy into a target. Make a ranged spell attack. On a hit you deal 3d8 fattening damage.

At Higher Levels: The Damage increases by 1d6 for each spellslot above 2.

Sluggish Manipulation

Transmutation 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You manipulate the target's body, causing them to rapidly gain weight. The target must succeed on a Constitution saving throw or swell to the next weight category and be hindered by their own size for the duration. The creature's speed becomes 5, and it cannot benefit from any bonus to its speed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success

At Higher Levels: You can target one additional creature for each spellslot level above 2.

Steal Fat

Necromancy 2


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage and loses the same amount in fattening. If it reduces the target to or below 0% fattening the target must make a constitution saving throw. On a fail they are poisoned until the end of your next turn. This spell fails on creatures that lack body fat.

You gain fattening equal to the damage dealt.

At Higher Levels: The damage increases by 1d8 for each spellslot level above 2nd.

Abyssal Stomach

Transmutation 3


  • Casting Time: 1 reaction, taken immediately before a creature would take damage from overstuffing
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You intervene to save a nearby creature from the effects of overindulgence or forcefeeding. The target becomes immune to the triggering Stuffing damage, and stuffing percentage is directly converted to fattening on a 1 to 1.

Bloating Scythe

Conjuration 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You throw down a scythe of pure lipomantic magic in a location of your choice. Make a melee spell attack at the end of each turn to deal 2d8 fattening damage to a single target within range of the scythe. The caster can use a bonus action to move the scythe up to 30ft in any direction.

At Higher Levels: The damage increases by 1d8 for each spellslot level above 2nd.

Firey Disgorge

Evocation 3


  • Casting Time: 1 action
  • Range: Self(30 feet)
  • Components: V, S, M (vegetable oil and a torch)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

Your body swells with a sudden surge of heated air before you release them in a firey belch. Each creature in a 30 foot cone originating from you must make a Constitution saving throw or suffer 7d6 fire damage. Creatures that succeed on the saving throw take half as much damage.

At Higher Level: The fire damage increases by 1d6 for each spellslot level above 3rd.

Gorging Bewilderment

Illusion 3


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a silver goblet)
  • Duration: Concentration, up to 1m inute
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You attempt to compel a creature to gorge themselves. The creature must make a Wisdom saving throw. On a failed save, they take 3d8 psychic damage and muse use their action to consume an illusionary feast for the duration of the spell. Additionally, any spell attacks to deal stuffing damage are made at advantage and the creature has disadvantage on saving throws for any spell that deals stuffing damage or compels them to eat. On success they take half damage and not bewildered. The target can repeat the saving throw at the end of each of its turns, ending on a success.

Lipomantic Lightning

Evocation 3


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a slice of ham and a copper rod)
  • Duration: instantaneous
  • Classes: Sorcerer, Wizard

A stroke of lipomantic energy forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 7d6 fattening damage on a failed save, or half as much damage on a successful one.

Any nonmagical food caught in the radius magically turns into fattening food that adds 1d10 pounds of fat to any creature that consumes it.

At Higher Levels: The damage increases by 1d6 for spellslot level above 3rd.

Obese Oubliette

Conjuratiion 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a buttered biscuit)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Warlock, Wizard

You bloat a target to immobilize them in a prison of their own fat. The target must make a Strength saving throw. On a failed save, the target swells by 2 weight categories and is incapacitated for the duration. The target can repeat the saving throw at the end of each of its turns, ending on a success.

At Higher Level: The duration of the spell increases by 1 minute for spellslot level above 3rd.

Size Ball

Evocation 3


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a stick of butter)
  • Duration: instantaneous
  • Classes: Sorcerer, Wizard

A translucent ball streaks from your pointing finger to a point you choose within range and then billows out with fattening energy. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fattening damage on a failed save, or half as much damage on a successful one.

The blast spreads around corners, and turns any nonmagical food caught in the radius into magically fattening food that adds 1d10 pounds of fat to any creature that consumes it.

At Higher Levels: The damage increases by 1d8 for each spellslot level above 3rd.

Size Envy

Transmutation 3


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small, handheld mirror)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You accentuate your figure to charm an opponent into finding your body irresistible. A target within range must make a wisdom saving throw or become charmed by you. While charmed they must use their movement speed to get within range and action to perform the belly rub action on you. At the end of each of their turns, or whenever they take damage, they can make another wisdom saving throw to end the spell.

At Higher Levels: You can target one additional target for every spellslot level above 3rd.

Stout Form

Transmutation 3


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a piece of cheese)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Paladin, Ranger

You magically enhance your physique, gaining mass and becoming incredibly sturdy. You gain 3d10 in fattening, your maximum hit points increase by 10 until you finish a short rest and you gain advantage on Strength saving throws and ability checks for the duration.

At Higher Levels: The weight gained increases by 1d10 and the maximum hit points increase by an additional 5 for each spellslot level above 3rd.

Buffet Barrage/Conjure Feast

Conjuration 4


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a raw steak)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You reel back and conjure an enormous feast or lipomantic blast to force into a target's jaws. Make a ranged spell attack dealing 6d8 stuffing or fattening damage. You choose the damage type when you learn or prepare this spell.

When cast out of combat, this can produce enough food to feed a number of creatures equal to your spellcasting ability modifier for 2 days. The food is decadent and very calorically dense. Eavery time a creature eats from it they gain 1d6 fattening. After 3 days the food begins to lower in quality, losing the fattening, and after 5 it is completely spoiled and inedible.

At Higher Levels: The damage increases by 1d8 for each slot spellslot level above 4 and can make enough to feed one additional person for 2 days.

Gluttonous Gambit

Enchantment 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M(a drop of honey)
  • Duration: 1 round
  • Classes: Artificer, Bard, Wizard

You bewitch the target, compelling them to consume food within their reach. On a failed Wisdom saving throw, the target is incapacitated and spends its next turn eating or drinking whatever is readily available, clearing objects that are not worn or carried and safe-to-drink liquid within a 5-foot radius of it, taking 4d8 stuffing damage in the process. On a success they take half damage in psychic damage.

At Higher Levels: You can target an additional target for each spellslot level cast above 4th.

Gourmand's Gift

Conjuration 4


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M(a bone from a large animal)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin

You summon a spectral banquet of delicious foods that orbit around you. As a bonus action on your turn, you can consume one of these spectral treats or feed them to an ally within 30 feet to regain 2d4 + your spellcasting modifier hit points. Additionally, any spell or attack you do that deals stuffing damage gains a 2d6 bonus to damage while the spell is active.

