Balthazar's Grimoire of Gorging

by DrakeBigShep

Search GM Binder Visit User Profile

PART 1

Table Tribute Subclasses

A collection of subclasses inspired by the players of the table or others who have influenced the development of these modules!

All of these subclasses are all designed around the members of the Aeiroth table and their characters, significant lore characters, table inspirations, and table guests!

"Size is strength"

-Archlipomancer Drake Schaefer-

Aeiroth Elemental Expansion

There are spells for some subclasses that come from the Aeiroth Elemental Expansion module! It is an under construction list of spells and subclasses designed to expand on magics that are already around. Ice, Lightning, Magma, Earth, Wind, and Water. There's more to casting than fireball and this module aims to give you a plethora of options.
Spells coming from that module will be marked with (AEE)


Aeiroth Spell Compendium

There are spells for some subclasses that come from the Aeiroth Spell Compendium module! It is a small collection of rules used for the Aeiroth table and some spells here are listed from that module.
Spells coming from that module will be marked with (ASC)


Aeiroth Extra Classes

There are classes and spells used that come from a table conversion of third party content! They can be found in Aeiroth Extra Classes. Demonologist, Priest, Grave Knight, and Survivalist come in as more setting appropriate versions of the classes found in the Champions of Azeroth module by Reddit user Silverblade1234.
Spells coming from that module will be marked with (AEC)


ExpanD&D and Dungeons & Dinners Conversion

I have a list of spells from ExpanD&D and Dungeons in dinners so they can be made compatible with my table. ExpanD&D/Dungeons & Dinners Conversion.
Spells coming from that module will be marked with (ExD&D) or (D&Dinner)

Artificer

Narrative Architect

The arbiter, referee, and writer of fates.. Or at least that's what some call them. Lore Masters are, well, masters of lore able to tweak reality to be slightly more in their favor with a simple stroke of the quill!

Tool Proficiency

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

Lore Master Spells

Level Spells
3rd Comprehend Languages, Conjure Food, Borrowed Knowledge, Phantasmal Force
5th Size Ball, Sending
7th Arcane Eye, Conjure Feast
9th Modify Memory, Legend Lore

Glitch in Reality

At 3rd level, your notes and scribbling have a strange effect on the world, as if reality itself bends to your words. When you cast an artificer spell, you can choose to introduce a minor "glitch" into a target of your choice's existence. The effect lasts for 1 minute and can only be applied to one creature at a time. Choose one of the following effects:

  • Sizeable Error. The target's size is altered. You choose for them to be set to one lower, or one higher weight category (you may choose). This does not effect their physical abilities outside of the changes that would otherwise occur from being over their attuned size category.

  • Scratch That. The target becomes somewhat shifty in reality, allowing alterations to their state of being. They can roll a d4 and subtract the result from an attack roll made against them or add it to the next saving throw they make. Once they use this, the effect ends. This increases to a d6 at 9th level, and a d8 at 15th.

  • Overwrite Trait. You momentarily adjust a target's fundamental nature. Choose one skill or tool proficiency they have and replace it with a different skill or tool proficiency of your choice for the duration.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and regain all expended uses when you complete a long rest.

Arcane Notebook

At 5th level, You know how to turn a book, stack of parchment, or collection of blank scrolls into an arcane notebook, a conduit for your spells. When you finish a long rest, you can use scribe's tools to write reality changing notes onto parchment or books. The notes disappear if you later write them on a different item. The sigils otherwise last indefinitely.

You can use your arcane notebook as a spellcasting focus for your artificer spells. When you cast an artificer spell through the book, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Oops, Let's Rewrite That!

Starting at 9th level, you gain the ability to correct mistakes by rewriting reality. You the following additional uses for Glitch in Reality:

  • Retroactive Correction. If a spell you cast that targets a single creature fails due to a successful saving throw or a missed attack roll, you can use your reaction to recast the spell without expending a spell slot as part of the same magic action. However, the spell must target a different creature.

  • Indulgent Alternative. As a reaction when you or a creature you can see takes damage, you can “write in” a past event where they ate a vast amount of nourishing food to better prepare for combat. The target gains 2d8 + your intelligience modifier temporary hit points and fattens equal to twice the temporary hit points gained.

Additionally, once per turn you can convert a spellslot into a use of Glitch in Reality (no action required)

Lore Master's Capriciousness

By 15th level, your creativity transcends traditional storytelling, allowing you to momentarily reshape the world itself to suit your needs. As a magic action, you can temporarily alter reality to replicate the 14th-level feature of a subclass from the Bard, Barbarian, Warlock, Wizard, or Druid class. This feature must not require an exclusive resource unique to that class, such as bardic inspiration or rage, and it lasts for 1 minute if it is a passive bonus. You use your intelligence modifier for any features that would scale off of a spellcasting abliity modifier, such as a spellsave DC.

If the feature benefits from casting a spell, such as Mastery of Mass from Lipomancer, you can choose to gain that benefit on your next turn.

Once the effect ends you gain a level of exhaustion and you must finish a long rest before you can use it again.

Barbarian

Path of the Crimson Crusher

Deep within the underbelly of the capital city, a bell rings. A winner chosen. A blubbery, imposing warrior stands tall with yet another championship trophy held high, daring anyone to step forth to challenge them. One brave audience member accepts the challenge.

Minutes later there's parts of the mat concaved, cracks in the floor around the ring. The Crimson Crusher, once again, having smothered the competition into submission.

Massive Presence

At 3rd level, you command attention and adoration on the stage with your expansive, intimidating form. You gain proficiency in your choice of Athletics, Intimidation, or Performance. Additionally, your unarmed strikes deal damage equal to a d6. This die increases to a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

Crushing Grip

Starting at 3rd level, your grasp is swift and ruthless. when you enter a rage, you can attempt to grapple a creature within reach as part of the same bonus action.

When an ability from this subclass requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

Threatening Bellow

Starting at 6th level, your blusters are far more bite than bark- they are a genuine sign of what is to come. While you are raging, you can use a bonus action (or as part of the bonus action you use to enter your rage) to let out a deafening roar or boisterous cheer. When you do so, you gain advantage on your next Athletics, Intimidation, or Performance check made before the end of your rage. Alternatively you can force the nearest hostile creature to you to make a wisdom saving throw or become frightened of you.

The Hawthorne Special

Starting at 10th level, your enormous form can be used to flatten anyone who doesn't move out of the way. When you use your instinctive pounce you treat it as a long jump where you can choose to land prone on top of a creature within range of your instinctive pounce. They must make a dexterity saving throw or take 1d8 + your weight points and be smothered. If you land on multiple targets, this applies to all of them. If they succeed on the save they are moved to a space adjacent to you of the DM's choice.

Additionally, while raging, whenever you land from falling at least 10 feet you can fall prone and cause all creatures within 5 x your weight points feet must make a Strength saving throw or fall prone and take d4s in force damage equal to your weight points.

Quaking Step

Starting at 14th level, your footsteps cause the ground to quake with each thundering step. While you are raging, you can choose to force each creature of your choice within 10 feet of you to make a Constitution saving throw whenever you move. On a failure, a creature takes force damage equal to your weight points. A creature can only take this damage once per turn.

In addition, whenever you use Threatening Bellow, you can cause all creatures of your choice within a radius equal to 5 feet × your weight points to make a Constitution saving throw. On a failure, they suffer the effects of Quaking Step.

Bard

College of Curves

Bards from the College of Curves are walking works of art, embracing their size as a canvas for creativity, confidence, and combat prowess. They aim to inspire others to reject conventional standards of attractiveness, instead finding beauty in having the body you want and making it look fabulous. Whether strutting across a battlefield or a runway, they prove that being big is beautiful, and "if you've got it, flaunt it" is an excellent motto to live by.

Bonus Proficiencies

When you join the College of Curves at 3rd level, you gain proficiency with your choice of the Disguise Kit or Weaver's Tools. You also gain proficiency in shields.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense. While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

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

Hip Check

Starting at 3rd level, your figure is bountiful and you know how to use that to throw your weight around. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction. Additionally, you can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike’s normal damage. This roll doesn't expend the die.

When you make an unarmed strike in an attempt to smother, you use your charisma to calculate the save DC instead of strength or dexterity.

Creiton's Phantasm

Starting at 6th level, your can invoke an enchanting vision of grandeur, causing others to momentarily glimpse someone, or perhaps themselves, as significantly fatter, more powerful, and irresistible. You learn the Size Envy spell without impacting your number of bard spells known. You may cast it once without expending a spellslot and regain the ability to do so when you complete a long rest. When you cast it in this way, you choose the target they use the bellyrub on and it need not be you, but must also be within the spell's range. You can also have them use it on themselves.

Grand Finale

At 14th level, your figure commands presence space and when you put your full weight into a performance, the world trembles beneath you. As an action you can expend a use of your bardic inspiration to slam the ground. Choose any number of creatures within 30 feet of you, up to a maximum of your charisma modifier. Each target must make a Strength saving throw against your Bard save DC. On a fail, they take force damage equal to three rolls of your Bardic Inspiration die and are knocked prone. On a success, they take half damage and are not knocked prone.

If you use Hip Check to make an unarmed strike to smother a target as part of this action, you deal an additional number of d4s in bludgeoning damage equal to your weight points to that target.

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

Druid

Circle of Fertile Soil

One of the most fertile soils for flowering plants is volcanic soil. Druids of this circle tap into the elements to create patches of rich volcanic soil and use it to fuel abundant plant growth. Whether growing vines to slow foes down, or rich berries that will heal their allies, druids of the Fertile Soil make excellent providers alongside their rather destructive volcanic abilities.

Fertile soil Spells

level Spells
3rd Goodberry, Earth Tremor, Lava Dart AEE, Flaming Sphere, Plant Growth
5th Erupting Earth, Meld into Stone
7th Lava SurgeAEE, Grasping Vine
9th Wrath of Nature, Molten Grasp AEE

Volcanic Bloom

Starting at 3rd level, you form a connection to the earth, allowing you to harness the violent tectonic rage to fuel new growth. As a bonus action, you can use a use of your wild shape to unleash an eruption of magma, ash, and embers in a 15-foot radius centered on a point you choose within 60 feet of you.

Each creature of your choice, up to a number equal to your wisdom modifier, within the radius must make a Dexterity saving throw against your spell save DC, taking 1d8 + your druid level fire damage on a failed save or half as much on a success. At 10th level, this increases to 2d8 + your druid level. The area becomes Volcanic Soil for 1 minute or until you use this feature again. You can use it for the following:

  • You can use a bonus action to cause vines to grab a target and turn the area into difficult terrain for a single creature until the start of your next turn
  • You can grow fruiting plants to cast spells with a range of touch on targets within the soil. Healing causes stuffing equal to half the amount healed.

When the duration ends, you lose control of the soil as flowering plants begin to sprout from it.

Gnawbones's Berry Blossom

Starting at 6th level, your goodberries become larger, more juicy, and incredibly high calorie. When you cast Goodberry, you can choose for one of them to heal for an amount equal to your wisdom modifier if you give it to an ally, but it cause 1d4 fattening when eaten. Additionally while you have goodberries on your person, you can use your bonus action to have your Volcanic Soil feed one to a target within 5 feet of the soil, healing them equal to your wisdom modifier and causing 1d4 fattening.

Additionally, if you cast Plant Growth centered somewhere within the Volcanic Soil, its casting time is changed to one action instead of 8 hours to make the plants within the soil enriched, but it will clear the volcanic soil.

Fertile Fortification

Starting at 10th level, the ashes and cinders can nourish not just plants, but you as well. While your Volcanic Bloom is active, you gain temporary hit points equal to your wisdom modifier whenever you deal fire damage.

Scorched Renewal

Startign at 14th level, all ash and cinders you create can be used to fuel new growth. Whenever you deal fire damage within your Volcanic Soil, the soil expands by 5 feet in all directions, up to a maximum radius of a 30 feet. If your Volcanic Soil reaches its maximum size, its duration extends to 10 minutes instead of 1.

When the soil disappears, you can choose for it to burst into overgrowth, casting Plant Growth centered on the area without expending a spell slot. Plants within the Volcanic Soil are enriched. You must complete a long rest before you cast Plant Growth in this way again.

Fighter

Culinary Tyrant Archetype

A seasoned warrior who commands the battlefield with the precision of a master chef, blending martial prowess with culinary skill. With every strike, they bring their discipline in the kitchen into combat, using their expertise to control the flow of battle as effortlessly as they control the flow of a busy lunch rush. Whether in the heat of a skirmish or the chaos of dinner, their focus and technique remain unshaken.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with cook’s utensils. Additionally, you gain an extra proficiency based on the ability score you choose for your Corpulent Counterstrike feature:

  • Intelligence – History
  • Wisdom – Insight
  • Charisma – Intimidation

Cooper's Corpulent Counterstrike

When you adopt this archetype at 3rd level, your expertise in the kitchen translates seamlessly to combat, allowing you to turn an opponent’s aggression against them. Choose Intelligence, Wisdom, or Charisma to determine the saving throw DC for your Corpulent Maneuvers.

When a creature hits you with an attack, you can use your reaction to make a size attack against a creature within melee range.

You gain 2 Corpulent Maneuvers of your choice that you can use whenever you successfully make a size attack. You can use this feature a number of times equal to your Corpulent Counterstrike modifier (the chosen ability score modifier). You regain one expended use when you complete a short rest, and all expended uses when you complete a long rest.

You learn an additional maneuver of your choice at 7th, 10th, and 15th level and whenever you gain a level in fighter, you may change one maneuver you know for another.

The saving throw DC for your Corpulent Maneuvers is calculated as follows: 8 + your chosen ability modifier + your proficiency bonus

Lunch Rush

Starting at 7th level, your quick reflexes and awareness let you rush in like a chef responding to a dinner rush, ensuring your allies stay safe from the rowdy crowds. When a creature you can see within your movement range makes an attack against an ally or forces them to make a saving throw, you can use your reaction to move up to your speed toward that creature and make a size attack against them.

