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> ***Override Warning:*** These devour rules override any of the **Swallow** and **Engulf** actions native to a select few creatures found within other DnD modules.
> ***Experience Requirements:*** This module is designed with experienced players in mind, and is not ideal for beginner players \columnbreak
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# Table of Contents
## Page 3 ----------- Part I: [Core Mechanisms](#p3) ## Page 6 ----------- Part II: [Optional Mechanisms](#p6) ## Page 8 ----------- Part III: [Races](#p8) ## Page 12 ---------- Part IV: [Subclasses](#p12) #### Page 13 ---------- [Artificer](#p13) #### Page 15 ---------- [Barbarian](#p15) #### Page 18 ---------- [Bard](#p18) #### Page 21 ---------- [Cleric](#p21) #### Page 23 ---------- [Druid](#p23) #### Page 25 ---------- [Fighter](#p25) #### Page 28 ---------- [Monk](#p28) #### Page 30 ---------- [Paladin](#p30) #### Page 33 ---------- [Ranger](#p33) #### Page 34 ---------- [Rogue](#p34) #### Page 35 ---------- [Sorcerer](#p35) #### Page 36 ---------- [Warlock](#p36) #### Page 39 ---------- [Wizard](#p39) ## Page 40 ---------- Part V: [Feats](#p40) ## Page 47 ---------- Part VI: [Spells](#p47) ## Page 56 ---------- Part VII: [Magic Items](#p56) ## Page 60 ---------- Part VIII: [Auxiliary Components](#p60) ## Page 63 ---------- Part IX: [Monsters](#p63) ## Page 67 ---------- Part X: [Auto Sheet](#p67) ## Page 69 ---------- [Credits and Contacts](#p69)
#### Change Logs of previous versions and edits made can be found [here](https://www.gmbinder.com/share/-MoqQBbzRWar86YSUqE- "Change Logs")
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# Core Mechanisms ___
#### These are the module's core mechanics that overlay the standard DnD mechanisms
### Voracious Specialization Devouring your foes, or even avoiding being devoured yourself, often requires effort and skill. As such, it's pretty likely to assume that a creature will use their best and greatest skills and talent to aid them. All creatures put these skills to use, but what those skills are changes from person to person. When creating your character, your most relevant stat is also used when determining your Voracity, Based on the table below. | Chosen Class | Voracity Stat | |:--------------------------------:|:-------------:| | Fighter | Strength | | Monk, Rogue | Dexterity | | Barbarian | Constitution | | Artificer, Wizard | Intelligence | | Cleric, Druid, Ranger | Wisdom | | Bard, Paladin, Sorcerer, Warlock | Charisma | There are two new skill checks, Voracity (Devouring) and Voracity (Defiance) as well as a Voracity Save. These all represent your affinity for all things involving devouring or being devoured. Any references towards Voracity made in this module reference the stat above based on the table and your chosen class. In the case of multiclassing, you may choose which stat is used for Voracity calculations based on the classes chosen. Though.... sometimes skills and talents deviate from the norm. If you feel you have the apptitude to do so, you may defy the table above and pick your own skill to base your Voracity score off of. But choose carefully, as it cannot be changed later. ### Stomach Capacity and Bulk Each creature has a particular mass to them. While this could be calculated differently in special circumstances, the general rule is as follows based on the table below;
| Size | Bulk | |:------------:|:-----------:| | Tiny | 1 | | Small | 2 | | Medium | 4 | | Size | Bulk | |:------------:|:-----------:| | Large | 8 | | Huge | 16 | | Gargantuan | 32 |
So a Medium size creature is considered to have a Bulk of 4.
Your Stomach Capacity is calculated as the sum of your Bulk value + your Voracity modifier. If you have a feature, such as ***Powerful Build***, that state "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift," then the feature also increases your stomach capacity accordingly base on your new size. However, it does ***NOT*** increase your actual Bulk. So a Large creature (8 Bulk) with a VOR stat of 15/(+2) has a stomach big enough to comfortably (for the pred at least) fit a total of 10 Bulk. When a creature is devoured, the pred's fullness increases by an amount equal to the devoured creature's Bulk. If a pred's fullness is greater than or equal to their Stomach Capacity, they gain the ***Stuffed*** condition. If a pred's fullness is greater than or equal **__TWICE__** to their Stomach Capacity, they gain the ***Over-Stuffed*** condition as well. ### Devouring One your turn, as an action, you may make a devour attempt on any creature you are adjacent to. When you do so, you roll a Voracity (Devouring) skill check, contested by the target's Voracity Saving Throw. If the Pred wins, the prey is swallowed and gains the ***Bellied*** condition, explained later in this section. If the prey wins, they are released back onto the space they were originally on. ##### Modifiers for Devour Contests | Status | Bonus/Penalty | |:------------------------------:|:--------------------------------------------------------------------------------| | Grappling (Pred Only) | +2 to your Voracity (Devouring) roll for devouring a creature you are grappling | | Size Advantage | +3 to your roll for every size class you are larger than your opponent | | Speed Reduced to 0 (Prey Only) | -1d8 to your Voracity Saving Throw | | 50% or less HP Remaining | -1d6 to your roll | | Incapacitated | Disadvantage on your Roll | | Unconscious | Automatic Fail | | Charmed by Opponent | Automatic Fail | Devour Attempts are considered hostile actions for all purposes, considered to make contact for the purposes of features that activate on contact, and considered a damageless disruption of concentration. Unless specified otherwise, making a devour attempt on a creature Charmed by you is considered a hostile action and will trigger a resist/break charm chance on the target ***BEFORE*** the devour attempt is rolled for. \pagebreakNum ### Digestion Native Digestion Damage type, that is to say, the assumed type of damage dealt by your digestion dice, is Acid, unless expressly stated otherwise. When a creature is fully digested, I.E. when their HP is reduced to 0 while ***Bellied*** and their death is handled, and they co, their body is destroyed and the pred they are ***Bellied*** by gains 1d4 temporary HP for every point of Bulk of the digested prey, up to a maximum of 8d4. ##### Passive Digestion While in a restful state, namely outside of combat, a pred can casually digest prey Bellied by them. All creatures have a number of Digestion Dice, which are d8s, equal to their Voracity mod + Half their level (Rounded up). At pre-designated in-game time intervals set by the Dungeon Master, creatures with prey ***Bellied*** by them will roll for Digestion Damage, which could be multpile rolls in situations like Short or Long Rests. When rolling for Digestion Damage in this way, roll all dice, find the sum, and then evenly divide the sum among all creatures Bellied by Pred, rounding up any decimals. If a creature does not have enough HP to use up all the damage directed at them, the overflow is evenly redistributed, rounding decimals up, to the remaining Prey, repeating as needed until all damage is accounted for or their are no Bellied creatures left. ##### Active Digestion In times of high stress, namely while in combat, a Pred can churn through their prey more deliberately. On your turn, you may take an action to roll up to a number of your Digestion Dice equal to your proficiency modifier, distributing the resulting sum in the same way as described in the ***Passive Digestion*** subsection. After doing so, the fatigue of forcing digestion weakens further uses. Everytime you take an action to do this, you reduce the number of dice rolled on the next use of this action by 1. As a bonus action on your turn, as long as you did not already use your action to trigger Active Digestion, you may regain use of one penalized die for this effect. If you use a bonus action to do so, you cannot use your Action to trigger Active Digestion on the same turn. You cannot gain more dice than is the initial maximum. After combat ends, all spent Digestion Dice are returned. ### Participant Prey While not expressly removed from combat, ***Bellied*** prey cannot sustain combat on their own. Encounters automatically end if the only living opposition is currently ***Bellied***. The Dungeon Master will rule as to whether or not a creature unwillingly ***Bellied*** prior to a new encounter will join in the new encounter. Creatures willingly ***Bellied*** by allies or an unwilling pred always join in new combat. \columnbreak ### Escape Chances are, prey don't like being inside a pred's belly. Either as an action on their turn, or as a reaction to when a ***Bellied*** creature suffers digestion damage from the pred they are ***Bellied*** by, they may use their reaction to choose between one of two choices ##### Bide When a creature chooses to bide, they gather and save their strength for latter, gaining one Struggle Charge. there is no limit to the number of Struggle Charges that can be accumulated. ##### Struggle When a creature chooses to struggle, they spend their energy tossing around in the pred's stomach with the aim of being as unpleasant as possible. The ***Bellied*** creature makes a Voracity (Defiance) skill check. They may choose to spend any number of accumulated Struggle Charge to add +1 to their roll per charge consumed, which is then contested by the Pred's Voracity Save. If the Pred wins, the Struggle Charges are spent to no effect. If the Prey wins, they gain 1 Regurgitation Counter. After accumulating 3 Regurgitation Counters, the next successful Struggle forces the Pred to regurgitate the Prey onto an adjacent space, upon which, all accumulated Regurgitation Tokens and Struggle Charges for the regurgitated creature are lost. There are a few situations that have a consistent effect on these rolls | Status | Bonus/Penalty | |:-------------------------------------------:|:------------------------------------------| | Poisoned (Pred Only) | Pred has Disadvantage on VOR Saving Throw | | Currently Resting (Pred Only) | Pred has Advantage on VOR Saving Throw | | Only One Creature Currently Bellied by Pred | Pred has Advantage on VOR Saving Throw | | Has an Active Damaging Aura (Prey Only) | +2d6 to your roll | | Solitary Prey that is more that 2 size classes smaller than Pred | Cannot Accumulate Regurgitation Counters | If a pred completes a Long Rest without being forced to regurgitate Prey, all creatures Bellied by them lose one Regurgitation Counter. ### Visible Gluttony So long as the total Bulk of prey bellied by you are less than half your own Bulk, it is impossible to tell without aid if another creature is bellied by you. If the total amount of Bulk Bellied by the pred exceeds their Stomach Capacity, they gain the ***Stuffed*** condition. If the total amount of Bulk Bellied by the pred exceeds twice their Stomach Capacity, the ***Stuffed*** condition is replaced by the ***Over-Stuffed*** condition. Both conditions are explained later in this section. \pagebreakNum ### Gut Casting A pred that has a spell casting ability can cast spells creatures ***Bellied*** by them as prescribed by the spells effects, with a few conditions. - If the spell target an area, it's area of effect will not reach outside the Pred's stomach unless the spell expressly specifies that its effects penetrate walls. - Spells cannot have a range of self - Bellied prey are considered visible to and in contact with the pred they are ***Bellied*** by. ### Universal Natural Weapon #### Belly Bash *melee weapon (Martial,Natural weapon)* **Damage:** Special **Damage Type:** Bludgeoning **Rarity:** Standard **Properties:** Variable Damage, Momentum, Impact, Devour ### ##### Variable Damage The resulting damage dice of this weapon scales with the total amount of Bulk Beilled by them
| Total Bulk | Damage Dice | |:------:|:-----------:| | 0-1 | 1 | | 2 | 1d4 | | 3 | 1d6 | | Total Bulk | Damage Dice | |:------:|:-----------:| | 4-5 | 1d8 | | 6-7 | 1d10 | | 8+ | 1d12 |
If a different feature attempts to modify the damage dice of unarmed or natural weapon attacks, such as the Monk's ***Martial Arts*** feature, then then either dice arrangement can be used. ##### Devour When you deal damage with this weapon, you may use your bonus action to make a Devour Attempt on the target. This property cannot be used if the weapon damage is dealt across a range longer than normal melee attacks, such as by the Reach or Thrown Weapon properties. ### New Conditions ##### Endo-Belly A pred with this condition can choose a number of prey bellied by them, up to an amount equal to their proficiency modifier, now called Endo-Prey, to benefit from the following effects; - Gain immunity to Digestion Damage dealt by them. - Can freely communicate with spoken word to creatures not bellied by the pred. - Can treat the Pred's belly as a place of rest so long as only they and other Endo-prey are Bellied by the pred. \columnbreak ##### Bellied - Is surrounded in non-magical darkness and is blind to the world outside of the creature that ***Bellied*** it, and cannot clearly communicate to any creature aside from creture bellied by the same pred and the pred themselves. - Can only target the creature it is ***Bellied*** by, or other creatures ***Bellied*** by the same creature as it with its spell and weapon attacks, and makes all attack rolls with disadvantage. Attacks made using a Dagger or Unarmed strike do not suffer from disadvantage inflicted in this way. - All non-magical damage inflicted in this way on is treated as if the pred's damage multiplier was one step stronger against that damage type. Vulnerabilities are treated as normal damage. Normal damage is treated as resistance. Resistances are treated as immunities. Immunities are unaffected by this penalty. - Cannot make attacks using weapons with the Heavy or Two-handed properties, and cannot make use of the Ranged, Thrown, Versatile, Reach, or Devour property of any weapons and cannot reload weapons that have the Reload feature, but can use the weapon if it has pre-loaded ammo. - Other than weapon or spell attacks, the only other action a ***Bellied*** creature make take is Bide or Struggle. - Occupies the same space as and moves with the creature that Bellied it. - Spells that attempt to summon objects or change the size of the caster are treated as if there room to summon or grow is not there. Spells that normally have a wide area of effect now only affect the pred and all creatures bellied by the pred. - Has Total Cover from all attacks originating from outside the creature that Bellied it. - Any time a pred suffers a single instance of 20 or more damage, all prey bellied by them suffer an amount of damage equal to half the damage taken divided evenly among all prey, rounded up. ##### Stuffed - Has their speed reduced by 10 and their non-magical flying speed reduced by half, rounded up to the nearest ten. - Cannot take the dash action. - Provides 1/2 cover between a creatures and it's attacker. ##### Overstuffed - Has their Movement Speed halved and non-magical Flying Speed reduced to 0 - Occupies 1 additional space adjacent to them - Bulk is increased by 50% for the purposes of calculating the space you take up in a pred's stomach. - Take 1d10 irreducible Bludgeoning damage every time you roll for Digestion Damage for every 4 Bulk you are over stuffed by, starting at 1d10. - Can no longer squeeze into smaller spaces. - Provides 3/4 cover between a creatures and it's attacker. - Is no longer considered proficient in any armor it's wearing unless it was special-ordered to accomodate, which costs 50% extra. \pagebreakNum
# Optional Mechanisms ___
#### This mechanisms are not essential to this module's ability to function, #### but using them could add some fun playing conditions.
### Gastric Growth As a pred grows into their skills their body can grow to accommodate their hunger. Their capacity expands at certain levels, gaining +3 at 5th, and again at 11th (+6), and 17th (+9) levels. ### Packing on Pudge Pigging out on your favorite fiesty food is not without consequence. The mass has to go somewhere. | Meal Size | Weight Gained | |:----------------------------:|:-------------:| | Below 1/2 | 10% | | 1/2 Capacity | 33% | | Capacity | 50% | | Above Capacity | 75% | | Maximum Capacity (And Above) | 100% | The % increase is based on the creature's "Normal" weight, before any meals or extra weight are calculated.
The weight gained from a meal disappears steadily, vanishing at a rate of 20 lbs per day until the creature returns to normal weight. ### Unique Physiology If your character has a unique physiology to them, such as a tauren build or an elemental affinity, discuss such with your DM. This may yield some unexpected benefits. If you are determined to have a unique Digestion Damage type, then damage modifiers of that type are applied to your Digestion Damage. However, Digestion Damage can also be treated as it's own type for the purposes of damage modifiers. In the same example, a prey creature have damage modifiers specifically to digestion damage regardless of it's type. A creature that is resistant to Digestion Damage is only resistant to damage dealt by Digestion. Multiple similar modifiers cannot stack in this way. So being resistant to both cold and Digestion Damage only provides one instance of resistance. In the event of a conflict, such as resistance to Digestion Damage but vulnerability to that specific type of Digestion Damage, the DM will rule as to which modifier prevails or how the damage is calculated. \columnbreak
### Gastric Junkyard Sometimes eating things is just as fun as eating creatures. And stomachs do not discriminate between either. So they can digest objects just like they can prey. The catch is that the same amount of different materials, say, wood versus metal, take different times to digest. And digesting things does not trigger vore-based benefits. Objects are rated at 2 capacity points per 1 cubic meter of volume, to a minimum of 1 point for 0.5 cubic meters or less.
| Material | Time / pts. | |:--------:|:-----------:| | Paper | 1 min. | | Fabric | 2 mins. | | Wood | 3 mins. | | Leather | 5 mins. | | Material | Time / pts. | |:--------:|:-----------:| | Stone | 12 mins. | | Mineral | 24 mins. | | Metal | 36 mins | | Glass | 1 hr. |
If a material does not appear on the list, the DM will rule for the time per point ratio. ### Stomach Aches A Pred's gut is not invincible. Misbehaving prey will more than likely have some unwanted consequences if they get too feisty. Add up the total number of Regurgitation Counters held by all the prey bellied by you, and apply the appropriate penalties based on that number. Much like exhuastion, the stornger penalties compound on the weaker ones. | Total Regurg. Counters | Name | Effect | |:----------------------:|:----------|:-------------------------------------------------| | 2 | Bubbling | Disadvantage on Dexterity (Stealth) Skill checks | | 5 | Churning | Disadvantage to resist Poisoning | | 9 | Nauseated | -5 to all Voracity Saves and Skill Checks | | 14 | Sickened | Vulnerability to Poison Damage | ### Dual Subclassing Because of the niche nature of vore and how specific it can be, the vore based subclasses later in the module tend to have minimal utility outside of vore scenarios. To alleviate that, consider allowing your players to run with 2 subclasses on their base class, one vore subclass and one non-vore subclass. They gain all the features of both subclasses at the advertised levels. \pagebreakNum ### An Exhaustive Overlay This is a list of additional penalties inflicted by exhaustion, like the vanilla rules, the penalties of higher levels compound on top of the lower levels. | Exhaustion Level | Vore-based Penalties | |:----------------:|:----------------------------------------------------------------------------------------------------| | 1 | Roll 1 less die on Struggle Attempts | | 2 | -2 to Voracity (Devouring) rolls | | 3 | -2 to Voracity (Defiance) rolls | | 4 | Creatures ***Bellied*** by you requires 1 Less Regurgitation Charge needed for Forced Regurgitation | | 5 | Automatically Fail Devour Contests | | 6 | ---- | \pagebreakNum
# Races ___
#### New people....could be snacks or snackers #### Information marked with a superscript are only granted by the subrace of the matching superscript
##### Races |Page |Race |Subraces |Size |Speed |STR |DEX |CON |INT |WIS |CHA | |:---:|:---------|:--------------------------------------------------------|:-----:|:-----------:|:-------------:|:-------------:|:-------------:|:-------------:|:--:|:-------------:| |8 |[Bullywug](#p8) |Dartling
A
, Behemoth
B
|Medium |30 (25 swim) |+1
B
|+1 |+1
B
|— |— |+2
A
| |9 |[Slimekin](#p9) |Corro
A
, Flexi
B
, Visco
C
|Medium |30 |+1
C
|+1
B
|+2 |— |— |+1
A
| |10 |[Wraith](#p10) |— |Medium |30 (Hover) |— |— |— |+1 |— |+2 | |10 |[Dire Wolf](#p10) |— |Large |35 |+2 |— |+1 |— |— |— | |11 |[Naga](#p11) |Viper
A
, Python
B
, Cobra
C
|Medium |30 |+2
B
|+2
A
|+1 |+2
C
|— |— |
## Bullywug Descended from the humble frog and toad, Bullywug kin stil exhibit behavioral patterns akin to that of their ancestral amphibian, albeit while still guided by a vastly higher brain function and civilization. While known to be slimy in the literal sense, the Bullywug are an inquisitive and earnest people. while terrestrial by nature, the Bullywug still play favor towards the damp and wet climates, failing to establish well in arid environs. More often than not, establishments that are Bullywug dominant have a portion of their infrastructure below water level, making their villages and towns much lrger than they appear to be. ### Bullywug Traits As a Bullywug, you have the following traits: ***Ability Score Increase*** Your Dexterity increases by 1 ***Age*** Bullywug mature by the age of 15 and often live to be around 70 years old ***Alignment*** Bullywugs are an earnest and honest race, doing their best to keep to the good side. ***Size*** While on the diminutive side for the spectrum, you are still of human stature. Your size is Medium ***Speed*** You have a base walking speed of 30 feet ***Amphibious*** You can hold your breath for 30 minuets and can breathe air and water. ***Powerful Legs*** You know the Jump spell and can cast it at will without the need for components or spell slots. ***Tongue Shot*** You can use your tongue to attack at a distance. Your unarmed strikes have reach, and you can grapple creatures that are 10 feet away. While you have a creature grappled in this way, you can use your action to force the target to make a Strength saving throw contested by your Strength(altheltics) skill. On a fail, the target is pulled 10 feet closer to you. ***Languages*** You can read, speak, and write in Common, and Wuglish. Wuglish is a language consisting of watery gurgly syllables that sound like garbled water to the untrained ear ***Subrace*** Though all belonging to one race, Bullywug may vary from different originating species. When you choose this race, you may select one of the subraces detailed below. #### Behemoth You hail from a large species of frog know well for is oddly large size. You gain the following Traits. ***Ability Score Increase*** Your Strength and Constitution increases by 1 ***Large Frame*** You are considered one size larger for the purposes of determining carrying capacity. ***Big Mouth*** Your unamred strike now deals 1d4 bludgeoning damage, and the range of your unarmed strike and grapple increases by an additional 5 feet. #### Dartling You exhibit the bight warning colors of the poison dart frog, and also possess the same toxicity. You gain the following traits: ***Ability Score Increase*** Your Charisma increases by 2 ***Toxic Skin*** You have a well of 50 Toxin points. When a creature makes contact with you using an unprotected part of their body, you can choose to spend upto 3 toxin points to deal poison damage back to the attacker equal to the number of toxin points consumed. Additionally, when you suffer damage due to being swallowed by another creature, you may consume any number of toxin points up to half the damage you received and deal poison damage to the creature equal to the amount of toxin points consumed. You cannot use this feature if you have no toxin points left, and regain all spent toxin points on a long rest. ***Innate Spellcasting*** You know the Poison Spray cantrip and can cast it at will without the need for components. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a level 2 spell. Once you reach 5th level, you can also cast Ray of Sickness once at a level 3 spell. You must finish a long rest before you can Ray of sickness at either level again with this trait. Charisma is your spellcasting ability for these spells. \pagebreakNum ## Slimekin Slimekin are, well, exactly how they sound. Most of them walk, talk, act, and look like people, except that their bodies are composed of a colorful, slimy substance. However, due to their strange nature, they often make their homes in damp environments that most folk would deem uninhabitable, such as bogs, swamps, marshlands, and even sewers. ### Unusual Anatomies Slimekin are rather bizarre, seeming to share the typical ooze’s lack of apparent organs of any kind (with the primary exception being their eyes), yet still clearly demonstrating sapience and a sense of humanoid structure. This can work for or against them, as it allows them to survive things that would ordinarily kill a person, but makes simple things like moving water a difficult hazard to overcome. ### Slimekin Traits As a slimekin, you have the following traits: ***Ability Score Increase*** Your Constitution increases by 2 ***Age*** Newly-formed slimekin often reach maturity within a year, and their lack of cellular complexity makes it unclear as to whether they truly do age ***Alignment*** Slimekin can be as widely varied as humans, with no particular tendencies towards any alignment ***Size*** Though specifics may vary, most slimekin assume a human-like stature. Your size is Medium ***Speed*** You have a base walking speed of 30 feet ***Amorphous*** You can compress your body enough to fit through any gap that is no less than an inch wide. You may not expand inside any space that provides resistance ***Engulf*** Your gelatinous form allows you to ensnare a creature by completely surrounding it. When you grapple a creature of your size or smaller, you may choose to engulf it. If you do, you enter the creature’s space or drag it into your space (your choice), and the creature is restrained while it is grappled, but has half cover from all effects originating from outside yourself. You may only have one creature engulfed at a time, and may not gain the benefits of armor while using this trait. ***Resculpt*** As an action, you may reshape your body. You must retain a humanoid shape of Medium size, and an increase or decrease in weight must pay respect to the conservation of mass, but you may decide any other details of this change. Additionally, if one of your limbs is ever lost or destroyed, you may create a new, fully-functioning limb over the course of a long rest. ***Languages*** You can speak, read, and write Common ***Subrace*** Though all belonging to one race, slimekin may vary in the properties of their composition. When you choose this race, you may select one of the subraces detailed here. \columnbreak #### Corro Your body is highly corrosive, allowing you to eat away at wood and metal with ease. You gain the following traits: ***Ability Score Increase*** Your Charisma increases by 1 ***Corrosive Form*** Though all slimekin have some corrosive properties, yours are potent enough to be weaponized. Your unarmed strikes inflict 1d4 acid damage instead of the bludgeoning damage normal for an unarmed strike. Additionally, if a creature starts its turn while engulfed by you, you may use your reaction to inflict acid damage equal to your proficiency bonus. ***Innate Spellcasting*** You know the acid splash cantrip. Once you reach 3rd level, you can cast the inflict wounds spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the acid arrow spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells. #### Flexi Your body is more flexible than most, allowing for finesse beyond that of the typical slimekin. You gain the following traits: ***Ability Score Increase*** Your Dexterity increases by 1 ***Stretchy Arms*** Your reach with melee weapons increases by 5 feet ***Escape Artist*** You have advantage on any ability check made to escape bindings and containers #### Visco Your body is more viscous than most, making you tougher and able to hold a more solid grip on less gelatinous objects. You gain the following traits: ***Ability Score Increase*** Your Strength increases by 1 ***Rubbery Defense*** Your body is flexible enough to warp with attacks, yet tough enough to resist being beaten, punctured, or sliced. While not wearing armor, you have an armor class equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit. ***Vice Grip*** You have advantage on ability checks made to maintain a grapple \pagebreakNum ## Wraith Often confused with ghosts, Wraiths are an entirely separate and distinct creature whose true life is that of a spectral form, having never had a corporeal body to begin with. Wraiths are creatures that are born out of deep emotional trauma and subsist on that pain. They do not inflict said pain, however. Instead they often seek to end those feelings by attempting to achieve catharsis or justice. Wraiths are an amalgam of emotions that arise from residual pain of the scars plaguing a location or individual. The lifecylce of Wraiths is sometimes seen as self destructive, since they often attempt to seek out and end the very emotions that sustain them, resulting in their own death. ### Wraith Traits As a Wraith, you have the following traits: ***Ability Score Increase*** Your Charisma increases by 2, your Intelligence increases by 1 ***Age*** Being born of concentrated emotions, Wraiths come into the world already mature and are ageless, persisting until the moment the motions that concieved them cease to exist ***Alignment*** Wraiths are beings of emotions, so they can be chaotic in that sense. But in truth, Wraiths can be anywhere on the spectrum. ***Size*** Your from is a composite of emotions from the area that you came to life in, your apperance and size can vary. ***Speed*** you have a base speed of 30 feet. You can also briefly hover 5 feet off the ground for 30 seconds. You must spend 1 minuet on the ground before you can hover again ***Emotional Vitality*** You use your Charisma to calculate HP instead of your Constitution. Additionally, you may choose to use your Charisma modifier in place of your Constitution modifier when forced to make a Constitution saving throw. ***False Unlife*** You are considered living for the purposes of targeting or exceptions, such as by Chill Touch or Turn Undead. ***Composite Form*** You are a conglomerate of the emotions and people that brough you to life. You can assume the size an physical appearance of any other playable race. Once a race is selected, it cannot be changed. ***Vengeful Agony*** When a creature damages you with a type you are vulnerable to or a value in excess of your Charisma modifier + your level, you may expend a charge to fixate on that creature. The next weapons or spell attack roll you make on the creature you have fixated on has advantage to hit and deals additional damage of your choice of Psychic, Force, Radiant, or Necrotic equal to your Charisma Modifier (a minimum of 0). On a hit, the fixation ends. You can only use this trait 3 times and regain all spent uses on a long rest. ***Languages*** You can read, speak, and write in Common, and one other language of your choice \columnbreak ## Dire Wolf Once a mundane wolf, Dire wolves are powerful canines enhanced with whispers of magic, gaining not only sentience, but a much more complex mind and the ability to integrate into society. ### Dire Wolf Traits As a Dire Wolf, you have the following traits: ***Ability Score Increase*** your Strength score increases by 2, your Constitution score increases by 1 ***Age*** Dire Wolves mature at around 20 years old and can live to be as old as 150 years. ***Alignment*** Feral instincts and pact mentalities dominate the behavior pattern of Dire Wolves, so they tend to be more lawful. ***Size*** Dire wolves are a wolf that have enhanced stature through the effects of ambient wild magic. your size is large. ***Speed*** Your base speed is 35 ***Bite*** Your bite is natural weapon, which you can use to make unarmed strikes. If you hit with one, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Dire Fury*** On your turn, you can use your bonus action to a rage as if you were a 1st level barbarian. While raging in this way, you add twice your rage bonus to the damage of any natural weapons you hit with. You cannot willingly end your rage early, but you can be forced to end your rage early against your will. Otherwise, your rage lasts 30 seconds. Rage in this way scales with your level up to a maximum of 3rd level You can use this feature to rage twice and regain expended uses on a long rest ***All Fours*** While you are not wielding any weapons and not suffering from any speed or movement penalties, you can take the Dash action as a bonus action. When you dash in this way, the additional movement cannot be broken up and must be towards a hostile creature. Additionally, you ignore the penalties of non-magical difficult terrain while dashing in this way. ***Languages*** You can read, speak, and write in Common, and one other language of your choice \pagebreakNum ## Naga ### Naga Traits ***Ability Score Increase*** Your Constitution score increases by 1. ***Age*** Nagas mature very early at only around 10 years old and can live to be as old as 200 years. ***Alignment*** The Solitary nature of nagas allows them to develop a wide array of personalities. Nagas to not lean towards any particular alignment. ***Size*** Nagas can coil and contain their over-sized bodies quite effectively your size is Medium. ***Speed*** Your base speed is 30 ***Bite*** Your bite is natural weapon, which you can use to make unarmed strikes. If you hit with one, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Lunging Fangs*** Your Bite natural weapon has the Reach weapon property. ***Subrace*** Though all belonging to one race, nagas can vary widely in abilities and biology. When you choose this race, you may select one of the subraces detailed here. #### Viper ***Ability Score Increase*** your Dexterity score increases by 2. ***Patient Hunter*** Your build makes you lither and nimble. You gain proficiency in Dexterity (Stealth) skill checks. ***Quick*** Your speed becomes 40 if it were lower. ***Agile Fangs*** Your Bite natural weapon gains the Finesse weapon property. ***Superior Lunge*** You may make a Bite natural weapon attack as part of your dash action, though doing so stops your movement a space adjacent to the target, even if you have movement left. If you begin your Dash action from a hidden position, you have advantage on the Bite weapon attack roll provided by this feature. #### Python ***Ability Score Increase*** your Strength score increases by 2. ***Powerful Build*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Strong Hunter*** Your thick body is overflowing with muscular power. You gain proficiency in Strength (Athletics) skill checks. ***Constrict*** When you hit with a Unarmed or Natural Weapon strike, you may forgo damage and instead make a grapple attempt on the target with advantage. Additionally, you do not suffer penalties for grappling creatures until you have at least 2 creatures grappled. ***Crush*** As a bonus action, you may force all creatures grappled by you to make a Strength Saving Throw, taking bludgeoning damage equal to 1d4 + your strength modifier on a failed save and half as much on a success. \columnbreak #### Cobra ***Ability Score Increase*** your Intelligence score increases by 2. ***Hooded Flare*** The natural hood adorning your neck add an off-putting flare to your appearance. You gain proficiency in Charisma (Intimidation) skill checks. ***Poisonous Familiarity*** You have resistance to poison damage and advantage on saving throws made to resist the Poisoning condition. ***Toxic Talent*** You gain proficiency with the Poisoner tool kit, and only need to spend half as much GP to make poisons. ***Venom*** When you land an attack with your Bite natural weapon, you may force the target to make a Constitution Saving Throw with a DC equal to 8 + your proficiency modifier + your Intelligence modifier. On a fail, the target to takes 1d10 Poison damage as part of the attack, as well as 1d4 Poison damage at the end of each of their turns for 1d4+1 turns. The creature may reattempt this save at the beginning of each of their turns, ending the effect early on a success and becoming immune to your ***Venom*** feature for 24 hours. ***Power of Poison*** YOu know the **Primal Savagery** cantrip. Once you reach 3rd level, you can cast the **Ray of Sickness** spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the **Ray of Enfeeblement** spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. \pagebreakNum