Guardian Chef

Conjuration 4


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a silver ladle)
  • Duration: Duration
  • Classes: Cleric

You summon a spectral culinary guardian within 30 feet of you to protect you and your allies. The guardian is medium in size, has a movespeed of 30, an AC of 16, 30 + your spellcasting modifier hit points and uses your saving throws. It wields a magical ladle, making melee spell attacks equal to your melee spell hit, dealing 2d8 stuffing damage on a hit. The guardian follows your verbal commands and acts immediately after you in initiative. If you do not give it a verbal command it will take the dodge action.

At Higher Levels: The guardian gains an additional 5 hit points for each spellslot level above 4th.

Heavy Bond

Transmutation 4


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock

You forge a size bond between you and another creature. A creature of your choice within range must succeed on a Constitution saving throw against your spell save DC, or have a dark connection forged between you for the duration. The creature can decided to fail the saving throw automatically.

For the duration, while the creature is within 120 feet of you you have resistance to all damage. Also, each time you take damage, the bonded creature takes fattening damage equal to the amount of damage you took. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 120 feet.

Creatures that don't have extra body weight have advantage on saving throws they make against this spell.

Lipomantic Voodoo Doll

Enchantment 4


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M(a ruby worth at least 500gp, a drop of blood from the target, and a ragdoll; all of which the spell consumes)
  • Duration: Until dispelled
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Prerequisites: A chaotic or evil alignment

You magically fuse the targets size, blood or magic to the ruby and place it within the doll. The target must make a charisma saving throw. On a failed save, the doll becomes magically linked to the target. The doll is treated as a tiny construct, it has an AC of 10 and hit points equal to half of the target's max hit points rounded up. Any time the doll takes damage the target also takes half that damage rounded down, however the target cannot be reduced lower than 10 hit points through this method. If the Mending spell is cast on the doll, it regains 2d6 hit points. If the doll is destroyed the spell ends. Non-damaging fattening or hunger-inducing spells will transfer the weight gained or afflictions to the target without the requiremed saving throws.

The doll will take the appearance of the target and message can be cast on it to speak directly to the target.

If the target is not on the same plane as you, the spell fails.

Shred Fat

Transmutation 4


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (at least 10% fattening)
  • Duration: 2 Minutes
  • Classes: Ranger, Sorcerer, Warlock, Wizard

You rapidly convert fat on your body into your muscles making them stronger and more durable. The more you shred the more it hurts- take damage equal to the weight lost. You gain temporary hit points equal to twice the hit points you burn and your strength bonus increases by 1 for each 4 hit points sacrificed. Additionally your AC increases by 1 for each 8 hit points sacrificed.

When the spell ends you must make a constitution saving throw or take 4d8 necrotic damage from the backlash of body mass rapidly changing. The spell can end early if the mass is crushed back out of the muscles. A creature can attempt to squeeze it out by making a strength check against your spell save DC.

Siphon Weight

Necromancy 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You drain the weight from the target, taking it for yourself. The target must make a Constitution saving throw. On a failed save, they take 5d8 necrotic damage, and you gain temporary hit points equal to half the damage dealt and steal weight to the damage dealt. If they are already incapable of losing further weight they are poisoned. On a successful save they take half damage and are not poisoned.

This does not work on creatures without body fat.

At Higher Levels: The damage increases by 1d8 for each spellslot level above 4th.

Softskin

Abjuration 4


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

With a touch, the target's skin becomes soft and bouncy, sloshing and rebounding against assault. Until the spell ends, the target can use their reaction to force a creature that hits them with an attack to make a Dexterity saving throw. On a failure, the attack hits that creature instead. On a success, the attack hits as normal.

Banquet Blast

Evocation 5


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a well-seasoned steak)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You summon a massive, explosive dish that bursts into a banquet of chaotic energies upon impact. Choose a point within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw, taking 6d10 stuffing damage on a failed save, or half as much damage on a successful one.

In addition, the caster can choose for the banquet to have one of the following effects for its radius:

  • Sluggish Field: Creatures that failed the dexterity saving throw are left lethargic and sluggish. All affected creatures have their movement speed halved until the end of their next turn.
  • Disorienting Flavors: The banquet emits disorienting magical flavors. All creatures that failed the saving throw have disadvantage on attack rolls and ability checks until the end of their next turn.
  • Heavy Transportation: Until the end of their next turn any creature attempting to teleport into or out of the area must succeed on a Wisdom saving throw or have their teleportation fail, wasting the spell slot or ability use.

At Higher Levels: The damage increases by 1d10 for each spellslot level above 5th.

Bloated Rejuvination

Transmutation 5


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M(a flask of olive oil)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Warlock

You harness your body's fat reserves to rapidly heal yourself. During the duration, you regain 10 hit points and gain 2d8 fattening at the start of each of your turns. Additionally, your movement speed is reduced by 10 feet while this spell is active.

At Higher Levels: The amount of hit points regained at the start of each turn increases by 5 and fattening by 1d8 for each spellslot level above 5th.

Carbonated Concoction

Transmutation 5


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Wizard

You launch an enchanted tonic at the mouth of a creature you can see within range to attempt to inflate it. The target must make a Constitution saving throw. On a successful save, the target takes 2d8 bludgeoning damage, and the spell ends. On a failed save, the target takes 4d8 inflation damage and, until the spell ends, you can use your action on each of your turns to automatically deal 4d8 inflation damage to the target. 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. Whenever the spell deals damage to a target the target must make another Constitution saving throw. After failing three Constitution saving throws against this spell, including the initial save, the target inflates with enough carbonation to push the target to immobility and occupies the space of a creature one size larger than normal, though the target can be rolled easily. The inflation clears after a short rest.

At Higher Levels: The damage increases by 1d8 for each spellslot level above 5th.

Corpulent Counterstrike

Transmutation 5


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You embrace your newfound girth, becoming a formidable force. For the duration, you count as one weight category larger and you can use your reaction to make a melee spell attack against any creature that hits you with a melee attack or melee spell attack. On a hit, the target takes 2d10 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.

At Higher Levels: The damage increases by 1d10 for spellslot level above 5th.

Drain

Necromancy 5


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a small piece of string soaked in fat)
  • Duration: Duration
  • Classes: Warlock, Wizard

You leech the fat on the target’s body and add it to your own. Make a melee spell attack. On a hit the target takes 6d10 necrotic damage and you gain fattening equal to the damage dealt. The opponent must then make a constitution saving throw. On a failure they gain one point of exhaustion. This exhaustion is cleared with a short rest.

At Higher Levels: The damage increases by 1d10 for each spellslot level above 5th.