Additionally, whenever you or a creature within 60 feet of you reaches 25% stuffing, you regain one use of Corpulent Maneuvers (up to a maximum equal to your Corpulent Counterstrike modifier). A creature can only trigger this benefit once per long rest.

Culinary Fortitude

Starting at 10th level, hearty meals and careful preparation ensure both yourself and your allies are fortified for the challenges ahead. If you spend the entirety of a short rest preparing a meal for your party, you regain one additional use of Corpulent Maneuvers when you complete the rest.

Additionally, when you do this, choose a number of creatures equal to your Corpulent Counterstrike modifier. Each chosen creature gains temporary hit points equal to 1d10 + your Corpulent Counterstrike modifier.

Strength of the Kitchen

Starting at 15th level, much like a seasoned head chef commanding a busy kitchen, you have honed your resilience and sharpened your senses against all manner of threats. You gain an additional benefit based on the Corpulent Counterstrike modifier you chose:

  • Charisma – You have advantage on saving throws against being frightened or charmed.
  • Intelligence – You have advantage on saving throws against effects that cause confusion, muddled thoughts, or banishment.
  • Wisdom – You have advantage on saving throws against blindness and deafness.

Additionally, the saving throw DC for your Corpulent Maneuvers increases by 1 as long as you have at least 1 weight point.

Eighty-Six That Rascal

Starting at 18th level, you have total control over the battlefield as well as you do your kitchen, including having no qualms on disposing the riff-raff. You gain proficiency in your choice of either eating or feeding, if you did not already have them and you gain an additional Corpulent Maneuver:

  • Out of My Kitchen!. When you hit a creature with a size attack, you can immediately attempt a Devour check against them or make a Feeding check to force-feed them to another creature within 5 feet of you.

You can use this maneuver once and must complete a short or long rest before you use it again.

Corpulent Maneuvers

Stuff Them to the Brim

If you have the appropriate amount of food on your person, you can choose to shove it into the opponent to forcefeed it to them. The target takes an additional 1d6 stuffing damage.

Back of the Line

The momentum of your weight can launch someone flying. The target must succeed a constitution saving throw or be pushed 10 feet away from you. If they collide with a creature or object, they take bludgeoning damage equal to your Corpulent Counterstrike modifier.

Bowl Them OVer

Your weight slamming into someone can knock them clean off their feet. The target must make a strength saving throw or be knocked prone.

Wide-belly Smash

You're so wide that you can smash your belly into multiple creatures. Another creature of your choice within 5 feet of the target takes bludgeoning damage equal to your weight points.

Smothering Press

You keep pushing your flabby body, using it to cover and pin them. The target must make a dexterity saving throw or become Smothered by you until the start of their next turn.

Rolling Pin

You roll forward over your belly after your attack, moving up to 10 feet in a straight line in a direction of your choice without provoking opportunity attacks.

Monk

Way of Nourishing Waters

Monks of the Nourishing Waters move like a flowing river— graceful, unyielding, and vast. Their presence is refreshing and their touch invigorating, leaving those around them feeling refreshed, heavier, and satisfied. Like a rushing river, they embrace abundance in all its forms, never shying away from the fertile soils they leave, and the bountiful harvest caused by them.

Primal Elementalist

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn Shape Water and two cantrips of your choice from the Nourishing Waters spell list. You learn an additional Nourishing Waters cantrip of your choice at 10th level.

Focus Casting

Your spellcasting is fueled not by magic, but by focus. You cast these spells by spending a number of focus points equal to 1 + the spell's level. If you later gain spellslots, you can cast them using focus or spellslots you have.

Spells Known of 1st Level and Higher

You know three 1st-level Nourishing Waters spells of your choice.

The Spells Known column of the Nourishing Waters Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Nourishing Waters spell list, and must be of a level for which your level allows, as shown in the Nourishing Waters table.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Nourishing Waters spell list. The new spell must be of a level for which you can cast using Focus.

Spellcasting Ability

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Nourishing Waters Spellcasting
Level Cantrips Known Spells Known Highest Spell Level
3rd 2 3 1
4th 2 4 1
5th 2 4 1
6th 2 4 1
7th 2 5 2
8th 2 6 2
9th 2 6 2
10th 3 7 2
11th 3 8 2
12th 3 8 2
13th 3 9 3
14th 3 10 3
15th 3 10 3
16th 3 11 3
17th 3 11 3
18th 3 11 3
19th 3 12 4
20th 3 13 4

Nourishing Waters Spell list

Your spells are cast using the water around you.

Cantrips (0 Level)
  • Aquatic Tether AEE
  • Digestive Aid
  • Magic Snowballs
  • Ray of Frost
1st Level
  • Aqua Jet AEE
  • Fog Cloud
  • Goodberry
  • Transfer Fat
  • Purify Food and Drink
2nd Level
  • Calm Emotions
  • Fat Infusion
  • Fluid Redirect AEE
  • Icingdeath's Frost
  • Lesser Restoration
  • Protection from Poison
  • Snowball Swarm
3rd Level
  • Abyssal Stomach
  • Aqua Glide AEE
  • Plant Growth
  • Revivify
  • Tidal Wave
  • Wall of Water
  • Water Walk
4th Level
  • Control Water
  • Heavy Bond
  • Ice Storm
  • Softskin
  • Torrent AEE
  • Watery Sphere

Turquoise Touch

When you embrace this tradition at 3rd level, your waters are extra nourishing and energizing. You know the Cure Wounds spell without impacting the number of monk spells known. When you heal a target with one of your monk spells, their movespeed is increased by 5 until the end of their next turn. This increases to 10 at 10th level. They also gain fattening equal to half the healing dealt.

Move Like Water

Also at 3rd level, you are able to move swiftly through the water as you are through air. When you use your Step of the Wind, you gain a swim speed equal to your walking speed.

Swift as a Coursing River

At 6th level, your movements are swift like flowing water- effortless and rapid. When you use your action to cast one of your Nourishing Waters spells you can take Patient Defense or Step of the Wind as a bonus action without expending any focus points. Additionally, when you take the attack action, you can replace one of your melee attacks with a casting of Cure Wounds.

Filling Currents

At 11th level, your water begins to nourish those it touches, flooding their body with energizing tides. When you cast Create and Destroy Water or one of your monk spells effects a target, you can choose a number of creatures equal to your wisdom modifier that your spell effected, and they gain fattening equal to two rolls of your martial arts die + your wisdom modifier.

Cephalapod's Cradle

At 17th level, you embody the very ocean itself, able to extend water outwards like the grasping limbs of an enormous sea creature. As a bonus action you spend 3 focus points to assume this form for 1 minute. While in this form, you gain the following benefits:

  • The range of your touch spells and unarmed strikes increases by 10 feet
  • Your unarmed strikes deal an additional 1d4 cold damage as chilling water flows into your attacks
  • When you deal cold damage with an unarmed strike or monk spell, the target gains fattening equal to twice the cold damage dealt.

Paladin

Oath of Culinary Crusade

Your sacred duty is to ensure that no stomach goes hungry. To you, food is more than sustenance— it is a gift, a comfort, and a force that binds all creatures together. Whether friend or foe, all must partake in the feast you provide. You carry the spirit of the kitchen into battle, nourishing allies and humbling enemies with the power of a feast. A missed meal is a grievous sin, and you will not stand for hunger in any form. After all, a chef’s worth is measured by the fullness of those they feed.

Tenets of the Culinary

  • Savor Every Bite. The world is full of darkness but carnal delights are always a source of light. Never let a moment of enjoyment go unappreciated.
  • Feed the Hungry. Whether friend or foe, all should know the comfort of a full stomach- willingly or not.
  • Strength Through Sustenance. A well-fed warrior is a strong warrior. You and your allies must feast to be at your best.
  • Waste Not. Every ingredient, every scrap of food, or resource has purpose. Nothing should go unused.

Gourmand Spells

level Spells
3rd Digestive Aid, Conjure Food, Girth of Resilience
5th Fat Infusion, Sluggish Manipulation
9th Abyssal Stomach, Size Envy
13th Buffet Barrage/Conjure Feast, Softskin
17th Banquet Blast, Thadryn's Feeder Frenzy

Fafnir's Banquet of Vitality

Starting at 3rd level, as a bonus action, you can spend a use of your channel divinity to quickly create an enormous meal for allies around you. A number of targets within 30 feet of you (this can include yourself), up to a maximum of your charisma modifier, each regain hit points equal to 1d4 + your charisma modifier + half your Paladin Level (rounded down) . They also gain stuffing equal to the amount.

Blubbery Smite (optional)

Starting at 3rd level, the damage type of your Divine Smite changes to fattening instead of radiant.

Aura of Comfort

Starting at 7th level, you have a soothing presence that eases the strain of a tight stomach. You and your allies within 10 feet gain resistance to overstuffing damage and, if they are over 10% stuffing, they heal for 1 hit point at the start of each of their turns, up to a maximum of half their hit point maximum. The range of this aura increases to 30 feet at 18th level.

Never Trust a Thin Chef

Starting at 15th level, you become immune to the immobilized condition and gain advantage on checks to avoid indigeston or overstuffing damage.

Tyrant of the Kitchen

At 20th level, as an action, you sample a taste from your own food to show who really is in charge in the kitchen. You gain the following benifits for 1 minute.

  • Your weight increases to leave you in the Enormous weight category.
  • Your melee attacks deal an additional 1d10 stuffing damage.
  • You and your targets fatten equal to half the damage you deal.

Priest

Clergy of Ravens

A raven sits perched above a battlefield, overseeing the field of death. A sign of members of this clergy guarding and watching to ensure the fallen souls are able to make their final journey. With resolve, they guide the living through danger, protect the souls of the fallen, and ensure they not wander. They are enigmatic, wielding a mixture of divine magic and negative energy, able to preserve life while striking fear into the hearts of necromancer who dare defile the peaceful border between life and death.

Deathminder Spells

level Spells
3rd Augury, CascadeAEC
5th Spirit Guardians, Protection from Energy
7th Death Ward, Shadow FuryAEC
9th Dethrone, Raise Dead

Decay of Attrition

Starting at 3rd level, when you cast a spell that deals necrotic damage and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to your Charisma modifier.

Thanatophobia

Also at 3rd level, you gain proficiency in the Intimidation Skill. Additionally, whenever you make a Charisma check when interacting with undead, your proficiency bonus is doubled if it applies to the check.

You are resistant to death’s grasp. You no longer need to eat or breathe, and you can complete a long rest by performing light activity, such as keeping watch, reading, or meditating, instead of sleeping.

DeMort's Death Ward

Starting at 6th level, your ability to ward off death extends unto others. You can use your bonus action to create a barrier guarding from negative energy emanating from you for 1 minute, or until incapacitated or dead. While this is active you gain the following benefits:

  • You and creatures of your choice within 15 feet of you gain resistance to necrotic damage
  • Creatures of your choice within 15 feet of you gain advantage on death saving throws
  • Creatures of your choice within 15 feet of you have disadvantage on saving throws against effects that would cause the frightened condition

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

Call of the Reaper

Starting at 14th level, a sense of dread builds with every shadowy word you utter. When you use faith points to invoke a Shadow Word, you can choose a target within 30 feet of you to make a wisdom saving throw or become frightened of you until the end of their next turn.

Inescapable Fate

At 18th level, your dominion over life and death allows you to guide souls, sparing allies and condemning foes. When a creature within 60 feet of you hits 0 hit points or makes a death saving throw, you can use your reaction to immediately stabilize them and restore hit points equal to your priest level. When you do this, you can choose for the creature that reduced them to 0 hit points to be condemned. While condemned, they cannot regain hit points and if they reach 0 points they cannot be resurrected for 15 days by any means other than a wish spell.

Psion

Brainstorm Psion

The mind is a powerful tool, ingrained into the process of everything we do and governing control over our own abilities. What started as weaving and practicing potent spells of wind, lightning and ice, has become something much, much more. Your mind has wrapped fully around your magic, able to augment your spellcasting with a simple nudge of your thoughts- your mind and magic now having become one.

Brain Spell list

Levels Spells
3 Psychic Repulsor, Dissonant Whispers, Detect Thoughts
5 Sending
7 Confusion
9 Telekinesis

Storm Spell list

When you reach 3rd level, you learn a 1st and 2nd level spell from the Storm Spell List. Whenever you gain access to a new level of spell slots in this class, you learn an additional spell that you always have known and preparred of the appropriate spell level from the Storm spell list, up to 5th level. When you reach a level that grants an ability score improvement, you can change one of the spells from your storm spell list for another storm spell of the same level.

Starting at 10th level, whenever you reach a Psion level (including 10th level) and the Prepared Spells number in the Psion Features table increases, you can choose any of your new prepared spells from the Storm spell list. In addition, whenever you replace a spell or cantrip prepared for this class, you can replace it with a spell or cantrip from that list.

Circulating Thoughts

Also at 3rd level, thoughts begin to swirl around your mind like the winds in the atmosphere. As an action you can activate the Sense Thoughts of Detect thoughts without requiring verbal, somatic, or material components or requiring a spellslot or concentration. You can do this a number of times equal to your Intelligence modifier (minimum of 1).

Additionally, when you deal damage or inflict a condition with a spell you can spend a use of your Psionic Energy Die to gain this effect on a target you inflicted this damage or condition on.

Tarov's Tumultous Thoughts

Starting at 6th level, your wild and chaotic thoughts begin to tie your control over the storms into the very fabric of your mind. As abonus action you can assume a mode of thought to either stir up a storm or create a vicious gale that sorrounds you for 1 minute.

When you activate or change between Stormbringer or Galesurge, you can cast Psychic Repulsor as part of the same bonus action, changing its damage type to Thunder for Stormbringer or Cold for Galesurge.

Stormbringer

Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic, Lightning, Cold, and Thunder damage. Your movespeed increases by 5 feet and you ignore the effects of non-magical difficult terrain.