# Subclasses
#### Have some voracious fun with new subclasses aimed to scratch that vorny itch.
##### Subclasses | Page | Class | Subclass | Level Available | Description | |:----:|:----------|:--------------------------------------|:---------------:|:--------------------------------------------------------------| | 13 | Artificer | [Bio-Engine Specialist](#p13) | 3rd | Build a hungry buddy to feast on those that try to gobble you | | 14 | Artificer | [Stomach Forge Specialist](#p14) | 3rd | Smelt instruments of battle within the fiery pit of your gut | | 15 | Barbarian | [Path of the Unsnackable](#p15) | 3rd | Evade and frustrate those that wish to devour you with ease | | 15 | Barbarian | [Path of the War Glutton](#p15) | 3rd | Fuel your body by quickly devouring and digesting your foes | | 16 | Barbarian | [Path of the Vorserker](#p16) | 3rd | Use your rage to be come a veritable walking voracious beast | | 17 | Barbarian | [Path of the Gastrochist](#p17) | 3rd | Turn the pain of your bloated aching gut into power | | 18 | Bard | [College of the Eternal Dinner](#p18) | 3rd | Encourage your hungry buddies to keep filling their bellies | | 19 | Bard | [College of the Belly Dancer](#p19) | 3rd | Throw your weight around with uncanny ease and agility | | 20 | Bard | [College of the Eructation](#p20) | 3rd | Weaponize both your's and your allie's burps to great effect | | 21 | Cleric | [Gluttony Domain](#p21) | 1st | Reward the creatures that indulge the appetites | | 22 | Cleric | [Feast-aid Domain](#p22) | 1st | Ease the burdens of those that have overstuffed themselves | | 22 | Cleric | [Belly-nevolent Domain](#p22) | 1st | Use your belly as a place of rest and rejuvination | | 23 | Druid | [Circle of the Chimera](#p23) | 2nd | Morph your body to adjust to any scenario | | 24 | Druid | [Circle of the Boneyard Belly](#p24) | 2nd | Revive your past snacks as skeletal servants for your bidding | | 25 | Fighter | [Entrapper](#p25) | 3rd | Use your stomach as a prison to tightly hold your target | | 26 | Fighter | [Metabolic Warrior](#p26) | 3rd | Use the sludge of your prey to fuel your abilities | | 27 | Fighter | [Pred Slayer](#p27) | 3rd | Strike down those that seek to consume you | | 28 | Monk | [Way of the Hungry](#p28) | 3rd | Devour your foes with purpose and discipline | | 29 | Monk | [Way of the Gastropuncture](#p29) | 3rd | Use your anatomical knowledge to help or hinder predators | | 30 | Paladin | [Oath of Indulgence](#p30) | 3rd | Consume your opponents in the name of your cause | | 31 | Paladin | [Oath of the Prey Aegis](#p31) | 3rd | Defend those you need you from the maws of the hungry | | 32 | Paladin | [Oath of the Fortress](#p32) | 3rd | Use your body to defend those within and without | | 33 | Ranger | [Natural Cycle Conclave](#p33) | 3rd | Adopt the primal instincs and abilities of predator or prey | | 34 | Rogue | [Parasite](#p34) | 3rd | Leech off the abilities and life of unwitting predators | | 34 | Rogue | [Silent Python](#p34) | 3rd | Ambush and consume you foes before they realize it | | 35 | Sorcerer | [Flesh Tanker](#p35) | 1st | Bellies as a base of operations | | 35 | Sorcerer | [Tarrasque Bloodline](#p35) | 1st | Envoke an ancient ravenous power to devour your opposition | | 36 | Warlock | [The Great Ooze](#p36) | 1st | Become an all-consuming amorphous slimey beast | | 37 | Warlock | [The Cosmic Hunger](#p37) | 1st | Master the forces of ravenous gravity | | 38 | Warlock | [The Symbiote](#p38) | 1st | Fuse your being in to the gut of an ally | | 39 | Wizard | [Belly Arcanist](#p39) | 2nd | Arcane bombardment from the belly of a buddy | | 39 | Wizard | [Voremancer](#p39) | 2nd | Increase you understanding of Voremancy spells |
\pagebreakNum
#
Artificer
### Artificer, Bio-engine specialist #### Tool Proficiency When you take this subclass at 3rd level, you gain proficiency in your choice of Tinker's Tools or Smith Tools, or an other type of tool if you are already proficient in both of those. #### Bio-Engine Construction Also at 3rd level, you have finalized a draft of blue prints for your own creation of a Bio-Engine Beast may take the form of and use the stat blocks of any of the following creatures:
| | |:-----------------------:| | Giant Ape | | Giant Boar | | Giant Crocodile | | | |:-----------------------:| | Giant Frog | | Giant Lizard | | Giant Eagle |
The Engine is capable of independent and intelligent thought. It move and operates independently and takes its turn after you on the initiative count. When not receiving direct orders from you, it will defend itself to the best of it's ability and make attacks against the nearest hostile creature that it can reliably land attacks on without endangering itself. The Engine continues to act while you are unconscious, at which point with will defend you to the best of its abilities. You may use your your action, bonus action, or reaction to make the creature preform using moves that require the same type of action. You may also use the Engine to satisfy the **Tools Required** component of your spell casting feature, and you can cast spells through your Engine. The Engine has a regenerating fuel source, but it cannot survive on that fuel source alone. The Engine has 4 emergency batteries that kick in when power is low. It must consume and digest a total Bulk equal to 4 + It's own Bulk value every 24 hours. If it fails to meet that need within 24 hours, it drains 1 emergency battery to continue functioning. It will continue to use batteries until the minimum digestion requirment is met again. Spent batteries recharge automatically at a rate of 1 battery every 48 hours. Additionally, you may recharge a single battery to full by consuming a number of spell slots whose sum of their levels is equal to 10 or more. If an Engine runs out of batteries or loses all its HP, it shuts down permanently and falls a apart into 250GP worth of salvageable scrap. A new Engine can be built in after a total of 24 hours of construction and 750 GP worth of material. As this is a model construct and not a true to life creation, they are far from true beyond general appearance and ability. As a result, regardless of the stat block chosen, the Bio-Engine's stat block changes in the following ways: \columnbreak
- The Engine's size class changes to be one size class larger than you, with a maximum of Large size. - The Engine's Strength, Constitution, and Dexterity scores change to either 17, 11, or 8. Each number must be used once. - The Engine's Wisdom, Intelligence, and Charisma scores change to match your own. - The Engine's saving throw proficiencies change to Constitution and one additional saving throw of your choice. - The Engine's skill proficiencies change to be any three of the following skills; Acrobatic, Arcana, Athletics, Insight, Intimidation, Perception, Stealth, Devouring, or Defiance - The Engine's damage and condition modifiers change to the following: Vulnerability to Force and Acid Damage. Resistance to Bludgeoning, Piercing, and Slashing damage. Immunity to Poison Damage. Immunity to Poisoned, Charmed, and Frightened conditions - Any Psychic damage the Engine sustains is transfered in full to you. - The Engine deals your choice between Fire or Force damage for Digestion Damage. #### Endosomatic Mechanics At 5th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed. Additionally, your Engine's stomach can now differentiate between prey and you. It permanently gains the ***Endo-Belly*** condition. You can use your action to order your Engine to Devour you. While ***Bellied*** by your engine, you may cast spells from it freely, and issue any orders as normal. The Engine will not follow orders that would cause it to preform a clearly fatal action while you are ***Bellied*** by it. #### Metamorphic Mechanics At 9th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed. Additionally, Your Engine now gains an additional emergency battery and can now be altered. You can spend 250 GP worth of material during a long rest to alter which form the Engine assumes. Additionally, your Engine can now assume the following forms as well.
| | |:--------:| | Griffon | | Owl Bear | | Minotaur | | | |:--------:| | Mammoth | | Ogre | | Worg |
\pagebreakNum #### Durable Mechanics At 14th level, the Engine's Strength, Constitution, and Dexterity scores increase by 1 each to a maximum of 19. These increases persist even if the Engine is destroyed. Also, the Engine's HP increases by twice your intelligence modifier per Artificer level. And, any rolls involving the Engine's Strength and Constitution can now use your Intelligence instead. ### Artificer, Stomach Forge Specialist #### Bonus Proficiency When you take this subclass at 3rd level, you gain proficiency in your choice of Tinker's Tools or Smith Tools, or an other type of tool if you are already proficient in both of those. You also gain proficency in four melee martial weapons of your choice #### Internal Flames Also at 3rd level, your stomach takes on the aspects of a blazing smith fire, capable of melting metals. - Your native Digestion Damage type changes to fire - Prey bellied by you are not considered blinded - Your belly sheds dim light over a 15 foot radius - Your belly provides comfortable warmth to creatures bellied by and adjacent to you. - You become immune to the effect 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 sustenance to stave off hunger and starvation, though you must consume twice as much coal or charcoal and 4 times as much wood by mass to treat it as a full meal. #### Gastric Foundry Also at 3rd level, you gain minuet control of your abdominal muscles, allowing you to shape molten weapon materials into form with the same finesse and accuracy as a blacksmith with their hands. If you swallow and melt enough material in your stomach to match the GP cost of a Melee weapon, you can spend time during a Long rest to shape the molten metal into a proper form within the depth of your stomach. The shaping process take 1 hour for simple weapons and 2 hours for Martial weapons. This required time is halved for any weapon you are proficent with. You can only mold one weapon at a time in this way and cannot create ranged weapons or ammunition. You cannot benefit from this feature while you are afflicted with the ***Over-Stuffed*** condition. \columnbreak #### 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 5 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 with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. 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. When ever a creature that is in the 5 foot radius or is covered in slag ends it's turn, they suffer 1d4 fire damage. The slag residue, both on the ground and other creatures, 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 or creature spend 1 round underwater, 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-type creature, 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. The damage of the initial impact increases to 4d4 at 6th level, 6d4 at 11th level, and 8d4 at 16th level 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. #### Blazing Furnace At 9th level, You can enhance the fires in your belly to burn harder and hotter than usual. If you have prey that are bellied by you, 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 prey bellied by you is doubled. This radius can last a maximum number of rounds equal to your Intelligence modifier (a minimum of 1 round), but ends early if you take a bonus action to dismiss the effect or if you begin your turn with no bellied prey. #### 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 4 capacity points. Digesting a construct-type creature yield twice the normal amount of uses. \pagebreakNum
#
Barbarian
### Barbarian, Path of the Unsanckable #### Light Footed You have honed your body to be quick rather than sturdy. Starting at 3rd level, your Unarmored Defense feature changes to 10 + Twice your Dexterity mod. You lose proficiency in Constitution Saving Throws and gain proficiency in Dexterity Saving Throws, as well as acrobatics if you were not already proficient. Additionally, when forced to make a Constitution saving throw to avoid the effects of a spell or a weapon attack, you can make a Dexterity saving throw instead. Addiionally, when ever a Barbarian feature calls upon use of a Strength modifier or Strength based roll, you now apply those bonuses to Dexterity modifiers and Dexterity Based rolls instead of Strength. #### Agile Escapist Also at 3rd level, you add your Dexterity modifier in place of your Voracity modifier for Voracity Saves and Skill Checks you make, and also add your rage bonus while raging to these same Saves and Skill Checks. #### Gastric Upheaval Starting at 6th level, you gain the Digestive Barrier and Heave spells. Dexterity is your Spell casting Ability for these spells. You can only cast these spells at base level, and have three free casts to split between them, and regain all expended casts on a long rest. Casting spells in this way is not considered magical for the purposes of magic detection, such as the Detect Magic or Antimagic Field spells or Intelligence (Arcana) skill checks. Additionally, when a pred you are bellied by deals digestion damage to you, you may use your reaction to interfere with their ability to digest you. When you do so, the highest dice value rolled is dropped. If you do this while raging, you reduce any digestion damage directed at you by an amount equal to your Rage Bonus You may do this a number of times equal to your Dexterity modifier, a minimum of once, and regain expended uses on a long rest. You do not consume any charges when using this ability while raging. #### Survival of the Swiftest Starting at 10th level, when manage to avoid a devour attempt, you may use your reaction to make one weapon attack on the creature that attempted to devour you and then move away from that creature an amount equal to half your movement speed. If you are raging while doing this, you may make two weapon attacks and move your full movement speed. \columnbreak
#### Last Ditch Effort Starting at 14th level, you may put all of your effort into breaking free from the supposed "Jaws of Defeat." As a reaction to being targeted by a Devour Attempt, but before the pred rolls their Voracity (Devouring) skill check, you may choose to gain momentary lightning fast reaction speed. You roll your Voracity Save as if you had expertise for this specific instance. If you win this contest while raging after using this feature, you may immediately use your ***Survival of the Swiftest*** feature as part of the same reaction. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and regain expended uses on a long rest. ### Barbarian, Path of the War Glutton #### Raging Stomach Starting at 3rd level, your stomach's digestive power increases. Your digestion dice increase by 1 dice step. Additionally, your rage causes your belly to boil with intense hunger. While raging, you add your Rage Bonus to you Digestion Damage. #### Mindless Stomach Starting at 3rd level , your stomach is constantly digesting even without you realizing it. While you are raging, Active Digestion occurs automatically and the number of dice rolled is never reduced. #### Gluttonous Stomach At 6th level, your stomach becomes incredibly greedy for prey, demanding more every time it finishes digesting what it has. Anytime a creature ***Bellied*** by you is reduced to 0 HP by Active Digestion, you regain one penalized Digestion Die. You cannot gain any more Digestion Dice beyond the maximum possible amount you can roll. Additionally, any time a creature ***Bellied*** by you is reduced to 0 HP, you may cast the Growl or Belch cantrip as a bonus action. Voracity is your Spellcasting Ability for this spell #### Brutal Stomach Starting at 10th level, your stomach roils with untamed ferocity. Any time you roll a 1 or a 2 on any of your digestion dice, you may reroll them. You must take the new total rolled. #### Corrosive Stomach At 14th level, your Digestion Dice increase by one dice step, ignore resistances, and treats immunities as resistance. \pagebreakNum ### Barbarian, Path of the Vorzerker Barbarians of this path adhere to the laws of the wild much more closely than other barbarians, holding onto the echoes of primal 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. If you hit with one, you deal piercing damage equal to 1d6 + your Strength modifier for your Bite, and slashing damage equal to 1d6 + your Strength modifier for your Claws, instead of the bludgeoning damage normal for an unarmed strike. If you already had a Bite or Claw natural weapon, then the damage of the duplicate weapon or weapons increases by one dice step. Also, while raging, you add your rage bonus to damage dealt with natural weapons twice instead of once. Additionally, you may use your Voracity modifier in place of your Strength modifier for skill checks. And may also do the same for any attack made with Natural Weapons. #### Feral Reversion Also starting at 3rd level, your intense hunger begins to overtake your very being. When you begin to Rage, you may choose to turn back the evolutionary clock, reverting back to a more animalistic nature. If you choose to do so, The effects of your rage are altered in the following ways: - While Raging, your Speed increases by 10, and you ignore the penalties of non-magical difficult terrain - While Raging, You gain a Blindsight radius of 15 feet - While Raging, you cannot wield martial or simple weapons proficiently, but all your natural weapons have advantage to hit - You add your rage bonus to your Voracity (Devouring) Skill Checks - If you successfully Devour a creature during your Rage, you gain a +2 to your Voracity (Devouring) skill checks. This bonus stacks progressively, up to a maximum of an +8. This bonus vanishes once the rage ends - Your Rage can also end early if you go one round without attempting a natural weapon attack - Successfully devouring prey counts towards allowing your rage to continue in addition to taking or dealing damage. You cannot switch between a Feral Reversion and standard Rage in a single instance of Raging. It persists until the rage ends. #### Feral Blitz Starting at 6th level, you attack with rapid ferocity. If you land an attack with a Natural Weapon, you may use your Bonus Action to make a second Natural Weapon attack on the same target. \columnbreak #### Predator Tactics Starting a 10th level, your teeth and claws evolve further, gaining traits that aid you in devouring your prey. If a Bite or Claw natural weapon attack roll exceeds the target's AC by 4 or more, you may use your bonus action to induce one of the following effects for a number of rounds equal to your 1d4 + Proficiency Modifier. - **Bleed:** The target suffers irreducible 1d4 necrotic damage as the start of each of their turns. Inflicting Bleed on a target already suffering from bleed increases the damage by 1 dice step, up to a maximum of 1d10. Increasing the dice size adds 1 more round to the duration. - **Envenomed:** At the beginning of each of their turns, the creature makes a Constitution Saving Throw with a DC equal to **8 + Your Proficency Bonus + CON. mod.** On a fail, the creature suffers 2d6 poison damage and becomes poisoned until the beginning of their next turn. - **Marked:** The target creature has disadvantage on skill checks made to hide from you and you have advantage on skill checks made to detect the Marked creature's presence. You also gain +5 on Voracity (Devouring) 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 may immediately use any amount of your remaining movement speed to approach an other target and make another Natural Weapon attack on them, followed by another Devour Contest on that same creature. Successfully Devouring a creature by means of this bonus attack allows you to repeat this process again. The effect keeps reoccuring until you run out of movement speed or fail a Devour Attempt. In either case, ending use of this ability also ends your Rage regardless of how long the duration is. You can only use this ability once and regain use of it during a long rest. If your Primal Feast ends without you having bellied any creatures, your hunger utterly consumes you and you lose control. The DM takes control of your character and plays it in a manner that attempts to devour the closest creature, regardless of ability or if the creature is viewed as friendly or hostile. You regain control of yourself if you manage to devour enough Bulk to equal half your Stomach Capacity, fall unconscious, are targeted with the Greater Restoration spell, or if combat ends. Otherwise, this effect persists for twice your Rage duration. \pagebreakNum ### Barbarian, Gastrochist #### Pleasure in Pain At 3rd level, your compulsive need to gorge yourself to the point of aching has hardened your body against the harm of over-burdening your stomach and using that indulgent discomfort to your advantage. While suffering from the ***Stuffed*** condition, you gain a +1 to your Rage Bonus, and an additional +1 to attack and damage rolls made with your Belly Bash natural weapon. While suffering from the ***Over-Stuffed*** condition, the +1 bonuses you gain from the ***Stuffed*** are doubled to +2, and you roll d6s instead of d10s when you take Bludgeoning damage from the ***Over-Stuffed*** condition. Additionally, while you are not at least ***Stuffed***, you always add your rage bonus to your Vorasity (Devouring) skill checks, even if you are not raging. Also, while ***Bellied*** by you, Prey need twice as many regurgitation counters before they can attempt to force you to regurgitate them. #### Digestive Delay Also at 3rd level, your metabolism slows to a crawl. When you deal Digestion Damage to your ***Bellied*** prey, you may instead choose to divert that damage to a well of delayed digestive force. This damage lingers in this well indefinetly until the total amount of damage exceeds 10 x the sum of your Constitution Mod + your Barbarian Level, at which point the well is emptied and all the stored damage is dealt in one sweeping wave, divided evenly among all the prey ***Bellied*** by you. YOu may also choose to empty this well willingly to the same effect during a long rest. #### Brutal Bubbling At 6th level, you learn how to put the fatigued roiling and bubbling of your overloaded stomach to better use. You learn the Belch cantrip and may cast it at will, as an action. Constitution is your casting stat for this spell. When you cast Belch, you roll twice as many damage dice while ***Stuffed***, and roll d10s instead of d6s while ***Over Stuffed***. #### Aching Adrenaline At 10th level, the glorious aching of an over-loded belly gets your blood pumping and energy surging. While ***Over-stuffed***, you always add your Rage Bonus to all your weapon damage rolls, even if your rage isn't active. Additionally, while you are at least ***Stuffed***, you gain one use of the ***Action Surge*** feature as if you were a 2nd level Fighter. You can only make use of this feature while you are atleast ***Stuffed*** and once you use this feature, you cannot do so again until after a Long Rest. \columnbreak #### Nothing Wasted, Nothing Gained Also at 10th level, your desire to have an engorged belly leads you to hold on to prey longer than is normal. When a creatures ***Bellied*** by you is reduced to 0HP, they are not digested right away. Instead, they stay in your gut, still adding their Bulk to your fullness, but no longer make Struggle Checks or accumulate Struggle Charges or Regurgitation Counters. Prey ***Bellied*** by you are only truly digested by you when you deal a single point of your natural Digestion Damage to them. #### Hurts so Good At 14th level, the utter ecstacy you feel when your stomach is so painfully engorged and fatigued is unparalleled. While you are at least ***Stuffed*** For every creature ***Bellied*** by you that has at least 3 Regurgitation Counters, you add +1 Rage Bonus, upto an amount equal to your Constituion Modifier. Additionally, while at least ***Stuffed***, at the beginning of each of your turns, you regain HP 1d6 + your Constitution mod. \pagebreakNum
#
Bard
### Bard, College of the Eternal Dinner #### Stomach Soothing Song Starting at 3rd level, while a creature benefits from your Song of Rest, they also gain the following benefits: - Digestion Dice that roll a value less than 3 are treated as a rolled 3. - They add your Charisma modifier to any Voracity Saving Throw they make - After listening to a Song of Rest, All Preds choose 1 creature that is ***Bellied*** by them. That creature loses all their Regurgitation Counters, or half their accumulated Struggle Charges if they had none. #### Voracious Inspiration At 3rd level, you learn a song that inspires predation. Your Bardic Inspiration Dice can now be used when a pred rolls for Digestion Damage. Bardic Inspiration Dice used in this way retain their size, even if the size of the die they are replicating is different or altered. #### Matinee of the Hungry Starting at 6th level, you can perform a short show that that instills a hunger to those that it's played for. If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). You and each affected creature, for the next hour, count as one size larger for the purpose of determing their Stomach Capacity and have advantage on Voracity Saving Throws. Additionally, for the duration of the effect, when a Pred uses a Bardic Inspiration Die while affect by the ***Stuffed*** or ***Over-Stuffed*** condition, the die is not consumed and can be used again until it expires naturally. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Follow up Performance At 14th level, whenever a creature with 60 feet of you successfully ***Bellies*** another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately approaches a near by creture of their choosing. If they become adjacent to the chosen creature, they may make an immediate Devour attempt. \columnbreak
\pagebreakNum ### Bard, College of the Belly Dancer #### Corpulent Waltz At 3rd level, you have learn how to move with precision and purposes, even when weighed down by a large meal. You gain the following benefits. - You do not suffer movement penalties for being over capacity and do not lose armor proficiency for being over Maximum capacity while you are wearing light armor. - Your Belly Bash natural weapon gains the Finesse property - You are considered 1 stage fuller for the purposes of calculating Belly Bash damage. #### Backup Dancer Also at 3rd level, while you have ***Bellied*** only a single friendly creature, You gain the ***Endo-Belly*** condition, and must choose the causing prey to be an Endo-Prey. Additionally, they can percieve the world using your sense of sight, but no other senses, and can cast spells as if you were the caster. While they have these benefits, when you declare an attack with your Belly Bash natural weapon, but before the attack roll is made, the creature you have bellied can use their reaction to use their weight to increase the force of your blow. On a hit, the attack deals an additional 1 damage per point of Bulk #### Greedy Dancing At 6th level, you have learned how to further increase your mobility despite the added heft of a feast. You can now attack twice instead of once if you attack with your Belly Bash natural weapon. Additionally, you now add your dexterity modifier to the damage you deal with your Belly Bash natural weapon, even if it was already added before by way of the Finesse weapon property. \columnbreak #### Alluring Bulk At 14th level, If you hit with a Belly Bash natural weapon, you may expend a bardic inspiration die to attempt to charm the target. The target creature makes a Wisdom Saving Throw against your spell save DC + the result of the rolled bardic inspiration die. While charmed in this way, the creature cannot willingly move further away from you. Devouring creatures charmed in this way does not count as a hostile action for purposed of breaking the charm, and Devour Attempts made against that creature automatically succeed. While ***Bellied*** by you, creatures charmed in this way do not choose to Bide or Struggle and are considered friendly for the purposes of your **Corpulent Waltz** and **Backup Dancer** features. Charm inflicted in this way breaks immediately if they suffer any digestion damage from you, or are successfully ***Bellied*** by any creature other than you. At the beginning of each of their turns, they may reattempt the save, ending the effect on a success. While ***Bellied*** by you, they make this save with disadvantage. Otherwise, charm inflicted in this way fades automatically after a number of hours equal to your charisma modifier (minimum of 1). If you use this feature on a target that is already charmed by you by any means other than this feature, roll the bardic inspiration die you intend to consume. If the die rolls an even number, the Bardic Inspiration Die is not consumed. If it rolls odd, the die is consumed as normal. In either case, the creature is now Charmed by the effects of this feature. This ability fails against creatures already inflicted with a "Charmed in this way..." condition. Only one creature can be charmed by you in this way at a time. Charming a second creature in this way ends the charm on the first creature. \pagebreakNum ### Bard, College of the Eructation #### Gaseous Gut When you take this subclass at 3rd level, you learn the Belch cantrip. Additionally, you learn the Greater Belch spell at 5th level and the Primal Belch spell at 9th level, None of which count against the number of spells or cantrips you can learn. You can cast all spells you learn in this way using your spell slots as if they were normal Bard spells for you. You also gain a number of free casts equal to your Charisma modifier (minimum of 1). You may use a free cast to cast either Greater Belch or Primal Belch at their base level without the need for components or spell slots. You cannot cast any spells in this way if you have 0 free casts left, and regain expended free casts on a long rest. #### Gassy Command Also at 3rd level, when you cast the Belch cantrip or Greater Belch spell, you may choose a creature with in 30 feet of you. If the creature is willing or fails a Wisdom saving throw, then the spell is cast as if they were the caster using their position and capacity. Though they still use your Spell Slots, Free Casts, or Charisma Score and Modifier for any needed calculations. Additionally, the range of Primal Belch for you changes from Touch to 30 feet. #### Multi-Miasmic At 6th level, you can alter the chemical composition of gut gases to illicit different effects. As a reaction to when you or a friendly creature casts the Belch, Greater Belch, or Primal Belch spells, you may choose to expend a Bardic Inspiration Die to force the target or targets to roll a Constitution saving thrown against your spell save DC. On a fail, the creature or creatures suffer one of the following effects based on the rolled value of the Inspiration Die:
| Roll | Effect | |:----:|:-----------------------| | 1 | Knocked Prone | | 2 | Stunned | | 3 | Deafened | | 4 | Poisoned | | 5 | Incapacitated | | 6 | Charmed | | Roll | Effect | |:----:|:-----------------------| | 7 | Blinded | | 8 | 1 Choice Vulnerability | | 9 | Paralyzed | | 10 | -1 Size Class | | 11 | Unconscious | | 12 | Petrified |
A creature cannot suffer from more than two penalties or conditions at once inflicted in this way. Attempting to inflict a third condition or penalty fails. Conditions or penalties inflicted in this way persist for a number of rounds equal to your Charisma modifier (minimum) of one \columnbreak #### Fermenting Belly At 14th level, you have mastered the art of holding back you gastric eruptions until you need them. When you cast the Belch, Greater Belch, or Primal Belch spells, you may spend one Bardic Inspiration die to delay that cast for up to one hour. The stored cast takes up a certain number of capacity points in your stomach. For the Belch cantrip, this equals 1 point upon receiving this feature and 2 points at 17th level. For the Greater Belch Spell, the number of capacity points it takes up equals the casting level. For the Primal Belch Spell, the number of capacity points it takes up equals 3 + the casting level. You can only use this feature in combination with your ***Gassy Command*** feature if the target creature is willing. Additionally, when doing so, the stored cast takes up space in their stomach instead of your. The creature that is currently storing the cast may choose to use a cast of Belch, Greater Belch, or Primal Belch stored in this way at any point as a bonus action. Otherwise, 1 hour after using this feature, the cast is used and the spell takes effect, or you may choose to spend more Bardic Inspiration Dice to extend the stored cast duration. The cost for continued cast storage is equal to 1 + the number of extensions. \pagebreakNum
#
Cleric
### Cleric, Gluttony Domain #### Gluttony Domain Spells | Cleric Level | Spells | |:------------:|:-------------------------------------------| | 1st | *Dynamize Armor*, *Expand Stomach* | | 3rd | *Suggestion*, *Unburden* | | 5th | *Maddening Hunger*, *Medicinal Acid* | | 7th | *Dimensional Stomach*, *Instant Digestion* | | 9th | *Dominate Person*, *Bellyport* | #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Ravenous Blessing Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. On their next Devour Attempt, they add your Wisdom Modifier to their Voracity (Devouring) check. Regardless of weather the attempt fails or succeeds, the blessing fades after a Devour attempt or after 1 minute has passed. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Divine Feast Starting at 2nd level, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to half move speed. As part of the same reaction they can grapple a creature, or, if they already have one grappled, begin a Devour contest on that creature. #### Glutton's Reward At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, that creature gains temporary hit points equal to half the total Bulk currently ***Bellied*** by that creature. #### Divine Strike At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8. \columnbreak
#### Waves of Excess Starting at 17th level, you can use your action to cause a divine pulse of gluttonous and hungry power that radiates out from you in a 30 foot radius. Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way must you their action to begin a Devour attempt on the creature nearest to them. If there is no valid target within range of a Devour attempt, then they must use their movement speed to approach a valid target. At the beginning of each of their turns and when they ***Belly*** another creature, the charmed creature may reattempt the save, ending it early on a success. Otherwise, Charm inflicted in this way lasts for 1d4 + WIS rounds. Once you use this feature you may not do so again until you finish a long rest \pagebreakNum ### Cleric, Feast-aid Domain #### Post-Feast Domain Spells | Cleric Level | Spells | |:------------:|:-------------------------------------------| | 1st | *Expand Stomach*, *Healing Elixir* | | 3rd | *Unburden*, *Amplify Acids* | | 5th | *Acidify*, *Protection from Energy* | | 7th | *Freedom of Movement*, *Instant Digestion* | | 9th | *Arcane Hand*, *Circle of Power* | #### Digestive Restoration Any time you cast a spell on a pred, you may choose to mark them. While marked, any time they roll Passive Digestion Dice, they may choose to gain 1d6 + your WIS mod in temporary HP. This mark vanishes after 1 hour or when they gain temporary HP in this way. You may have a number of marks equal to your WIS modifier active at any one time, can cannot change or recall a mark once set. Once creature may have multiple marks. #### Channel Divinity: Gastro-nambulist Starting at 2nd level, you can use your Channel Divinity to put ***Bellied*** to sleep. Touch the belly of a pred that is currently digesting ***Bellied*** prey. You can put to sleep a number of prey whose total Bulk is less than or equal to your Cleric Level. Sleeping prey are unconscious. Also, prey suffering from unconsciousness inflicted in this way lose 1 Stuggle Charge every hour they spend sleeping, or they lose a Regurgitation Counter if they have no Struggle Charges left. Unconsciousness inflicted in this way persists for 12 hours divided evenly between the target prey, rounded down. Each time afflicted prey suffers Digestion Damage, they may make a Wisdom saving throw, waking up and ending the effect on a success. #### Cushioning Gurgles Starting at 6th level, You know how to massage a belly and utilize prey that are nearly digested to cushion to the struggles of more lively prey. You may use an action to tend to the belly of a pred who is digesting ***Bellied*** prey. For the next hour, the pred adds your strength modifier to their Voracity Saving Throw. A pred can only benefit from this ability 1 time per long rest. #### Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Belly of Sacred Steel Starting at 18th level, you can spend a long rest tending the the belly of a pred to strengthen it. After the long rest is complete, the tended-to pred gains a +2 to their Voracity Saving Throw and 2 additional Digestion Dice. If they are over Maximum capacity, the additional digestion dice increases to 4. This effect persists until the next long rest or until you or the afflicted pred take an action to dispel it. You have one charge with this ability and regain the expended charge 1d4 days after use. ### Cleric, Belly-nevolent Domain #### Belly-nevolent Domain Spells | Cleric Level | Spells | |:------------:|:-------------------------------------| | 1st |*Expand Stomach*, *Dynamize armor* | | 3rd |*Calm Emotions*, *Healing Spirit* | | 5th |*Hammer Space*, *Medicinal Acids* | | 7th |*Dimensional Stomach*, *Aura of Life* | | 9th |*Belly Port*, *Inhale* | #### Words of Therapy At 1st level, you gain proficiency in the Persuasion, Medicine, or Athletics skill #### Blissful Belly Also at 1st level, You gain the ability alter your stomach and turn it in to a place of rest and healing. You permanently gain the ***Endo Belly*** condition. In addtiton to the usual benefits of being Endo-prey, chosen creatures receive the following benefits. - Digestion damage is distributed to them as normal, but instead of damaging them, it heals for half the original damage, rounded up - When using any number of hit dice to heal, the first dice is maximized while the rest are rolled as normal. - They are not considered restrained. Additionally, If you are forced to deal digestion damage against your will, you may make a Wisdom saving throw, negating the effects on a success. #### Channel Divinity: Gastric Relocation Starting at 2nd level, as an action, you can use your Channel Divinity to hold your holy symbol up to a pred within 60 feet of you that currently has Bellied prey. If the target is willing or they fail a Wisdom saving throw against your Spell save DC, You can instantly transport any one prey, plus up to 1d6 Bulk worth of prey from the target's stomach to your own. #### Resistive Blessing Starting at 6th level, as an action, you hold your holy symbol against the belly of a pred who is currently digesting ***Bellied*** prey. For the next hour, the prey is blessed, gaining resistance to digestion damage dealt by the pred. Additionally, ***Bellied*** prey blessed in this way can be targeted by you are touching them. However, any healing received due to the effects of this blessing is halved. #### Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Blessing of Bliss Starting at 18th level, as an action, you can bless the belly of a willing creature. For 4 hours, or until either you or the creature takes an action to dispel the blessing, their stomach is affected by your **Blissful Belly** feature like you are. You can use this feature 3 times, and regain all uses on a long rest. \pagebreakNum
#
Druid
### Druid, Circle of the Boneyard Belly #### Graveyard Gut At 2nd level, Your stomach become a place of rot and decay. You can now freely change the type of your Digestion Damage between its native type and Necrotic. Additionally, you gain access to the following spells at the levels indicated. They count as druid spells for you, and you always have them prepared; they do not count against the number of spells you can prepare each day. | Druid Level | Spells | |:-----------:|:--------------------| | 3 | Ray of Enfeeblement | | 4 | Bestow Curse | | 5 | Shadow of Moil | | 9 | Enervate | #### Bone Golem Also at 2nd level, your stomach becomes a foundry of digested servants for you to raise and do your bidding. As an action on your turn, you may create a Bone Golem, whose stat block can be found in the **__MONSTERS__** section at the end of this module. The Bone Golem is a hodge podge of bones from multiple past prey of yours frankenstined together and animated using threads of digested souls. The Bone Golem always acts immediately after you, even if it was created mid combat. It follows all your orders perfectly, even orders that would ensure it's demise. When allowed to act on it's own, It will attack the closest creature to it that you consider hostile, unless there is a clearly significant threat. If you are incapacitated, your Bone Golem will attempt to defend you to the best of it's ability even if it may result in the Bone Golem's Death. Other creatures that you allow can also give the Bone Golem orders, but it will never accept a command that causes it to defy or disobey you, can cannot be made to harm or endanger you or your allies by any means short of divine intervention or the Wish Spell. You may also command the Golem to return to your stomach. While in your stomach, they count as Small for the purposes of determining it's Bulk. You may choose weather or not they are immune to your Digestion Damage. They do not make struggle checks made against you and do not perceive Digestion Damage from you as hostile. \columnbreak
If you are reduced to 0 HP by any means, your Bone Golem will protect you to the best of it's ability, including devouring you, which you are always considered to be an Endo-prey for your Bone Golem, but if you die, so does your Bone Golem. If your Bone Golem is reduced to 0 HP by any means, even by your command, it dies without Death Saves and cannot be revived. You cannot create a new Bone Golem until you have digested at least 8 Bulk worth of prey. The Bone Golem is considered to be the same level as you for the purpose of calculating its level and proficiency modifier. #### Soul Stitching Also at 2nd level, you learn to harvest the whispers of life energy, tiny fragments of long-gone souls, called Soul Stitches. Weaker Soul Stichtes are plentiful and are your primary method of animating your Bone Golem. They are so common that you can always find enough floating around, but the more powerful Soul Stitches are harder to come by. You gain one Soul Stich each time a creature ***Bellied*** by you is reduced to 0 HP and digested. You may also use your Wildshape to harvest a number of Soul Stitches equal to your Wisdom modifier. Your Bone Golem also accumulates Soul Stitches, though these Soul Stitches are inaccesible to you until the Bone Golem is reduced to 0 HP. There is no limit to the amount of Soul Stitches you can accumulate, but you can only invest a maximum number of Soul Stitches equal to your Druid Level + your WIS modifier into a Bone Golem. When A Soul Stitch's primary use is empowering your Bone Golem. Upon creating a Bone Golem, you may spend a number of Soul Stitches, up to an amount equaling your druid level to give new features to your Bone Golem, according to the ***Stitchable Features*** table present below the Bone Golem stat block in the **__MONSTERS__** section at the end of of module. Note that some features also require you to be at some minimum druid level before you can apply them to your Bone Golem. In doing so, the number of Soul Stitiches spen tin this was may not exceed a number euqal to your Druid Level Soul Stitches spent empowering a Bone Golem cannot be recovered, nor are they returned to you when the Bone Golem dies. Soul Stiches can also be used for healing. As a bonus action, you can consume 1 Soul Stitch to restore HP equal to 1d4 + your WIS modifier to any creature of your choice that you can see. Doing so also dispels any healing blocks placed, such as by the Chill Touch cantrip. Constructs and Undead, including your Bone Golem, cannot be healed in this way. \pagebreakNum #### Mystic Bones At 6th level, your power over your Bone Golem increases. You may increase its stats as you would your own with an Ability Score Improvement. Your Bone Golem also permanently gains the following trait; ##### Undead Regeneration If the Bone Golem begins its turn with less than half it's Hit Points, it regain 1d4 Hit Points. This increases to 1d6 if it currently has a creature ***Bellied***. This trait does not functon if the Bone Golem took Raidant Damage during its previous turn. Additionally, you may cast spells from your Bone Golem as if you were standing in it's space. ### Bony Blast At 10th level, your Bone Golem grows even mightier. You may increase its stats as you would your own with an Ability Score Improvement. Additionally, when your Bone Golem is reduced to 0 HP by any means, you may choose to spend 5 Soul Stitches to cause your Bone Golem to explode with necrotic force. Choose one of the following effects to apply over a 10 foot radius centered on the Bone Golem. All Saving Throws are made against your Druid Spell Save DC. - Creatures in the radius must make a Constitution Saving Throw. On a fail, they suffer the full effects of any damaging cantrip you know cast at your current level. On a Success, they suffer half the damage, and no additional effects if there was any. - Creatures in the radius must succeed in a Dexterity Saving Throw or be Restrained until the end of your next turn. - Creatures in the radius must succeed in a Wisdom Saving Throw or be affected by the Hex spell cast at level 1. Regardless of the effect chosen, it wears off at the end of your next turn, even if the effect normally last lasts longer. No additional resources, such as spell slots or material components, are consumed when casting spells in this way. If your Bone Golem as at least 8 Bulk worth of prey ***Bellied*** by it, the blast radius increases to 15 feet, and all creatures ***Bellied*** by the Bone Golem are affected by the blast and automatically fail the saving throw, and are left prone on the spot the Bone Golem was. You are always immune to the effects of this feature, even if you were Bellied by your Bone Golem at the time. ### Deathly Defiance At 14th level, you gain the power to deflect the damage of a would-be mortal blow onto your Golem If you are about to suffer damage that would drop you to 0 HP or less, you may use your reaction to deflect the damage to your Bone Golem. Incoming damage is first directed at the prey Bellied by the Bone Golem, divided evenly among them, rounded down. If the Bellied prey cannot absorb all the damage, the overflow is taken by the Bone Golem. And then back to you if the Bone Golem can't absorb all the damage either. If your Bone Golem is reduced to 0 HP in this way, you may use your Bony Blast feature as part of the same reaction without needing to consume Soul Stitches. Once you use this feature, you cannot use it again until after a long rest. ### Druid, Circle of the Chimera #### Chimera Forms Starting at 2nd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As an action, you can expend a use of your Wild Shape feature in order to gain two of the following effects, until you use this feature again: - **Snake's Jaw:** You are considered one size larger for the purposes of Devour Contests where you are the pred. - **Bear's Teeth:** Your bite is natural weapon, which you can use to make unarmed strikes. If you hit with one, you deal piercing damage equal to 1d6 + your Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike. Damage dealt with this attack is considered magical for the purposes of overcoming resistances and immunities. - **Frog's Tongue:** Your Unarmed Strikes have the Reach property - **Beetle's Armor:** Your AC becomes equal to 13 + your wisdom modifier. - **Cheetah's Legs:** Your movement speed increases by 10 feet. - **Eagle's Eyes:** You gain Advantage on Perception and Insight checks. #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Monstrous Chimera Form Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in addition to the normal list: - **Froghemoth's Gut:** You count as one size larger for the purpose of determining capacity - **Bulette's Mandibles:** You gain a burrow speed equal to half your movement speed - **Trapper's Flesh:** You gain advantage on Stealth checks, and can hide when lightly obscured - **Yeti's Strength:** You gain advantage on Strength checks and saving throws - **Harpy's Wings:** You gain a flying speed equal to half your movement speed - **Displacer Beast's Pelt:** The first attack each turn that targets you is made with disadvantage #### Superior Chimera Form Starting at 14th level, when you use your Chimera Forms feature, you may gain 5 of the benefits instead of 3. \pagebreakNum
#
Fighter
### Fighter, Entrapper #### Prison Sentence At 3rd level, as a bonus action, you can mentally mark a creature. This mark is not present on the creature in any physical or magical manner, but rather as a cue you associate with your prey. While marked in this way, you have advantage on skill checks made to track that individual for 24 hours, which refreshes every time you reestablish line-of-sight with the creature. After 24 hours of no line-of-sight, you lose your mark. #### Gastro-Warden At 3rd level, if you have ***Bellied*** a single creature whose Bulk are less than or equal to your Stomach Capacity, you may choose to temporarily sacrifice all remaining space in your belly to fully immobilize your prisoner. While doing so, you can no longer begin Devour contests. While a ***Bellied*** creaturesis immobilized by means of this feature, you do not deal Digestion Damage by any means and the ***Bellied*** creature is incapacitated. Any rolls you are forced to take to regurgitate the creature are done with advantage and attempts made to push the creature out against your will are made with disadvantage. Immobilizing prey in this way requires too much effort to be considered light activity. #### Exhaustive Restraints At 7th level, the bindings of your innards strengthen to a crushing level. If a ***Bellied*** prey suffers immobilization from **Gastro-Warden** for 24 consecutive hours, they gain 1 level of exhaustion. Only one level of exhaustion can be applied to one creature in this way. #### Twin Cells At 10th level, you know how to move your abdominal muscles to contain and imprison another prey. You can now apply the effects of **Gastro-Warden** to multiple Bellied prey, so long as the sum of their total Bulk are less than twice your Stomach Capacity. #### Uncomfortable Accomodations At 15th level, you gastric bindings become quite tight and uncomfortable. Each hour after 12 hours of being under the effects of **Gastro-Warden**, ***Bellied** prey must make a DC 10 Constitution Save. On a fail, one of their ability Scores is reduced. The affected score is determined by a d4 Roll, reducing by 1, to a minimum of 8. If no stats can be reduced any lower in this way, the creature gains one level of exhaustion instead. \columnbreak
| d4 | Stat Affected | |:--:|:-------------:| | 1 | Strength | | 2 | Dexterity | | d4 | Stat Affected | |:--:|:-------------:| | 3 | Constitution | | 4 | Wisdom |
Each hour a prey spends outside of your belly, their reduced stats increase by one back to their original values in whatever order chosen by the prey. Once all stats have returned to their base value, creatures lose one level of exhaustion per hour. Levels of exhaustion gained outside of methods of this feature cannot be reduced in this way. #### Hostage Situation. At 18th level, as a reaction to being targeted, but before any attack rolls or saves are made, you may choose to fully direct any incoming damage to a a creature that is ***Bellied*** by you and under the effects of your **Gastro-Warden**. In doing so, the prey suffers the exact same value and type of damage you did before any of your resistances, immunities, and vulnerabilities are applied. You may do this once, and regain use after a long rest. \pagebreakNum ### Fighter, Metabolic Warrior #### Slow Metabolism When you choose this archetype at 3rd level, your activity has resulted in a rather interesting change in the way your body stores energy. When you fully digest any prey, instead of them instanstly dissolving, they are converted into a thick nutrient rich slop in your stomach used to fuel more costly features and impart passive buffs. The amount of this slurry is tracked using Sludge Points, or SP. When a prey creature ***Bellied*** by you is fully digested, you gain a number of SP equal to the Bulk of that creature. This well has no maximum amount. Sludge Points are slowly depleted over time, lowering by one each time you deal digestion damage. And reduced by half, rounded down, at the end of a long rest. After reducing your SP pool by half after a long rest, if you are left with less than 4 SP, you finish the rest with 4 SP. While you have at least 1 Sludge Point, you add that number of points to your Capacity. #### A Healthy Diet A healthy warrior keep up on their nutrition. Additionally at 3rd level, you begin tracking your meals carefully to ensure a proper diet. At any time outside of combat, you may choose to eat a hearty meal, healing 1 hit die of HP and adding 2, 4, or 6 Sludge Points directly to your SP well. Each number of 2, 4, or 6 may only be used once per long rest. HIt Dice rolled in this way are not consumed. Additionally, you also have a supply of emergency snacks to make use of when you need a quick bite. As an action at any time, even during combat, you may consume a snack to instantly regain 2 HP and add 2 Sludge Points to your SP well. If you use an action to do so, on your turn, you may use a bonus action to repeat the process again. You have a number of snacks on hand equal to half your fighter level, and regain spent snacks after a long rest. #### Eructive Fermentation Also at 3rd level, the sludge in your stomach continually ferments, constantly releasing acrid fumes. You learn the ***Belch*** Cantrip, and may spend 2 SP to cast it. This cantrip scales with your Fighter level as it would a typical caster. At 5th level, you learn the ***Greater Belch*** spell, and can spend 2 SP per casting level to cast this spell. At 7th level, you learn the ***Primal Blech*** spell, and may spend 3 SP per casting level to cast this spell. You may only target yourself when casting ***Primal Belch*** in this way. Constitution is your spell casting state for all spells learned in this way. Spells cast in this way are considered non-magical for the purposes of resistance, immunity, as well as for antimagic, and magic-countering effects, such as **Counterspell**, **Antimagic Field**, or a Beholder's **Antimagic Cone** feature. #### Bulky Bulwark Starting at 7th level, you learn to use the slop in your stomach to dampen the force of attacks aimed at you. Any non-magical Slashing, Bludgeoning, or Piercing damage you take is reduced by an amount according to the table relative to the number of SP you have. You only need to have that much SP; SP is NOT spent or consumed when this feature is used. | Total Sludge Points | Damage Reduction | |:-------------------:|:----------------:| | >4 | - 1 | | >8 | - 2 | | >12 | - 3 | #### Flowing Fermentation At 10th level, you can weave the processes of your stomach into your normal attacks. When you make a series of weapon attacks using your ***Extra Attacks*** feature, you may forgo two consecutive weapon attacks in that series and cast the ***Belch*** cantrip by way of your ***Eructive Fermentation*** feature, consuming SP as normal. #### Gut Reaction At 15th level, the activity in your stomach is kicked up to 11 as the sludge inside continues to bubble and churn even after digestion. Whenever you suffer damage from an attack of a creature that is within 10 feet of you, you may use your reaction cast the ***Belch*** cantrip by way of your ***Eructive Fermentation*** feature, consuming SP as normal. You must target the attacking creature when casting ***Belch*** in this way. If the damage of the triggering attack is reduced by means of your ***Bulky Bulwark*** feature, add the subtracted value to the damage roll of your ***Belch*** cantrip. #### Metabolic Overload At 18th level, you can force your body to bypass evolutionary limiters and extract the maximum amount of energy from the nutrients dense sludge in your stomach. As an bonus action, you may consume 30 SP to gain the following benefits for the next 3 turns: - Regain 2 hit dice of HP at the beginning of each of your turns. Hit dice rolled in this way are not consumed. - For all Constitution and Strength skill checks and Saving Throws, any dice roll of less than 15 is treated as 15. - Whenever you make take an attack action, you may attack 2 additional times on top of the attacks provided by your ***Extra Attacks*** feature. You also regain use of your ***Action Surge*** feature upon gaining these benefits, and keep the regained use even if you don't use it before the benefits expire. After the buffs fade, you gain 2 levels of exhaustion as your body attempts to cope with the sudden and severe energy depletion. After you use this feature, you cannot use it until after a Long Rest. \pagebreakNum ### Fighter, Pred Slayer #### Titan's Arsenal When you take this Archetype at 3rd level, you become proficient with Heavy weapons regardless of your class size or Strength Score. Additionally, you can use the Versatile weapon property while wielding a weapon with only one hand. #### Anatomy Scholar When you choose this archetype at 3rd level, you fine tune your ability to strike preds in a way that does not endanger prey in their belly. On a hit, if the difference between your hit roll and the pred's AC is 3 or greater, you attack deals no transitive damage to prey ***Bellied** by the target #### Slayer's Strike Starting at 7th level, When targeting a pred that you know has ***Bellied*** other creatures, you may choose to forgo your additional attacks in favor of making a single brutal attack. For every additional attack forgone, you roll an additional set of damage dice on a hit. If you land a critical hit with this attack, all additional dice are rolled again as well. You may choose to forego any number of the attack provided by your **Extra Attack** Fighter feature. Attacks provided by any other source cannot be used as a Slayer's Strike #### Heaving Blow Starting at 10th level, Whenever you land a **Slayer's Strike** attack, the pred is forced to make a Constitution save using the damage from the Slayer Strike for DC calculation. If the Slayer Striker was a critical hit, the Tolerance save is made with disadvantage. On a fail, each creature ***Bellied*** by the pred instantly gains 1 Regurgitation Counter. #### Gluttonous Opportunity Starting at 15th level, you know how to capitalize on moments where preds are distracted. Devour Attempts count as valid opportunity chances for you. #### Anatomy Expert Starting at 18th level, your knowledge of pred anatomy increases further. Your Slayer's Strike now crits on a natural 19 as long as the total Bulk in the target's Stomach is at least equal to their Stomach Capacity. \pagebreakNum