Girth of Lethargy

Transmutation 5


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a a handful of lard)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You manipulate the fat of a creature within range to cause them to feel sluggish. The creature must make a Constitution saving throw. On a failed save, the target gains 6d10 fattening, their movement speed is halved and attacks made against it are made with advantage. On success they gain half the weight and are not slowed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels: You can target one additional creature for each spellslot level above 5th

Lipomantic Eruption

Necromancy 5


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (your own excess bodyfat)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You lace your own fat with strands of arcane energy causing it to erupt into an explosion that decimates all creatures in its wake. As an action you force all creatures, excluding you, in a 60ft radius originating from you to make a dexterity saving throw. On a failed save the creatures take 6d8 fattening damage and half as much on a saving throw. You thin for half the damage rolled.

When you cast this spell you can spend up to 5 hit dice to increase the damage by 1d8 for each die spent. This additional damage can be your choice of fattening, fire, lightning, or cold. If the spell is used in this way you thin for the total damage rolled.

At Higher Levels: The base damage die for this spell increases by 1d8 for each spellslot level above 5th.

Adipose Arcanum

Transmutation 6


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You surge yourself with lipomantic magic to enhance your magical prowess. For the duration, once per turn, your spells that deal cold, fire, thunder, lightning, acid, fattening, or poison also deal an additional 2d6 force damage and cause the target to fatten for twice the damage dealt if they don't already. You fatten equal to half the damage dealt during the duration. Additionally, you gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns.

You will delay any checks to become immobilized by your own bulk until after the spell ends.

Body Burst

Evocation 6


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (an inflatable bladder, balloon, or rubber glove)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You rapidly inflate a creature with pure arcane energy. One creature that you can see within range must succeed a constitution saving throw. On a fail, the target takes 12d8 inflation damage and half as much on a successful saving throw.

If this spell reduces a creature to 0 hitpoints, that target explodes in a spectacular magical explosion. Creatures within 10ft of the target must succeed a dexterity saving throw or take 6d8 thunder damage on a failed saving throw and half as much on a successful saving throw.

At Higher Levels: The damage for this spell increases by 1d8 for each spellslot level above 5th.

Bulwark of Bulk

Transmutation 6


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a large steak)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You envelop yourself in a magical layer of fat, granting you 6d8+20 temporary hit points and fattening for the same amount. While you have these temporary hit points you have resistance to all damage except psychic and your melee attacks deal an extra 2d6 bludgeoning damage as your augmented form enhances your physical strength.

Additionally for the duration of the spell you cannot be immobilized by your own bulk and have advantage against any forced movement.

Hulking Presence

Transmutation 6


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small, ornate mirror)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You magically enhance your appearance, making yourself more well-fed, stalwart and imposing. For the duration you are considered one weight category larger, you gain advantage on Persuasion(Charisma), Intimidation(Charisma) and Athletics(Strength) checks. Additionally, you can use your reaction to impose disadvantage on any attack roll made against you.

After the spell ends you gain 5d8 fattening from the residual magic.

Obliterate Fat

Transmutation 6


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A lodestone and a pinch of lard)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 necrotic damage and thins down for an equal amount, transferring it to the caster. If this damage reduces the target to 0 hit points, every pound of weight is transferred to the user as the target crumbles to dust. This spell automatically converts a Large or smaller nonmagical object or a creation of magical force to body mass for the caster. If the target is a Huge or larger object or creation of force, this spell converts a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels: The damage increases by 3d6 for each spellslot level above 6th.

Ravenous Rift

Evocation 6


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of enchanted meat and a pinch of powdered cinnamon)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You tear open a rift to a dimension of endless food. Choose a point within range. A 10-foot-radius sphere centered on that point becomes a portal to the Ravenous Rift. Any creature caught within the rift must make a Charisma saving throw or be pulled inside. Inside the rift, they are surrounded by irresistible, magical food and are restrained. Any creature that enters the rift must also make this saving throw.

Creatures inside the rift must make a Charisma saving throw at the start of each of their turns. On a failed save, they must use their action to eat and they suffer 6d6 stuffing damage as they overindulge in the magical feast.

At the end of each of their turns they can make a strength saving throw to free themselves from the rift.

When the spell ends, the rift closes, and any creature still inside is expelled. Additionally, any creature that took stuffing damage from this spell gains one level of exhaustion from the discomfort caused by excessive eating.

Curstein's Feast

Divination 7


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a golden plate holding a gourmet meal worth at least 1000gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

You create a divine feast to feed and empower you and your allies. Allies within a 30-foot radius of the feast, including yourself, can use a bonus action to snack from the feast to gain one of the following benefits.

  • Add the caster's spellcasting ability modifier saving throws and ability checks until the start of their next turn.
  • Heal for 2d8 + twice the caster's spellcasting ability modifier, gaining the same amount in fattening

At Higher Levels: The spell's duration increases to 10 minute when cast at 8th level and 10 minutes when cast at 9th level.

Curstein

In the Aeiroth setting, Curstein is the god of harvest, gluttony, and pleasure. His domains are light, life, and gluttony. He is not mandatory to use so feel free to adjust the name to your table.

Gorging Ordeal

Conjuration 7


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a meal worth 500gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

You enchant a target within range, compelling them to indulge in excessive eating. On a failed Charisma saving throw, the target becomes enraptured by an enormous conjured feast that appears within 10 feet of them, making them spend their turns eating. While under the effects of this spell they are incapacitated and restrained. If the target takes damage or is shaken they can repeat the Charisma saving throw to end the effect.

Creatures that don't need to eat aren't affected by this spell.

At Higher Levels: The spell's duration increases to 10 minutes when cast at 8th level and 1 hour when cast at 9th level.

Bottomless

Transmutation 8


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S,
  • Duration: 8 hours
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You remove all restraint and limits with a simple touch. For the duration, a creature becomes completely immune to overstuffing damage and is treated if they are proficient in the Eating skill. If they are already proficient, they gain expertise for the duration. Additionally, each time you make an eating check, you can swallow twice as much as normal. When used for devour checks, a single success is counted as two successes.

Tristian's Titanic Feast

Conjuration 8


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a meal worth 250gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You create a magnificent feast on a large platter to force feed to a target. Make a ranged spell attack against a target. On a hit, the target takes 10d6 + 50 fattening damage.

At Higher Levels: The damage increases by 2d6 for each spellslot level above 8.

Who's Tristian?

A powerful Lionen Lipomancer in the history of the world. He created this spell to fatten foes to extreme levels in an awesome display of power.

Gluttonous Ascension

Evocation 9


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a magic-storing material worth 500gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Sorcerer, Wizard

You open your body and mind to the weave and allow lipomantic arcana to flood your form and flow forth onto the battlefield. While in this state you fatten for half of all damage dealt and gain the following benefits.

  • You can cast cantrips that deal fattening, stuffing, or inflation damage, or make a size attack, as a bonus action.
  • As an action you can loose a thundering belch, forcing all targets in a 30 foot cone in front of you to make a strength saving throw or take 4d8 thunder damage and be pushed back by 15 feet. On success they take half damage and are not moved.
  • Allies in range who take fattening, stuffing, or inflation can instead choose for you to gain the size in their stead. Additionally, you are immune to the harmful effects of size for the duration of the spell.
  • Every target of your choice within 60 feet of you takes 1d8 fattening damage at the end of each of your turns. This increases by 1d8 every turn up to a maximum of 3d8.