Galesurge

You have Resistance to Psychic and Cold damage and when activating Galesurge you gain resistance to your choice of thunder or lightning damage. You are considered under the effect of Slowfall and whenever you cast a psion spell of 1st level or higher, you gain a flight speed until the end of your turn.


Once you activate this feature, you may not activate it again until you complete a short or long rest.

Head in the Clouds

Starting at 10th level, your simple thoughts shape the weather around you. When you cast a psion spell of 1st level or higher, you can move up to half your speed as part of casting the spell. This movement does not provoke attacks of opportunity.

Tempest Ego

Starting at 14th level, your mind and the weather fully become intertwined as the weather intself begins to sculpt itself to your psionic abilities. When you are concentrating on a psion spell of 3rd level or higher, at the start of each of your turns you can think a lightning strike into existence. You can expend a roll of your Psionic energy die to cause a bolt to strike a location of your choice within 30 feet that you can see. Targets within 5 feet of the strike take lightning damage equal to equal to 2 rolls of your psionic energy die. On a success they take half the amount in thunder damage.

Storm Spell List

Cantrips (0 Level)
  • Autumn WindAEE
  • Chill AtmosphereAEE
  • Frigid SplashAEE
  • Frostbite
  • Gust
  • JoltAEE
  • Shocking Grasp
  • Shape Water
1st Level
  • Aqua JetAEE
  • Chromatic Orb (Cold, Lightning, or Thunder only)
  • Create or Destroy Water
  • DownpourAEE
  • Electromagnetic AfflictionAEE
  • Fan the FlamesAEE
  • Ice Knife
  • Thunderwave
  • Warding ChimesAEE
  • Witch Bolt
  • Winter's GuardAEE
2nd Level
  • Aero DistortionAEE
  • Air Bubble
  • Cold FeetAEE
  • Fluid RedirectAEE
  • Gust of Wind
  • Rime's Binding Ice
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
3rd Level
  • AquaformAEE
  • Call Lightning
  • Elemental GlaiveAEE
  • Lightning Bolt
  • Sleet Storm
  • Tempestuous BlastAEE
  • Thunder Step
  • Winds of ConvergenceAEE
4th Level
  • Control Water
  • Frozen ShroudAEE
  • Galder's Speedy Courier
  • Glacial VortexAEE
  • Ice Storm
  • Tidal GraspAEE
  • Torrential DownpourAEE
  • Storm Sphere
  • Wind TunnelAEE
5th Level
  • Boreal RadianceAEE
  • Cone of Cold
  • Control Winds
  • Cyclone GripAEE
  • Glacial SurgeAEE
  • Maelstrom
  • Conjure Elemental (Water or Air only)
6th Level
  • Abyssal InundationAEE
  • Chain Lightning
  • Investiture of Wind
  • Wind Walk
7th Level
  • Summon WinterAEE
  • Whirlwind
  • Cyclonic TantrumAEE
8th Level
  • Control Weather
  • Tsunami
9th Level
  • Storm of Vengeance
  • Leviathan's GraspAEE

Slavering Mind Psion

A glutton, a ravenous intellect twisted by unchecked hunger. They devour thoughts like meat, gorge on fear, and leave minds hollowed as their bodies fall to the ravenous appetite. Whether born from surviving an aberrant glutton, a parasitic consciousness, or your own unending craving for power, your mind turns psychic energy into a feast. Your psionic abilities don’t just assault others' bodies and minds. They consume them.

Slavering Mind Spell list

Levels Spells
3 Arms of Hadar, Satisfying Haze, Detect Thoughts, Steal Fat
5 Size Envy, Hungering Aura
7 Voracious Conduit, Weighted Words
9 Voideater's Grasp, Withering Scowl

Scrambled Mind

When you take this archetype at 3rd level, your mind becomes inpercievable to all but yourself. Your thoughts cannot be read against your will. Any attempts to do so will simply hear gluttonous noises of your choice. If they attempt to read your thoughts, they must make a wisdom saving throw against your Psion spellsave DC or become frightened of you until the end of your next turn.

Hungering Thoughts

Also at 3rd level, your mind itself always craves for more as your thoughts swirl with thoughts of pure indulgence and greed. Once a turn, when you deal psychic damage to a creature, you can choose to steal fattening equal to a roll of your psionic energy die. Your bulk limit also increases by an amount equal to 5 x your Psion level.

Krade's Greedy Void

Starting at 6th level, you can project a physical manifestation of your greed, slowly digesting those unlucky enough to be caught in it. You learn a unique version of the Hunger of Hadar spell that the cold damage is changed to psychic, and the damage increases by 1d6 for each spellslot level above 3rd. It counts as a Psion spell for you, and does not count against your number of spells preparred. You can cast it once without material or verbal components or expending a spellslot, regaining the ability to do so when you complete a long rest.

Voracious Presence

Also at 6th level, your mind is keen to those that make easy pickings. When a creature gains the bloodied condition, you have advantage on your next devour check against them and have a blindsight range of 60 feet to see specifically them.

Big Mind, Bigger Body

Starting at 10th level, your feeding on thoughts fuels you, and every stolen thought leaves a permanent impression on your form. When you steal fattening from a target, you add your intelligence modifier (minimum of 1) to the amount taken and gain temporary hit points equal to your weight points (maximum equal to your intelligence modifier).

Devoure Ego

Starting at 14th level, the voracity of your mind can shatter the psyche of other creatures into a smorgasbord for you to gorge on. When a creature is reduced to 0 hit points within 90 feet of you, you can expend four Psionic Energy dice to shatter their mind and heal yourself for the roll of the Psionic Energy dice + your intelligence modifier. You gain fattening equal to the amount healed.

Instead of dying, the target is left unconscious, but stable. Upon waking, they gain an indefinite madness. This madness cannot be removed for 3+1d4 days as the damage is so severe the mind itself must recover.

Sorcerer

Black Hole Appetite

When someone has an appetite that has them eating everything within reach, they often recieve jokes about 'eating like a black hole'... But for some, that hunger has evolved into something more. An intense gravitational force wells inside them, ready to draw anything and everything in that dares get too close.

Black Hole Appetite Sorcery Spell list

Level Spells
3rd Belch, Thunderwave, Magnify Gravity, Levitate, Feast of Greed
5th Greater Belch, Pulse Wave
7th Gravity Sinkhole, Astral Digestion
9th Primal Belch, Voideater's Grasp

Gravitational Fissure, Dark Star, and Ravenous Void are added to the sorcerer spell list for you.

Accretion Armor

When you choose this sorcerous origin, your excessive mass creates a small, but difficult to penetrate gravitational field around you. While not wearing armor your ac is calculated as 13 + your constitution modifier, you can wield a shield and still gain this benefit. Additionally you gain proficiency in shields and a single martial weapon of your choice that can function as an arcane focus for your sorcerer spells. Whenever you gain a level in sorcerer you may change this weapon proficiency.

Morgheist's Momentum

Also starting at 3rd level, When you deal damage with a frontal cone, cube, or line spell or ability, you can choose for it to come from your mouth, causing your belly to loose a grumbling roar that emanates for 30 feet. When you use the spell in this way, choose a number of creatures or objects up to your charisma modifier that aren't worn or carried within the area. They are pulled 5 feet closer to you. If they would be pushed away from you you can choose for them to be pulled that distance instead.

Objects that are not worn or carried that enter your space are instantly devoured. As a consequence of this magic, the amount you consume by practice stretches your stomach over time. Your stomach capacity increases by 2 x your sorcerer level.

Cosmic Appetite

Starting at 6th level, your appetite strengthens, hungering for anything that gets close. When a creature is pulled within 5 feet of you by one of your spells, you can spend 1 sorcery point to use your bonus action to make a melee weapon attack or unarmed strike against them. On a hit it deals the weapon's damage plus an additional 1d10 force damage. Alternatively, you can choose to use this bonus action to make a devour check instead.

Additionally, you gain proficiency in the eating skill if you did not already have it and the damage type of your digestion damage can be your choice of either acid or force.

Quasar's Hunger

Starting at 14th level, your gravitational influence intensifies. Whenever you make a melee attack or a devour check, all creatures within 5 feet of you or that you have devoured must make a Strength saving throw against your spell save DC. On a fail they take 1d4 force damage that increases by 1d4 for every 25% stuffing you possess.

Event Horizon

Starting at 18th level, your bodymass growing can cause you to reach a critical mass. When a creature or object you have devoured drops to 0 hit points, you can use your reaction and expend 3 sorcery points to transform into a void of extreme mass and amplified gravity for 1 minute. While in this form, you gain the following benefits:

  • You gain temporary hit points equal to 1d10 + your Charisma modifier whenever you deal digestion damage or devour an object.
  • While you have temporary hit points, you are immune to indigestion.
  • When you deal damage with a melee weapon attack, you can choose to forgo the weapon’s base damage. Instead, the target must succeed on a Strength saving throw against your sorcerer spell save DC or become grappled by you.
  • Creatures grappled by you take your digestion damage at the start of each of their turns.

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

Stormbelly Sorcery

The Stormbelly is a living maelstrom of insatiable hunger, a sorcerer whose body swells with power as they gorge themselves on the weight of their foes. Their magic crackles and churns within them, each spell either freezing enemies solid or electrifying them into bloated masses that are ripe for pickings. As the storm grows, their belly becomes a churning vortex, swallowing up those unfortunate enough to stand in their way, leaving them only to grow bigger and stronger with every meal.

Origin Spell List

Level Spell
3rd Lipomantic Shock, Bloating Hex, Control Fat
5th Stout Form
7th Siphon Weight
9th Bellyport

Attunement Spell Lists

Frost Spell
3rd Ice Knife, Icingdeath's Frost
5th Sleet Storm
7th Ice Storm
9th Cone of Cold
Spark Spell
3rd Tempestuous Indigestion, Shatter
5th Call Lightning
7th Storm Sphere
9th Storm Lord's Fury AEE

Whitefang's Widening Appetite

When you choose this archetype at 3rd level, your magic begins to churn in your stomach like a brewing storm, ever-shifting between icy blizzards and crackling tempests. Whenever you complete a long rest, flip a coin. On a heads your attunement for that day is Frost, giving you access to the Frost Attunement spell list. On a tails your attunement for that day is Spark, granting you access to the Spark Attunement spell list. Additionally, you gain proficiency in the Eating skill and your stomach capacity increases by twice your sorcerer level.

Elemental Bloat

Starting at 3rd level, the power surging through your body leaves its mark— not just in destruction, but as ever-growing mass. When you cast a spell that matches the damage type of your Widening Appetite for the day- Cold for frost and Lightning for spark- you cause targets to fatten equal to half the damage dealt.

Girthy Stability

Starting at 6th level, your body becomes more resilient and stable as it grows, much like a roiling stormcloud. When you are getting your Widening Appetite benefit for the day, you can flip a coin a number of times equal to your weight points, choosing which result to use to determine your attunement. Additionally, your maximum health increases by 6 and increases by 1 whenever you gain a level in sorcerer, so long as you have at least 1 weight point. If you lose all your weight points, the maximum health is reduced until you gain a weight point again.

Gastric Tempest

Starting at 14th level, a storm rages within your stomach, craving larger, more filling meals to contribute to the maelstroms and grow your hunger to cataclysmic levels. You have advantage on devour checks on creature that are at 50% fattening or higher and your digestion damage matches the damage type of your Widening Appetite. Additionally, you learn the Roil cantrip without impacting your number of sorcerer cantrips known, and can use your reaction to cast it when you successfully devour a creature for the first time. The Bludgeoning damage changes to the same type as your Widening Appetite.

Stormstrike Stomach

Starting at 18th level, the storm and your hunger are one. When the moment is right, the sky itself pulls your prey into the maelstrom. When you deal damage matching your Widening Appetite that would cause a creature to become Bloodied or Immobilized, as part of the same action, you can use 4 sorcery points to cast Bellyport on them without expending a spellslot, targeting yourself as the creature to teleport them to.

Warlock

The Blubbery Scale Patron

You didn’t make a pact with a dragon- you pledged yourself to a model life of immensity, obesity, and sovereign hunger. Your patron is a being so vast it no longer needs to chase power, because everything eventually feed their hoard. Now? You are their their protégé, their emmisary of greed and gluttony. Through your growing bulk and magic, you carry the torch to consume, hoard, and grow until the world bows to your girth.

Themberchaud's Vanity

When you reach a new feature in this subclass, roll a d4 to determine a new trait gained. If you roll a result you already had, you may choose for them to become more pronounced or treat the roll as a 4.

d4 Physical Trait
1 Your limbs are covered in thick scales with a color matching your patron.
2 Draconic horns or fins begin to grow on your body.
3 You sprout a thick, scaly tail.
4 Your minimum weight increases by another 5d4x10 pounds.

Draconic Spell list

Level Spells
3rd Alter Self, Fat Syphon, Command, Steal Fat
5th Size Ball, Fear
7th Arcane Eye, Siphon Weight
9th Drain, Girth of Lethargy

Lipomantic Affinity

When you fully unlock your patron's trust at 3rd level, they bsestow upon you the thirst for growth, greed, and size that embodies a lipomantic dragon. You gain proficiency in the eating skill and when you deal damage with a warlock spell, you can choose to change one of the damage types it deals to fattening

Bloating Breath

Also at 3rd level, your patron grants you the ability to bloat others to immobility with a draconic belch. As a bonus action, you can exhale lipomantic energy in a 15-foot cone in front of you, forcing targets in the area to make a constitution saving throw. On a failed save, they take 2d6 fattening damage. This increases to 3d6 at 10th level, and 4d6 at 14th level. The lipomantic magic lingers as a miasma for 1 minute, turning the area into difficult terrain. When a creature starts its turn the area or enters the miasma for the first time, they automatically gain 2d6 fattening.