#
Monk
### Monk, Way of the Hungry #### Way of the Hungry Technique Starting at 3rd level, your monk weapons gain the Devour weapon property. #### Internal Body Strike Also starting at 3rd level, you may spend 1 ki point to imbue your limbs with energy. Until the start of your next turn, your unarmed strikes ignore the cover provided by the ***Bellied*** condition, and can target ***Bellied*** prey without damaging the pred. #### Light Load Starting at 6th level, you suffer no movement penalties form the ***Stuffed*** Condition. You are also resistant to Bludgeoning Damage dealt through the ***Over-Stuffed*** condition. #### Vorish Focus Also starting at 6th level, as an action, you may enter a state of extreme focus. Until the start of your next turn, you gain the following effects: - You have Advantage on Voracity Saves you make as a result of struggling prey, and on Strength (Athletics) checks to keep a target grappled. - Your Stomach Capacity increases by 4 - Your movement speed is halved #### Flying Swallow Starting at 11th level, you learn to use the momentum of a leap to enhance your swallowing ability. If you fall at least 10 feet and fall on a creature, you may add +1 to your Voracity (Devouring) skill check for every 10 feet fallen for this Devour Attempt, and the fall damage is reduced by 5 times your monk level. Additionally, you may use Dexterity instead of Strength when determining jump height and distance. \columnbreak
#### Voracious Haste Starting at 17th level, your intense desire to devour permiates your being and urges your body to gorge as fast as you can. When you successfully ***Belly*** a creature on your turn, you may choose regain up to half your used movement speed, rounded down to the nearest multiple of 5 feet. For example, you spend 15 speed to attack and devour a creature, if the devour is successful, then you regain half the movement speed missing rounded down, so 5 in this case. If you used 20 speed, then you regain 10. If you used 10 speed, then you regain 5. If you used 5 speed, then you regain 0. Additionally, while your belly is empty, you gain an additional 20 feet of movement. This feature only takes permanent speed into account and does not observe temporary additional movement speed gained though actions or features such as the ***Feline Agility*** racial feature of the Tabaxi, through the **Dash** action, or the additional 20 feet provided by this feature. That is to say, If you use this feature in parallel with Tabaxi's ***Feline Agility*** racial feature, the **Dash** action or while you have the additional 20 feet of movement, the additional movement speed gained through those features must be used up first, and once used, does not count as consumed movement for the purposes of this feature. The inital cost of this feature is 2 Ki points and increases by 2 Ki points for each successive use in the same turn; 4 Ki points for the 2nd time, 6 Ki points for the 3rd time, and so on. After your turn ends, the cost resets to 2 Ki points. \pagebreakNum ### Monk, Way of Gastropuncture #### Punch Through the Gut Starting at 3rd level, while ***Bellied*** by another creature, your weapons attacks may benefit from the Light weapon Property. Additionally, friendly creatures gain the ***Endo-Belly*** condition while you are ***Bellied*** by them. #### Pressure Point Control At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind while ***Bellied*** by a friendly creature, that creatures also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a friendly creature you are ***Bellied***, forcing that creature to swallow the projectile #### Advanced Pressure Point Control Starting at 6th level, when you make an attack while ***Bellied*** by a creature, on a hit, you may choose to negate the damage and spend 1 ki point to induce any of the following effects: - YOu make a Struggle Check. If you win this Struggle Check, you get 2 Regurgitation Counters instead of 1. - The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn - The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn - The creature becomes incredibly fast, adding your unarmored movement bonus their speed until the start of your next turn. #### Accupressure Therapy Starting at 11th level, when you give a friednly creature the ***Endo-Belly*** condition by way of your ***Punch Through the Gut*** feature, they gain the following benefits; - They gain immunity to the Frightened and Charmed conditions - They gain +1 to their AC and Dexterity Saving Throws - They are considered one size larger for the purpose of Devour Contests and determining Stomach Capacity Meanwhile, an hostile creature you that has ***Bellied*** you gains the following detriments: - They have disadvantage on saving throws to avoid being Frightened and Charmed - They take -1 to their AC and Dexterity Saving Throws - They are considered one size smaller for the purpose of determining Stomach Capacity #### Pressure Point - Energy Manipulation Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature that you are ***Bellied*** by. Choose one of the following options: - That creature immediately takes an action. - That creature is affected by the spell *Slow* until the end of their next turn. \pagebreakNum
#
Paladin
### Paladin, Oath of Indulgence | Paladin Level | Spells | |:-------------:|:-------------------------------------------| | 3rd | *Dynamize Armor*, *Expand Stomach* | | 5th | *Amplify Acids*, *Unburden* | | 9th | *Medicinal Acid*, *Intoxicate* | | 13th | *Instant Digestion*, *Dimensional Stomach* | | 17th | *Bellyport*, *Primal Belch* | #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. **Charming Presence.** You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, the targets are forced to disengage and cannot take hostile actions for the duration. Additionally, affected creatures recieve a penalty to their Voracity (Defiance) skill and Voracity Save equal to your Charisma modifier. Charisma Modifiers less than 1 are treated as 1 for the purposes of this feature. If any hostile action is taken against an affected creature, then the effect ends. **Reward the Decadent** As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is ***Bellied*** another creature or has another creature currently ***Bellied** by it within 30 feet of you gains the effects of the ***Bless*** spell for the next minute. While benefiting from ***Bless*** cast in this way, a creature also add your Charisma modifier to their Voracity Save. #### Aura of Digestion Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a ***Bellied*** creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Voracious Vigilance Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to begins a Devour Contest against that creature. \columnbreak
#### Avatar of Decadence At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: - +1 to Voracity (Devouring) skill checks - You count as 2 sizes larger for the purpose of determining Stomach Capacity - +2 Digestion Dice Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ### Paladin, Oath of The Prey Aegis You gain Oath Spells at the Paladin levels listed. | Paladin Level | Spells | |:-------------:|:-----------------------------------------| | 3rd | *Sickening Smite, Sanctuary* | | 5th | *Heave, Digestive Barrier* | | 9th | *Medicinal Acid, Beacon of Hope* | | 13th | *Freedom of Movement, Guardian of Faith* | | 17th | *Circle of Power, Telepathic Bond* | #### Protected Race When you take this oath at 3rd Level, you select any one main race. This Race will be considered your protected race for the purposes of this subclass. Each time you gain a feature for this subclass, you may choose a new Protected Race. Doing so removes your previously selected race from your protection. This selection accounts for all subraces within a defined race. #### Channel Divinity When you take this oath at 3rd Level, you gain the following two Channel Divinity options. **Gastro-Liberatis:** As an action, you may choose any one Pred that you can see within a 50 foot radius centered on you to make a Constitution saving throw. On a fail, the target is forced to regurgitate any one ***Bellied*** Prey that matches your Protected Race. The regurgitated Prey is then marked by you for 24 hours. While marked in this way, when that creature becomes ***Bellied*** by a creature it sees as hostile, it Instantly gains 5 Struggle Charges and 1 Regurgitation Counter. If a marked creature is within 10 feet of you as this happens, all bonuses provided by this feature are doubled. This Channel Divinity Feature only works if initially used on a prey that is ***Bellied***. **Digestive Longevity:** As an action, you may target any pred that you witnessed ***Belly*** a creature of your chosen protected race. The ***Bellied*** creature cannot be reduced to 0 HP by means of digestion damage for 1d4 hours. #### Aura of Choking Starting at 7th level, if a Pred you view as hostile makes a Voracity (Devouring) skill check within 10 feet of you, you can use your reaction to force them to make a Voracity save against your Spell Casting DC in addition to the skill check. Failing this save results in a penalty to their Voracity (Devouring) skill check equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet. \columnbreak #### Divine Indigestion At 15th level, you can use your bonus action to imbue any weapon within touching distance you are proficient in with a sickening aura. For a number of turns equal to your Charisma modifier, any time this weapon deals damage a creature that has ***Bellied*** at least one of your protected race, this weapon deals extra poison damage equal to 1d4 + the total Bulk currently ***Bellied*** by them. You must concentrate on this effect as if it were a spell. At 20th level, the extra damage increases to 2d4 + Total Bulk and you can imbue two weapons. #### Predator's Bane At 20th level, you can use your bonus action to make any Pred you can see that you know for a fact has on one of your protected race ***Bellied*** by them suffer your choice of poison or radiant damage equal to a roll of their Digestion Dice. Once this line of sight is broken, the effect persists for a number of hours equal to your Charisma modifier, or until Line of Sight is reestablished. You can choose to negate this ability each time its damaging effects manifest in the target predator. Once the effect dissipates, you cannot use this ability again until you finish a long rest. Additionally, You can now choose two protected races and can change one of them at each long rest. \pagebreakNum ### Paladin, Oath of Fortress You gain Oath Spells at the Paladin levels listed. | Paladin Level | Spells | |:-------------:|:----------------------------------------| | 3rd | *Dynamize Armor, Frog's Tongue* | | 5th | *Unburden, Digestive Barrier* | | 9th | *Hammer Space, Remove Curse* | | 13th | *Dimensional Stomach, Resilient Sphere* | | 17th | *Bellyport, Wall of force* | #### Internal Fortress At 3rd level, Your stomach becomes a stalwart form of defense to shelter the vulnerable. You permanently gain the ***Endo-Belly*** condition, and also gain the following benefits; - Prey ***Bellied*** by you do not receive transitive damage. - If you are forced to deal digestion damage against your will, such as by spell, prey ***Bellied*** by you are resistant to it. - Diseases and curses afflicting prey ***Bellied*** by you are halted, but not cured. While Endo-Prey are ***Bellied*** by you, you gain the following benefits: - You gain temporary HP at the beginning of each of your turns equal to your Charisma Modifier (minimum of 1) - You gain +2 AC while not wielding a shield #### Channel Divinity When you take this oath at 3rd Level, you gain the following 2 Channel Divinity options. ___ **Unyielding Fortitude:** As a reaction to reduced to 0 HP while have ****Bellied*** Endo-Prey, you can evoke your defensive prowess to hold on to your vestiges of life just a bit longer. You are instead reduced to 1 HP and instantly gain temporary HP equal to 1/4 your maximum HP. If your HP is raised above 1 by any means, you lose all temporary HP gained in this way. While you have temporary HP gained in this way, you receive the following benefits: - -1 damage from all sources - +1 to Constitution and Voracity saving throws You cannot evoke this Channel Divinity option if you are already at 1 HP. \columnbreak **Round Guard:** As an action, you project a Defensive aura in a wide radius around you. Any friendly creature in a 15 foot radius centered on you receives the same benefits you do from your ***Internal Fortress*** feature. This radius moves with you, must be concentrated on as if it were a spell, and persists until any of the following conditions are met. - You fail a concentration save - You fall unconscious - You no longer have Endo-Prey ***Bellied*** by you. - You take an action to dispel it. Otherwise, the field persists for 24 hours upon activation. If a creature benefitting from this field leaves the area of effect by any means, the benefits fade automatically at the start of their next turn. A creature can only benefit from one instance of Round Guard at a time. #### Wide Stance At 7th level, you have learned to use your corpulent body to defend your allies. As a bonus action while there are Endo-Prey ***Bellied*** byt you, you may choose to stand in front of an ally, defending them until the beginning of your next turn. During this time, if an attack requiring an attack roll targets the ally you are defending, they are treated as if they were behind half cover. If the creature you are defending takes damage from this attack, both you and your ally take 1/2 the damage of the attack. #### Reconstruction At 15th level, your body has evolved further to become even more sturdy, healing quickly in times of danger. While you are below half HP, you regain a number of HP equal to your Charisma modifier at the beginning of each of your turns. This amount increases further by 1 for every 4 points of ***Bellied*** Endo-Prey Bulk. You cannot benefit from this feature if you have 0 HP. You may choose to not receive healing in this way. #### Saving Stomach At 20th level, your defensive and protective instincts have sharpened to the point that you can spring into action quickly. As a reaction to a friendly creature you can see within 30 feet being targeted by a hostile action, but before any rolls are made, you can instantly teleport them into your stomach, making them ***Bellied*** by you, and potentially out of the path of the attack. You can only use this ability once and regain use on a long rest. \pagebreakNum
#
Ranger
### Ranger, Natural Cycle Conclave #### Nature Cycle Conclave Magic Staring at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Natural Cycle Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. ##### Natural Cycle Conclave Spells | Ranger Level | Spell | |:------------:|:----------------------| | 3rd | *Expand Stomach* | | 5th | *Unburden* | | 9th | *Intoxicate* | | 13th | *Dimensional Stomach* | | 17th | *Maximize/Minimize* | #### Mark of the Food Chain Also starting at 3rd level, as a bonus action, you can place a mark on any creature you can see. This mark is different from your Favored Creature feature in that it's effect only apply to the marked creature specifically, not all creatures of matching species. Marks cast in this way persist for 24 hours, until the marked creature dies, until you mark a new creature, or until you take a bonus action to dispell it Marks cast in this way are not present on the target in any mundane or magical form and cannot be detected by any creature other than you by any means, and cannot be dispelled if the above conditions are not met, even if the creature is changed in some physical form, such as by the polymorph spell, except by divine intervention. You have +1 to attack rolls, damage rolls, AC, saving throws, and skill checks against creatures you have marked in this way. You can cast this mark a number of times equal to 1 + your Wisdom modifier (minimum of once) and regain expended uses on a long rest. Casting marks on your **Favored Enemy** type do not cost uses of this feature, but still require you to have at least one use of this feature left. \columnbreak
#### Mark of Pred and Prey At 7th level, you gain 1 additional use of your **Mark of the Food Chain** feature. Additionally, your analytical ability allows you to better adapt yourself to various creatures. When you mark a creature by way of your **Mark of the Food Chain** feature, you can choose to mark the creature as **Pred** or **Prey**, imparting further benefits and penalties by this and later features of this subclass, depending on how you choose to mark the target creature. **Prey:** You gain +1 to Voracity (Devouring) Skill checks and +2 Digestion Dice agaisnt creatures marked in this way. If the marked creture is your **Favored Enemy** type, then add an additional +1 bonus to the skill chack and +1 Digestion Dice. **Pred:** You gain +1 to Voracity saves and Voracity (Defiance) Skill check agaisnt the marked creature and that creatures has -2 Digestion Dice if you are currently ***Bellied** by it. If the creture if your **Favored Enemy** type, then you gain an addtional +1 to the save and skill check and it loses an addtional -1 Digestion Die while you are ***Bellied*** by it. Once you set a type of mark on a creature, the mark's type cannot be changed until it is dispelled. #### Persistent Note Taking At 11th level, your powers of observational memory achieve a longevity the surpasses even the most astute observers. Marks now last twice and long before fading naturally, and marks placed on your **Favored Enemy** type no longed fade on their own at all. Additionally, you may choose any one of the +1 bonuses imparted by your **Mark of the Food Chain** feature and increase that particular bonus to +2. This increased bonus can be changed after each long rest #### Enhanced Mark of Pred and Prey At 15th level, you gain 2 additional uses of your **Mark of the Food Chain** feature. Additionally, your keen awareness of the ecology and biology of your subjects of study allow your Mark to impart enhanced effect in addition to what it can already do. **Prey:** Your **Hide in Plain Sight** feature takes on a slightly magical affect. Marked creatures that attempt to detect their surrounding in general through any means, including magical, cannot detect you. This additional magical effect fails if the target creature is specifically looking for intruders or otherwise incongruous abnormalities in it's surroundings. If the marked creature is your **Favored Enemy** type, then you can make a Stealth skill check contested by the creature's chosen searching skill. If you roll higher, you remain hidden. **Pred:** You gain 15 feet a specified version of blindsight against marked creatures. This Blindsight is active at all times, even when you are sleeping. If the marked creature is your **Favored Enemy** type, then this radius is increased 30 feet. \pagebreakNum
#
Rogue
### Rogue, Parasite #### Stomach Parasite At 3rd level, you gain resistance to Digestion Damage. Additionally, you are no longer considered restrained while ***Bellied*** by a hostile creature. #### Hidden Form Starting at 3rd level, while ***Bellied*** by another creature, you may choose not to leave a visible impression on the outside of the predator, though you still add Bulk to their Stomach. #### Stealth Entry Also starting at 3rd level, you may enter or exit a willing creature's stomach using 5 feet of movement. Additionally, you may make Sneak Attacks as normal while ***Bellied*** by a willing creature, and you are not blinded or restrained. If you are currently ***Bellied*** by, or excaped form the stomach of a creature this turn, you don’t need advantage on the attack roll to use your Sneak Attack as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. #### Invasion Starting at 9th level, you may use an action to force feed yourself to a hostile creature, Contesting your Voracity (Defiance) skill check against their Voracity save. On a loss, you land prone on a space adjacent to the creature. On a Success, you become ***Bellied***. While ***Bellied*** by a hostile creature, you may make use the of the ***Light*** weapon feature freely, and have advantage to hit with your weapon attacks. If the pred you are bellied by tries to Regurgitate you agaisnt your will, you may roll a Voracity Save contested by their Vorasity (Defiance) skill check. On a loss, you are regurgitated as normal. On a win, you remain ***Bellied*** #### Greater Parasite Starting at 13th level, you can choose a number of Digestion Dice applied to you equal to your Proficiency Modifier. The chosen Dice have their values halved, rounding down. 1s cannot be rounded down to 0s in this way. #### Master Parasite Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit a willing creature's stomach on your turn without expending any movement. \columnbreak
### Rogue, Silent Python #### Toxic Adept At 3rd level, you gain an acute knowledge of toxins and poisons. You gain the benefits of the Poisoner feat without needing to take the feat. #### Ambusher Starting at 3rd level, whenever you deal damage using your ***Sneak Attack*** feature, you may begin a Devour contest with advantage to your Voracity (Devouring) skill check. Additionally, during an Ambush Devour, you are considered one size larger for the purposes of penalty and bonus calculations for the Devour Contest. #### Caustic Acids Also starting at 3rd level, when you deal Active Digestion Damage, you may roll your Sneak Attack Dice and add half their value to your roll. Using this feature counts as using your Sneak Attack for that turn. #### Crush Grip By 9th level, you have learned to keep hold on prey that simply don't cooperate. When you fail a devour attempt where you are the pred, you may use you reaction to grapple you prey. Grapple attempts made in this way are always made with advantage so long as the target creature can be grappled by you. Additionally, at the start of each of your turns, you deal 1d4 bludgeoning damage to any creature grappled by you. The damage increases by 1 dice step for each size class you are bigger than the target, up to a maximum of 1d8. #### Toxic Acids At 13th level, your acids are especially potent against ailing creatures. Any creature that is Poisoned and ***Bellied*** by you is treated as vulnerable to your Digestion Damage, regardless of other modifiers except for immunity. When ever you deal digestion damage from any source, choose any one creature ***Bellied*** by you that suffered digestion damage. That creature must succeed in a Constitution Saving Throw with a DC equal to 8 + your proficiency modifier + your Dexterity modifier, or become poisoned for a number of rounds equal to the number of dice rolled for the inciting digestion damage. #### Acid Deluge Starting at 17th level, you may use your **Caustic Acids** as a Bonus Action instead of an action, but the feature can only be activated once per round. \pagebreakNum
#
Sorcerer
### Sorceror, Tarrasque Blood #### Legendary Vitaity The still-living blood of the Tarrasque hums in your veins, bursting with regenerative power. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result. Additionally, Prey Bellied by you have a permanent -1 penalty to their Struggle Checks. #### Power Siphon At 1st level, you can directly convert creatures Bellied by you to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature ***Bellied*** by you takes Digestion Damage equal to The Spell Slot Level + Your Charisma Modifier. Creatures reduced to 0 Hit Points this way are digested. For each creature damaged this way, your spell DC increases by 1, to a maximum of +1. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll. This bonus lasts until the end of your current turn. #### Arcane Stomach At 6th level, your attunment to the magical prowess of the Tarrasque has given your body a dimensionally separate, but still connected secondary stomach to act as a magic furnace. Upon ***Bellying*** a creature, you may choose to send them to this secondary stomach instead. This stomach can only hold one prey at a time, regardless of prey's Bulk. This stomach and it's prey are considered on a different plane for the purposes of targeting, but still count towards your capacity. Prey that hit 0 HP in this stomach are instantly digested in full and restore a number of sorcery points equal to 1d4-2 (Minimum of 0 per roll) per capacity point. If you recover more SP than you can store, you gain the overflow in temporary HP instead. Additionally, you gain 2 Digestion Dice. Digestion dice gained in this way can only be applied to creatures ***Bellied*** in your Arcane Stomach #### Monstrous Form At 14th level, your affinity for the Tarrasque begins to bleed into your physical form. You can cast the spell Enlarge/Reduce at will. When you cast using this feature, you may choose only the "Enlarge" option, and may only target yourself. You have advantage on Concentration rolls made to maintain the spell when you cast it using this feature. \columnbreak
#### Titan's Grasp At 18th level, when you make a successful Melee Spell Attack against a creature smaller than you are, you can use your bonus action to begin a Devour Contest on the creature. Devour Contests made using this feature have the size advantage bonus doubled. ### Sorceror, Flesh Tanker #### Battle Station You find yourself most comfortable when surrounded by flesh. Starting at 1st level, while ***Bellied*** by a non-hostile creature, you gain the following benefits: - The Pred gains the ***Endo-Belly*** condition. - Their belly becomes your spell casting focus. - You do not count against the creature's capacity - You are able to perceive the world using the creature's senses. - You use the help action as a bonus action if it is used to aid the the creature in casting a spell. - You can cast any spells the creature knows through a Spellcasting or Pact Magic feature, using their senses and positioning in combat. You must still provide components and Spell Slots of your own to cast levels in this way. You cannot upcast spells that are not part of your own spell list. Casting spells in this way is not impaired by the Bellied condition. If you are concentrating on a spell and the creature you are ***Bellied*** by takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll. #### Rooted Blasting Starting at 6th level, when you cast a damaging spell while ***Bellied*** by another creature, you may add your Charisma modifier to the damage. Additionally, you have resistance to all damage dealt by creatures ***Bellied*** by the same creature as you. #### Tank Repairs Starting at 14th level, while ***Bellied*** by a non-hostile creature, as an action, you may expend a spell slot to roll a number of d4s equal to twice the level of the expended spell slot. The creature is healed by the rolled amount plus your charisma modifier. #### Mana Surge Starting at 18th level, while ***Bellied*** by a non-hostile creature, whenever you use Metamagic, you may pick 2 options instead of one. You only pay Sorcery Points for whichever Metamagic option has a higher cost. \columnbreak \pagebreakNum
#
Warlock