Sculpt Flesh

Transmutation 9


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth 1000gp, a pound of lard, a handful of bonemeal, and a drop of your own blood, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Warlock, Wizard

You flood a body with lipomantic magic, allowing you to shape it as you see fit. An unwilling creature must make a Constitution saving throw. If it fails, you can apply any number of the following changes.

You can increase or decrease a creature's base weight up to twice its base weight, add or remove up to four limbs, redistribute weight, change the creature's sex, hair, skin, and/or eye color, increase or decrease any one Physical attribute by up to 6 points, up to a maximum of 22, 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, such as rendering them unable to breathe. You also cannot create new or remove organs.

If you hold concentration for the full duration of this spell, these changes last until dispelled or until the creatures dies. A creature can only be affected by one instance of Sculpt Flesh at a time, and casting a second instance on that creature dispels the first. You can also only increase or decrease the physical stats of one creature at a time.

Devourment Spells

These are spells designed specifically for the more vore side of things and meant to be used alongside the other spells. They ARE optional but if you want to use subclasses that use them and your table isn't using vore rules, talk to your DM about alternative spells.

They are also assigned to no one class in particular's spell list. Instead if you want to use them, talk to your DM about which they would allow for which class as the line for most of them in terms of morality and arcane vs primal vs divine is pretty blurred.

Arcane Bite

Transmutation cantrip


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

You focus your magical essence into your jaws, allowing you to bite through magical barriers. Make a melee spell attack against a target creature or object within your reach. On a hit, you deal 1d6 piercing damage. This spell can damage through magical protections of 1st level or lower, ignoring any magical increases to a character's AC.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Lick

Enchantment cantrip


  • 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 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


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

You touch the belly of a creature. Creatures Bellied by the target must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage.

Each of the spell's damage types increase by 1d4 when you reach 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d64 each).

Craving Missile

Evocation 1


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an elastic band)
  • Duration: Instantaneous

You create two hands of magical force. Each hand hits a creature of your choice that you can see within range, dealing 1d6 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Any target hit must make a strength saving throw or be pulled 5 feet towards you.

At Higher Levels: The spell creates one more hand for each slot above 1st.

Digestive Fog

Evocation 1


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a vial of stomach acid)
  • Duration: Concentration, up to 1 minute

You summon a foggy, acidic cloud in a 20-foot cube within range. Any creature that enters the fog or starts its turn there takes 1d6 acid damage. Additionally, you can use your bonus action to move the fog up to 20 feet in any direction.

At Higher Levels: The acid damage increases by 1d6 for each level above 1st.

Mind Absorbtion

Necromancy 1


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 HP within your stomach
  • Range: Self
  • Components: V, S, M (a notebook)
  • Duration: 24 hours

You absorb knowledge from a creature as they digest. When you reduce a devoured creature to 0 HP you can gain one piece of that creature's knowledge, including directions to locations and passwords that it kept secret. The player can choose the basic premise of the knowledge gained. You have advantage on skill checks based on this knowledge. When the spell ends, the information vanishes from your mind.

At Higher Levels: The duration increases by 1 day for every level above 1st. If cast at 7th level the knowledge becomes permanent.

Ravenous Bite

Transmutation 1


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your teeth elongate and sharpen, allowing you to make a bite attack using a melee spell attack. The bite deals 1d6 piercing damage and, for the spell's duration, you can make another bite as a bonus action. You regain hit points equal to half the damage dealt with this spell, rounded down (minimum of 1).

At Higher Levels: The initial piercing damage increases by 1d6 for each level above 1st.

Soul Craving

Necromancy 1


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

You attempt to consume a piece of a creature's soul, leaving it weakened. The target must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage and subtracts 1d4 from their saving throws and ability checks until the end of your next turn. On a success they take half damage and their saving throws remain unaffected.

At Higher Levels: The target takes an additional 1d6 necrotic damage per level above 1st.

Spell snack

Abjuration 1


  • Casting Time: 1 reaction, which you take when you are targeted by a spell that requires a saving throw
  • Range: Self
  • Components: S
  • Duration: Instantaneous

When targeted by a spell, you harness your magical hunger, attempting to absorb the incoming magic. You gain advantage on the saving throw against the spell. If you successfully resist the spell, you can choose to regain hit points equal to twice the spell's level and gain stuffing equal to the amount healed.

Enveloping Shadows

Illusion 2


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a curtain)
  • Duration: Concentration, up to 1 minute

You shroud yourself in magical shadows, granting you advantage on Dexterity (Stealth) checks and allowing you to move through other creatures' spaces as if they were difficult terrain. Additionally, when a creature misses you with a melee weapon or spell attack, you can use your reaction to attempt to initiate a devour contest on them.

Feast of Greed

Enchantment 2


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small silver fork)
  • Duration: Instantaneous

You touch a willing creature, allowing them to consume an immense feast in an instant. The target gains temporary hit points equal to 2d4 + your spellcasting modifier and the next eating or devour check they make is made with advantage.

Gluttonous Enlargement

Transmutation 2


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, your form swells with magical energy, becoming fatter and more greedy. For the duration you are treated as one weight category larger and you spellcasting ability modifier in temporary hit points at the start of each of your turns. Additionally, you can make bite attacks as melee spell attacks dealing 1d6 piercing damage that also function as a devour check.

At Higher Levels: You gain an additional 1 temporary hp and an additional 1d6 piercing damage for every spell level above 2nd.

Ravenous Maw

Conjuration 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small jawbone)
  • Duration: Instantaneous

You conjure a spectral maw that bites into a creature within range. The target must make a Dexterity saving throw. On a failed save, the maw deals 2d8 piercing damage, and you gain temporary hit points and steal weight equal to half the damage dealt. If this spell reduces the target to 0 hit points, you gain an additional 1d8 temporary hit points and steal weight for twice the damage done.

At Higher Levels: You deal an additional 1d8 piercing and gain an additional 1d8 temporary hit points when you reduce a target to 0 for even level above 2nd

Devouring Grasp

Transmutation 3


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, you sprout ethereal tendrils with a 10-foot reach. As a bonus action on your turn you can make a melee spell attack against a creature within range. On a hit, the target takes 3d6 force damage.

While concentrating on this spell, you can use your action to attempt to swallow a creature within 5 feet of you that is Medium or smaller. The target must make a Dexterity saving throw. On a failed save, the creature is swallowed whole, restrained, and blinded, and it takes 3d6 acid damage at the start of each of its turns. They can escape by dealing 20 damage against your stomach AC.