You can use this once, regaining the ability to do so again when you complete a short or long rest. Starting at 14th level, you can use this twice, regaining one use when you complete a short rest and all uses when you complete a long rest.

Greed of the Dragon

Starting at 6th level, your patron increases your greed, allowing you to steal weight to grow your own hoard. When a creature would gain weight from the miasma of your Bloating Breath, you can choose to instead steal weight from them.

Mantle of Voracity

Also at 6th level, your draconic magic can afflict others with the gluttony and greed that drives you. When you damage a target with your bloating breath, you may use your reaction to cause them to make a wisdom saving throw. On a fail they gain the ravenous condition. As part of this reaction, you can issue a command to order them to eat a target of your choice. This lasts for 1 minute and they can repeat the save at the end of each of their turns, ending the effect on a success.

Bloated Scales

Starting at 10th level, your hide begins to strengthen and soften to the point where it prevents your mobility from being hindered too harshly and softens blows. You are immune to the immobilized condition and can subtract your weight points from bludgeoning, slashing, and piercing damage (maximum of 3). However, to maintain a blubbery hide, you now need to eat significantly more food daily. If you do not convert at least 25% stuffing during a long rest, you gain a flaw for the following day. Roll a 1d4 to determine this flaw.

d4 Flaw
1 I get easily frustrated while not actively eating.
2 Our foes seem quite edible, actually.
3 I feel like my allies would actually be quite delicious...
4 I see food, I eat food. No questions.

Part of the Hoard

Starting at 14th level, those who fall victim to your magic contribute to your ever-growing hoard. When a creature drops to 0hp in your bloating breath you can choose to quickly inhale to instantly devour them, no action required. Additionally, when you do this or when a creature drops to 0hp inside of your stomach, you can gain 2d12 + your warlock level temporary hit points. You may not gain more temporary hit points this way until you complete a long rest.

The Infinite Ooze Patron

Your patron is a pool of ooze, slime or goo. It stretches on seemingly infinitely, ready to find something to manifest in. You are granted the power to flood the world with this sludge- an endless surge of goo to ensnare and fill anyone who dare open their mouth in front of you. One day, the ooze shall consume all through you... or perhaps all shall consume the ooze. Either way, your impact will leave its mark.

Infinite Ooze Spell List

Warlock Level Spells
3rd Chromatic Orb, Satisfying Haze, Girthy Grip, Spider Climb
5th Sticky Bomb, Gaseous Form
7th Shadow of Moil, Sludge Surge
9th Bellyport, Hold Monster

Mekki's Overwhelming Ooze

Starting at 3rd level, you gain the ability to assume a Sludge Form to overwhelm and encase your foes. This form lasts for 1 minute and armor and equipment are wearing dissolve into ooze with you. While in this form you gain the following benefits:

  • You gain resistance to bludgeoning, slashing, piercing damage, and acid damage
  • You can use Charisma for attack rolls to attempt to grapple a target or saving throws to escape grapples
  • You can squeeze through a space as narrow as 1 inch wide.
  • You add your weight points to the save DC of your grapple attempts to creatures that are a larger size category than you

You can use this feature twice. You regain a use when you complete a short rest and all uses when you complete a long rest.

Surging Sludge

Starting at 6th level, you steadily swell with ooze to rapidly pump into targets unfortunate enough to be caught in your grasp. While you have a target grappled and are in your Sludge Form, you can use a bonus action to force them to make a constitution saving throw or take 1d8 stuffing damage and half damage on a successful save. This damage increases to 2d8 when you reach 11th level, and 3d8 when you reach 17th. Additionally, you do not suffer disadvantage to ranged attack rolls against creatures grappled by you in your sludge form.

Body of Slime

Starting at 10th level, the ooze begins to slowly make up more of your form, instinctively manifesting in response to danger. Immediately when you are incapacitated, or upon reaching 0 hit points, you automatically assume your Sludge Form, without expending a use of it, until the conditions end. While in sludge form you have advantage on death saving throws and if you die whilst under your Sludge Form, your body will compress itself into a small stone, with everything you are worn or carrying being deposited within 5 feet of the stone. This will protect you from features that would otherwise destroy or change your body, such as Desintigrate. You can be revived as normal, treating the stone as your corpse, to be returned to your regular form.

Overflowing Surge

Starting at 14th level, you are no longer bound by proper shape, allowing you to engulf and overwhelm all who stand before you. While in Sludge Form, you can use your action to force up to three creatures within 30 feet of you to make a strength saving throw. On a failure, they are grappled and restrained by you as your ooze spreads to engulf them. These creatures can be affected by your Surging Sludge. They can make the saving throw on the end of each of their turns, ending the effect on a success. If you already have creatures grappled, they must make a constitution saving throw or take 3d8 stuffing damage, half on a success.

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

Jaws of Vengeance Patron

Swearing vengeance upon those who wronged you, your unrelenting hunger manifests not from an otherworldly being, but from the depths of your own fury. As you gain power, you draw strength from your vendetta and use your size and appetite as weapons against those you have sworn to destroy... or perhaps consume.

Patron Spell List

Warlock Level Spells
3rd Wrathful Smite, Compelled Duel, Silence, Vortex Warp
5th Fear, Blinding Smite
7th Leeching Hunger, Hallucinatory Terrain
9th Bellyport, Hold Monster

Additional Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and the Intimidation skill.

Scorchmane's Ire

Also at 3rd level, you can invoke the name of your inner fury to channel your wrath and hunger. As a bonus action, you can swear to consume and destroy a specific target. You gain the following benefits against them

  • Your melee weapon or melee spell attacks deal extra acid damage equal to one roll of your digestion damage die.
  • When your digestion damage (including from this feature) reduces a creat to 0 hit points, you gain temporary hit points equal to half your warlock level (rounded up) + your Charisma modifier.

You can use this feature twice, regaining one use after a short rest and all uses after a long rest.

Devouring Isolation

Starting at 6th level, your enemies’ helplessness fuels your insatiable hunger. You have advantage on devour checks made against creatures that are affected by the silenced, blinded, deafened, or frightened conditions. Alternatively, if the target has nearby allies but none are within 30 feet of them you can gain this benefit.

Additionally, your devour checks are considered a critical successes on a 19 as well as a 20.

Unnerving Figure

Also at 6th level, your excessive body mass only makes your presence scarier. You can add your weight points to intimidation (charisma) checks.

Voracious Fortitude

Starting at 10th level, your ravenous persistence allows you to ignore pain from those you have successfully tracked down. You gain resistance to damage dealt by creatures that are either frightened or have the Devoured condition.

Maw of Retribution

Starting at 14th level, your hunger for retribution reaches its peak and satisfying it finally soothes the nagging voracity. As part of an attack casting a spell with melee range, you can unleash your fury and gain the following effects for 1 minute:

  • Once per turn, when you make a melee weapon or melee spell attack, you can attempt a devour check as part of the attack.
  • You and all allies within 15 feet of you gain temporary hit points equal to half the digestion damage you deal.
  • If you reduce a creature under the effect of Devouring Isolation to 0 hit points, you regain one expended warlock spell slot.

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

Wizard

Cosmic Oozebinder

Between the stars is a mysterious substance- something that binds the cosmos together. Many astromancers speculate on what it may be, but some view it as a form of ooze; a celestial substance that fills the empty space in everything and holds the cosmos together. Cosmic Oozebinders can evoke this mysterious substance to create a physical manifestation of the space between stars to create armor, bond allies and strengthen their magic.

Orufen's Armor

Starting at 3rd level, to you, the space between stars is not empty— it is a fluid veil that you can manifest to protect yourself. As a bonus action you can envelop yourself in an armor made of cosmic ooze that lasts until you are incapacitated or die. While wearing this ooze you use your intelligence to calculate your AC instead of dexterity.

You can activate this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses after a long rest. If all uses are expended, you can spend a 2nd-level or higher spell slot to activate it again.

Cosmic Augmentation

Also at 3rd level, your connection to the cosmic ooze grants you starlike motes of energy, which you can use to enhance your spells and skills. When you activate your Ooze Armor, you gain a number of Stars equal to half your wizard level (rounded up). These stars can be used for the following benefits:

Ooze Meteorite. When you successfully deal damage with a spell, you can spend a Star to add extra damage equal to one roll of your Star Die in either radiant or stuffing damage to a single damage roll of the spell. You can apply this after damage rolls, but before knowing if it is resisted.

Star Guidance. When making a Survival, Performance, Intimidation, Nature, Acrobatics, or Athletics check, you can spend a Star to add a roll of your Star Die to the result.

Your Star Die starts as a d6, increasing as you level: 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

If Ooze Armor is active but you have no Stars, you can spend a 1st-level or higher spell slot to regain 3 stars (no action required).

Constellation Armor

Starting at 6th level, you can extend the influence of your cosmic ooze, weaving glowing bonds between your allies. As an action, you can spend one Star to create a luminous bond between two creatures within 30 feet of each other for 30 seconds. A dimly glowing line forms between them.

  • The bonded creatures share the highest AC among them. This is not affected by spells that would increase a bonded creature's AC, such as shield or shield of faith.
  • The line connecting them emmits dim light within 10 feet of the line and creatures bonded.

While the conselation is active, as a bonus action, you can spend another Star to add an additional target to the constellation, extending its effects and refreshing the duration on all connected creatures.

Whenever a bonded creature takes damage, you must make a Constitution saving throw to maintain the link with them, following the rules of concentration, though this feature does not require concentration. All bonds connecting to any specific creature end when you fail this constitution saving throw, or they move more than 30 feet away from any other target connected by the Constellation Armor.

Ooze Between the Stars

Starting at 10th level, your constellation web becomes a trap, allowing the shimmering space between bonded stars to fill any empty voids that pass through it. When a creature crosses one of your Constellation Armor lines, or the line crosses through them, you can use your reaction to expend a 1st-level or higher spell slot to make a melee spell attack against the creature, dealing 1d10 + your Intelligence modifier stuffing damage on a hit. This damage increases by 1d10 for each spell slot level above 1st.

Additionally, triggering this feature refreshes the duration of your Constellation Armor. At 14th level in wizard, this feature’s damage increases to 1d12 per spell slot level.

Cosmic Gravitas

Startin at 14th level, your connection to the cosmic ooze deepens, allowing you to harness latent magical energy and manipulate the very weight of reality itself. Whenever you use a spell slot outside of combat or regain spell slots using Arcane Recovery, you accumulate a number of charges equal to the spell slots spent or regained, up to a maximum of 10. These charges convert into additional Stars the next time you don your Ooze Armor. Additionally, you gain a new use for Cosmic Augmentation:

Gravitational Ooze. When a Large or smaller creature within 60 feet of you is forced to make a Strength or Dexterity saving throw, you can spend one Star to manipulate their weight and add an additional effect on a failed save.

  • Weightless. The creature levitates 5 feet in the air until the end of your next turn and takes radiant damage equal to a roll of your Star Die.

  • Heavy. The creature’s speed is reduced by 10 feet until the end of your next turn. It takes stuffing damage equal to your Star Die for every 5 feet it moves.

Swelling Storm

An esoteric school dedicated to the mixing of lipomancy and weather. Those of this school change magic to suit their needs in the moment- turning a blizzard into a fattening gale or a lightning strike immobilizing anyone unfortunate enough to be struck by it. Ultimately, growth is the goal and the elements make an excellent conduit to do so.

Prodigy of Storms

When you gain this Tradition at 3rd level, choose two Wizard spells that deal your choice of cold, lightning, or fattening damage, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard or Druid spell that deal your choice of cold or lightning damage, or that your DM would agree is a weather-themed spell, to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

You gain an additional cantrip from the wizard spell list that deals cold, lightning, or fattening damage. This does not impact your number of wizard cantrips known and when you gain a level in wizard you may change this cantrip.

Schaefer's Abundant Storms

Also starting at 3rd level, you can add an additional somatic gesture to your spells to mix lipomantic energy into your magic, augmenting their potency... as well as other effects. You gain a number of Sigils of Abundance equal to your wizard level and they are used for several different features. When you cast a spell you can spend one sigil to apply one of the following benefits and you regain all expended marks when you complete a long rest. You start with the following uses:

  • Augmentation. You can spend one of your sigils to add an additional damage die to one damage roll of a spell that deals lightning or cold damage and it will cause the target to gain fattening equal to half the damage dealt.
  • Negation. You can spend one of your sigils to change the damage type of of a spell that deals cold or lightning damage to fattening.

If a spell lacks a somatic component to cast, you must add a somatic component to cast the spell while applying the effect of one of your sigils.

Sigil of Absence

Starting at 6th level you can use the inverse of the sigils to absorb harm to defend yourself by turning it directly into magic you can consume. As a reaction to taking damage, you can use one of your Marks of Abundance to reduce the damage you take by an amount up to your wizard level and gain fattening equal to the damage reduced.

You can use this feature twice and regain one expended use when you complete a short rest and all uses when you complete a long rest.

Monsoon of Mass

Starting at 10th level, every surge of frost or strike of lightning you create leaves a swollen, unwieldy wake. When you cast a spell that deals fattening damage you can add your intelligence modifier to the damage.

Additionally, if a spell is boosted by your Augmentation sigil, you can treat a roll lower than your intelligence modifier as equal to your intelligence modifier.

Eye of the Storm

Starting at 14th level, your experience with the slipperiness of ice, powerful winds and waves that knock many on their hindquarters, or the violent thunderclaps that would send many flying has hardened you and your control over the elements. You become immune to the prone condition and cannot be moved against your will, unless you allow it. You gain an additional uses for your Marks of Abundance.

  • Control. When you would cast a spell with an area of effect, you can spend a mark to cause a number of targets up to your intelligence modifier to be immune to the effects of the spell's effects.
  • Chilling Bloat. When a creature starts its turn within 30 feet of you, you can pend a mark to cause them to be slowed by 10 feet and gain fattening equal to your wizard level.

When you use Control, you can apply Augmentation or Negation without spending an additional mark. You must complete a short or long rest before you use this feature in this way again.