### Warlock, Pact with The Great Ooze #### Pact Spells The Great Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell level | Spells | |:-----------:|:--------------------------------------------| | 1st | **Grease**, **Hunger** | | 2nd | **Heave**, **Amplify Acids** | | 3rd | **Intoxicate**, **Medicinal Acid** | | 4th | **Instant Digestion**, **Leeching Insides** | | 5th | **Dominate Person**, **Bellyport** | #### Ooze Form At 1st level, you can use an Action to enter a proper ooze-like form for 10 minutes. While in your Ooze Form, you can move through a space as narrow as 1 inch wide without squeezing, and you climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You may not cast spells with somatic components or make attacks while in your Ooze Form. While in this form, you have Advantage on skill checks to avoid being grappled, and make Voracity (Defiance) Skill checks with disadvantage. Creatures have disadvantage on saves to avoid regurgitating you. If you currently have another creature ***Bellied***, you may not move through small spaces without squeezing. Once you use this ability, you cannot do so until you finish a short or long rest. #### Engulf Starting at 6th level, you may completely engulf your foes, drawing them into your body. While you are in your Ooze form, you have a +2 bonus on Voracity (Devouring) skill checks against a creature that you have grappled. Additionally, if you have only 1 creature ***Bellied*** by you, you may flawlessly mimic appearance of that creature, though you do not gain any of their abilities. \columnbreak
#### Viscous Body Starting at 10th level, you gain the effects of your **Ooze Form** feature permanently and your Voracity (Defiance) skill chec is no longer reduced for using that feature. Additionally, you can switch in and out of your Ooze form at will as a bonus action. #### Shlick Starting at 14th level, when you are hit with a melee weapon attack or unarmed strike by an adjacent creature, you may use your reaction to make begin a Devour Contest on that creature. Once you use this ability, you cannot do so until you finish a short or long rest \pagebreakNum ### Warlock, The Cosmic Hunger #### Pact Spells The Cosmic Hunger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell level |Spells | |:-----------:|:------------------------------------| | 1st | Magnify Gravity, Absorb Elements | | 2nd | Levitate, Vortex Warp | | 3rd | Slow, Haste | | 4th | Gravity Sinkhole, Intensify Gravity | | 5th | Oblivion, Planar Binding | | 6th | Gravity Fissure | | 7th | Reverse Gravity | | 8th | Black Star | | 9th | Ravenous Void | #### Abyssal Stomach As 1st level, your stomach has fallen out of planar phase with the rest of your body as a result of your being becoming distorted by the forces of void. You may choose to deal Necrotic or Force damage when you deal Digestion Damage to prey Beilled by you instead of your native damage type, Your Stomach is now considered a separate plane of reality for the purposes of detection and location. You can choose weather your fullness manifests on your figure, though you are not immune to the resulting weight and the speed penalties of the ***Stuffed*** and ***Over-Stuffed*** conditions. #### Gravitational Warp Also at 1st level, your patron has afforded you the ability to distort gravity, creating gravity wells near by on demand. Your belly constantly emits a perceptible but negligible gravity well that pulls nearby tiny object towards you if they way less than half a bound and are not fixed in place. As an Action, on your turn, you may intensify this gravity well. For a number of round equal to your Charisma modifier, in a 10 foot radius centered around you, downward gravity increases to unnatural levels. Creatures that enter or begin there turn in this radius must make a Strength Saving Throw against youru Spell Save DC, suffering 1d6+your Charisma modifier in Force damage and are pulled to the ground if they were flying on a fail, or half as much damage and are not grounded on a success. Ground in this radius is considered difficult terrain, which also applies to flying creatures. Ranged attacks that pass through this radius have disadvantage to hit. The damage and radius of this effect increases by 1d6 and 5 feet at 6th level (2d6+CHA and 15 ft.) , 14th level (3d6+CHA and 20 feet), You may use this feature a number of times equal to your Charisma modifier, and regain expended uses after a short rest. \columnbreak #### Defy Gravity At 6th level, the power of the massless void further distorts your being. On your turn, you may use an action to seperate yourself from the effects of gravity. You gain a fly speed equal to half your movement speed, rounded up to the nearest 5 feet. You also gain the ability to hover in place. While flying in this way, you are considered to be without mass, and thus are immune to effects that would alter your gravity or weight, and are immune to speed penalties inflicted by the ***Stuffed*** and ***Over-Stuffed*** conditions, but have disadvantage saves made to resist force or pressure-based forced movement, such as being shoved, pushed by an explosion, occupying the same space as an object, or from the effects of intense winds. You may sustain this flight for a number of rounds equal to your Charisma Modifier. If you are in mid air after this time runs out, you fall to the ground and take fall damage as normal. You must remain on the ground for 1 round before you can use this feature again. Flight Speed granted by this feature increases by 10 feet at 10th level, and 14th level (20 feet). At 17th level, you no longer have a restriction on the length of time you can fly. #### Momentary Singularity At 10th level, you gain double the amount of uses of your ***Gravitational Warp*** feature, and the number of uses continue to scale in this way if you gain more. Additionally, you may choose to create a ***Gravitational Warp*** well on a point of your choosing that you can see within 60 feet of you instead of making it centered on yourself by creating a miniature blackhole on that point with all the same effects and increases in power. This gravity well and the one centered on you may be active at the same time, but each requires an action to create. Your gravity wells also gain enough power to alter the path of projectiles more severely. As a reaction to when a projectile, including spells, passes through one of your gravity wells, you may choose to change the angle of travel of that projectile by as much as 180 degrees. A creature can only be affected by one Gravity well at a time. If a creature is in the area of effect of multiple gravity wells, you may choose which well affects them. Also, You now have a +2 Bonus to Voracity (Devouring) skill checks made against creatures affect by your gravity wells. #### Ravenous Convergence At 14th level, you gain the ability to open a black hole on your body that connects directly to your stomach. You may use an action to spend a charge from your ***Gravitational Warp*** feature to create an ultra intense gravity well on yourself that lasts until the end of your turn. This well has a radius of 40 feet and deal twice the amount of Force damage as your other ***Gravitational Warp*** wells. Creatures that fail the resulting save are now pulled 30 feet towards you, or half as much on a success. You may automatically begin Devour Contests as part of the same action with every creature that becomes adjacent to you as a result of this feature. This may result in multiple Devour Contests. You have 1 use of this feature and regain that use after a Long Rest. \pagebreakNum ### Warlock, The Symbiote #### Pact Spells The Symbiote lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell level | Spells | |:-----------:|:-----------------------------------------| | 1st | Expeditious Retreat, Shield | | 2nd | Aid, Magic Weapon | | 3rd | Aura of Vitality, Protection from Energy | | 4th | Freedom of Movement, Invisibility Purge | | 5th | Skill Empowerment, Telepathic Bond | #### Symbio-Meld At 1st level, as a reaction to just becoming ***Bellied***, or as a bonus action while ***Bellied***, you may dissolve your form and Meld your being into the body of a willing creature you see as friendly, reffered to as ***The Host***, giving them the ***Endo-Belly*** condition. While afflicted with ***Endo-Belly*** in this way, the pred may only choose you as their Endo-Prey in addtition to the following effects; - your ***Host*** does not add your Bulk to there stomach. - Your body and all the items on your person are not present within the ***Host*** or detectable without magical aid. - You can only communicate non-verbally to your ***Host*** with any meaningful clarity. - You are considered to be able to see and touch the ***Host*** and all other creatures ***Bellied*** by them. - You cannot be directly targeted by attack rolls or healing effects, though you are still suseptible to damage and effects that require Saving Throws - You perceive the world perfectly through your ***Host's*** senses, including special senses like Tremor Sense or Truesight - Spell you cast with a range of 'Self' may also target the ***Host*** instead - You cast spells from your ***Host*** at other creatures outside their stomach as if you were standing in the ***Host's*** space. - Your ***Host*** may make use of your Pact Boon and all your Invocations that either have no pre-requisite, only a Warlock Level pre-requisite, in which case they use their level, or the matching Pact Boon pre-requisite. - If your ***Host*** has a ***Spell-casting*** or ***Pact Magic*** feature, they may use their Spell Casting Stat and their Spell Slots to cast from your known spells, including your Mystic Arcanum. - Your ***Host's*** maximum HP increases by 2 x your Charisma Mod. - The ***Host's*** belly becomes yoour Arcane Focus. - You match the conditional status, such as Paralysis, Charmed, or Stunned of your ***Host*** perfectly. - You cannot be regurgitated by any means. - You do not need to eat, sleep, or breath. Additionally, you learn the Growl and Belch cantrips if you didn't already and my freely cast it once per turn as a bonus action on yours or your ***Host's*** turns. \columnbreak #### Vitality Transfer At 6th level, you gain the ability to transfer your life energy to your ***Host***. You gain a well of 20 Vitality Points that you can draw from to heal your ***Host***. You may use a Bonus on your turn, or a reaction when your ***Host*** takes damage, to consume any number of Vitality Points and heal your ***Host*** by the same amount. You may do this even if the well of points is empty, though you must consume your own HP to so at a rate of 1 of your HP for 1 point of healing. The size of this well increases by 15 Points at 12th level (35 Points), and 17th level (50 Points) This well refills at a rate of 10 points per hour on a Short rest, and refills completely on a Long Rest. #### Lurch At 10th level, you gain the ability to make your ***Host's*** belly wobble and move. As an Action on your turn, or reaction to your ***Host*** being forced to make a saving throw to avoid a damaging area of effect, such as from a spell or a Breath Weapon, but before the save is rolled, you may cause the pred's belly to suddenly heave in one direction, causing them to stumble into an adjacent space and potential out of the area of effect. If the pred as the ***Stuffed*** or ***Over-Stuffed*** condition, they stumble 10 feet instead of 5. If the ***Host's*** stumble forces them into a space occupied by another creature of their size or smaller, the creature must make a Strength saving throw whose DC equal the total Bulk ***Bellied*** by the Host. On a success, the Host is pushed to the side onto a space adjacent to the creture. On a fail, the creature suffers the damage from the ***Host's*** Belly Bash weapon attack without the ***Host*** needing to make an attack roll, and is pushed onto an adjacent space. You can also move the ***Host's*** belly in a way that aid in digesting their prey. As an action, you may deal Digestion Damage to prey ***Bellied*** by the ***Host*** equal to a roll of half the ***Host's*** Digestion Dice. #### Melded Caretaker At 14th level, your zeal for helping your pred's belly allows yu to fight their gastric battles for them. Whenever a creature ***Bellied*** by your host makes a struggle attempt, you roll your Vorasity Save as well. In order for the Struggle attempt to be successful, the creature's Voracity (Defiance) skill check must be both yours and your Host's Voracity saves. If the creature fails, you may use your reaction to punish the creature for daring to agitate your ***Host's*** belly by dealing 5d8 of the Host's Digestion Damage to that creature. Additionally, if your ***Host*** is able to remove Regurgitation Counters after a long rest, then after they do so, you may remove an additional number of Regurgitation Counters equal to your Charisma modifier. \pagebreakNum
#
Wizard
### Wizard, Voremancer #### Voremancy Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a voremancy spell into your spellbook is halved. #### Gluttonous Arcana Starting at 2nd level, your gluttony becomes a proponent of your magic. Whenever you cast a voremancy spell that requires your Intelligence modifier for any kind of calculation or roll, including Spell Save DC calculations, while you currently have prey ***Bellied by you***, you add +1 to those calculations. #### Digestive Overload Starting at 6th level, Whenever you reduce your last ***Bellied*** prey to 0 HP and still have Digestion Damage left to deal, you add this overflow damage to a running stock pile that you can draw from. If this over flow damage is resulting from the effects of a Voremancy spell you were affected by, then your add twice the amount. Any time you deal Digestion Damage, you may draw any number of points, up to a maximum of 5 x Intelligence mod, an increase you digestion damage by that much. Additionally, you may choose to spend 100 points of overflow damage to regain 1 use of your Arcane Recovery Feature #### Gurgling Resomance Starting at 10th level, Your body resonates powerfully when yu use your magic. When ever you cast a spell, but before the spell activates it's effect, you deal one die Digestion Damage to any one prey for each cast level of the spell. Increase this damage to 2 Digestion Dice if the spell belonged to the Voremancy school. If this damage is enough to reduce the creture's HP to zero, you may choose to increase the casting level of the spell by 1 at no extra cost. #### Corrosive Magic Starting at 14th level, Your Digestion Damage and any Digestion damage you deal by way of spells ignores resistances and treats immunities as resistance for the purposes of damage calculation. This situation where you target another creature for a spell, such as casting Acidify while touching another creature's belly. \columnbreak
### Wizard, Belly Arcanist #### Home Base Starting at 2nd level, while ***Bellied*** by a non-hostile creature, that creature gains the ***Endo-Belly*** condition as well as the following benefits: - Your ability to cast spells is no longer impaired by the Bellied condition. - When you cast a spell with a range of self, you may target the creature that you are Bellied by instead. - When you cast spells while bellied by another creature, the spell behaves as is the creature you are bellied by is the originating caster, though it still uses your stats for calculations and rolls. - You are not blinded or restrained - You are able to see anything that creature can see using normal sight and dark vision. If you are concentrating on a spell and the creature you are in takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll. #### Buffing Savant Starting at 2nd level, you may learn spells from any spell list, as long as the spell has a range of self or explicitly targets a- willing creature. It counts as a Wizard spell for you. You also learn 1 cantrip that has a range of self #### Enhanced Concentration Starting at 6th level, you have advantage on Constitution saving throws while ***Bellied*** by a non-hostile creature #### Extended Spell Starting at 10th level, whenever you cast a spell targeting a non-hostile creature that has ***Bellied*** you, the duration of the spell doubles, to a maximum duration of 24 hours. #### Shared Burden Starting at 14th level, when you cast a spell that requires concentration, the creature you are ***Bellied*** by can concentrate on it for you. Both you and that creature may concentrate on spells independently. If either you or the creature lose concentration, both spells immediately end. \pagebreakNum
# Feats ___
#### Here are new Feats to take to either help one partake in the voracious #### festivities or avoid the hungry gurgling depth of preds
## Predator Feats In order to take a Pred feat, a creature must have access to Devour Attempts ### Insatiable Hunger You count as 1 size larger for the purpose of determining your Stomach Capacity and your modifiers for Devour Contests. While no creatures are Bellied by you, you advantage on Voracity (Devouring) skill checks ### Boiling Insides Both your Digestion Dice types increase by one dice step Your digestion damage ignores resistances ### Lead Belly You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures bellied by you, and gain a +1 bonus to Voracity Saves made agaisnt struggle attempts. ### Hardy Stomach Your Constitution increases by 1 to a maximum of 20 Creatures Bellied by you require 1 more Regurgitation Counter before they may attempt to force you to regurgitate them. ### Soothing Stomach You permanently gain the ***Endo-Belly*** condition. When an ***Endo-prey*** creature completes a Short Rest spent entirely within your stomach, they regain hit points equal to one of your hit dice + your Constitution modifier When a ***Endo-prey*** creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your Level + your Constitution modifier ### Feisty Feasts Anytime a prey Bellied by you gains 1 Regurgitation Counter, you gain 1d4 + The prey's Bulk in temporary HP. ### Ambush Predator You have a +2 bonus on Voracity (Devouring) skill checks against creatures you are hidden from. ### Agile Predator Your DEX increase by 1 to a maximum of 20 You may add your Dexterity Modifier to your Voracity (Devouring) skill checks. \columnbreak
### Stomach of Holding You gain a sub-space in your stomach that functions identically in all aspects to a Bag of Holding magic item. You can only add creatures or items to this sub space by devouring them first. You can choose where the item or creature is sent Regardless of the contents of this subspace, you may choose whether or not it's contents manifest on your body. Objects and creatures in this subspace are not subject to your digestion damage or any effect that calls upon or augments your digestion damage. You may spend a bonus action to regurgitate any item from your stomach. If something happens that would destroy a Bag of Holding as outlined in the item description, the objects and creatures in the subspace are similarly affected. Additionally, you suffer irreducible force damage equal to 1d10 for each character level. You also lose access to this feat and cannot regain it. ### Inescapable Prison You ad your Constitution modifier to Voracity Saves you make against Struggle Attmepts. Any time a creature ***Bellied*** by you would gain a Struggle Charge, roll a d6. On a 5 or 6, they do not gain the Struggle Charge. ### Hypnotic Hunter *Prerequisite: A spell or feature that causes the Charmed condition* When a Devour Contest or Digestion Damage would normally end the Charm condition on prey charmed by you, they instead make a Wisdom saving throw agaisnt the DC that triggered the instance of Charm afflicting the target creature. If no DC exists, then the DC is equal to 8 + Your Charisma Modifier + Your Proficiency Modifier. On a fail, the Charmed condition persists. ***Bellied*** prey that are charmed by you do not gain Struggle charges or make struggle attempts. ### Wonderous Belly *Prerequisite: 8th level* Your gut can assume the magic properties of the items rattling around inside. You can safely swallow and store magic items in your stomach without fear of injury or damaging the item. While a magic item is bellied by you, you are considered to have that item equipped. Using Magic item effects in this way requires attuning to it, even if the effect does not normally require attunment. If a magic property relates to a weapon, your belly bash takes on that magical property. If tier based effects are present, such as +1, 2, or 3 magic items, only the higest tier present applies. \pagebreakNum ### Arcane Prison *Prerequisite: At least one spell slot* Creatures and objects ***Bellied*** by you can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so fail. When you finish digesting a spellcaster, that spellcaster's list of prepared spells is available to you. You lose access to that list once you cast from it once or take a long rest. You may only cast a spell from the list if you have a spell slot of the appropriate level. ### Second Maw *Prerequisite: 12th level; Spellcasting or Pact Magic feature* Your Spellcasting stat increases by 1 to a maximum of 20 Your arcane powers have combined with your hunger and alter your morphology to grant you a secondary mouth capable of devouring prey. This second mouth can manifest on any reasonable part of your physiology, such as your tail or belly, and is much like your normal mouth with the following exceptions: - It cannot verbally converse in any meaningful fashion, but can be used as a method of satisfying verbal spell components, and can be used to supply air as well as prey to the rest of your body - It cannot interact directly with specialized secondary stomach, such and Tarrasque Bloodline ***Arcane Stomach*** feature or the Ravenous Entity ***Stomach from Beyond*** feature, or the space provided by the ***Stomach of Holding*** feat If you land an attack with a weapon that has the ***Devour*** weapon property and use your bonus action to make a Devour Attempt, you may make a second Devour Attempt as part of that bonus action. This second Devour Attempt can target any creature adjacent to you, including the target of the first attempt if it fails. You can only make a second Devour Attempt a number of times equal to you spell casting stat modifier, and regain expended uses on a long rest. This maw can be manifested and dispersed as a bonus action, though you cannot change it's location on your body once selected. While dispersed, a creature must succeed in an Intelligence (arcana) check against your spell save DC to detect it's presence. If you have multiple spellcasting stats, then both the increased stat and the number of 2nd Devour Attempts is determined by the highest stat at the time of taking this feat. If two more of your highest spellcasting stats are equal, then you may choose which stat applies, but both effects must apply to the same stat. If you have multiple unique spellcasting stats, then you may take this feat multiple times, choosing a new spellcasting stat each time. \pagebreakNum ## Prey Feats A character may forfeit all of their **Devour** and **Digestion Dice** in exchange for a prey feat, or they may be taken normally ### Escape Artist Once you have accumulated 3 Regurgitation Counters, you have advantage on Voracity (Defiance) skill checks made during a stuggle attempt. ### Struggler While Bellied by a hostile creature, You gain resistance to digestion damage Additionally, you gain Struggle Charges at twice the usual rate ### Gastronaut While Bellied by a non-hostile creature, you may choose to gain the following effects: You are considered and ***Endo-Prey*** for that creature You may perform the Help or Shove action as a bonus action. Once per short rest, you may spend an action to heal the creature for your level + your Charisma Modifier. When the pred uses belly bash, you may use your reaction to cast a spell with a range of touch on the target of the belly bash. ### Dense You count as 1 size class larger for the purposes of calculating modifiers for Devour Contests where you are the prey, as well as how much Bulk you add to the pred's stomach. ### Gastric Defiance When you would be reduced to 0 HP while Bellied by another creature, you can make a Voracity Save with a DC equal to the amount of Digestion Damage you just sustained. On a success, you are reduced to 1 HP instead, even if you were already at 1 HP. Each use of this ability inflicts a -1 penalty on your CON save modifier. This penalty can stack and persists until you spend 24 consecutive hours without being Bellied. \columnbreak ### Belly Fanatic You may use your action to massage the belly of a willing creature within 5 feet of you. All creatures ***Bellied*** by by that Pred suffer bludgeoning damage equal to your Voracity Modifier. You may make the Help action as a bonus action if you are aiding a predator that has ***Bellied*** another creature. While traveling with you, you may assist 1 predator that has ***Bellied*** another creature. They ignore the ground movment penalty for being ***Stuffed*** and their speed is only reduced by 10 rather than half if they are ***Over-Stuffed***. If You spend 1 hour rubbing a creature's belly, you can remove a total number of Regurgitation Counter equal to your Voracity modifier from prey ***Bellied*** by them. ### Belly Diver You may make a Voracity (Defiance) skill check to force feed yourself to a predator, contested by their Voracity Save. While bellied by a creature, you are not restrained or blinded, and you can make attacks without disadvantage using any weapon that lacks the Two-handed or Heavy Property. ### Hard-shelled Snack Over a long rest, you may enhance any 1 set of armor you are proficient with. While wearing armor enhanced by you, a creature is insulated from the digestion damage they receive. The highest rolled value is dropped and then the remaining sum is reduced by a number of d6s relative to the armor's weight class. The amount of time required is realtive to the armor's weight class, and the GP needed for the materials is equal to half the armor's initial cost. | Armor Weight Class | Time Spent | Digestion Reduction | |:------------------:|:----------:|:-------------------:| | Light | 2 hours | -2d6 | | Medium | 4 hours | -4d6 | | Heavy | 6 hours | -6d6 | ### Early Exit You require one less Regurgitation Counter before the pred you are ***Bellied*** by is forced to regurgitate you on a successful struggle attempt. ### Compact Your small frame makes it easier to fit into bellies. You are considered 1 size smaller for the purposes of determining your Bulk. \pagebreakNum ## Subclass Feats A collection of feats that augmnet the subclasses found in this module ### Construct of Vanity *Prerequisite: At least 12 levels in the* ***Bio-Engine Specialist*** *artificer subclass* You can reengineer your Bio-engine to look and behave like you. You may now create a Bio-engine that fully resembles you in appearance, size, mannerisms. An Intelligence (investigation) against your Spell Save DC is needed to be able to discern that your Bio-engine is a facade. While it resembles you, your Bio-engine can cast your spells, though it relies on your spell slots to do so. You Bio-engine double is proficient in one weapon of your choice that you are proficient in. If you have proficiency in a category of weapons, such as All Simple Weapons, then the Bio-engine can only be proficient in one weapon from the category. You bio engine also has proficiency with any two skill you are proficient in and any one saving throw you are proficient in on top of the normal Bio-Engine proficiencies. Despite being a perfect copy, your Bio-Engine cannot make use of copies of your class and subclass features, except for magic providing features such as the ***Spell Casting*** or ***Pact Magic*** features. While it resembles you, your Bio-Engine is not proficient in an armor type, but it has an Unarmored Defense equal to 10 + DEX + INT. Your Bio-Engine duplicates the appearance of your armor, but that armor provides no form of bonus or penalties and is treated as an inseparable part of the Bio-Engine's body Your Bio-Engine cannot benefit from any of these effect if it take any form other than a duplicate of you. ### Blast Furnace *Prerequisite: At least 12 levels in the* ***Stomach Forge Specialist*** *artificer subclass* As either part of the action when you activate your ***Blazing Furnace*** feature, or as an action while the feature is in effect, you may choose to push your internal forge to it's limits, unleashing the stored blaze all at once. You release a wave of flames over a 15 foot radius centered on you. Other creatures not ***Bellied*** by you in this radius must make a Constitution saving throw against your Spell Save DC, taking a number of d8s of fire damage on a failed save and half as much on a success. The number of d8s rolled equals 3 times the number of rounds left in the full duration of your ***Blazing Furnace*** feature. For each d8 rolled, deal 1d6 fire damage to one prey ***Bellied*** by you. If their are no more prey bellied by you and you still have d6s left to roll then you suffer the remaining fire damage. Fire damage dealt to you in this way ignores resistances and immunities. \columnbreak ### Vicious Snack *Prerequisite: At least 12 levels in the* ***Path of the Unsnackable*** *barbarian subclass* Attacks on a pred that has currently bellied you now land as a critical hit on a 19 as well as a 20. Additionally, while you are the only creature currently ***Bellied*** by a pred, that pred is treated as if they were vulnerable to your attacks. In the same way, resistances are treated as normal damage and immunities are treated as resistance. ### Rapid Acids *Prerequisite: At least 12 levels in the* ***Path of the War Glutton*** *barbarian subclass* When you ***Belly*** a creature, roll a number of Digestion dice equal to your Rage Bonus, rounded up, and deal the resulting damage to the newly ***Bellied*** prey. Additionally, any time you roll any of your Digestion Dice, the lowest number rolled becomes maximized. ### Body of the Beast *Prerequisite: At least 12 levels in the* ***Path of the Vorzerker*** *barbarian subclass* Your Body has grown more tolerant to your voracious tendencies and has begun to accommodate. Your Stomach capacity increase by an amount equal to your Constitution Modifier. Additionally, while raging, you may add your Rage bonus to your Voracity (Devouring) Skill checks. ### Aching Surge *Prerequisite: At least 12 levels in the* ***Path of the Gastrochist*** *barbarian subclass* If you take a second attack action as a result of your ***Aching Adrenaline*** feature, you may make a third weapon attack as part of that attack action. Additionally, if you are ***Over-Stuffed*** when you use your Action Surge, roll a d6. On a 5-6, the ***Action Surge*** is not