At Higher Levels: The force damage and acid damage increase by 1d6 for each level above 3rd.

Dimensional Maw

Conjuration 3


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentrationup to 1 minute

You conjure a swirling portal in the shape of a maw at a point you can see within range. The portal remains open for the duration. As part of casting the spell you command the maw to attempt to swallow a creature, other than yourself, within 10 feet of it and you can command it again as an action on every subsequent turn. You can additionally move it up to 30 feet with a bonus action. The target must succeed on a Dexterity saving throw or be pulled into the maw. The maw can hold one Large creature, two Medium creatures, or four Small creatures at a time. The swallowed creatures are deposited into a harmless demiplane for the duration or until the maw is dismissed, where they are then expelled through the caster's mouth in an adjacent space.

The spell ends if you move out of range of the maw.

At Higher Levels: The spell can hold an additional large creature at 5th, 7th, and 9th level and can hold one additional medium and two additional small creatures for every level above 3rd.

Hungering Aura

Enchantment 3


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of an obese creature's clothing)
  • Duration: Concentration, up to 1 hour

You emanate an aura of voracious appetite. During the duration, whenever a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to devour a portion of their essence, gaining 2d10 temporary hit points, with a maximum equal to half the creature's hit point maximum rounded up. You gain weight equal to twice the temporary hit points gained.

Astral Digestion

Conjuration 4


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small diamond worth 100gp)
  • Duration: Concentrationup to 1 minute

You create an ethereal aura around yourself that warps space within a 20-foot radius. Any creature that starts its turn within this area must make a Strength saving throw or be pulled 10 feet towards you. If a creature is pulled into your space, you can use your reaction to roll to attempt to instantly devour them. While devoured the creature takes 4d6 force damage at the start of each of its turns. They can escape by dealing 20 damage to you against your stomach AC.

At Higher Levels: The radius and distance moved increases by 5 feet and the force damage increases by 1d6 for every level above 4th.

Leeching Hunger

Transmutation 4


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You embrace your insatiable hunger and desire for growth. For the duration, your can make a melee spell attack to bite a target and deal 3d8 piercing damage. When you hit a creature with a bite, you automatically make a devour check. As long as you maintain concentration, you can choose to deal 3d8 necrotic damage, stealing fattening equal to the damage, on all devoured creatures instead of dealing digestion damage.

Soul Assumption

Necromancy 4


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 HP within your stomach
  • Range: Self
  • Components: S
  • Duration: instantaneous
  • Classes: Cleric, Ranger, Sorcerer, Warlock, Wizard

Your digestion steals the life essence of creatures you've devoured. When a creature drops to 0hp in your stomach you can use your reaction to immediately regain hit points equal 4d4+8, maximum of the creatures maximum hp. Any extra hit points become temporary hit points, to a maximum of your spellcasting modifier.

Upheavel

Enchantment 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small vial containing a mix of volatile acids)
  • Duration: Instantaneous

You channel corrosive energy, targeting a creature within range. The target must make a Constitution saving throw. On a failed save, they take 4d8 acid damage and is forced to regurgitate the contents of their stomach, becoming incapacitated until the end of their next turn.

At Higher Levels: The acid damage increases by 1d8 for every level above 4th

Voracious Conduit

Evocation 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small vial of stomach acid)
  • Duration: Instantaneous

You create a conduit of voracious energy that travels in a straight line up to 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this spell, you can use your reaction to pull in the creature and swallow them whole, granting you 3d4 temporary hit points.

At Higher Levels: The acid damage increases by 1d8 and the temporary hit points increase by 1d4 for each level above 4th.

Abyssal Maw

Conjuration 5


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of a giant's tooth)
  • Duration: Instantaneous

You conjure a massive ethereal maw at a point you can see within range. The maw is 10 feet in diameter and creates a gravitational pull within a 20-foot radius around it. Creatures of Large size or smaller within the area must make a Strength saving throw. On a failed save, a creature is pulled 10 feet closer to the maw and takes 4d8 force damage. On a successful save, the creature takes half damage and isn’t pulled. As a bonus action on your turn, you can command the maw to attempt to swallow a creature within 10 feet of it that is Medium or smaller. The target must make a Dexterity saving throw. On a failed save, the creature is teleported into the caster's stomach and devoured, and it takes 3d6 acid damage at the start of each of its turns. They can escape by dealing 25 damage against your stomach AC.

At Higher Levels: The force damage increases by 1d8 for every level above 4th

Glutton's Embrace

Enchantment 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small vial containing a mix of volatile acids)
  • Duration: Instantaneous

You channel corrosive energy, targeting a creature within range. The target must make a Constitution saving throw. On a failed save, they take 4d8 acid damage and is forced to regurgitate the contents of their stomach, becoming incapacitated until the end of their next turn.

At Higher Levels: The acid damage increases by 1d8 for every level above 4th

Voideater's Grasp

Conjuration 5


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a flint and glove)
  • Duration: Concentration, up to 1 minute

You summon shadowy hands from the void to grasp and restrain creatures. Choose up to five creatures within range. Each target must succeed on a Strength saving throw or be grappled by a spectral hand. A grappled creature takes 3d6 force damage at the start of its turn. As an action, you can command a single grappled creature to be pulled into your space, where it must make a strength saving throw or become instantly Devoured by you. They can escape by dealing 25 damage against your stomach AC.

At Higher Levels: You can grapple one additional creature for each level above 5th

Vorpal Vortex

Evocation 5


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a shard of obsidian)
  • Duration: Instantaneous

You create a swirling vortex of all-consuming void energy centered on yourself. Creatures of Large size or smaller within the area must make a Dexterity saving throw. On a failure, they take 5d10 force damage, or half as much damage on a successful one. You can command the vortex to teleport a creature that failed the saving throw that is Medium or smaller into your stomach to devour them. They can escape by dealing 25 damage to you against your stomach AC.

At Higher Levels: You can grapple one additional creature for each level above 5th

Consume Magic

Transmutation 6(ritual)


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 HP with your Stomach
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You tap into a creature's magic force as they digest in your stomach. When a creature drops to 0hp while devored by you, yo may regain a number of spell slots equal to the creature's CR with a minimum of one and a maximum of 7.

To cast as a ritual they can't have been at 0hp for more than a minute and it must be done over the duration of a short rest.

"Waste not want not"

At Higher Levels: You can grapple one additional creature for each level above 5th

Oblivion's Embrace

Transmutation 6(ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black pearl worth 500 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

A dark aura surrounds you, forming an ethereal maw of infinite depth. For the duration, as a reaction when you take damage, you can attempt to swallow a creature within 10 feet of you that is Large or smaller. The target must make a Dexterity saving throw. On a failed save, the creature is instantly devoured, and it takes 5d8 force damage at the start of each of its turns. If the swallowed creature dies, you regain hit points equal to half the damage the killing blow dealt. While you maintain concentration on this spell, you gain resistance to all damage except force damage. If you lose concentration on this spell all creatures in your stomach are expelled into the nearest available space. They can escape by dealing 30 damage against your stomach AC.