Tarot Fatebinger

Fatebingers divine more than future battles or fortunes, they bring massive outcomes. Using enchanted tarot cards scrawled with spells and soaked in symbolism, these casters don’t just predict corpulent destinies- they cause them. Each card is a heavy omen, each spell a prophecy of indulgence. These spellcasters delight in giving others a glimpse of the future while making it inevitably much, much wider.

Face Reader

When you join this school at 3rd level, you gain proficiency in your choice of either the Deception or Insight skill. You also gain proficiency with playing card sets, which you may use as a spellcasting focus for your wizard spells.

Tristian's Titanic Predictions

Also at 3rd level, you learn to inscribe spells onto tarot cards, allowing you to prepare sizeable predictions in advance. When you complete a long rest, you may spend spellslots to stack a deck with a number of cards equal to half your wizard level by casting these spells into the cards. You can inscribe spells that you have scribed in your spellbook. Each spell takes a single card per spellslot level. Each chosen spell must have a casting time of 1 action and a level no higher than your Intelligence modifier. You inscribe each of these spells onto a unique magical card, forming your deck.

There may be no duplicate spells in the deck and you may swap out the contents by changing the card to a spell of equal level when you complete a short rest. To do this, they must be a spell you had preparred before the short rest, or changed one of your preparred spells to using Memorize Spell.

While you have cards in your deck, you can use an action on your turn to draw one card and cast the spell. You may immediately cast the spell from the card as if you had prepared it, without expending a spell slot, and without requiring verbal or material components. If a target is not looking directly at you, the spell's casting will be hidden from them

Casting a spell in this must still follow the rules for casting spells as a bonus action.

Spells cast through these cards cause targets to gain 1d6 fattening per spellslot level spent and when you cast a spell that deals damage, it will cause the target to gain fattening equal to the damage dealt instead.

Shared Fate

Starting at 6th level, you can tie your fate to the target to make stronger, bigger predictions. When you cast a wizard spell that causes targets to gain weight, you fatten equal to twice the spell's level. Cantrips are treated as 1 spell level per cantrip dice rolled. If it deals damage you may add your intelligence modifier to the damage.

Weighted Hand

Starting at 10th level, your focus with cards is unmatched and playing your hand will always lead to success. When you cast a spell using your Titanic Predictions deck, your concentration on that spell can’t be broken by taking damage.

Additionally, when you complete a short rest, you may replenish your deck, re-inscribing spells into it as if you had completed a long rest. Once you use this feature, you must finish a long rest before you can do so again.

The House Always Wins Big

Starting at 14th level, your cards carry such overwhelming destiny that even poor predictions weigh heavy on reality when sacrificed as raw lipomantic power. As an action, you may reveal and destroy one card from your Titanic Predictions deck, unleashing its spell in a burst of shared excess. If you are concentrating on a spell cast from that deck, you may choose to end that concentration instead of destroying cards to use this feature.

Each target is washed in a flood of mystical overindulgence and must make a Constitution saving throw against your spell save DC. On a failure, the creature takes 1d10 fattening damage per level of the spell stored on the card. On a success, they take half as much.

You gain temporary hit points equal to half the highest fattening damage rolled, and you personally fatten equal to the total damage dealt. Fattening gained this way does not cause you to become immobilized.

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

Temporal Gormand

The School of Temporal Gormandizing teaches the art of consuming time itself, allowing you to grow your magic and yourself to unimaginable proportions. With every spell cast, you savor the passage of moments, gaining mass and power in unison, embracing the growing weight of every passing second. Masters of this school relish their indulgence, bending the flow of time and accelerating those around them to their inevitable immobility, growing exponentially larger as they manipulate the very fabric of reality.

The Expanding Archive

Starting at 3rd level, you learn the tradition of mixing dunamantic and lipomantic magics into one. You learn the following spells at the appropriate levels, and they are always prepared without impacting your number of spells prepared. However, in order to cast them, you must have a Chronomantic focus, an arcane focus specifically for time magics, in hand. This focus can be a pocketwatch, hourglass, sundial, pendulum, or any object your DM agrees qualifies as time-related. It can also function as an arcane focus for your wizard spells.

Level Spells
3rd Lipomantic Shock, Gift of Alacrity, Feather Fall, Fortune's Favor, Hold Person
5th Size Ball, Slow
7th Freedom of Movement, Weighted Words
9th Temporal Shunt, Modify Memory

Temporal Burden

You have learned how to prevent excess arcane energies from being wasted by storing it as pure weight. When you cast a spell through your chronomantic focus, you gain fattening equal to your Intelligence modifier × the spell’s level (minimum 1). Cantrips are treated as 1st-level spells for this effect.

While concentrating on a spell you gain this fattening at the start of each of your turns.

Additionally, you learn to rewrite history, shifting the consequences of your magic onto others. As an action, you can force a creature you can see within 30 feet to bear this burden. The target must make a Charisma saving throw against your spell save DC. On a failure, they take an amount of your fattening of your choice, up to 10 × (your wizard level + Intelligence modifier), as though the excess magic had stored as mass on them instead. If this causes them to exceed their bulk limit, they must immediately make a Strength or Dexterity saving throw (their choice) or become Immobilized.

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

Temporal Momentum

Starting at 6th level, time ebbs and flows around you, allowing you to move at a normal pace while things around you move perceptively slower. You are immune to falling prone from the Immobilized condition, and your movement speed cannot be reduced by temporary weight that exceeds your attuned weight category. Additionally, you can now shift weight with Temporal Burden as a bonus action instead of an action.

Gluttonous Acceleration

Starting at 10th level, you can consume the passage of time as you move, arriving at your destination in an instant. As a bonus action, you can disappear and reappear in an unoccupied space you can see within a distance equal to your speed, skipping the time it would otherwise take to get there. When you reappear, you gain fattening equal to twice the distance traveled.

Once you use this ability, you must finish a short or long rest before you can use it again.

Balthazar's Blubbery Boon

Starting at 14th level, you no longer shift your burdens onto others—you share the consequences of your grand presence across time. When you use Temporal Burden, you can choose to retain your fattening while still applying it to another creature, rewriting the timeline so that you both gained in unison instead of transferring mass.

Additionally, you can now target two creatures when using Temporal Burden, splitting the transferred fattening equally between them.

PART 2

Signature Spells

Signature spells invented by story or player characters!
Perhaps a patron's unique choice to grant their most loyal followers?
"I am no spellcrafter. I simply don't play by your senseless mortal rules."

-Krade, the Realm Eater-

Bodar's Bloating Venom

ConjurationCantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round
  • Classes: Artificer, Demonologist, Druid, Shaman, Sorcerer, Warlock, Wizard

You extend your hand toward a creature you can see within range and project a spray of bloating venom from your palm. Make a ranged spell attack. On a hit the target takes 1d10 poison damage and gains both inflation and fattening equal to half the damage dealt. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Cyrus's Slime Blade

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round
  • Classes: Artificer, Shaman, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack’s normal effects and then becomes coated in thick ooze until the start of your next turn. If the speaks to communicate or otherwise cast a verbal component, the target takes 1d8 inflation damage, and the spell ends.

At 5th level, the melee attack deals an extra 1d8 inflation damage to the target on a hit, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Drake's Magic Snowballs

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Shaman, Warlock, Wizard

You touch a body of water and imbue it with ice, creating 3 snowballs. You or someone else can make a ranged spell attack with one of the balls by throwing it or using a sling. If thrown, it has a range of 60 feet. If someone else attacks with the ball, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the iceball and it melts.

If you cast this spell again, the spell ends early on any balls still affected by it.

Fafnir's Arctic Wind

Evocation cantrip


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Priest, Wizard

The air takes on a radiant glow around a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 cold damage and inflate equal to half the damage taken. The target gains no benefit from cover for this saving throw. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fafnir's Frosting Blade

Evocation cantrip


  • Casting time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a melee attack with it. On a hit, the target suffers the weapon attack's normal effects and is hit by an onslaught of a thick, sugary blast. The target gains fattening equal to the damage dealt.

At 5th level, the melee attack deals an extra 1d8 cold damage to the target on a hit, increasing at 5th (2d8), 11th (3d8), and 17th level (4d8).

Harrack's Bee Swarm

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a jar full of bees)
  • Duration: Instantaneous
  • Classes: Druid, Shaman, Sorcerer, Warlock, Wizard

You cause a cloud of Wasps or other stinging insects to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 poison damage, causing inflation equal to the damage dealt and must move 5 feet in any direction, if able. This movement doesn’t provoke opportunity attacks. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ikoyn's Dust Off

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Priest, Sorcerer, Warlock, Wizard

From your hands, a faint, yet firm breeze blows. Any object that you touch is immediately cleaned off any dust or grime, or dried of any liquids that covered it. For this effect to apply, the object must be no larger than 10 cubic ft. Additionally, the breeze can exert enough force to push or pull any object weighing less than your spellcasting score up to 10 ft. in any direction.

Ikoyn's Syrupy Vine

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Shaman, Warlock

At a point that you can see within range, three thorned stakes surge from the ground. The targe creature must pass a Dexterity saving throw or take 1d4 stuffing and 1d4 inflation damage, bloating with juice of a fruit of your choosing. Each damage type dealt by this spell increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Kiki's Destructive Thundersnap

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

You launch a sonic blast at a creature or object within range. Make a ranged spell attack against the target, at advantage if the target is an object. On a hit, the target takes 1d8 thunder damage. This attack deals maximum damage on a critical hit instead of doubling the number of dice rolled. This spell deals an extra 1d8 thunder damage at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Kiki's Thunderous EXPLOSION!

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You create a small explosion underneath a target. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 thunder and 1d4 force damage. This does double damage to objects and can be heard from up to 100 feet away. This spell's damages both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Ollie's Scalding Sauce

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard

You conjure a ball of bubbling-hot condiment and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 fire damage and gains fattening equal to twice the damage taken. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Oran's Steam Burst

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Shaman, Sorcerer, Wizard

You hurl a burst of steam at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage and inflates equal to half the damage taken. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Oran's Aquatic Surge

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Demonologist, Druid, Sorcerer, Warlock, Wizard

A tendril of water shoots forth towards a target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Inflation damage. If the target is past its inflation limit, it takes an additional 1d4 cold damage. The spell’s damage increases by 1d8/1d4 when you reach 5th level (2d8/2d4), 11th level (3d8/3d4), and 17th level (4d8/4d4)

Orufen's Slime Burst

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Demonologist, Druid, Shaman, Sorcerer, Warlock, Wizard

You hurl a bubble of thick slime at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 in either inflation damage. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Tarov's Psychic Repulsor

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Priest, Psion, Sorcerer

You focus your mind into a concentrated blast of force. The target must make a strength saving throw or take 1d6 force damage and be pushed back 10 feet. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thadryn's Filling Spotlight

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You shine a spotlight on one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage, and if it has any food in its stomach it takes an additional 1d6 stuffing damage. This spell's damage increases by 1d4/1d6 when you reach 5th level (2d4/2d6), 11th level (3d4/3d6), and 17th level (4d4/4d6)

Aevor's Intrusive Gust

Evocation 1


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bottle of air)
  • Duration: Instantaneous
  • Classes: Shaman, Sorcerer, Warlock, Wizard

You conjure three bursts of elemental air, which seek out targets to swell with their pressure. You can target each of the bursts at one target or several. Make a ranged spell attack for each burst. On a hit, the target takes 1d6 inflation damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional burst for each slot level above 1st.

Alabaster's Phantasmal Wolf

Illusion 1


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a handfull of canine fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Psion, Shaman, Sorcerer, Wizard

You create a medium size illusionary wolf that appears in an unoccupied space within range. It acts immediately after you in initiative and moves and behaves as a real wolf and under your command. It can take the dash, disengage, dodge and bites with the attack action.

The wolf uses your spellcasting ability modifier for its attack rolls. It has an AC of 13 and 15 hit points, its bite attacks deal 2d4 force damage, and has a movement speed of 40. It can only be targeted with direct attacks. For saving throws it simply uses your stats.

At Higher Levels: The AC of the wolf increases by 1, its health by 3, and force damage by 1d4 for every spell level cast above 1st.

Dodger's Nonspecific Nonsense

[redacted] 1


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

You scream a nonsensical incantation. Roll on the Wild Magic Sorcerer table and may the Gods of Fate have mercy on your soul.

You may only freely cast this spell once before needing to complete a short or long rest, due to the taxing it puts on your body. If you attempt to cast this spell a second time you must roll a d20. On a 15 or lower the spell fails and you gain a level of exhaustion.

Mekki's Satisfying Haze

Enchantment 1


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S,M (a turkey bone)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Priest, Psion, Sorcerer, Warlock, Wizard

You touch a creature within range that has devoured another creature or has at least 25% stuffing. They must make a Wisdom Saving Throw. On a fail, the perceived heft and size of their meal doubles, making them unable to take any action other than massaging and playing with their stomach, overwhelmed by the intense and pleasant fullness. They can repeat the saving throw at the end of their turn and whenever they take damage, ending the effect on a success.

Creatures that are immune to the charmed condition automatically succeed this saving throw.

At Higher Levels: The initial damage increases by 1d10 for each spell slot level above 1.

Niles's Uproarious Critique

Enchantment 1


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Psion, Warlock

You launch insult after hilarious and annoying insult to whittle down a target's mind. Choose a creature in range to begin mocking on a creature that can understand lanugage, but need not speak the same language as you. That creature must make a Wisdom saving throw. On a failed save, they take 2d8 psychic damage, and as a bonus action on each of your turns while the spell persists, you may cause them to take an additional 1d6 psychic damage, regardless if they succeeded on the original saving throw or not.

The spell ends if the creature is out of range or can no longer hear you.

At Higher Levels: The spells initial and bonus action damage increase by 1d8 and 1d6 respectively per spell level above 1.