consumed and may be used again without needing to rest. You may repeat thsi roll on every use of the feature as long as you meet the conditions, though you cannot use ***Action Surge*** multiple times in one round. ### Aria of Greed *Prerequisite: At least 12 levels in the* ***College of the Eternal Dinner*** *bard subclass* The number of Bardic Inspiration Dice available for you to spend or give is doubled, and creatures can now be given up to two Bardic Dice to hold and use, either separately or at the same time. Additionally, any time a Bardic Die of your is rolled and results in a 1, 2, or 3, the roller may choose to reroll it, but must take the second roll. \pagebreakNum ### Dance Team *Prerequisite: At least 12 levels in the* ***College of the Belly Dancer*** *bard subclass* You can now use your **Back Up Dancer** feature with two friendly creatures that are ***Bellied**, and both can contribute to the bonus damage. Additionally, their bonus can now also be applied to the attack roll, as well as the damage roll. ### Hazy Belch *Prerequisite: At least 12 levels in the* ***College of Eructation*** *bard subclass* When you cast Belch, Greater Belch, or Primal Belch, you may choose to expel a denser, longer lasting mix of gas in place of the usual damage. Spells cast in this way only roll half their initial number of damage dice, but hang in the air as a cloud of gastric smog that covers an area. Creatures that end their tun in this could must roll a Constitution saving throw against your Spell save DC. On a fail, they suffer the other half of damage dice that the spell would have dealt normally. The duration of and area covered by the smog depends on the spell u sed to create it. | Spell | Area Covered | Duration | |:-------------:|:------------:|:----------:| | Belch | 10 ft cube | 30 seconds | | Greater Belch | 15 ft cube | 1 minute | | Primal Belch | 20 ft cube | 2 minutes | This smog can be cleared by strong winds or by **Dispel Magic** cast at an equal or higher level compared ot the spell the was used to spawn the smog. Otherwise, the smog vanishes on its own after it's life span passes. You can use your bonus action to move the cloud up to 15 feet in a straight line in a direction of your choosing. ### Ravenous Aura *Prerequisite: At least 12 levels in the* ***Gluttony Domain*** *cleric subclass* The Effects of your **Ravenous Blessing** feature can now be applied to all creatures in a 15 foot radius centered on a point of your choosing within 15 feet of you. ### Aura of Iron Bellies *Prerequisite: At least 12 levels in the* ***Feast-aid Domain*** *cleric subclass* All friendly creatures within 10 feet of you add +1 to their Voracity Save made against Struggle Attempts. After leaving the radius of this aura, a creature continues to benefit from the bonus for a number of rounds equal to your Wisdom Modifier ### Superior Belly of Healing *Prerequisite: At least 12 levels in the* ***Belly-nevolent Domain*** *cleric subclass* Your stomach now has an enhanced healing capacity. The healing provided by your stomach is doubled, addiiotnally, your belly now halts the effects of non-magical diseases of ***Endo-Prey*** that are ***Bellied*** by you, but does not cure them ### Frugal Stitching *Prerequisite: At least 12 levels in the* ***Circle of the Boneyard Belly*** *druid subclass* All Soul Stitch costs on the ***Stitchable Features*** table are reduced by 1. ### Multi-morphic Biology *Prerequisite: At least 12 levels in the* ***Circle of the Chimera*** *druid subclass* You can call upon ambient natural magic to attempt to force your body to take on a new shape even when your personal arcane reserves don't allow for it. As an action, you can roll a Wisdom Saving throw against your own Spell Save DC. On a success, you can swap out one of **Chimeric Form** or **Monsterous Chimeric Form** attributes you are currently using with any other attribute you are not using without needing to use any Wild Shape charges. You cannot benefit from this feat if you are not currently using **Chimeric Form** or **Monsterous Chimeric Form** attributes. ### Shrouded Prison *Prerequisite: At least 12 levels in the* ***Entrapper*** *fighter subclass* Your stomach muscles have be come so dense that they can block super-sensory perception. Attempts made to ascertain the contents of your stomach through unnatural means, such as magic or extrasensory perception, are made with disadvantage. Additionally, you can now carry twice as much prey in your stomach before they become visually perceptible. \pagebreakNum ### Miasmatic Churning *Prerequisite: At least 12 levels in the* ***Metabolic Warrior*** *fighter subclass* Acid and Thunder damage dealt by way of your ***Eructive Fermentation*** features ignores resistances and treats immunity as resistance. Additionally, the fumes made by your fermenting gut slop have grown more stable. Whenever you cast ***Belch***, ***Greater Belch***, or ***Primal Belch*** by way of your ***Eructive Fermentation*** feature, you may choose to add half the cost to the total SP consumed, rounded up, to increase the density of the fumes you expel, making them cling to their targets. Choose one creature that failed the save from the initial cast of the spell. That creature now suffers one of the following effects: **Caustic Miasma** The creature suffers 1d10 acid damage at the beginning of each of it's turns. **Debilitating Miasma** The creature becomes poisoned. Creatures with immunity to the poisoning condition cannot be targeted by this effect. **Obscuring Miasma** The creature becomes blinded and is also unable to perceive anything by sense of smell or taste. Creatures that lack standard sensory detection cannot be targeted by this effect. Regardless of the chosen effect, the effect last for a number of rounds equal to your Constitution modifier, or until succeeds in a Constitution Saving Throw taken at the end of each of their turns. against your ***Eructive Fermentation*** Spell Save DC. ### Bane of Predators *Prerequisite: At least 12 levels in the* ***Pred Slayer*** *fighter subclass* Choose one weapon you are proficient in. When you deal Damage to a pred that has ***Bellied*** prey with this weapon, it is treated as a +1 magic weapon. You may take this feat multiple times, each time either adding a new weapon or increasing the magic potential of an already affected weapon by +1 to a maximum of +3. ### Intense Focus *Prerequisite: At least 12 levels in the* ***Way of the Hungry*** *monk subclass* The duration of your **Vorish Focus** feature increases by number of rounds equal to your Wisdom modifier. Wisdom modifiers less than 1 are treated as 1 for the purposes of this feature. You can also choose to end your Vorish Focus early. Additionally, while using Vorish Focus you gain 10 feet of blindsight. ### Controlled Presence *Prerequisite: At least 12 levels in the* ***Way of the Gastropuncture*** *monk subclass* You have the ability to feel larger or smaller while in the stomach of another creature. While Bellied by a friendly creature, you may add 4 less Bulk to a minimum of half your true size. Conversely, While Bellied by a hostile creature, you 4 more Bulk to a maximum of twice your true size. \columnbreak ### Decree of Digestion *Prerequisite: At least 12 levels in the* ***Oath of Indulgence*** *paladin subclass* Any time you evoke the power of your **Charming Presence** or **Reward the Decadent** channel divinity options, you may choose to mark a number of creatures equal to your Charisma (minimum of 1) within 60 feet of you. Creatures marked in this way do not have their Avctive Digestion Dice reduced next time they are rolled. This mark fades once it is benefitted from a number of times equal to your Charisma modifier, or when combat ends. ### Digestive Retribute *Prerequisite: At least 12 levels in the* ***Oath of the Prey Aegis*** *paladin subclass* You gain the ability to sense the distress of your protected race from in the belly of your chosen protected race. When ever your protected race takes any form of digestion damage within 30 feet of you, you may use your reaction to move up to your movement speed towards the pred that dealt the digestion damage. If you get within 5 feet of the pred you may use your **Divine Strike** feature on that pred as part of the reaction. ### Sturdy Barricades *Prerequisite: At least 12 levels in the* ***Oath of the Fortress*** *paladin subclass* Whenever you use you **Wide Stance** feature, you reduce the incoming damage by 1d6 + your Charisma Modifier before the damage is divided between you and the creature you are defending. ### Dual Hunt *Prerequisite: At least 12 levels in the* ***Natural Cycle Conclave*** *ranger subclass* You may take the benefits of both schools instead of one or the other when you gain **Ranger: Natural Cycle Conclave** features that normally require you to choose one or the other. ### Leech *Prerequisite: At least 12 levels in the* ***Parasite*** *rogue subclass* While ***Bellied*** by a hostile creature, any time that creature receives healing from any source, you gain temporary HP equal to the amount the pred is healed by. ### Uncanny Gut *Prerequisite: At least 12 levels in the* ***Silent Python*** *rogue subclass* You learn how to shift damage onto your prey in place of yourself. When you use your Uncanny Dodge feature, choose 1 creature ***Bellied*** by you. That creature takes damage equal to half the amount of damage you took. \pagebreakNum ### Sorcerous Gluttony *Prerequisite: At least 12 levels in the* ***Tarrasque Bloodline*** *sorcerer subclass* You are considerd 1 size larger for determing your Stomach Capacity. Additionally, the effect of your **Arcane Stomach** feature now apply to your physical stomach as well, but the rate at which you regenerate Sorcery Points by digesting prey in your physical stomach is halved and rounded down. ### Union *Prerequisite: At least 12 levels in the* ***Flesh Tanker*** *sorcerer subclass* While ***Bellied*** by a friendly creature, any time you are forced to make a roll involving Charisma, such as a spell attack roll, or Charisma (Intimidation) skill check, you may also add the Charisma modifier of the pred that you are ***Bellied*** by. Additionally, While ***Bellied*** by a friendly creature, your Spell Save DC increases by that creature's Charisma Modifier. If the Pred's Charisma modifier is less than 0, then it is treated as 0 for the purposes of this feature. ### Digestive Adhesion *Prerequisite: At least 12 levels in the* ***The Great Ooze*** *warlock subclass* Your body begins to secrete a sticky, digestive enzyme. When you make a grapple attempt, your target has disadvantage to break free of your grapple. Additionally, at the beginning of each of the target creature's turns, they suffer 2 dice worth your your Digestion Damage. Digestion Dice rolled in this way are not consumed and to not affect your count of Active Digestion Dice. ### Curse of Gravitation *Prerequisite: At least 12 levels in the **Cosmic Hunger** warlock subclass* You learn learn the Hex Spell if you didn't know it already. As bonus action when inflicting another kind of curse you may ensnare the target of your curse with gravitational distortions. While ensnared, the target cannot make use of Flight Speed and uses their climb speed twice as fast. Creatures that are airborn while ensnared fall to the ground and take twice as much falling damage as normal. Additionally, while your ***Gravitational Warp*** and ***Momentary Singularity*** gravity wells are active, the cursed creatures is always affected, even when outside the range identified in the features. \columnbreak ### Full Synergy *Prerequisite: At least 12 levels in the* ***Symbiote*** *warlock subclass* You and your host share abilities and qualities. While melded, any time you or your ***Host*** are forced to make a roll whose bonus is derived from one of your 6 ability score modifiers, either of yoou may use the ability score modifiers of the other. ### Fat Magic *Prerequisite: At least 12 levels in the* ***Vormancer*** *wizard subclass* Through out the course of your adventure, any time you digest a total of 100 Bulk worth of prey, you permanently increase the level any one of your spell slots by 1, up to a maximum of level 9. For example, you may choose to increase a lvl 1 slot to a lvl 2 slot, or a lvl 4 slot to a lvl 5 slot. This effect is permanent and also affects how many slots of each level you recover on a long rest accordingly. ### Vital Link *Prerequisite: At least 12 levels in the* ***Belly Archanist*** *wizard subclass* When you or a pred you are ***Bellied*** by receive any form of healing, the other creature receives a number of temporary HP equal to half the amount the target creature was healed. \pagebreakNum
# Spells ___
#### A touch of magic, both eldritch and arcane, to help you on this ravenous quest
# Spells In a world with vore, spellcasters hold a unique position. Able to transmute the world around them as well as their bodies. All spells listed here count as being on all class' spell lists. A spellcaster that has swallowed prey counts as seeing their prey for the purpose of targeted spells that require the caster to see the target.
##### [Cantrips (0 Level)](#p48) - Ambiguous Stomach - Belch - Flavor/Disgust - Growl - Roil - Tongue Whip ##### [1st Level](#p49) - Dynamize Armor - Expand Stomach - Frog's Tongue - Gentle Whispers - Lick - Muncher's Mark - Satisfying Meal - Savoring Aroma - Sickening Smite ##### [2nd Level](#p50) - Amplify Acids - Comfort/Agitate - Digestive Barrier - Heave - Unburden ##### [3rd Level](#p51) - Acidify - Greater Belch - Hammerspace - Intoxicate - Maddening Hunger - Medicinal Acids ##### [4th Level](#p52) - Dimensional Stomach - Food Coma - Instant Digestion - Leeching Insides - Ravenous Consumption \columnbreak ##### [5th Level](#p53) - Bellyport - Inhale - Metamorphose - Primal Belch ##### [6th Level](#p54) - Maximize/Minimize - Undigest ##### [7th Level](#p55) - Power Word Disgorge ##### [8th Level](#p55) - Assimilate ##### [9th Level](#p55) - Mass Bellyport - Power Word Digest - Power Word Swallow \columnbreak #### ​ \columnbreak #### ​
\pagebreakNum ## Cantrips #### Ambiguous Stomach *Voremancy Cantrip* ___ - **Casting Time:** 1 Bonus Action - **Range:** Touch - **Components:** V, S - **Duration:** 6 hours You touch the belly of a target pred. Unwilling targets must makes a Constitution saving throw. On a fail, the type of the target's Digestion Damage, as well as their damage from the ***Belch***, ***Greater Belch***, and ***Primal Belch*** spells changes to match the result on the table below based on a d10 roll. Willing creatures automatically fail the save and may choose from the table instead of rolling a d10 if they wish.
| d10 | Damage Type | |:---:|:-----------:| | 1 | Fire | | 2 | Cold | | 3 | Lightning | | 4 | Thunder | | 5 | Psychic | | d10 | Damage Type | |:---:|:-----------:| | 6 |Poison | | 7 |Acid | | 8 |Radiant | | 9 |Necrotic | | 10 |Force |
The target may reattempt the save every hour, ending the effect early on a success, or you may take a bonus action to dispel the effect. This spell's duration increases by 6 hours when you reach 5th level (12 hours), 11th level (18 hours), and 17th level (24 hours). #### Belch *Voremancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot cone) - **Components:** V, S - **Duration:** Instantaneous - You release a tremorous wave of air, capable of knocking a creature to the floor with sheer force. A creature within range that you can see must make a Strength saving throw or take 1d6 Thunder damage and be staggered. The next attack made against a creature staggered this way is made with advantage. The damage dice becomes d8s if there are any creatures currently Bellied by you. The spell's damage increases by 1d6 (or 1d8) when you reach 5th level (2d6 or 2d8), 11th level (3d6 or 3d8) and 17th level (4d6 or 4d8). \columnbreak #### Flavor/Disgust *Voremancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (any herb or spice) - **Duration:** 1 minute You point at a creature within range, altering it's natural flavor. **Flavor:** A creature of your choice within range becomes irresistably delicious to any predator. Preds have +1 on Voracity (Devouring) checks against prey under this effect. **Disgust:** A creature of your choice within range becomes disgusting in flavor to any predator. Preds have -1 on Voracity (Devouring) checks against prey under this effect. #### Growl *Voremancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V - **Duration:** Instantaneous A growling stomach and a menacing glare is enough to warn enemies of your voracious intent. A creature of your choice within range that can see or hear you must succeed on a Wisdom saving throw. On a failure, the creature is ***Frightened*** by you until the beginning of it's next turn. This save is made with disadvantage if you have at least 6 Bulk worth of prey ***Bellied*** by you. #### Roil *Voremancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch the belly of a creature. Creatures ***Bellied*** by the target must make a Constitution saving throw. On a fail, they each take 1 die of Digestion Damage from the creture they are ***Bellied*** by Each of the spell's damage types increase by 1 die when you reach 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice). #### Tongue Whip *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \pagebreakNum ## Level 1 #### Dynamize Armor *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You can magically loosen armor on an engorged pred to help them move better. The target of this spell is now immune to the armor based penalties of being ***Over-Stuffed*** ***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, when cast at 4th level of higher, the range increases from touch to 15 feet. #### Expand Stomach *1st-level Voremancy (Ritual)* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (A small leather pouch) - **Duration:** 8 hours Your touch allows a predator to accommodate for the most oversized prey. Touch a willing creature. For the duration, that creature is considered to be one size larger for the purpose of calculating Stomach Capacity. ***At Higher Levels:*** When you cast this spell with a spell slot of 4th level or higher, the creature is counted as two sizes larger. When you cast this spell with a spell slot of 7th level or higher, the creature is counted as three sizes larger. #### Frog's Tongue *1st-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (the tongue of a frog) - **Duration:** Instantaneous Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the you. If the creature is moved within 5 feet of the you, you may immediately use your bonus action to begin a Devour Contest on the same target. \columnbreak #### Gentle Whispers *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (A piece of candy) - **Duration:** 10 minute (Concentration) You touch a willing creature to veil them in a sweet, enticing aura. For the duration of the spell, While ***Bellied*** by another creature, the prey can use their action to attempt to convince their pred to wander about. The pred must make in a Wisdom saving throw. On a fail, the pred moves as directed by the prey as if under the influence of the Suggestion Spell. Creatures that are immune to the charmed condition automatically succeed this saving throw. the concentration o this spell is maintined by the target of the spell instead of the caster. The spell ends early once the pred succeeds on the saving throw. ***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the pred requires 1 additional success to end the spell early. #### Lick *1st-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantantaneous You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d8 psychic damage. You have a +1 bonus to the next Voracity (Devouring) skill check made against the target creature. ***At Higher Levels:*** When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 1st. Additionally, you gain an additional +1 bonus to Voracity (Devouring) skill check made against the target at 4th level (+2) and 7th level (+3). \pagebreakNum #### Muncher's Mark *1st-Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a vial of sugary glaze) - **Duration:** 1 minute Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failure, they are veiled in an aura the piques ravenous desires. Preds that are adjacent to a creature that is under the effects of this spell may begin a Devour Contest on the creature as a Bonus Action. The target creature may reattempt the saving throw at the beginning of each of their turns, ending the effect early on a success. The effect also end early if the target creature becomes ***Bellied*** ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st. #### Satisfying Meal *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (A turkey bone) - **Duration:** 1 minute Touch a willing creature within range. for the duration of the spell, whenever that creature is ***Bellied*** by another creature, they feel large and heavy in the belly of their pred. The pred must make a Wisdom Saving Throw. On a fail, the perceived heft and size of their prey makes harder for them to mentally function, causing them to deal Active Digestion Damage. While under the effects of this spell, they must reattempt the save. On a fail, the only action they can take that turn is dealing Active Digestion Damage and cannot use their Bonus Action. This spell ends early if the target creature amasses a number of successes equal to your Spellcasting Ability Score Modifier Creatures that are immune to the charmed condition automatically succeed this saving throw. ***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot level above 1st. \columnbreak #### Savoring Aroma *1st-Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S,M (a pinch of exotic spices) - **Duration:** 1 minute Make a ranged spell attack on a creature that you can see within range. On a hit, the target is suffused with a delicious aroma that draws preds to them. While under the effects of this spell, whenever a creature attempts to hide or conceal their presence from a pred, or when they become the prey in a Devour Contest, they suffer a -2 penalty to the relevant skill checks. ***At Higher Levels.*** When you cast this spell using a spell slot of 5nd level or higher, the target suffers an additional -2 (-4) to the rolls. #### Sickening Smite *1st-Level Voremancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 poison damage. Additionally, if the target is a creature that has at at least 1 creature ***Bellied*** by it, they must make a CON save. On a fail, The creature ***Bellied*** by them with the least amount of Regurgitation Counters gains 1 Regurgitation Counter. If Multiple creatures qualify, then the pred chooses 1 amongst the qualifying creatures. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Additoinally, at 5th level or higher, the chosen ***Bellied*** creature gains 2 Regurgitation Counters. ## Level 2 #### Amplify Acids *2nd-Level Voremancy* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes) - **Duration:** 8 Hours The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, the target deals additional Digestion Damage equal to your Spellcasting Attack Bonus. ***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 hour for each slot level above 2nd. \pagebreakNum #### Comfort/Agitate *2nd-Level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A sprig of ginger for Comfort, A spicy pepper for Agitate) - **Duration:** Instantaneous **Comfort:** You soothe a pred's ornery stomach and ease their prey into submission. All creatures ***Bellied*** by the target that have 3 or more Regurgitation Counters lose 1 Counter. **Agitate:** You churn up and antagonize an otherwise quiet belly. All creatures ***Bellied*** by the target that have 0 Regurgitation Counters gain 1 Counter. ***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, you may reduce or increase the Regurgitation Counter threshold as is relevant to the effect by 1 (2 or More for ***comfort***, 1 or less for ***agitate***) #### Digestive Barrier *2nd-level Voremancy* ___ - **Casting Time:** : 1 reaction, which you take when you or a creature within 60 feet becomes Bellied - **Range:** 60 feet - **Components:** V, S, M (A small strip of cloth) - **Duration:** 4 hours Choose a creature within range that is ***Bellied***. For the duration of this spell, when ever Digestion Dice are rolled by the creature the target is ***Bellied*** by, the highest rolled number is dropped, and the target has resistance to Digestion Damage. **At Higher Levels:** When you cast this spell with a spell slot of 3rd level or higher, the amount of dice dropped increases by one for each slot level above second. The amount of dice used in the damage calculation cannot be reduced to below half the amount initially rolled in this way. #### Heave *2nd-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of rotten or moldy food) - **Duration:** Instantaneous Your magic forces a predator to disgorge their prey. When you cast this spell against a target with Bellied creatures, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate the creature ***Bellied*** by them that has the most Regurgitation Counters. The Pred chooses which creature if multiple creatures qualify. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the pred must regurgitate an additional creature. When you cast this spell using a spell slot of 7th level or higher, the pred must regurgitate 2 additional creatures. \columnbreak #### Unburden *2nd-level Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 Hour ___ You touch a creature that has at least 1 creature ***Bellied***, lightening the burden of their prey. For the duration, creatures ***Bellied*** by the pred only contribute half their normal Bulk to the Pred's fullnes. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 hour for each slot level above 2nd. ## Level 3 #### Acidify *3rd-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a vial of stomach acid) - **Duration:** Instantaneous You breifly supercharge the target's digestive system. The next time the target creature rolls for Passive or Active Digestion Damage, they roll an additional amount of dice equal to your Spellcasting Ability Score modifier. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the spell affects the next 2 times they roll for Passive or Active Digestion Damage. #### Greater Belch *3rd-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Self (30 Foot Cone) - **Components:** V - **Duration:** Instantaneous You release a prodigious belch, echoing with enough force to lay waste to your enemies. Creatures inside the cone must make a Constitution saving throw or take 6d8 Thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked prone. The damage dice becomes d10s if there are any creatures currently ***Bellied*** by you. ***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8/1d10 for each slot level above 3rd. \pagebreakNum #### Hammerspace *3rd-Level Voremancy* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 8 Hours You touch a willing creature with other creatures in it's stomach. The creatures are sent to a Hammerspace dimension inside of the target. For the duration of the spell, The target has the following benefits: - They suffer no penalties for being ***Stuffed*** and take half damage from being ***Over-Stuffed*** - Their stomach compresses to its normal size - All creatures ***Bellied*** by them are Incapacitated and immune to all damage, indluding the pred's Digestion Damage. - They do not digest items or creatures with 0 hit points Every hour, you must make a Constitution Saving Throw to maintain concentration on the spell on top of normal concentration requirements. The DC is equal to the total Bulk of the creatures ***Bellied*** by the target ***At Higher Levels.*** When you cast this spell using a 5th or 6th level spell slot, the duration becomes 24 Hours (Concentration). When you cast this spell using an 7th or higher level slot, the duration becomes 24 Hours. #### Intoxicate *3rd-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a droplet of perfume) - **Duration:** Concentration, up to 10 minutes You weave seductive magic over a target, making them less resistant to your hungry advances. The target must succeed on a Charisma saving throw or be Charmed by you for the duration. While charmed in this way, the target creature suffers a penalty to their Voracity (Defiance) bonus equal to your Spellcasting modifier in Deovur COntests where you are the pred and they are the prey. Charm inflicted in this way does not treat a Devour Contest from you as a Hostile action. The effects of this spell end early if the target becomes ***Bellied***. ***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for every slot level above 3rd. \columnbreak #### Maddening Hunger *3rd-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a pinch of fat) - **Duration:** Concentration, up to 1 minute You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite. The cursed creature immediately seeks sate its appetite. On each of its turns, it must use its action to attempt to Grapple or Devour a creature. If there are no creatures within reach, it moves towards the closest one that it considers possible prey, prioritizing speed over safety. The spell ends early if the target becomes ***Over-Stuffed***. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. #### Medicinal Acids *3rd-Level Voremancy* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (medicinal herbs or a healing potion, which the spell consumes) - **Duration:** Concentration, up to 1 minute You touch 1 predator, granting them the ability to excrete healing acids in place of the normal digestive ones. The target and creatures Bellied by the target gain 1d4 hit points back per round while the spell is in effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for every slot level above 3rd. ## Level 4 #### Dimensional Stomach *4th-level Voremancy (Ritual)* ___ - **Casting Time:** 10 Minutes - **Range:** Touch - **Components:** V, S, M (A small leather pouch) - **Duration:** Concentration, up to 1 hour Your touch alters the space within a pred's belly. For the Duration of the spell, the pred is immune to the ***Stuffed*** and ***Over-Stuffed*** conditions. Aditionally, the pred never physically looks or measures to be above their Stomach Capacity in fullness, and spells that detect creatures can only detect the Bellied creatures that the Pred allows. \pagebreakNum #### Food Coma *4th-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, - **Duration:** Instantaneous You bewitch the mind of a gluttonous creature, making it harder to resist the allure of a deep, digestion-aiding nap. The pred must roll a Wisdom Saving throw. This roll suffers a -1 penalty for every 2 Bulk worth of prey ***Bellied*** by them, and also suffers disadvantage if the pred is at least ***Stuffed***. Preds with no bellied prey and creatures that immune to the charmed condition or the cannot be magically put to sleep automatically succeed this saving throw. A willing creature may choose to automatically fail all saving throws associated with this spell. While asleep in this way in combat, preds have access to their action, and must use their action to roll their Active Digestion Damage. Rolling Active Digestion Damage in this way never reduces the amount of Active Digestion Dice they can use on their next action. Additionally, while asleep in this way, for all instances of Digestion Damage, any 1 rolled is treated as a 2 for the purposes of Digestion Damage calculation. While sleeping in this way, the pred is immune to the effect of the ***Stuffed*** and ***Over-Stuffed*** conditions In any of the following situation, A pred may choose reattempt the saving throw, recalculating penalties to accommodate for digested prey. - They suffer damage. - Prey ***Bellied*** by them have gained a total of 3 Regurgitation Counters. - A Prey ***Bellied*** by them is reduced to 0 HP. On a success, the pred wakes up. Otherwise, the sleep persists until the pred's belly is fully emptied. If the spell is allowed to end normally, the pred wakes up, losing all exhaustion levels if they went to sleep with any, and receives 2 Temporary HP for every 4 Bulk with of prey they digested, up to a maximum of 10 Temporary HP. ***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, the number of Temprary HP gained and the maximum number of Temporary HP possible increases by 1 per 2 Bulk and 5 Maximum for each spell slot level above 4th. #### Instant Digestion *4th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of powdered iron) - **Duration:** Instantaneous You touch a predator's stomach, releasing a surge of acid that reduces prey to slurry in moments. Touch a creature within range. If the Creature is Willing or fails a Wisdom saving throw, that creature immediately deals Digestion Damage, adding a number of Digestion Dice to their normal amount equal to your Spellcasting Ability Score modifier. \columnbreak #### Leeching Insides *4th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a fungus. which the spell comsumes) - **Duration:** Concentration, up to 1 minute For the duration of the spell, whenever you deal Digestion Dice, you heal for half the amount rolled. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level, the duration of this spell becomes 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomes 1 Hour. #### Ravenous Consumption *4th-level Voremancy* ____ - **Casting Time**: 1 action - **Range**: Self - **Components**: V, S, M (A handful of crumbs) - **Duration**: Concentration, up to 10 Minutes For a short duration, you are possessed by an immense hunger that betrays your size. For the duration, you count as one size larger for the purposes of Devour Contests where you are the pred. Not successfuly devouring a creature on your turn counts as a disruption in concentration for this spell and has a DC of 10. This DC goes up by 2 for each consecutive round you fail to Devour a creature, and rests to 10 upon a successful Devouring. **At Higher Levels**: When you cast this spell cast using a 7th level slot or higher, you are considered 2 sizes larger for the purposes of Devour Contests where you are the pred. ## Level 5 #### Bellyport *5th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous Target 2 creatures you can see within the range of the spell. The first creature must make a Wisdom saving throw as a bright flash of light erupts around them. On a fail, the creature becomes ***Bellied*** by the second target. \pagebreakNum #### Inhale *5th-level Voremancy* ___ - **Casting Time:** 1 bonus action - **Range:** 20 Foot Cone - **Components:** V - **Duration:** 1 Minute, Concentration Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage. A creature that succeeds on this saving throw is not moved and takes half damage. A creature that is reduced to 0 HP by this spell is instantly ***Bellied*** by you and digested. If a creature is pulled within 5 feet of you, you may use your bonus action to begin a Devour Contest against them. #### Metamorphose *5th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a handful of dried fruit seeds) - **Duration:** Concentration, up to 1 hour When you cast this spell, choose a creture you've digested within the past 24 hours. For the duration of the spell, you take on the physical appearance of that creature, though you do not gain the creature's memories, skills, or mannerisms. You are limited by the anatomy and physicality of the new form. If it must walk on all fours, so must you. If it didn't have the ability to speak, neither do you. If your form is beastial or non-humanoid, or if the new form is too big for it, the equipment and clothing you are wearing fuses into your transformation. It is impossible to tell based on appearance and touch alone that you are a impersonating the creature you have transformed into, but if you deviate from expected behaviors, others might grow suspicious of you. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. #### Primal Belch *5th level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a willing creature, greatly disrupting their natural digestive system. All creatures ***Bellied*** by the target must make a Constitution Saving Throw. They each take 8d8 worth of the target's Digestion Damage damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d8 Thunder damage per Bulk in the initial target's stomach. On a success, creatures take half damage and are not knocked prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the Digestion Damage and Thunder Damage each increase by 1d8 for each slot level above 5th. ## Level 6 #### Maximize/Minimize *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a bag of powdered iron) - **Duration:** Concentration, up to 1 minute ___ You cause a creature or object you can see within range to grow much larger or smaller for the duration. Choose a either creature. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. **Maximize:** The target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by 2 categories - from Medium to Huge, for example. If there isn't enough room for the target to adjust to its new size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength saving throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 2d6 extra damage. **Minimize:** The target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by 2 categories - from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 2d6 less damage (this can't reduce the damage below 1). #### Undigest *6th-level Voremancy (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an emerald worth 200gp, which the spell consumes) - **Duration:** Instantaneous You hold the emerald against the stomach of a creature, uttering sacred words that can restore a digested body. Choose any one creature that the pred has fully digested in the past week. That creature is revived and reforms adjacent to you. The reformed creature has 0 HP, but is stable. Creatures revived in this way remain unconscious, even if they are healed to above 0 HP, for 1 hour after being revived. \pagebreakNum ## Level 7 #### Power Word Disgorge *7th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 30 ft Range - **Components:** V - **Duration:** Instantaneous Your speak a word of power that can make a pred's belly suddenly up-heave. Target a single pred in a 30 foot radius of you that has ***Bellied*** at least one creature. The pred is magically forced to regurgitate a single prey in their belly that has at least 100 HP. If their are multiple prey that meet this requirement, the caster chooses which prey. If no prey meet this requirement or no qualifying preds are in range, the spell is cast and subsequently fails. ## Level 8 #### Assimilate *8th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous Your touch can instantly absorb a creature, breaking them down and making them a part of you in seconds. Make a melee spell attack against a creature within range. On a hit, the target takes 12d12 Digestion Damage from you. If the target is reduced to 0 HP this way, they die and instantly disappear as you absorb their physical form. You gain access to their memories and secrets as their mind combines with yours. If the target was a spell caster, for the next 24 hours, you gain you gain 1 free cast at base level of a number of spells of your choice form their spell list equal to your spell casting modifier. You may double up on free casts, allowing you to store multiple free casts of the same spell. You cannot store free casts of a spell whose level you cannot cast at yet. ## Level 9 #### Mass Bellyport *9th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous Target 1 creature you can see within the range of the spell. All creatures within 60 feet of the target, excluding the target themselves, must make a Wisdom Saving Throw. On a fail, they become ***Bellied*** by the initial target. \columnbreak #### Power Word Digest *9th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V - **Duration:** Instantaneous Your speak a word of power that can make a pred's belly rapidly boil through it's prey. Touch the belly of a pred who as at least at ***Stuffed***. They instantly deal 300 Digestion Damage. #### Power Word Swallow *9th-level Voremancy* ___ - **Casting Time:** 1 action - **Range:** 60 Feet - **Components:** V - **Duration:** Instantaneous Your speak a word of power that can transport a creature of your choice. If the target has 150 hit points or fewer, they are instantly ***Bellied*** by another creature of your choice within range. The teleported creature then receives 5 levels of exhaustion. \pagebreakNum
# Magic Items ___
#### A compendium of powerful items to enhance you abilities in hungry combat
#### Sleeping Bag of Compression *Wondorous Item, Common* When a creature enters this sleeping bag, they appear to have an empty belly. #### Potion of Gurgling *Potion, Common* After drinking this potion, each creature ***Bellied*** by you takes 2 dice of Digestion Damage from you. #### Expanding Potion *Potion, Common* After drinking this potion, your stomach is filled with 8 Bulk worth of liquid with 5d20+10 HP. You gain no nutritional benefits from digesting this liquid, but it does trigger other vore-based effects #### Ring of Metabolizing *Ring, Uncommon* While wearing this ring, you lose fat at double the normal rate #### Armor of Expanding *Armor, Common* This set of armor always molds to the shape of your body, no matter how it changes. You cannot lose proficiency for this armor due to the ***Over-Stuffed*** condition #### Elastic Potion *Potion, Rare* For the next 8 hours after drinking this potion, you are immune to the ***Stuffed*** condition. #### Potion of Heaving *Potion, Rare* For the next hour after drinking this potion, you have disadvantage on Voracity saves made to resist regurgitating prey. #### Ring of Barbaric Masochism *Ring, Uncommon (requires attunement to a Barbarian)* While raging, whenever a creature deals 10 or more damage in a single hit to you, your attack rolls made against that creature have advantage until your rage ends or the creature is reduced to 0 HP. #### Ring of Diffusion *Ring, Very Rare* While wearing this ring, the threshold to dealing transitive damage to prey ***Bellied*** by you drops from 20 t0 10. Wearing a second copy of this ring removes the threshold entierly. \columnbreak
#### Collar of Digestion *Wondrous Item, Rare* While wearing this stretchy necklace, You gain 2 Digestion Dice #### Ring of Cushioning *Ring, Very Rare* While wearing this ring, you may choose to not force creatures Bellied by you to suffer transitive damage regardless of how much damage you take. Wearing this ring and Ring of Diffusion simultaneously cancels out both effects. #### Gloves of Iron Grip *Wonderous Item, Uncommon* When you make a grapple attempt, all creatures have disadvantage to escape your initial grapple attempt, and you gain advantage on maintaining a successful grapple. #### Gloop of Viscosity *Wonderous Item, Uncommon (requires attunement)* This magic item is actually a small ball of honey-like black fluid that is entirely indigestible, even by features that would allow you to digest magical items. You can attune to it by swallowing it and holding in your belly for an hour, upon which it fills the bottom of your stomach with a thick fluid You treat your capacity as if you were one size smaller as fluid constantly fills your belly, always giving you a constant slight swell. The sticky and viscous fluid makes it nigh impossible for any prey to move, struggle, or escape. It also rounds out the outlines of prey. All struggle attempts made inside you are done with disadvantage. #### Belt of Gastric Stability *Wonderous Item, Very Rare (requires attunement)* ____ You gain a +3 to your Voracity Save, and all creatures ***Bellied*** by you require 1 additional Regurgitation Counter before you can be forced to regurgitate them. ____ This Belt has 3 charges. Each time prey in your belly make a struggle attempt, you may spend any number of unspent charges to inflict a penalty to the struggle roll equal to your Constitution modifier times the number of charges spent, to a minimum final bonus of -5. ____ Once depleted of all charges, this Belt regains all expended charges after 24 hours. #### Hunger Potion *Potion, Uncommon* For the next hour after drinking this potion, you gain +2 on your Voracity (Devouring) skill checks. \pagebreakNum #### Bola of Choking *Wonderous Item, Uncommon* ___ This is a triad of ropes conjoined in the middle, each rope ending in a weighted mass, typically a rubber or metal ball. This is a **Thrown** projectile with a (20/60) range. ___ As an action, you may throw the bola at a creature and roll to hit as if it were a thrown weapon. The target contests a Dexterity Save. If the target succeeds, the bola misses and flies forward another 20 feet or drops to the ground if it initially traveled further. ___ If you roll higher, the bola binds itself to the snout of the target, or the neck if it lacks such a feature, the balls magically adhering together. While bound with the bola, the target cannot begin Devour Contests where they are the pred. ___ Once adhered, The bola become an object with 10 AC, 25 HP, vulnerability to fire and slashing damage, and immunity to psychic, thunder, and poison damage. Once the Bola's HP is reduced to 0, it falls to the ground in a damaged state and becomes unusable. Upon being reduced to 0 HP, the bola begins to automatically repair itself, becoming usable again in 24 hours. ___ If fire or slashing damage reduced the bola's HP to 0, the bola does not begin self repairs. To repair a bola in this state, 2 hours and 25 GP worth of supplies must be spent during a long rest to repair the bola manually. After which, the bola become immediately usable again. Manual repairs can be done even if the bola is self-repairing. ___ If the bola suffers one instance of 50 or more fire or slashing damage, it is considered destroyed and irrepairable. ___ The adhered bola can be removed freely by the owner or anyone the owner allows. All other must succeed in a DC 15 Strength Save to remove it without damaging the item. #### Armor of Indigestion *Armor, Rarity Varies* ___ This Armor causes the wearer to instantly gain a number of Struggle Charges and 1 Regurgitation Counter upon becoming ***Bellied***. ___ Four Varieties of this armor exists, with the number of Sturggle Charges gained scaling with rarity. | Rarity | Struggle Charges | |:---------:|:----------------:| | Uncommon | +2 | | Rare | +3 | | Very Rare | +4 | | Legendary | +5 | \columnbreak #### Ink of Expansion *Wonderous Item, Rarity Varies (requires attunement)* ___ This is a well of tattooing ink that can be affixed to a tattooing needle. The ink in the well is laced with a powerful magic that enhances the tattooed individuals capacity without altering their anatomy or biology. ___ The ink's effect can only manifest if it is administered through a tattooing needle onto a living creature. Otherwise, the ink loses all magic potency. ___ The process of administration, which counts as attunement, take 4 hours, which can be taken during a short or long rest and counts as light activity, but requires 2 people. Once administered, the tattoo cannot be removed or unattuned short of a wish spell or amputation of the tattooed region. Upon either case, the ink loses its magic. ___ Once administered, the tattooed individual's Stomach capacity increases base on the rarity. | Rarity | Extra Stomach Capacity | |:---------:|:----------------------:| | Uncommon | +1 | | Rare | +2 | | Very Rare | +4 | | Legendary | +8 | All the ink must be administered to a single individual, otherwise, the magic in the ink loses potency. ___ The effects of the ink persists through forced or willing shape changes such as a Changeling's Shapechange ability or the effects of the Polymorph spell as long as the base form of the creature has the tattoo. #### Armor of Revulsion *Armor (Any), Rarity Varies* An armor enchanted with a foul tasting magic that makes it diffcult to cleanly devour the wearer While wearing this armor, you gain a bonus to your Voracity (Defiance) skill checks based on the table below relative to the rarity of the armor | Rarity | Voracity (Defiance) Bonus | |:---------:|:-------------------------:| | Common | +1 | | Uncommon | +2 | | Rare | +3 | | Very Rare | +4 | | Legendary | +5 | #### Goggles of the Belly Spelunker *Wonderous Item, Uncommon* While you are wearing these goggles You are immune to blindness as a result of the ***Bellied*** condition. \pagebreakNum #### Yggdrasil Ring *Ring, Very Rare (Requires Attunment)* A raw emerald embedded in a wooden ring hewn from an unknown tree. This Ring has 5 charges, and regains 1d4 spent charges daily at dawn. While attuned to this ring, you may use a bonus action and 1 charge of this ring to cast Enlarge/Reduce on yourself with out consuming a spell slot or any material components. When casting **Enlarge/Reduce** in this way, you may only choose the Enlarge casting option, and may only target yourself. While under the effects of the **Enlarge/Reduce** spell cast by way of this ring, the ring melds into your body can cannot be removed by any means short of a Wish spell or divine intervention, and returns to your finger after the effect ends. If you maintain attunment to this ring for 5 consecutive years, the maximum number of charges is reduced by 1 and your size increases by 1 size class permanently, with your dimensions remaining equal relative to each other. All gear and equipment on your person at the time when you increase your size class also increases in size with you. This effect repeats every 5 consecutive years you remain attuned to the ring until the maximum number of charges is reduced to 0, upon which the wood ring rots away, leaving behind a non-magical emerald worth 250 GP. The permanent size increase as a result of extended attunment is considered natively part of your character and non-magical, and is not lost, even if the ring is removed, you unattune to it, or become affected by an anti-magic effect. Unattuning to the ring interrupts and restarts the 5-year countdown, but does not return permanently removed charges. #### Weapon of Seasoning *Weapon (Any), Melee Weapon, Rarity Varies* A weapon doused in an arcane power that makes the target's flavor closely resemble the predator's favorite food. This weapon 9 charges. When you deal damage with this weapon, you may expend 1 charge to veil your target in a delicious and aromatic aura only perceptible by you. While covered in this aura, the next Devour Contest began against the target creature has a bonus based on the table below relative to the rarity of the weapon. | Rarity | Voracity (Devouring) Bonus | |:---------:|:--------------------------:| | Common | +1 | | Uncommon | +2 | | Rare | +4 | | Very Rare | +6 | | Legendary | +9 | This aura persists until: - The target is reduced to 0 HP - A new target is covered in this aura - A Devour Contest is began on the target Otherwise, this aura fades on its own after 24 hours. \columnbreak #### Torch of the Fire Eater *Wonderous Item, Rarity Varies (Requires Attunment)* A torch of seemingly endless fire that never seems to burns out. This torch is treated as a simple melee weapon that deals 1d6 fire damage on a hit. This weapon grants an additional bonus to attack and damage rolls depending on the rarity. As an action, you may spend one charge of this item to inhale the flames off this torch, sucking the flames into your stomach. Any prey ***Bellied*** by you take an amount of fire damage depending on the rarity of the item. You may choose to expel the flames in a cone at the end of your turn as part of the same action, with the size and range depending on the rarity Creatures in this cone must roll Dexterity Saving throw, taking fire damage on a fail or half as much on a success, with the amount of dice depending on the rarity. Additionally, instead of expelling the flames, you may use your bonus action to keep the fire burning in your belly. You may repeat this bonus action at the beginning of each of your turns, up to a number of times equal to your Constitution Modifier, with all prey ***Bellied*** by you taking 1d6 fire damage at the start of each of your turns for the duration. At the beginning of your next turn after the duration, you must expel the fire as a free action as described before. While holding the fire in your belly, the torch is unlit and you shed dim light from your belly at a range of 20 feet. This item has 3 charges and regains all spent charges daily at dawn. | Rarity | Roll Bonus | Cone Size | Cone Damage | Belly Damage | |:---------:|:----------:|:---------:|:-----------:|:------------:| | Rare | +1 | 10 feet | 3d6 | 2d4 | | Very Rare | +2 | 20 feet | 3d8 | 2d6 | | Legendary | +3 | 30 feet | 3d10 | 2d8 | #### Goggles of the Spectator *Wonderous Item, Uncommon (Requires Attunement)* While ***Bellied*** by another creature while you are attuned to these goggles, you may perceive the outside world through the senses of the creatures you are bellied by. #### Indigestible Item *Wonderous Item (Any), Rarity Varies* This item is immune to any damage it might sustain while ***Bellied*** by a creature. \pagebreakNum #### Vore-doo Doll *Wonderous Item, Very Rare (Requires Attunement to a Spellcaster)* A blank and boring looking stuffed animal with a humnaoid apperance that is brimming with necromantic power. While attuned to this item, you may spend 4 hours performing a ritual to bind a humanoid target to the doll. You may also bind a target instantaneously if you can draw a direct line of site to the target. In either case, the binding process also requires a item that either has sentimental value to the target, or is a part of the target's own body. Just before the binding is complete, the target must succeed in a Charisma saving throw agaisnt your Spell Save DC or be bound to the doll. Willing targets can choose to fail this save automatically. If the target succeeds the save, then the item used to bind that target is also destroyed. While bound to the doll, the target is considered cursed by you. After a successful bind, while the target is within 20 feet of you while you hold the vore-doo doll, You can direct the target to undertake any action you want them to, as long at they are physically capable of preforming that action. If you direct the target to preform an action that they cannot undertake then no action is taken by them. If the target is further than 20 feet, but within 1000 feet, then any time you direct them to take an action, they may roll a Charisma Saving throw. On a success, the target fully resists that particular command, and can move freely. You only have control over the target's gross motor functions while they are bound to the doll. You cannot make them preform any fine motor movement with any meaningful skill, and have no control over their speech, mind, senses, or mental state. Any time the doll sustains damage from any source, the target creature is damaged instead, though all damage taken by that creature in this way is halved (rounded up). A creature cannot be reduced to less than 1 HP while sustaining damage in this way, and will ignore any actions or damage that would violate this rule without any effort on their part. While you are attuned to and a creature is bound to the doll, you may swallow the doll as a bonus action. if the target is within 20 feet of you, they they are teleported into your stomach and are ***Bellied*** by you. If they are withing 1000 feet of you, they they may make a Charisma Save with disadvantage, successfully resisting the teleportation on a success. In either case, on a successful teleport, the doll is destroyed. The bind of the doll can be broken by a Dispel Curse spell cast at 6th level or higher, if the bound creature or doll owner dies, or the owner of the doll breaks the bond as an action. While the doll is bound to a target, the owner may allow any creature they wnat to use this doll without breaking their attunment, and without the other creature needing to attune to it, though unattuned creatures cannot change the nature of the bind. If a creature swallows a doll they they are both bound and attuned to, the act instantly destroys the doll and opens a gate to the Astral Plane. The gate originates where the creature was standing. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. \pagebreakNum
# Auxiliary Components ___
#### Additional Magic forces of interest that don't fit within the other categories
## Pact Boon ### Band of the Bound Glutton Your patron sees your insatiable hunger as an asset to enacting their will through you. They gift to you a powerful belt that makes it easier to devour and hide unruly meals. You gain a belt worn over your armor. While wearing this belt and at no more than your racial capacity, it is impossible to tell without magical aid if you have prey in your belly or not. You gain a +2 bonus to your Voracity (Devouring) skill check. ## Eldritch Invocations ### Eldrtich Maw Your mouth brims with unknowable power. You gain a natural Bite weapon that deals 1d6 piercing damage. If you already have a bite weapon, then the damage increases by 1 dice step. When you make a bite attack, you can use your Charisma modifier instead of your Strength modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. Additionally, you can use a bonus action to change the damage type of your bite attack between Piercing and Force. ### Twin Fang *pre-requisites: bite weapon* Your bite becomes fast and brutal. You can attack with your bite weapon twice, instead of once, whenever you take the Attack action on your turn. Your bite cannot simultaneously benefit from *Far Bite* and *Twin Fang* on the same attack action. ### Far Bite *pre-requisites: bite weapon* You can project a magic mirage of your fangs to chomp down on foes. Your natural bite attack now has the reach property. If you use this property to deal damage with you bite attack, dealing damage with it does not trigger the Grip weapon property. Damage dealt using this invocation is always Force damage regardless of the normal damage type of the bite weapon Your bite cannot simultaneously benefit from *Far Bite* and *Twin Fang* on the same attack action. \columnbreak
### Empowered Belly *pre-requisites:* ***Band of the Bound Glutton*** *feature* Under the guidance of your patron, your magic augments and enhances you ability to digest prey. You gain a number of Eldrtich Digestion Dice equal to your Charisma modifier. These dice are the same size as your Passive Digestion Dice, including augmentations. When you cast a warlock spell, you may use your reaction to roll an Eldritch Digestion Die, dealing the resulting damage to any one creature ***Bellied*** by you. Once a die is rolled, is is considered expended and unusable. You regain all expended dice on a short rest. ### Gluttonous Blade *pre-requisites:* ***Pact of the Blade*** *feature* Your Pact Weapon gains the Devour weapon property as long as it is a melee weapon. ### Eldritch Biology *pre-requisites:* ***Pact of the Blade*** *feature* Your unarmed Strike and Natual Weapons can be converted into pact weapons. The damage dice for these weapons become 1d6 if it was lower. They also may count as hex weapons for the purposes of the Hexblade subclass and it's features. ## Meta-Magic ### Gastro Spell When casting a spell that targets a specific creature, you may spend 1 sorcery point to allow the spell to target creatures ***Bellied*** by the pred as if they had no cover and were standing in the pred's space. ## Fighting Styles ### Greedy Fighting As a reaction to ***Bellying*** a creature, you may either attack with Belly Bash or makes a Grapple check to any creature within 5 feet. ### Glutton Punisher You gain a +2 bonus to all attack rolls and damage rolls made against a pred that has currently has ***Bellied*** other creatures. \pagebreakNum ### Artificer Infusions #### Dragging Weapon **Item: Any weapon with the Reach or Ranged weapon properties** This magic weapon grants a +1 bonus to attack and damage rolls made with it. When you hit with this weapon, the target is pulled 5 feet closer to you #### Bloating Armor *Item: The torso piece of any suit of armor (requires attunment)* You recieve any benefits of having 8 Bulk ***Bellied*** by you, even if you do not actully have any of that bulk ***Bellied*** #### Trap Jaw *pre-requisite: 6th level artificer*
*Item: Any helmet that fully covers the face (requires attunment)* When you fail a Devour Contest agaisnt a target within 5 feet of you while wearing this helmet, you may make a grapple attempt on the target. Grapple attempts made in this way have a bonus equal to the creating artificer's Intelligence Modifier at the time of infusion. #### Reflux Armor *pre-requisite: 10th level artificer*