Umbral Devourer

Evocation 6


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, (a vial of black ink)
  • Duration: Instantaneous

You open your jaws unleash a surge of abyssal energy, consuming everything in its path. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d8 necrotic damage and is devoured, disappearing into a pocket dimension in your stomach without a trace, presenting no size. On a success they take half damage and aren't consumed. Non-magical objects in the area that aren't being worn or carried are similarly consumed.

Standard digestion rules apply. They can escape by dealing 30 damage against your stomach AC. When a creature or object drops to 0 hitpoints they reappear inside your stomach and are instantly digested into fattening instead of stuffing.

At Higher Levels: The necrotic damage dealt increases by 1d8 for every level cast above 6th.

Ethereal Devourer

Transmutation 7


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fragment of the ethereal plane)
  • Duration: Concentration, up to 1 minute

You phase partially into the ethereal plane, gaining a ghostly, insubstantial form. While in this form, you can move through creatures and objects as if they were difficult terrain and gain resistance to all damage except radiant and force. Additionally, as a bonus action while this spell is active, you can attempt to envelop a creature within 10 feet of you that is Large or smaller. The target must make a constitution saving throw. On a fail the target is restrained until the spell ends and takes 3d8 necrotic damage at the start of each turn.

Every turn a creature is enveloped by you they can use their action to make a constitution saving throw to escape. If the spell ends while you have a creature enveloped you are ejected to the nearest adjacent space and take 2d8 force damage.

Soulless Hunger

Evocation 7


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black obsidian amulet)
  • Duration: Instantaneous

You unleash a powerful aura that hungers for the souls of your enemies. Each creature of your choice within a 30-foot radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 6d8 necrotic damage, and you regain hit points equal to half the damage dealt. The amount healed cannot exceed half of your maximum hit points, rounded down. On a failed save they take half the damage.

If a creature is reduced to 0 hit points by this spell, its soul is instantly devoured, leaving behind only a lifeless husk. Souls devoured this way cannot be resurrected for 7 days.

Additionally, if you reduce a creature to 0 hit points with this spell, you can choose to release the devoured souls on your following turn in a 30-foot cone in front of you. Creatures caught in the cone must make a Charisma saving throw or be stunned until the end of your next turn as the released souls overwhelm and terrify them.

Astral Assimilation

Conjuration 8


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an object attuned to the Astral Plane worth at least 200gp)
  • Duration: Concentration, up to 1 minute

You open a rift to the Astral Plane, drawing a creature into the Astral Sea and be tethered to you as you leech on their power. Choose a creature within range. The target must succeed on a Wisdom saving throw or be banished to the Astral Plane for the duration. While the creature is banished, you gain a portion of its power and deal digestion damage every turn. You gain proficiency in all saving they are proficient in and can use your reaction to cast Size Drain on the absorbed creature. If you lose concentration on the spell they are expelled from your mouth in an adjacent space.

If the creature is native to the Astral Plane, the spell has no effect.

Etherial Soulfeast

Evocation 8


  • Casting Time: 1 raction
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon an otherworldly vortex of abyssal energy at a point you can see within range. The vortex extends in a 20-foot radius and 40-foot high cylinder, emanating an otherworldly aura for another 30 feet. As a bonus action on each of your turns thereafter, you can move the vortex up to 30 feet in any direction. Any creature that starts its turn within the vortex or enters it for the first time on a turn must make a Constitution saving throw. On a failed save, a creature takes 7d8 necrotic damage and has its soul partially drawn into the vortex. On a successful save, the creature takes half damage.

You can use your reaction to absorb the body and soul of a creature that dies within the aura or the vortex. When you do, you regain hit points equal to one fourth of the creature's hit point maximum and gain temporary hit points equal to half the amount healed.

As an action, you can target a creature within 60 feet of the vortex. The target must make a Charisma saving throw or be pulled 30 feet towards the vortex.

Creatures reduced to 0hp by this spell have their body and souls instantly consumed and digested and cannot be resurrected for 7 days.

Realm Eater's Ultimatum

Transmutation 9


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black diamond worth 1000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Prerequisite: A connection to the abyss and this spell cannot be learned by means of level up.

You transform into an Abyssal Devourer, a colossal, monstrously obese, otherworldly being with an insatiable hunger for magic, body and soul. While in this form, you gain the following benefits:

  • Your size becomes Huge, and you gain 10d8 temporary hit points.

  • Your unarmed reach increases to 20 feet.

  • You have advantage on all saving throws except dexterity.

  • You gain a bite attack that deals 4d10 necrotic damage. On a successful hit, you can attempt to devour the target. The target must make a strength saving throw or be instantly swallowed if they are large or smaller. Swallowed creatures take 3d10 acid damage at the start of each of your turns. Standard indigestion rules apply but your stomach AC is set to 20 for the duration.

The spell ends if you lose concentration, become unconscious, or die. Voluntarily ending it requires a DC19 constitution check.

If you concentrate on the spell for its full duration the change is permanent as you fully change into an insatiable abomination, unable to control their own hunger and gain the flaw "I attempt to eat everything in front of me and cannot be convinced otherwise" to your character sheet until someone else dispels the effect.

PART 7

Feats

Hey, you. Got a new level up available? Wanna get some extra tricks to use your weight or appetite to your advantage?

Origon Feats

Culinarian

You are an expert in food, knowing the ins and outs of the kitchen and the best way to prepare meals.

  • You gain proficiency in Cook's Utinsils and your choice of Eating or Feeding. Additionally you gain proficiency in improvised weapons provided they are of kitchenware, table setting, or food.
  • Whenever you buy nonmagical food, you recieve a 20% discount on it.
  • When you finish a Long Rest, you can craft one piece of food to be given to an ally. This piece of food can be eaten as a bonus action and heals 1d8+your proficiency bonus hit points.

Encourager

The simple touch of your hands can soothe a creature that has eaten extraordinary amounts of food or a live meal.

  • You may use a bellyrub action as a bonus action instead of a main action.
  • You may take the Help action as a bonus action on a predator with another creature in it's stomach or someone with 25% or higher stuffing.
  • While traveling with you, you may assist 1 predator with a creature in it's stomach. If they take a short rest with you within 5 feet they can regain additional hitpoints equal to your proficiency bonus.