Oran's Aquatic Armor

Abjuration 1


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour
  • Classes: Demonologist, Shaman, Warlock

A protective magical force surrounds you, manifesting as a swirl of water that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature gains 10 inflation.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the bloating increase by 5 and 10 respectively for each slot level above 1st.

Tristian's Tantalizing Confection

Conjuration 1


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a dollop of frosting)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid, Priest, Psion, Sorcerer, Wizard

You conjure up a tantalizing confectionary at a point within range, made up of six pieces, that gives off a mind warpingly tempting scent emmenating from it for 15 feet. Whenever a creature enters the area for the first time or starts its turn there, they must succeed on a Wisdom saving throw or be forced to use their movement speed to get as close to the confection as possible and use a bonus action to eat a slice from it, causing them to gain 2d4 stuffing each time. Any remaining slices disappear when the spell ends.

You can use a bonus action on subsequent turns to move the cake up to 15 feet to another point within range.

At Higher Levels: It has two additional slices for each spell slot level above 1.

Xibal's Arcane Torrent

Evocation 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S,M (a metalic straw)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Demonologist, Sorcerer, Warlock, Wizard

A stream of raw magic lances toward a creature within range, forming a sustained arc of arcana between you and the target that plugs into their mouth. Make a ranged spell attack against it. On a hit, the target takes 2d10 force damage.

For the duration, the target must make a constitution saving throw whenever it attempts to cast a spell with a verbal component. On a fail the action is used but the spellslot is not expended. Additionally, at the end of each of its turns it gains 1d12 inflation percent.

The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.

At Higher Levels: The initial damage increases by 1d10 for each spell slot level above 1.

Balthazar's Forceful Belch

Evocation 2


  • Casting time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Dracomancer, Sorcerer, Warlock, Wizard

You rear your head back and, with a deep breath, loose a ground-shaking belch in front of you, causing a huge burst of wind and sound that blasts enemies back. Each creature of your choice in a 30-foot cone must make a Constitution saving throw, taking 4d6 thunder damage on failure or half as much on a success. Also on a failure, a Medium or smaller creature is pushed 15 feet away from you, a Large creature is pushed 10 feet, and a Huge creature is pushed 5 feet.

This spell relieves an amount of inflation up to the amount of the damage dealt.

At Higher Levels: The spell’s damage increases by 1d6, and the number of feet each creature is pushed back increases by 5 per spellslot level above 2.

Garrison's Bloody Boost

Transmutation 2


  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of flammable powder such as flint or sulfur dust)
  • Duration: Concentration, up to 1 minute
  • Classes: Demonologist, Dracomancer, Grave Knight, Sorcerer, Warlock, Wizard.

You target a creature, giving them an incredible adrenaline rush at the cost of intense internal pain. An unwilling target must make a Constitution saving throw to resist this effect. The target gains 4d10 inflation from internal fluids beginning to boil. For the spell’s duration, the target’s speed increases by 20 feet and cannot be reduced by temporary weight, and it makes all Dexterity checks and saving throws with advantage. However, at the end of each of its turns, it takes 2d6 fire damage from the intense burning and internal heat caused. When the spell ends, the inflation is relieved.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Ikoyn's Ripe Refreshment

Transmutation 2


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (A ripe fruit that the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Shaman

You draw out the life of a ripe fruit you are currently holding. You can eat said fruit or feed it to any creature in range. They regain 4d4 + your spellcasting modifier HP. Additionally, any HP they would not recover due to reaching Max HP becomes temporary HP. The target gains inflation equal to the HP regained.

Kital's Phantasmal Binding

Illusion 2


  • Casting time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Demonologist, Priest, Psion, Sorcerer, Warlock, Wizard

Illusory chains begin to bind a creature within range. The target must make an intelligence saving throw. On a fail, the target takes 3d6 psychic damage and is grappled by bindings of their own immagination. For the spell's duration, you may use a bonus action to cause the bindings to tighten, dealing 2d6 psychic damage. The target can use an action to attempt to escape the grapple by making an Intelligence (Investigation) check against your spellsave DC, ending the spell on a success.

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

Oran's Drenching Mote

Evocation 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Shaman

You produce and eject a powerful blast of highly pressurized water towards a single creature in range. Make a ranged spell attack against them. On a hit, they take 4d6 cold damage and they gain half that amount in inflation. All fire damage dealt by and to them is halved until the end of their next turn.

At Higher Levels. The cold damage increases by 1d6 for each spellslot level above 2nd

Samroa's Venemous Ward

Conjuration 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of poison)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Demonologist, Shaman, Sorcerer, Wizard

You conjure a venomous ward at a point within range, creating a 5-foot cube. The ward remains stationary and has an AC of 12 and 10 hit points. It is immune to poison and psychic damage and resistant to other damage types. It is immune to the charmed, poisoned, paralyzed, stunned and prone conditions and uses your statistics for the sake of saving throws. The ward has a passive perception of 12. The ward cannot move and occupies its space. It has the following effects:

  • Passive Poison Aura. Creatures that start their turn within a 10-foot radius of the ward must make a Constitution saving throw against your spell save DC. On a failed save, they take 1d6 poison damage.
  • Active Attack. As a bonus action on your turn, you can command the ward to make a ranged spell attack, using your spell attack modifiers, against a creature within 60 feet of it. On a hit, the target takes 2d6 poison damage.

At Higher Levels: Both the aura damage and the active attack damage increase by 1d6 for each slot level above 2nd.

Fafnir's Elemental Glaive

Evocation 3


  • Casting Time: 1 action
  • Range: Touch (15-foot line)
  • Components: V, S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Artificer, Dracomancer, Shaman, Sorcerer, Warlock, Wizard

You channel elemental forces into your weapon, transforming it into crackling lightning or freezing ice. Make a melee spell attack against a target within your reach. On a hit, the target takes 4d6 cold damage. Additionally, the elemental energy cleaves through the target. All targets in a 15-foot line must make a dexterity saving throw or also take 3d8 lightning damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Fafnir's Pressurized Smite

Evocation 3


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Torrents of air swirl and coalesce around your weapon. The next time you hit a creature with a melee weapon attack during this spell’s duration the attack deals an extra 1d8 thunder damage and 2d8 inflation damage. Additionally, the target must succeed on a Constitution saving throw or gain 3d8 inflation at the start of each of their turns until the spell ends.

Mekki's Sticky Bomb

Conjuration 3


  • Casting Time: 1 action
  • Range: 150 feet (15-foot radius sphere)
  • Components: V, S, M (a small ball or slime and a spoon)
  • Duration: 1 round
  • Classes: Druid, Shaman, Sorcerer, Warlock, Wizard

You fling a sticky glob of ooze to a point you choose within range, where it explodes with a loud squelch into an explosion of goop. Each creature in a 15-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a target takes 4d10 stuffing damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone. In addition, all surfaces within the area become covered in sticky patches of goo, becoming difficult terrain until the end of your next turn.

At Higher Levels. The damage increases by 1d10 for each slot level above 3rd.

Raul's Spectral Bodyslam

Illusion 3


  • Casting Time: 1 action
  • Range: se;f (15-foot line)
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Priest, Psion, Shaman, Sorcerer, Warlock, Wizard

You project a spiritual manifestation of yourself and send it forth in a 15-foot line. The image performs a bodyslam, dealing psychic damage to creatures in its path. Targets in the line must make a strength saving throw or take take 5d6 psychic damage. On a success they take half damage.

The damage of this spell increases by 2d6 for every accumulative 100% fattening, stuffing, or inflation.

At Higher Levels: The initial damage increases by 1d6 for each spell slot level above 3.

Xital's Fattening Flamethrower

3rd level Evocation


  • Casting time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dracomancer, Sorcerer, Wizard

You fire forth a burst of flame in a 5-foot-wide, 15-foot-long line, pushing back and infusing enemies caught in the path with lipomantic-infused heat. All creatures in the area must make a Constitution saving throw. On a failed save, they take 4d8 fire damage, causing them to gain fattening equal to twice the damage. On a successful save, they take half damage. On each of your turns until the spell ends, you can use your action to shoot another like of flames in this way again, targeting the same area or a different one.

At Higher Levels: The spell’s damage increases by 1d8 per spellslot level above 3.

Balthazar's Weighted Words

Enchantment 4


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Priest, Psion, Sorcerer, Wizard

The caster speaks words of power infused with lipomantic magic. The target must make an Intelligence saving throw. On fail they take 5d8 psychic damage and you create a psychic bond with them. On a successful saving throw they take half damage.

For the duration of the spell the caster can focus on this bond and use their bonus action on subsequent turns to deal an additional 2d6 psychic damage.

Targets damaged by this spell gain fattening equal to the damage dealt.

At Higher Levels: The initial damage increases by 1d6 for each spell slot level above 3.

Kan's Carbonated Eruption

Transmutation 4


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: Instantaneous.
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You point at a point of your choice within a body of water within range. The water is turned to a sweet, sticky, sugarry liquid and begins to bubble, before violently detonating in a 20 ft. radius. All targets in range must make a Constitution save or take 5d12 thunder damage, gaining inflation equal to the damage dealt. On a succesful save, the target only takes half damage and inflates by half the damage dealt. The blast spreads around corners and the ground in that area becomes difficult terrain until cleared.

At Higher Levels. The spell deals an extra 1d12 damage for each spellslot level above 4th.

Kan's Widening Weatherball

Evocation 4


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: Instantaneous.
  • Classes: Shaman, Sorcerer, Warlock, Wizard

The forces of the weather are coalesced in your hands, before being projected to a point in range that you can see. All creatures in a 10 ft. radius of the weatherball's blast must make a Dexterity save. On a failed save, they take 8d6 damage of the corresponding element. On a success they take half damage.

If the weather would match multiple weather conditions, such as a storm with strong winds, you may choose the damage type.

Weather Damage
Rain Lightning
Storm Lightning
Sunny Fire
Sandstorm Fire
Fog Cold
Snow Cold
Strong winds Thunder
Smoke Poison
Overcast Force

Additionally, the targets gains fattening equal to half the damage dealt.

At Higher Levels. The spell deals an extra 1d6 damage for each slot level above 4th.

Mekki's Sludge Surge

Transmutation 4


  • Casting Time: 1 action
  • Range: Self (250 feet)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Druid, Sorcerer, Warlock, Wizard

You liquefy into a viscous ooze and rapidly glide across surfaces to a location within 200 feet. This movement must follow a continuous path along the ground, walls, ceilings, or other solid surfaces, but it ignores nonmagical difficult terrain and does not provoke opportunity attacks. You can pass through spaces as narrow as 1 inch wide without squeezing and can flow up vertical surfaces. You do not need to see your destination, but you must be able to complete your movement within range. If your movement would end in an invalid space, you instead appear in the nearest unoccupied area.

You can bring one willing creature within 5 feet with you, provided their size is no larger than one category above your own. The carried creature also liquefies and surges along with you, but they must end their movement adjacent to you at your final location. They do not provoke opportunity attacks while moving in this way. Targets brough with you gain 1d6 fattening for every 50 feet moved as some of the ooze fills into them.

At Higher Levels: You may bring one additional willing creature per every other slot level above 4th.

Demorte's Devestating Dethrone

Necromancy 5


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Demonologist, Warlock, Wizard

You rip at a creature’s very essence, pulling at the strands of the Weave that hold them together. The target must make a Constitution saving throw. On a failed save, the target takes 8d6 + 20 necrotic damage. On a successful save, the target takes half as much damage. This spell has no effect on constructs or undead.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 5.

Janna's Aquatic Guardians

Conjuration 5


  • Casting Time: 1 Action
  • Range: 30 feet
  • Materials: V, S, M (A water lily)
  • Duration: Concentration, Up to 1 Minute
  • Classes: Wizard, Druid, Shaman, Sorcerer

Out of the lily flows three Water Spirits, taking the form of tendrils of water which swirl and stretch through the air in your space. As a bonus action on your turn, you can have each one take an action from the list below.

  • Defend. The spirit stays in your space, protecting you until the start of your next turn. You gain +1 AC and resistance to fire damage while it is defending you. If you are already resistant (from another spirit defending you or an outside source), it makes you immune to fire damage. A creature may only benefit from one spirit this way at a time.

  • Slam. The spirit launches out from you, attacking a creature of your choice within 30 feet of you. Make a melee spell attack roll. On a hit, the target takes 2d8 bludgeoning damage. A creature may only take this damage from a tentacle once a turn. If the targeted is effected by the Whelm effect, this attack is made at advantage.

  • Whelm. The spirit attempts to force itself into the mouth of a creature within 30 feet of you. The creature must make a constitution saving throw or gain 4d8 inflation that lasts while the spirit is inside them. The creature can make a constitution saving throw at the end of each of it's turns to force the spirit back out, losing the inflation on a success.

  • Push. The spirit flies towards an opponent within 30 feet, rushing into it, attempting to shove it around. The creature must make a strength save, or be pushed up to 10 feet in a direction of your choice. If the creature is whelmed, it automatically fails this save.

Kan's Intrusive Twister

Conjuration 5


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a weathervain)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Druid, Sorcerer, Wizard

Violent winds fill a 15-foot-radius, 30-foot tall coulmn centered on a point you choose within range, battering creatures with vicious currents. The Column remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the wind appears, each creature in it makes a Constitution saving throw, taking 4d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also gains inflation for half the damage taken.

A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

At Higher Levels. he spell deals an extra 1d10 damage for each slot level above 45th.

Thadryn's Feeder Frenzy

Conjuration 5


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (an amount of food worth at least 5gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Ranger, Wizard

You present the food used in the casting and then vanish to forcefeed within the blink of an eye. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 5d10 stuffing damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit.