*Item: Any suit of armor (requires attunment)* Any time the wearer suffers digestion damage, they can choose a number of digestion dice equal to their proficiency modifier. The selected dice have their rolled values halved for that instance of Digestion Damage calculation, and the inflicting pred takes acid damage equal to the original rolled values of the halved dice. ### Additional Artificer experimental Elixirs | d10 | Name | Effect | |:---:|:-------------|:-----------------------------------------------------------------------------------------------------------------------------------| | --- | --- | --- | | 7 | **Fizzing** | The drinker gains a number of free casts of the Greater Belch Spell equal to your Intelligence modifier. | | 8 | **Gurgling** | The drinker can immediately roll their Active Digestion Dice without reducing the amount of dice available. | | 9 | **Gorging** | The drinker stomach is considered to always be at full regardless accounting for prey already present, for 10 minutes. | | 10 | **Draconic** | The drinker gains the effect of one use a Dragonborn racial breath weapon of your choice. | \columnbreak ### Artificer Magic Item Replicas | Replicable Magic Items (2nd-Level Artificer) | | |:---:|:-----------:| | Magic Item | Attument | |:---:|:-----------:| |Goggles of the Belly Spelunker | No |
| Replicable Magic Items (6th-Level Artificer) | | |:---:|:-----------:| | Magic Item | Attument | |:---:|:-----------:| |Armor of Expanding | No | |Ring of Metabolizing| No |
| Replicable Magic Items (10th-Level Artificer) | | |:---:|:-----------:| | Magic Item | Attument | |:---:|:-----------:| | Gloves of Iron Grip | No |
| Replicable Magic Items (14th-Level Artificer) | | |:---:|:-----------:| | Magic Item | Attument | |:---:|:-----------:| | Belt of Gastic Stabilty | No | \pagebreakNum ### Path of the Totem: New Totem Options The Path of the Totem Warrior allows the Barbarian to attune to the spirits of animals as they rage in combat. Alongside the Bear, Eagle, and Wolf exists 2 more. The Serpent; a ravenous and wiley predator that capitalizes on moments of weakness. The Rabbit; Quick, nimble, and flighty to avoid persistent preds. #### Totem Spirit (3rd Level) - **Serpent:** Your grapple becomes empowered with the might of a Python. The penalty a creature suffers during a Devour Contest due to be grapple by you is doubled. Additionally, you learn the Poison Spray cantrip and can cast it at will without the need for Verbal or Somatic components, even while raging. Constitution is your spell casting ability for this spell. Poison Spray cast in this way is immune to effects that would nullify magic otherwise, such as Antimagic Field. - **Rabbit:** Your speed increases by 10, and you are immune to the 0 speed penalty during Devour Contests. Additionally, you may make an Attack of Opportunity against a creature that attempts to devour you. If you manage to deal damage with this attack, the Pred's Devour attempt suffers a penalty equal to the damage they received. #### Aspect of the Beast (6th Level) - **Serpent:** You gain the flexibilty and gastic integrity of the snake. You count as one size larger for the purpose of determining capacity and a +2 bonus to your Voracity saves. - **Rabbit:** You ignore the effects of ground based, nonmagical difficult terrain such as roots, soft ground, or loose rocks. You also gain an additional 10 feet of movement. #### Totemic Attunement (14th Level) - **Serpent:** You now considered an additional size class larger for the purposes of determining your capacity. Also, your opponent in Devour Contest no longer gains any benefit from having a size advantage. Additionally, while raging, you can grapple creatures up to two size classes bigger than you. - **Rabbit:** You could as one size larger for the purposes of Devour Contests. While Raging and Bellied, you gain Struggle Charges and Regurgitation Counters twice as fast. \pagebreakNum
# Monsters ___
#### You aren't the only one wandering around looking for a live meal
##### Creatures | Page | Name | Size | Type | STR | DEX | CON | INT | WIS | CHA | CR | |:----:|:----------------------|:-----------|:-------------------|:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|:--:| | 63 | [Bone Golem](#p63) | Large | Undead / Construct | 17 (+3) | 9 (-1) | 15 (+2) | 2 (-4) | 14 (+2) | 11 (+0) | -- | | 65 | [Ijzer, Great Devourer](#p65) | Gargantuan | Dragon | 26 (+8) | 13 (+1) | 27 (+8) | 16 (+3) | 14 (+2) | 12 (+1) | 30 | | 66 | [Sini, Toxic Hunger](#p66) | Huge | Dragon | 23 (+6) | 10 (+0) | 24 (+7) | 18 (+4) | 18 (+4) | 15 (+2) | 26 |
___ ___ > ## Bone Golem > *Large Undead/Construct, Aligned with it's creator* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points:** [ Druid Level ] d10 + ( CON x [ Druid Level ]) > - **Speed** 40 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |17 (+3)|9 (-1)|15 (+2)|2 (-4)|14 (+2)|11 (+0)| > ___ > - **Saving Throws** Str +5, Con +4, Vor +4 > - **Skills** Intimidation +2, Perception +2, Devouring +4 > - **Damage Vulnerabilities** radiant > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** blindsight 10 ft., darkvision 120 ft., passive Perception 12 > - **Languages** understands the languages of its creator but can't speak > - **Voracity Stat** Wisdom > - **Bulk** 8 > - **Stomach Capacity** 10 > > \columnbreak > >***Immutable Form.*** The Bone Golem is immune to any spell or effect that would alter its form. > > ***Magic Weapons.*** The Bone Golem's weapon attacks are magical. > > ***Antimagic Susceptibility.*** The Bone Golem is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Bone Golem must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. > > ***Unyielding Loyalty.*** The Bone Golem will ignore any action that directly defies the order of it's creator, and the orders of it's always hold priority over the orders of others. > > ***Construct Anatomy.*** The Bone Golem is a construct by nature and does not need to eat, sleep, or breathe. > ### Actions > ***Bite.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) peircing damage. > > ***Claw.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage. > > ***Belly Bash.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ **__Special__** bludgeoning damage. \pagebreakNum
##### Stitchable Features | Feature | Stitch Cost | Druid Lv. | Effect | |:-:|:-:|:-:|:-| | Innate Spellcasting (3/Day) | 1 | 2 | The Bone Golem can innately cast Witchbolt (Wisdom spell save DC), requiring no material components. Its innate spellcasting ability is WIS. | | Abyssal Fins | 3 | 2 | The Bone Golem gains skaletal fins, giving it a swim speed equal to it's movement speed.| | Multiattack | 2 | 2 | The Bone Golem makes two attacks. | | Speedy | 1 | 2 | The Bone Golem's speed increases by 10 feet. | | Pestilent Fangs | 3 | 2 | The Bone Golem's Bite attack deals an additional 1d4 poison damage, and the target must succeed in a DC 10 Constitution Save or be poisoned. The poisoning fades on its own after a number of turns equal to your Wisdom Modifer, or until they succeed in the Constitution save, which they may repeat at the beginning of each of their turns. | | Ravenous | 2 | 2 | The Bone Golem had advantage on Voracity (Devouring) skill checks if no creatures are ***Bellied*** by them. | | Ghoulish Flight | 4 | 5 | The Bone Golem gains skeletal wings that afford it a flight speed equal to it's Movement Speed, and the ability to hover in place. | | Banshee Wail (3/Day) | 6 | 5 | The Bone Golem may use it's action to let out a ghastly, soul chilling wail. Creatures in a 20 foot cone in front of the Bone Golem must make a Constitution Saving Throw contested by the Bone Golem's Wisdom Spell Save DC, dealing 3d6 Thunder damage and inflicting ***Frightened*** on the creature until the beginning of the Bone Golem's next turn on a fail, or half as much and no ***Frightening*** on a success. | | Necrosis Breath (Recharge 5-6) | 4 | 5 | As an action, the Bone Golem exhales a plume of necrotic energy in a 20-foot cone. Each creature in that area must make a Dexterity saving throw agaisnt the Bone Golem's Wisdom Spell Save DC, taking 2d8 Necrotic damage on a failed save, or half as much damage on a successful one.| | Distendable Stomach | 2 | 5 | The Bone Golem is considered to be one size large for the pourpose of determining its Stomach Capacity.| | Scrappy | 2 | 5 | The Bone Golem gains an extra set of claw-like limbs. When the Bone Golem hits a creature with a natural weapon attack, it can use a bonus action to attempt to grapple the target.| | Innate Spellcasting (1/Day) | 5 | 11 | The Bone Golem can innately cast Inhale (Wisdom save DC), requiring no material components. Its innate spellcasting ability is WIS. | | Sturdy Bones | 4 | 11| The bones making up the Bone Golem are sturdier than usual. The Bone Golem gains +2 AC.| | Ethereal Sight | 7 | 11 | The Bone Druid gains vision that is impossible to fool. It gains 30 feet of blindsight, which is also Truesight and can see through regular and Magical Darkness in full color. | Bone Titan | 8 | 17 | The Bone Golem increases in physical size. It is now considered Huge, and gains additional HP equal to twice it's level. The Bone Golem's weapons roll 1 additional die for damage and it's attacks deal double damage to structures and ignore damage thresholds. | Gluttonous Demise | 9 | 17 | Instead of fully digesting prey, when a creature ***Bellied*** by the Bone Golem is reduced to 0 HP, it's mass in converted into volatile necrotic energy that accumulates in the Bone Golem's Stomach. The Bulk of fully Digested prey lingers indefinitely until the Bone Golem dies, where upon it explodes. All creatures in a 15 foot radius centered on the Bone Golem at the time must make a Constitution Saving Throw agaisnt the Bone Golem's Spell Save DC, taking 1d10 Necrotic damage per point of Bulk in the Bone Golem's Stomach on a fail, or half as much on a success. This explosion also occurs if the accumulated Bulk in the Bone Golem's Stomach is more than double it's Stomach Capacity. In either case, the explosion kills the Bone Golem. | Modular Construction | 10 | 17 | The Soud Stitching on the Bone Golem is easy to take apart. As an action on their turn, the creator of the Bone Golem can add, remove, or swap any stitchable feature for a new one, consuming the required amount of Soul Stitches as needed. The initially spent Soul Stitches are not refunded in the process
\pagebreakNum ___ ___ > ## Ijzer, Great Devourer >*Gargantuan dragon (Behemoth), Chaotic Neutral* >___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 518 (28d20 + 224) > - **Speed** 40 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|13 (+1)|27 (+8)|16 (+3)|14 (+2)|12 (+1)| >___ > - **Saving Throws** Str +17, Dex +10, Con +17, Cha +10, Vor +17 > - **Skills** Acrobatics +10, Athletics +17, Deception +10, History +12, Insight +11, Intimidation +19, Perception +20, Devouring +17 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, poisoned, restrained > - **Senses** blindsight 40 ft., darkvision 120 ft., truesight 40 ft., passive Perception 30 > - **Languages** Celestial, Common, Draconic, Primordial, Sylvan > - **Voracity Stat** Strength > - **Bulk** 32 > - **Stomach Capacity** 40 > - **Digestion Damage** 36d10 Acid > - **Challenge** 30 (155,000 XP) >___ > > ***Legendary Resistance (3/day).*** If Ijzer fails a saving throw, he can choose to succeed instead. > > ***Long Throat.*** Creatures ***Bellied*** Ijzer by do not suffer Ijzer's digestion damage and cannot make struggle attempts until they have been Bellied by Ijzer for a full round. > > ***Crop.*** Ijzer can choose to send Devoured prey to a small crop instead of his stomach. This crop can hold up to 16 Capacity Points worth of prey and deals no digestion damage. Prey can be carried in the crop indefinitely. Ijzer can use an action to fully swallow the contents of his crop with no contest. Creatures swallowed from Ijzer's crop are not affected by his ***Long Throat*** trait. > > ***Expert Predator.*** Ijzer is immune to the ***Stuffed*** and ***Over-Stuffed*** conditions. > > ***Magic Resistance.*** Ijzer has advantage on saving throws against spells and other magical effects. > > ### Actions > > ***Multiattack.*** The Ijzer makes six attacks: one with Bite, two with his Claws, one with his Horns, one with his Tail, and one Devour Attempt. He can also make a Devour Attempt or Digest in place of his Bite > > ***Bite.*** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 18 (3d6 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 21). > >\columnbreak > > ***Claw.*** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 30 (5d8 + 8) slashing damage. > > ***Horns.*** _Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 35 (5d10 + 8) bludgeoning damage. > > ***Tail.*** _Melee Weapon Attack:_ +17 to hit, reach 5 ft., one target. _Hit:_ 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone > > ***Digest (Recharge 6).*** Ijzer rolls Active Digestion Dice against one creature as an action without reducing the amount rolled > > ***Belch (Recharge 5-6).*** Ijzer unleashes a guttural belch in a 20-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 13 (3d8) thunder damage and 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. If Ijzer has prey in his crop, he may choose to fire them from his maw as a projectile aimed at any creature within range of the belch. The target must succeed in a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage. The projectile creature suffers 9 (2d8) bludgeoning damage regardless of the save results and falls prone adjacent to the target or at the edge of the belch's range if they missed their target. > > ***Hyper Sonic Flight (Recharge 6).*** Ijzer flies up to his movement speed in one straight line as an Action. All creatures he passes through must take a DC 19 dexterity saving thrown, suffering 39 (6d12) thunder damage on a fail and half as much on a success. > ### Legendary Actions > Ijzer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ijzer regains spent legendary actions at the start of his turn. > > **Wing Attack (Costs 2 Actions).** Ijzer beats his wings. Each creature within 15 ft. of Ijzer must succeed on a DC 19 Dexterity saving throw or take 29 (6d6 + 8) bludgeoning damage and be knocked prone. Ijzer can then fly up to half his flying speed. > > **Move.** Ijzer can move up to half his movement speed > > **Burp.** Ijzer make a Belch attack at half range and half damage with a DC of 17. Ijzer cannot fire a projectile from his crop. > > **Gurgle.** Ijzer rolls 5 Active Digestion Dice without reducing the amount rolled > > **Detect.** Ijzer makes a Wisdom (Perception) check. \pagebreakNum ___ ___ > ## Sini, Toxic Hunger >*Huge dragon, Chaotic Neutral* >___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 270 (20d12 + 140) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|10 (+0)|24 (+7)|18 (+4)|18 (+4)|15 (+2)| >___ > - **Saving Throws** Dex +8, Con +15, Wis +12, Cha +10, Vor +13 > - **Skills** Intimidation +10, Medicine +20, Nature +20, Persuasion +10, Survival +12, Devouring +13 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** poisoned > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 14 > - **Languages** Common, Draconic, Sylvan > - **Voracity Stat** Strength > - **Bulk** 16 > - **Stomach Capacity** 22 > - **Digestion Damage** 20d10 Poison > - **Challenge** 26 (90,000 XP) >___ > ***Legendary Resistance (3/Day).*** If Sini fails a saving throw, it can choose to succeed instead. > > ***Long Throat.*** Creatures ***Bellied*** by Sini do not suffer Sini's digestion damage and cannot make struggle attempts until they have been Bellied by Sini for a full round. > > ***Expert Predator.*** Sini is immune to the ***Stuffed*** and ***Over-Stuffed*** conditions. > > ***Ultra Belch (Recharge 6).*** Sini can super charge his belches. Super charged belches deal twice the damage, have twice the range, and have a +2 bonus to all involved DCs > > ***Superior Poison Absorption.*** If Sini takes poison damage, the damage is negated. Sini then heals for twice the damage negated. Sini is also immune to the Poisoning condition > > ***Superior Toxins*** Poison Damage dealt by Sini ignores resistances and immunities. > > ***Corrode Metal.*** Any nonmagical weapon made of metal that hits the Sini corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the Sini is destroyed after dealing damage. > > ***False Appearance.*** With out magical aid or prior observation, Sini appears to be a Black dragon instead of a Green Dragon > > ***Magic Resistance.*** Sini has advantage on saving throws against spells and other magical effects. > > \columnbreak > > ### Actions > ***Multiattack.*** Sini uses his frightful presence. He then makes five attacks: one with his Bite, one with his Claws, one with his Horns, one with his Tail, and one Devour Attempt. He can also make a Devour Attempt or Digest in place of his Bite. > > ***Frightful Presence.*** Each creature of Sini's choice that is within 120 feet of Sini and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sini's Frightful Presence for the next 24 hours. > > ***Bite.*** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d8 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 19). > > ***Claw.*** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 20 (4d6 + 6) slashing damage. > > ***Horns.*** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 32 (4d12 + 6) piercing damage. > > ***Tail.*** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. > > ***Digest (Recharge 6).*** Sini rolls Combat Digestion Dice against one creature as an action without reducing the amount rolled > > ***Belch (Recharge 5-6).*** Sini unleashes a guttural belch in a 20-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 11 (2d10) thunder and 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Sini can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sini regains spent legendary actions at the start of its turn. > > **Wing Attack (Costs 2 Actions).** Sini beats its wings. Each creature within 15 ft. of Sini must succeed on a DC 18 Dexterity saving throw or take 23 (5d6 + 6) bludgeoning damage and be knocked prone. Sini can then fly up to half its flying speed. > > **Devour (Costs 2 Actions).** Sini makes a Devour Attempt > > **Move.** Sini can move up to half his movement speed > > **Burp.** Sini make a Belch attack at half range and half damage with a DC of 17. > > **Gurgle.** Sini rolls 4 Active Digestion Dice without reducing the amount rolled > > **Detect.** Sini makes a Wisdom (Perception) check. \pagebreakNum
# Auto Sheet ___
#### A breif tutorial on how to use the automated sheet, which can be found [Here](https://docs.google.com/spreadsheets/d/1ki5zGPMwyepAjCHnQ61A4VD_HqLBEVAgfhEYWFcC2k8/edit?usp=sharing "Vore-Auto Sheet")
### Look Before you Edit This Sheet is partially automated, and that mean certian calculation are done automatically based on other variable that you may or may not see. A good rule of thumb is to **ALWAYS** check the f(x) formula box just above the sheet, depicted here, so you don't accidentally mess the math up.
### Filling In your Stats #### Ability Scores Fill in your ability scores as shown here,
with the raw value in the small slot
underneath, highlighted here in red. The
Modifier will automatically propagate
into the spot above, highlighted here in
green.
#### Saving Throw Proficiencies Click the checkbox next to the
relevant save to mark yourself
as proficent in that save. The
value will automatically propagate based on the relevant modifier, and your proficiency bonus, which is determined automatically by your level.
#### Skill Proficiencies Mark your proficiency level
using the drop down menu
next to the relevant skill.
You will notice the text of
the skill changes color. Each
color represents a different
proficiency level. Red is
unskilled. Green is
Jack-of-All-Trades. Blue is
Proficient. Purple is
Expertise. Much like saving
throws, the final value is
calculated automatically once all the other relevant points of data are filled in, with a x0, x0.5, x1, and x2 modifier place on your proficiency bonus base on the chosen skill level.
### Other Automated Stuff #### Armor and AC The table depicted here helps
determine your AC value. The
armor row, highlighted here in
purple, has a drop-down menu
that contains the 3 armor weight
classes and No Armor as options
to choose from. Choose the
appropriate weight-class for your armor in the column next to it, type in the **RAW** armor value. Do **NOT** include your DEX modifier here. For example, if you were wearing Studded Leather armor, you would select Light from the menu, and type "12" into the number slot. The Shield row, highlighted here in blue, is a simple toggle, like marking your Saving Throw proficiencies. Simply click the box to mark yourself as wearing a shield, and click again to remove the shield. The +2 AC will appear automatically next to it. The final "Extra AC Bonus" row, highlighted here in yellow, is for AC from extra sources, such as the ***Defense*** fighting style or ***Unarmored Defense*** feature. Your AC will automatically propagate into it's appropriate spot above based on these numbers, including your Dexterity contibutions, which also take your Armor Weight Class into account.
#### Hit Points HP calculations are tricky because there are two ways of doing it, and one of the ways makes use of dice rolls, which are random and cannot be accounted for using formulas. if your are rolling for your HP, disregard this sub-section. If you are using averages to calculate your HP, you can automate the process using the following method. Copy and paste this **EXACT** formula into the spot highlighted in yellow here on the HP tracker block, replacing the **X** and **Y** with the relevant numbers based on the table below relative to the size of your Hit Dice. Be sure you are in text-edit mode with a flashing text bar, and not simply highlighting the cell
=((**X**+C23)*AL6)+**Y**
| Hit Die Size | Replace **X** | Replace **Y** | |:------------:|:-------------:|:-------------:| | d6 | 4 | 2 | | d8 | 5 | 3 | | d10 | 6 | 4 | | d12 | 7 | 5 | \pagebreakNum ### The Fun Stuff~ #### The Core of the Vore The table depicted here is
basically the control panel
that represents the whole
of the core mechanisms
right on your sheet, and
governs pretty much all the
vore related stats and
numbers you need. The
Explanation of this table
will start at the top and
works it's way down to the
bottom of the table. The
very first section is a drop
down menu. This module states that your Voracity scales 1:1 off one stat of your choosing. By selecting a Ability Score from this drop-down, the VOR stat will automatically scale off the chosen score. The Size drop-down menu is quite self explanatory. Just select the size of your creature. This will also automatically calculate your Bulk as well. The Voracity Save and the Devouring and Defiance skill checks operate the exact same way as the normal save and skill check section do, as explained above. Your Bulk is automatically calculated using your Size. No need to tamper with this. Your Speed tends to fluctuate as a result of your fullness. Here you put your Base Speed, and the Speed spot near the top of the sheet will automacially calculate your real speed, taking your fullness into account. Your Digestion damage is split into three different parts. The first part is the number of dice rolled, which is calculated automatically. The second part of the type of dice rolled. D8s are the base for this, but some abilities and effects alter this. The final spot is the damage type, allowing you to easily change the type of damage you deal through digestion. The final section is to help distributing digestion damage, especially when you have a ton of bellied prey or are dealing tons of damage. After you roll for your Digestion Damage, place the rolled value in the 'Total Damage' spot, and the amount of damage you deal to each individual prey will show up in the 'Per Prey' spot. In the even that you have prey who ran out of health before they could be affected by all the digestion damage aimed at them, delete the relevant prey from your Stomach tracker, as explained in the next subseciton, and then add the sum of all the damage that the prey or preys would have sustained had they not fallen to 0 HP early, and place that in the 'Total Damage' slot to see how their damage is re-distributed.
\columnbreak #### Managing your Belly You gotta track your prey some how. The table pictured below will help you with that. The first thing to discuss is the separation. Each section is subdivided from the others with thicker grid lines. The four tall columns that dominate the bottom of the table is your prey space. This of this as your actual stomach. The 'S' column is to track how much Bulk each prey is contributing. The 'HP' column to the immediate right of each 'S' column helps track how much health is left for that particular prey creature. The Stuffed and Overstuffed numbers simply give you the thresholds for yourself regarding the ***Stuffed*** and ***Over-Stuffed*** conditions. Both of these thresholds automatically compared against the total Bulk of your ***Bellied*** prey to determine your belly status. The spot above the green table gives you an over view of your belly's status and even tracks the ***Over-Stuffed*** damage you take if you must do so.
As an example of how to read this table, us this picture here.
This pred has 3 prey currently ***Bellied*** by it; - One medium (4 Bulk) prey with 48 HP - One medium (4 Bulk) prey with 62 HP - One Large (8 Bulk) prey with 37 HP This pred would be considered ***Stuffed*** once they reach 6 Bulk woth of ***Bellied*** prey, and ***Over-Stuffed*** once they reach 12 Bulk of ***Bellied*** prey. Becuase they have a total of 16 Bulk worth of prey ***Bellied*** by them, they are considered ***Over-Stuffed***, and take 2d10 Bludgeoning damage as a result of the ***Over-Stuffed*** condition. \pagebreakNum
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## Credits ### Lead Designer - jaximum (Discord) ### Original Rule Set - [VeryBatty](https://aryion.com/g4/user/VeryBatty) (aryion.com) - [Squidpad](https://aryion.com/g4/user/Squidpad) (aryion.com) ### Cover Art - [themefinland](https://www.furaffinity.net/user/themefinland/) (furaffinity.net) ### Inspiration - [Ijzer](https://www.furaffinity.net/user/ijzer/) (furaffinity.net) - [xSini](https://www.furaffinity.net/user/xsini/) (furaffinity.net) ### Creative Accompaniment - A Very Angy Opossum#7753 (Discord) - spyroscaler#9187 (Discord) - klave#7049 (Discord) - [Rhozondas](https://www.furaffinity.net/user/rhozondas/) (furaffinity.net) - The Lone Medic#---- (Discord) - Loopyloop#8430 (Discord) - Omega_code#---- (Discord) - [Praexon](https://www.furaffinity.net/user/praexon) (furaffinity.net) - Lux Volans_IMR1fley#4797 - Lucius the Christmas Fox - [Kessho](https://www.gmbinder.com/profile/Kessho "Kessho") (gmbinger.com) - various anonymous contributor ### Mechanical Accompaniment - Jareix#0096 (Discord) ### Questions? If you have comments, questions, requests, ideas, or critiques, message me, jaximum, on Discord. ___ DO NOT message other contributors listed. They will only direct you towards me anyways. ___ Contributors that lack a link or Discord numbers have chosen partial anonymity. DO NOT pester me or other contributor for contact info for them. As stated above, they will only direct you towards me anyways.