Magic Initiate: Lipomancer or Culimancer

You have studied basic lipomancy or culimancy, granting you the following benefits:

  • You learn two cantrips of your choice. Choose either fattening or stuffing. The spells must fit this type, either causing targets to gain weight or deal stuffing or create food. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
  • Choose a level 1 spell from the same choices selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell with the same credentials.

Stomach of Holding

Your stomach can hold extra equipment and items.

  • You magically hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity and choosing not to digest it.
  • Regardless of what is in your stomach you may choose to appear as if you have nothing inside, up to a limit of your stuffing capacity after which it starts to show.

General Feats

All of these feats have a prerequisite of at least 4th level.

Arcane Prison

Prerequisite: At least one spell slot

Your stomach is protected with powerful and mysterious wards that imprisons your prey and siphons off their magical energy. You gain the following benefits:

  • Increase your Constitution, Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
  • Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so fail.
  • When you finish digesting a spellcaster, you can regain a number of spellslots equal to half your proficiency bonus (rounded down). Additionally, you know a 1st level spell that the creature knew that you can cast using your spellslots and spellcasting modifier until you complete a long rest. The DM decides the spell or may choose to roll to determine what you learn. You must complete a long rest before you use this feature again.

Belly Armor

prerequisites: constitution of 13 or higher

You are naturally soft enough to cause many blows to simply sink into your flab without harming you, granting you the following benefits:

  • Increase an ability score of your choice by 1, up to a maximum of 20.
  • While you aren't wearing armor, your AC is calculated as 10 + your weight points + your constitution modifier. You can wear a shield and still gain this benefit.

Cast Iron Stomach

The inside of your stomach has grown tough and resilient, making it more resistant to damage. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures in your stomach.
  • You are immune to poisons, curses, or other harmful effects from potions, poisons, and magic items you consume.

Champion Eater

prerequisites: constitution of 13 or higher

You've frequently found yourself eating beyond capacity and keeping it down on the regular. You've trained your stomach to be able to withstand any punishment thrown at it. You gain the following benifits.

  • Increases constitution by 1 up to a maximum of 20
  • You have Advantage on saving throws to avoid regurgitating prey and food.
  • Your Stomach AC and escape DC increases by your weight points, up to a maximum of 3.

Charismatic Curves

prerequisites:charisma of 13 or higher

A well-fed figure can alter the fabric of many a social encounter. When you gain this feat, choose one of the following situations.

  • Belle of the Banquet: During a meal or other social event in professional or high society
  • Alluring Silhouette: During seduction, or any other attempt to flaunt your appearance
  • Stately Figure: During a situation where you take the role of an authority figure

You also gain the following benefits:

  • Increases Charisma by 1 up to a maximum of 20
  • Whenever you make a Charisma ability check in your chosen situation, you may add your Weight points to the result of the check.
  • Additionally, you have advantage on charisma checks made while parties involved are drunk.

Distupting Swallow

When you eat, you can't stop from nibbling a little or licking about, shaking the nerves of anyone unfortunate enough to be caught in your jaws. You gain the following benefits:

  • Increases your Dexterity, Strength, or Constitution score by 1, up to a maximum of 20.
  • Succeeding a devour check counts as disrupting concentration, and the prey is forced to make a Constitution save whose DC equals 8 + your constitution + your proficiency bonus to maintain concentration.

Extra Wide

prerequisites: attunement to the Huge or largersize category.

You are exceptionally wide and make effective use of that in combat.

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • Whenever you attempt to smother a creature, you can accept a -3 penalty to the save DC and target up to two creatures within range instead of one, provided they are not a larger size category than you or weigh more than you. You make only a single roll, which each target rolls against individually.

Fearsome Bite

You have impressive bite strength, and you can chew your prey to help devour them. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • You gain proficiency in the eating skill, if you didn't already have it.
  • When you succeed on a devour check, you deal a 1d8 + your strength modifier piercing damage as you begin to chew your food.

Focused Foodie

prerequisites: intelligence of 13 or higher

Having something to munch on helps you think more clearly, enhancing your mental focus. You gain the following benefits:

  • Increases Intelligence by 1 up to a maximum of 20.
  • When you make an Intelligence ability check to recall information or solve a problem, you have advantage on Intelligence (Investigation) or Intelligence (History) checks while you have at least 10% stuffing.
  • When you perform Research during downtime, you may add your weight points to any required checks.

Food Finder

prerequisites: 4th+ level, wisdom of 13 or higher

You have the uncanny ability to find food nearby, no matter how hidden.

  • Increases Wisdom by 1 up to a maximum of 20
  • You can add your Weight points to Wisdom (Perception) checks that rely on smell or taste.
  • As a bonus action, you can detect any food items within 50 feet of your position.
  • While traveling, you have advantage on any checks made to forage for food.

Gastro Cannon

You've learned to control your stomach, able to launch objects or creatures out of it with precision. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You may regurgitate a creature or object as a bonus action, instead of an action.
  • When you voluntarily regurgitate a creature, you may choose which creature you regurgitate without rolling a regurgitation check.
  • You may regurgitate small objects or creatures at high speeds. As an attack action, you may make a ranged weapon attack using your constitution modifier with a range of 30/120, dealing 1d10 + your constitution modifier force damage to the target and launched object or creature on a hit.

Gastomage

prerequisites: spellcasting or pact magic

You've learned to use magic to effect the inside a creature's stomach. While inside a non-hostile creature, you gain the following effects

  • Increases Wisdom, Intelligence, or Charisma by 1, up to a maximum of 20
  • Once per short rest, you may spend an action to heal the creature for your level + your Spellcasting Ability Modifier.
  • You may target creatures outside of the creature with attacks and spells. This is usable a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest.
  • You are not restrained or blinded by being eaten.
  • You gain resistance to digestion damage.

Glutton

Embracing culinary excess to the point where you compulsively and quickly shove food into your mouth, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Eating 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 using a free action. You may only use this ability once per turn.

Greedy

prerequisites: 4th+ level, proficiency in the Eating or Athletics skill

You desire to glut yourself as fast as possible is virtually unmatched. You gain the following benefits:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • Whenever you make a grapple or devour attempt, you can accept a -3 penalty to the roll to target up to two creatures within range instead of one, provided they are not a larger size category than you. You make only a single roll, which each target rolls against individually.

Heavyweight Champ

prerequisites: strength of 13 or higher

You are adept at using your weight to dominate your enemies on the battlefield.

  • Increases Strength by 1 up to a maximum of 20.
  • When you make an attack to grapple, trip, shove, or smother (or are targeted by those attacks), your weight points add to the DC, up to a maximum of half your proficiency bonus, rounded down. At the start of each of your turns, if you are grappling an opponent, you may inflict Bludgeoning damage to them equal to your weight points.