Warren's Withering Scowl

Enchantment 5


  • Casting time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Demonologist, Grave Knight, Priest, Psion, Sorcerer, Warlock, Wizard

You glare at a creature within range, projecting intense authority and emotional dread. The creature must succeed on a Wisdom saving throw or take 7d8 psychic damage and be frightened of you for the duration. While frightened in this way, the creature’s movement speed is 0 and it cannot take reactions. On a successful save, the target takes half damage and is not frightened. At the end of each of the frightened creature's turns, it can attempt a Wisdom saving throw against the frightened condition, ending the effect on a success or taking 1d8 psychic damage on a failure. The spell also ends if they are no longer able to see you.

At Higher Levels: When you cast this spell in a slot of 6th level or above, the initial damage increases by 1d8.

Xibal's Cloudbloat

Conjuration 5


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Demonologist, Sorcerer, Wizard

You create a 20-foot-radius Sphere of bloating, black fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw as the gas begins to cause intense bloating. The creature takes 2d8 inflation damage and 3d8 fattening on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. As a bons action on subsequent turns you can move the cloud up to 15 feet in a direction of your choice, even through small openings.

At Higher Levels: The inflation damage increases by 1d8 for each spell slot level above 5.

Cyrus's Colossal Cube

Conjuration 6


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a perfect 1-inch cube of jelly or slime)
  • Duration: 1 hour
  • Classes: Druid, Shaman, Warlock, Wizard

The earth swells with viscous fluid, then erupts to create a 20-foot cube of translucent slime within range. When the cube appears, each creature inside it must succeed on a Dexterity saving throw or become engulfed by the cube. Each creature that succeeds is hedged out of the cube’s space and deposited in a safe location within 5 feet. The cube can contain as many creatures as can fully fit within its space.

When a creature starts its turn within or moves into the cube for the first time, it takes 10d6 stuffing, and if it is not already engulfed, must succeed on a Dexterity saving throw or become engulfed. Engulfed creatures are unable to breathe or speak as slime chokes their mouths, and must use their swim speed to move within the cube. To escape the cube, an engulfed creature must use its action to make a Strength check against your spell save DC while within 5 feet of an edge of the cube, exiting prone into an adjacent space outside the cube on a success.

Alternatively, a creature can attempt to eat portions of the cube by using an action to make a Query (Eating) check against your spellsave DC, consuming 10d6 stuffing on a success, or half on a failure.

The cube is considered a Gargantuan object with 100 hit points and immunity to acid, bludgeoning, piercing, and psychic damage. It is fully transparent but provides total cover to creatures inside and behind it. The spell ends early if you use an action to dismiss the cube, or if the cube is reduced to 0 hit points, where it will lose its form and colapse. Every 3 stuffing dealt by the cube causes it to take 1 point of damage.

At Higher Levels: WThe width of the cube increases by 5 feet per side and it appears with 10 additional hit points for each slot level above 6th.

Krade's Abyssal Pyroclasm

Evocation 6


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an object attuned to the abyss worth at least 200gp)
  • Duration: Instantaneous
  • Classes: Demonologist, Sorcerer, Warlock, Wizard

You summon the wrath of the abyss, creating a 20-foot radius sphere of otherworldly flames. The area is filled with swirling abyssal energy that creates difficult terrain and deals 2d8 fire damage to creatures that start their turn in it or enter it for the first time on a turn.

When you cast this spell and at the start of each of your turns, you can use your action to choose a point within the sphere. A bolt of abyssal fire strikes that point, dealing 3d8 force damage and 3d8 fire damage to all creatures in a 10-foot radius centered on that point. Creatures in the area must make a Dexterity saving throw, taking half damage on a successful save. You can continue to use your bonus action on each of your turns to move the center of the abyssal fire to a new point within range.

Targets fatten equal to the force damage dealt by this spell.

At Higher Levels: The force and fire damage from the bolt increase by an additional 1d8 for every level cast above 6th.

Drake's Primordial Hunger

Transmutation 8


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (an onyx gem worth 500gp)
  • Duration: Instantaneous
  • Classes: Demonologist, Psion, Shaman, Sorcerer, Warlock, Wizard

You cause a hunger inside you to well up as if you swallowed a dark star. You open your mouth as wide as possible and, after a brief pause, begin to pull in everything around you in a 30ft radius. Any unsecured objects in range and weighing under 500lbs travel 30 feet towards you. Anything heavier moves 15 feet. Any non-living object that comes into contact with you is instantly devoured and digested. Creatures within range must make a Dexterity saving throw. The creature takes 8d10 force damage on a failed save and moved 15 feet closer to you or half as much damage on a successful save. Any creature killed under this spell is instantly devoured and digested. Once the spell ends, you gain fattening equal to 1/5th of the stuffing you would have gained from everything devoured. Magical items are not digested and are left sitting in your stomach to be regurgitated.

Landmass of Lorderan's Field of Gains

Evocation 8


  • Casting time: 1 action
  • Range: 150 feet (60-foot cube)
  • Components: V, S, M (a bucket of lard and grease)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You bathe the ground in potent lipomantic magic, creating a zone that can immobilize anyone who dare stay there. Choose a 60-foot cube within range. The area becomes difficult terrain for the duration. When a creature starts its turn inside the cube or enters it for the first time, it must make a Constitution saving throw, gaining 10d10 + 25 fattening on a failure or half as many on a success

At Higher Levels: The spell’s fattening increases by 2d10+5 per spellslot level above 3.

Star-sized Lovers' Cosmic Nullification

Transmutation 10


  • Casting Time: 10 hours
  • Range: Self
  • Components: V, S, M (???)
  • Target: a creature with a significant gravitational pull on objects within 100 miles
  • Duration: Until dispelled

The specifics of this spell are currently unknown, but two anonymous mages have theorized the possibility of allowing cosmic-sized entities to nullify their gravitational influence outside of a radius of 10 miles, and drastically reduce it within said radius. It is theorized that it needs at least two casters capable of casting 9th level magic. However, further experimentation will need to be performed to confirm the possibility and effects of such a spell.

PART 4

Expanded Spell Lists
Spell lists for the Aeiroth Extra Classes. Now, you can have a proper fatty spell list for your priest, demonologist, shaman, or grave knight!
Also covers Psion
"Growth should not be finite or limited to just a lipomancer."

-Archlipomancer Tristain-

Demonologist Ravenous Spell list

Cantrips (0 Level)
  • Bellyache Bash
  • Fat Blast
  • Gluttonous Roar
  • Lipomantic Bolt
  • Size Drain
  • Transmute to Treat
  • Word of FamineExD&D
1st Level
  • Bloating Hex
  • Chaotic CorpulenceExD&D
  • Conjure Food
  • Fat Syphon
  • Fattening JestExD&D
  • Modify MetabolismExD&D
  • Shape Fat
  • Transfer Fat
2nd Level
  • Control Fat
  • Dietary CurseExD&D
  • Immobilize PersonExD&D
  • Size Snap
  • Sluggish Manipulation
  • Steal Fat
3rd Level
  • Abyssal Stomach
  • BloatExD&D
  • Bloating Scythe
  • Drink StrengthExD&D
  • Heavy TransportExD&D
  • Size Envy
4th Level
  • Alluring FeastExD&D
  • Buffet Barrage/Conjure Feast
  • Gluttonous Gambit
  • Guardian ChefExD&D
  • Lipomantic Voodoo Doll
  • Shred Fat
5th Level
  • Carbonated Concoction
  • Corpulent Counterstrike
  • Drain
  • Fat SurgeExD&D
  • Lipomantic Eruption
  • Slavering BeastExD&D
6th Level
  • Adipose Arcanum
  • Body Burst
  • CollapseExD&D
  • Colossal Cube
  • Ravenous Rift
7th Level
  • Ammplify GravityExD&D
  • Gorging Ordeal
  • Raze RestraintExD&D
8th Level
  • Bottomless
  • Summon Gluttony DemonExD&D
9th Level
  • Gluttonous Ascension
  • Sculpt Flesh

Dracomancer Hoarding Spell list

Cantrips (0 Level)
  • AppealExD&D
  • Conjure Ingredient
  • Gluttonous Roar
  • Lipomantic Bolt
  • Size Drain
  • Transmute to Treat
1st Level
  • Bloating Hex
  • Chaotic CorpulenceExD&D
  • Conjure Food
  • Fat Syphon
  • Find Food and DrinkExD&D
  • ResizeExD&D
  • Shape Fat
  • Size to Life
  • Tempestuous Indigestion
  • Transfer Fat
2nd Level
  • Belly Drum
  • Dietary CurseExD&D
  • Fat Infusion
  • Girth Ward
  • Hungering Whip
  • Immobilize PersonExD&D
  • Size Snap
  • Steal Fat
  • Stretch StomachExD&D
3rd Level
  • Abyssal Stomach
  • BloatExD&D
  • Drink StrengthExD&D
  • Firey Disgorge
  • Gorging Bewilderment
  • Lipomantic Lightning
  • Obese Oubliette
  • OverabundanceExD&D
4th Level
  • Alluring FeastExD&D
  • Buffet Barrage/Conjure Feast
  • Guardian Chef
  • Heavy Bond
  • Nature's BountyExD&D
  • Siphon Weight
5th Level
  • Corpulent Counterstrike
  • Drain
  • Fat SurgeExD&D
  • Girth of Lethargy
  • Immobilize MonsterExD&D
  • Lipomantic Eruption

Grave Knight Regrown Spell list

1st Level
  • Bloating Hex
  • ExercisismExD&D
  • Fat Syphon
  • Girth of Resilience
  • Modify MetabolismExD&D
  • Size to Life
  • Shape Fat
2nd Level
  • Control Fat
  • Dietary CurseExD&D
  • EmburdenExD&D
  • Fat Infusion
  • Girthy Grip
  • Lipomantic Javelin
  • Steal Fat
  • Sympathy GainExD&D
  • Siphoning SmiteExD&D
3rd Level
  • BloatExD&D
  • Bloating Scythe
  • Drink StrengthExD&D
  • Expanding EdictExD&D
  • Heavy TransportExD&D
  • Obese Oubliette
  • Redirect RepastExD&D
  • Stout Form
4th Level
  • Gluttonous Gambit
  • Heavy Bond
  • Immobilizing SmiteExD&D
  • Shred Fat
  • Siphon Weight
5th Level
  • Corpulent Counterstrike
  • Drain
  • Fat SurgeExD&D
  • Girth of Lethargy
  • Slavering BeastExD&D

Priest Engorged Spell list

Cantrips (0 Level)
  • AppealExD&D
  • Bellyache Bash
  • Conjure Ingredient
  • Culinary Insight
  • Digestive Aid
  • Toll the Fed
  • TrimExD&D
1st Level
  • Bloating Hex
  • Conjure Food
  • Detect Favorite Food
  • ExercisismExD&D
  • Find Food and DrinkExD&D
  • Girth of Resilience
  • ResizeExD&D
  • Size to Life
  • Tango's TinctureExD&D
  • Transfer Fat
2nd Level
  • Dietary CurseExD&D
  • EmburdenExD&D
  • Fat Infusion
  • Girth Ward
  • Graceful GirthExD&D
  • Immobilize PersonExD&D
  • Sluggish Manipulation
  • Stretch StomachExD&D
  • Weighing WardExD&D
3rd Level
  • Abyssal Stomach
  • Aura of LightnessExD&D
  • BloatExD&D
  • Expanding EdictExD&D
  • Gorging Bewilderment
  • Heavy TransportExD&D
  • Redirect RepastExD&D
  • Size Envy
4th Level
  • Alluring FeastExD&D
  • Buffet Barrage/Conjure Feast
  • Charming HypnotismExD&D
  • Gluttonous Gambit
  • Guardian Chef
  • Heavy Bond
5th Level
  • Amazonian FigureExD&D
  • Bloated Rejuvination
  • Fat SurgeExD&D
  • Girth of Lethargy
  • Portly PortentExD&D
6th Level
  • Food ComaExD&D
  • Hungering TranceExD&D
  • Ravenous Rift
7th Level
  • Curstein's Feast
  • Gorging Ordeal
  • Raze RestraintExD&D
8th Level
  • Bottomless
  • CornucopiaExD&D
9th Level
  • Gluttonous Ascension
  • Knights of the RoundExD&D

Psion Bloated Spell list

Cantrips (0 Level)
  • Appeal ExD&D
  • Culinary Insight
  • Find food and DrinkExD&D
  • Overinsulating Heft
  • Toll the Fed
1st Level
  • Culinary Persuasion
  • Detect Favorite Food
  • Fattening JestExD&D
  • Shape Fat
  • Transfer Fat
2nd Level
  • Body BarrierExD&D
  • Control Fat
  • Graceful GirthExD&D
  • Hungering Whip
  • Sluggish Manipulation
  • Steal Fat
  • Sympathy GainExD&D
3rd Level
  • Abyssal Stomach
  • Aura of LightnessExD&D
  • BloatExD&D
  • Bloating Scythe
  • Gorging Bewilderment
  • Heavy TransportExD&D
  • Hypnotic HungerExD&D
  • Size Envy
4th Level
  • Alluring FeastExD&D
  • Charming HypnotismExD&D
  • Gluttonous Gambit
  • Siphon Weight
  • Softskin
5th Level
  • Corpulent Counterstrike
  • Drain
  • Fat SurgeExD&D
  • Girth of Lethargy
  • Portly PortentExD&D
  • Slavering BeastExD&D
6th Level
  • ColapseExD&D
  • Food ComaExD&D
  • Hulking Presence
  • Hungering TranceExD&D
  • Ravenous Rift
7th Level
  • Gorging Ordeal
  • Raze RestraintExD&D
8th Level
  • Bottomless
9th Level
  • Gluttonous Ascension
  • Lipomantic StormExD&D