Honeyed Words

You have a way with sweet talking that is so eloquent that it may almost be taken literal. 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.
  • When you make a Persuasion check to convince someone of something, if they were initially hostile or skeptical, you can grant yourself advantage and add your weight points to the check. This effect doesn’t apply to creatures that are immune to being charmed. You regain the use of this feature after you complete a long rest.

Insatiable Hunger

prerequisites: any feature that increases your stomach capacity

You cannot stand being left on an empty stomach, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, up to a maximum of 20.
  • You count as one size larger for the purpose of determining your base Stuffing Capacity
  • While your stomach is empty, you may add your Constitution Modifier to any Eating(Query) checks you make to Devour a creature or consume a large meal.

Iron Stomach

prerequisites: constitution of 13 or higher

The intensive workout you have put your digestive tract through has made you resistant to many harmful poisons and other nauseating effects.

  • Increases Constitution by 1 up to a maximum of 20.
  • Whenever you make a Constitution saving throw against poison, you may add your Weight points to the result. As a reaction, you may expend a Hit Die to suppress the effects of the Poisoned condition.
  • You are immune to foodborne illnesses.
  • You gain resistance to poison and overstuffing damage.

Juggernaut

Prerequisite: Strength of 13 or higher

You are rather good at throwing your weight around, using it to shove others around the battlefield. You gain the following benefits:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • If you have at least 50% fattening, you gain advantage when resisting forced movement, making attack rolls to shove a creature, or resisting being knocked prone.
  • If you weigh more than the target and move at least 10 feet towards the target you can knock them prone as part of your movement speed. They must make a strength saving throw (DC 8 + your strength or constitution modivier, whichever is higher, + your proficiency bonus) or fall prone. You may then choose to move through and beyond their space without provoking an opportunity attack.

Living Tank

You've developed control over your stomach and have practiced restraint to prevent yourself from digesting things you don't want to. You gain the following benifits:

  • Increases constitution by 1 up to a maximum of 20
  • The user can choose to carry a creature in their stomach without dealing digestion damage to them.
  • You can choose to not digest magical items.
  • You gain proficiency in the regurgitation skill. If you are already proficient in the skill you, add double your proficiency bonus to checks you make with it.

Powerful Digestion

Prerequisites: proficiency in the Eating skill

Your stomach's digestion is more powerful than natural, tearing through your meals unnaturally quickly. You gain the following benefits:

  • Increases constitution by 1, up to a maximum of 20
  • Digestion damage increases by a tier of damage die. (d6 > d8)
  • You can choose for stuffing can be fully digested and converted to weight within the span of a short rest instead of a long rest, but must remain still for the duration of the short rest.

Quick Swallow

You're fast to act, primarily with your mouth. You gain the following benefits:

  • Increases your Dexterity, Strength or Constitution score by 1, up to a maximum of 20.
  • You can make an eating check as a bonus action. You may do this a number of times equal to half your proficiency bonus (rounded down) and regain all uses when you complete a long rest.
  • You can perform the verbal components of spells even when your mouth is full.

Soothing Stomach

Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits:

  • Increases an ability score of your choice by 1, up to a maximum of 20.
  • You learn an altered version of the calm emotions spell. Its range is changed to touch and effects a single target. While smothering a target, you can cast it without expending a spellslot. You can cast it without expending a spellslot once, regaining the ability to do so when you complete a Sort or Long Rest. You can also cast it with spellslots you have and its spellcasting modifier is Intelligence, Wisdom, or Charisma (you choose when you choose this feat)
  • A number of creatures equal to your weight points can rest on top of you, so long as you remain still. When a creature rests on or in your stomach during a sort or long rest, they gain temporary hit points equal to 1 roll of their hit die + your weight points when it is finished.

Surprising Agility

prerequisites: dexterity of 13 or higher

You have grown very comfortable with your larger body, and can move in ways others rarely expect.

  • Increases Dexterity by 1 up to a maximum of 20.
  • When you are targeted by a grapple or shove attack, or attempt to escape a grapple, you add your weight points to the saving throw. Your weight penalty does not subtract from Acrobatics checks to avoid becoming stuck, or escaping from being stuck.
  • You can hide in a smaller space you could normally fit in. Doing so grants you advantage on your Stealth check, but you must also make a Dexterity (Acrobatics) check to avoid becoming stuck. On a failure, you are Restrained.

Tortured Stomach

You stuff yourself beyond reason far too often for your own good. It's left your stomach stretched out and flexible. You gain the following benefits

  • Increases constitution by 1 up to a maximum of 20
  • Choose from the following table or roll a d6 to determine the benefit you've gained.
d6 Benefit
1 Your stomach capacity increases by 25%
2 You become resistant to stuffing damage (you still take full stuffing percentage)
3 You have advantage on saving throws to avoid overstuffing damage
4 You become resistant to inflation damage (you still take full inflation percentage)
5 You gain advantage on checks to avoid bursting from stuffing or inflation.
6 The movement speed reduction from fattening damage is reduced by 5.
  • You gain resistance to overstuffing damage

Your DM may choose for this to come with a downside

Choose or roll a d6 to determine the downside of this benefit.

d6 Flaw
1 Your stomach has become riddled with stretch marks.
2 You have excessive loose skin.
3 You require twice the daily amount of food.
4 You cannot say no to food offered.
5 Sometimes your friends look more filling than they should.
6 Your stomach is EXCESSIVELY noisy when hungry.

Special Thanks!

...to Storycrafter, creator of ExpanD&D. Your work is what originally inspired me to craft my own ruleset so thank you for the contributions you've made to the Weight Gain D&D audience! There are several features in here, such as the Glutton Warrior, that were reworked to fit and if you ever see this I hope I did it justice!

Also special thanks to Voracious8, creator of Dungeons and Dinners for creating an excellent vore module which some aspects of this module's rules are based off of!

Another thank you to Circlesquarer for inspiring the Gluttony Points system in this module!

One more big thank you to Glitches for creating the Aeiroth universe!

Art Credits

Cover Art is by PaprikaChunk


Much of the art is by DrakeBigShep


C'thulian Species and Path of the Turgic Brawler art by BearicTheCleric


Silent Python art by RoundAnimal


Unmovable monk and spell art by Syriko


Optional features art by CrispyPorkBoi


Part 3 art by VolkenFox

Other contributions!

Playtesting this module has been entirely community done so if you have art, subclasses, spells, feats, or items you would like to contribute yourself, you can feel free to message me over discord via the community server a note on Furaffinity or a DM on Bluesky!

If you submit homebrewed content that I feel fits well I will be more than happy to give it a look over and add it in!

Thank you to members of my community that have played and helped test subclasses, participated in games, and overall been great to have around!

Additional thank you to those whom have allowed your characters to be featured as splash art!

Additional Notes

If you use these rules at your own table and notice errors or maybe balancing issues, you can message me on the aforementioned forums to provide feedback!

 

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