Shaman Vast Spell list

Cantrips (0 Level)
  • Conjure Ingredient
  • Digestive Aid
  • Lipomantic Bolt
  • Size Drain
  • Transmute to Treat
  • TrimExD&D
  • Word of FamineExD&D
1st Level
  • Bloating Hex
  • Conjure Food
  • ExercisismExD&D
  • Find Food and DrinkExD&D
  • Girth of Resilience
  • Hearty Tonic
  • Size to Life
  • Syrup TrapExD&D
  • Tango's TinctureExD&D
  • Tempestuous Indigestion
  • Transfer Fat
2nd Level
  • Belly Drum
  • Control Fat
  • Dietary CurseExD&D
  • EmburdenExD&D
  • Fat Infusion
  • Graceful GirthExD&D
  • Sluggish Manipulation
  • Steal Fat
  • Sympathy GainExD&D
  • Stretch StomachExD&D
3rd Level
  • Drink StrengthExD&D
  • Gorging Bewilderment
  • Healing SalveExD&D
  • Heavy TransportExD&D
  • Lipomantic Lightning
  • OverabundanceExD&D
  • Size Envy
  • Stout Form
4th Level
  • Alluring FeastExD&D
  • Gluttonous Gambit
  • Heavy Bond
  • Lipomantic Voodoo Doll
  • Nature's BountyExD&D
  • Siphon Weight
5th Level
  • Amazonian FigureExD&D
  • Bloated Rejuvination
  • Carbonated Concoction
  • Drain
  • Fat SurgeExD&D
  • Lipomantic Eruption
6th Level
  • Body Burst
  • Colossal Cube
  • Food ComaExD&D
  • Investiture of FatExD&D
  • Ravenous Rift
7th Level
  • Amplify GravityExD&D
  • Gorging Ordeal
  • Raze RestraintExD&D
8th Level
  • Bottomless
  • CornucopiaExD&D
  • Primordial Hunger
9th Level
  • Lipomantic StormExD&D
  • Sculpt Flesh

PART 4

Inspiration Subclasses

These were inspired by friends who, while not members of the table, have created ideas that I couldn't help adapt! (or just someone who inspiried ideas for me to create)

Artificer

Big & Tall Tailor Artificer

“Dress for success” is more than a motto- it's a philosophy, stitched into every inch of enchanted fabric these artisans create. Some tailor specialize in making clothing for even the largest of folk, creating high quality, professional garments to garnish them and their allies with perfectly-fitted garments that turn their corpulence into a air of authority. Accenting every curve to highlight your best traits, buttons that refuse to break, and sleeves that makes the arms seem bulkier and stronger, bulk tailors elevate your qualities by simply making you look your best.

Tailor's Spell list

Level Spells
3rd Disguise Self, ResizeExD&D
5th Alter Self, Enlarge/Reduce
9th Crusader's Mantle, Size Envy
13th Charming HypnotismExD&D, Fabricate
17th Corpulent Counterstrike, Seeming

Tools of the Trade

Starting at 3rd level, you begin to specialize in weaving fabrics into high quality, professional clothing. You gain proficiency in Weaver's tools and can use it as a spellcasting focus for your Artificer spells. If you already have proficiency in Weaver's Tools, you can gain proficiency in another artisain tool of your choice.

Fat Fashion

Also at 3rd level, you can weave fabric into elegant clothing infused with protective magic. While wearing clothing you made using your weaver's tools and not wearing armor, you can calculate your AC as your iltelligence modifer + your weight points. You can wear a shield and still gain this benefit. The clothing always fits perfectly to your taste, regardless of how large you may get, up to a maximim weight of 100,000 pounds.

Hefty Habberdasher

Finally at 3rd level, when you complete a long rest, you can create a piece of fancy clothing using your weaver's tools, such as a tie, cummerbund, or jacket. When equipped by a non-hostile target, they can use your intelligence modifier to calculate their AC instead of their dexterity modifier. This lasts until they take a long rest where the magic will fade from the accessory, becoming a mundane, albeit elegant, piece of clothing. You can make additional accessories when you reach further levels in artificer: two at 6th level and three at 15th level.

Massive Pressence

At 5th level, your expert tailoring and excessive size allows you to present yourself with social poise and confidence. While wearing your own clothing you make with Weaver's tools, you can add your weight points to Persuasion, Performance, and Intimidation checks.

Additionally, you create and wear a signature accessory to define your personal flare- a masterwork piece tailored to an aesthetic of your choice. Choose one aesthetic from the list below and consider describing what the accessory itself looks like. While wearing this accessory, you may use your Intelligence modifier in place of another ability score modifier when making saving throws of that type. When you gain a level in artificer, you may change your signature accessory to match another aesthetic from the available list.

Aesthetic Saving Throw
Business Charisma
Education Wisdom
Sleek Dexterity
Culinary Strength

Enlarge Ensemble

Starting at 9th level, you can cause your outfits to become more loose-fitting to allow room to grow... and instantly fill that extra space to keep a perfect fit. As a magic action you can cause the outfits and armor of all creatures effected by your Hefty Habberdasher to expand in size, causing those wearing them to gain fattening and temporary hit points equal to your intelligence modifier. You can do this a number of times equal one third of your artificer level, rounded down, and regain all uses when you complete a long rest.

Indestructible Stitching

Also at 9th level, your ensembles are now nigh indestructible. No matter how much a seam strains or a button seems fit to break, they will fit regardless of your weight, even if concerningly tight.

Insulation of the Weave

Starting at 15th level, your masterwork tailoring can shield your allies from harm with threads that provide resistance to energy. When you grant a creature your Arcane Attire, you may also imbue their accessory with resistance to one damage type of your choice of either acid, cold, fattening, fire, lightning, poison or thunder. You and each of these creatures gain resistance to that damage type until they complete a long rest.

Paladin

Oath of the Covenant

A sacred bond of brotherhood and abundance. Their strength comes not from devotion to a cause, but from devotion to their people- their feastmates. Every bite, every burden, every gain is shared and devoured as one. These champions wade into battle shoulder to shoulder with their allies, withstanding blows with and uplifting oneanother to live to the fullest. In their presence, no one feasts alone, and no waistline stays slim for long.

Tenets of the Covenant

Thick as Thieves. Brotherhood is built on more than words. It’s built on shared meals, shared struggles, and mutual gains. Your companions are your family, and their gains are your pride.


Share the Load. We lift with our legs and with our hearts. If a friend’s plate is light, you pile it high. If they’re struggling, you make room at your side. Every burden, every feast, is split among the covenant.


Feast Without Shame. Your body is sacred, wide and wonderful. You spread this ideal of indulgence, joy, and acceptance. There is no room for shame at the table.


Blood is Thicker Than Gravy. Your feastmates come first. They get the first cut, the best bite, the softest seat. You ride and dine together, always. Betraying them is a bigger sin than skipping seconds.

Covenant Spell List

Level Spells
3rd Hearty Tonic, Heroism
5th Siphoning SmiteExD&D, Sympathy GainExD&D
9th Aura of LightnessExD&D, Fast Friends
13th Heavy Bond, Immobilizing SmiteExD&D
17th Corpulent Counterstrike, Mass Cure Wounds

Feast of Fellowship

Starting at 3rd level, your encouragement allows waistlines to all grow in tandem so your covenant can grow to be as big as they can. As a bonus action, you present your holy symbol and invoke the sacred bond of the Covenant. For the next 1 minute, whenever a creature within 30 feet of you, including yourself, gains fattening, you gain temporary hit points equal to your Charisma modifier (minimum 1). These temporary hit points stack with any temporary hit points you already have but cannot exceed twice your Paladin level.

Aura of Shared Burdens

Starting at 7th level, you mutual gains allow you to bond to your covenant. Whenever a creature within your Aura of Protection would take damage, you can choose for the damage to be to your temporary hit points instead. A creature may only benifit from this redirection once per round.

Sturdy as a Group

Starting at 15th level, you are immovable so long as your covenant is near. Friendly targets in your aura have advantage on saving throws against the immobilized condition or being moved against their will.

Growing As One

At 20th level, your alleis bolster you as you can actively share your burdens and gains. As an action, you rally your covenant to your side. For 1 minute, as long as you have an allied creature within 60 feet of you, you gain the following benefits:

  • Your attacks deal an additional 1d6 fattening damage.
  • All friendly creatures of your choice within range, including yourself, gain fattening equal to fattening you cause.
  • Damage you take is split evenly (rounded down) among willing creatures of your choice within range.

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















Suggested by FatDragonKrasus

Ranger

Stealthy Stoutbelly Ranger

"How did we lose track of someone that huge?! He's the size of a barn!" - the bandits with no clue they're about to be sat on.

Despite a waistline that should make them a giveaway for sight, some manage to defy the odds, able to sink their enourmous frames into the shadows. The Stealthy Stoutbelly is always able to slink out of sight with ease, almost as if they were never there in the first place. Where they go is an enigma, but it will never not bewilder their persuers as to how they hid such a big target so effortlessly.

Stoutbelly Spell List

level Spells
3rd Rope Trick
5th Pass Without Trade
9th Aura of LightnessEXD&D
11th Leomund's Secret Chest
15th Passwall

Surprisingly Stealthy

Starting at 3rd level, despite your size you are able to hide yourself effortlessly. So long as you can comfortably fit in the location you are trying to hide, you can ignore any stealth penalties imposed by an amount of weight points up to your Wisdom modifier (minimum of 1).

Sneaky Step

Also at 3rd level, you gain proficiency in the stealth. If you already had this proficiency, you gain another proficiency of your chose from those available to Ranger. Additionally, a number of times equal to your Wisdom modifier, you can use the hide action as a bonus action, regaining all expended uses when you complete a long rest.

Bloated Feline's Grace

Starting at 7th level, you can sneak up on unsuspecting people, and use your prodigous girth to silence any attempt to point our your location. When you are hidden from a target, you can attempt to smother or grapple them using your Dexterity modifier and doing so will not give away your position. As part of the grapple or smother, you can move them up to a number of feet equal to 5x your wisdom modifier as part of the same action.

Silent Smother

Starting at 11th level, you excell at sneaking up on your target and using your weight to silence them so they can no longer call for aid. When you smother a creature, for a number of rounds equal to your Wisdom modifier (minimum of 1) the creature is treated as if silenced, rendered unable to speak, shout, or perform verbal components.

Where'd They Go?!!?

Starting at 15th level, you can quickly hide when caught. As a reaction to a creature seeing you while hidden, you can use one of your uses of Sneaky Step to attempt to move a number of feet equal to 5x your wisdom modifier and Hide before they fully recognize you were there, provided there is cover for you to do so. Hiding in this way does not benefit from Surprisingly Stealthy, however.

In addition, if you were hiding and take the attack action, you can use this feature to not reveal your position, regardless of if you hit or miss.

The Blood Gorger patron

You have made a pact with a powerful vampire or other predator of the night. Whatever the case, the pact has granted a taste of their unholy power allowing you to siphon the life force from your enemies and empower yourself if with it. However, know that while you gain their power you gain their insatiable hunger for more blood and meat.

Blood Gorger Spell list

level Spells
3rd Charm Person, Inflict Wounds, Spider Climb, Steal fat
5th Drink StrengthExD&D, Size Envy
7th Blight, Dominate beast
9th Danse Macarbe, Drain

Vampiric Fangs

When your pact strengthens at 3rd level, your patron bestows razor sharp fangs for you to drain your victims. You can make unarmed attacks using your fangs to bite your enemies, dealing 1d6 + your Strength modifier piercing damage. This bite can also function as a Pact weapon for use with Eldritch Invocations.

The damage of your fangs increases to 1d8 when you reach 6th level, and 1d10 when you reach 14th.

Siphon Sustenance

Also at 3rd level, your hunger fuels you as you eagerly slurp up the extra nourishing blood from your victims. Whenever you deal necrotic damage with a Warlock spell, you gain temporary hit points equal to half the damage dealt, up to a maximum equal to your Charisma modifier (minimum of 1). However, your magic influences the blood to become extra calorie-laden. You also gain fattening equal the amount of temporary hit points gained with this feature.

Vampiric Guile

Starting at 6th level, your size and allure can net you easy, almost willing victims to feast on. Once per turn, you can make a bite attack against a target charmed by you without breaking the charm on them.

You can use this a number of times equal to your Charisma modifier, and regain all expended uses when you complete a long rest.

Gaseous Escape

Starting at 10th level, you can assume a mist-like form to escape from danger. You learn the Gaseous Form spell without impacting your number of Warlock spells known. As a reaction to being hit with a weapon attack or unarmed strike, you can cast Gaseous Form without needing material or verbal components or expending a spellslot, and it lasts until the start of your next turn.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Vampiric Ascension

Starting at 14th level, gorging on the blood of your victims can allow you to ascend to become to temporarily act as a well-fed vampire lord... Or at least as close as a mortal can get. While at or above 50 fattening, as a magic action, you can transform into a bloated pseudo vampire for 1 minute, granting you the following benefits for the duration:

  • You gain a +1 bonus to your Warlock spellsave DC, spell attack rolls, and Pact weapon attack and damage rolls.
  • You gain Immunity to Necrotic damage
  • The amoung of temporary hit points gained with Siphon Sustenance increases to the full damage dealt and can stack up to an amount of temporary hit points equal to Warlock level.
  • You are treated as one weight catefory larger.

However, you also gain several of the weaknesses of a vampire. When you start your turn or enter direct sunlight or a spell such as the Daylight spell for the first time, you take 2d4 radiant damage. Also you need to gorge on the life essence of your enemies to avoid becoming famished, when this ability ends and you gained less than 50 additional fattening, you gain a level of exhaustion.

Once you use this feature, you cannot use it again until you complete a long rest.

Created By

The original version of this subclass was created by Drakon! Thank you for VAMPIRES!

The Suspiciously Wealthy Patron

Some warlocks find themselves bound not to cosmic horrors or fiendish overlords, but to someone far stranger- a wealthy patron with endlessly pockets and an eccentric eye for the arts. They demand no dark rituals or blood sacrifices- only that you create beauty. Your pact is symbiotic; you provide them with brilliant creations, and they elevate your talent with wealth and power. As your skills grow, so too does their investment and influence.

Suspiciously Wealthy Spell list

level Spells
3rd Conjure Food, Create or Destroy Water, Jim's Glowing Coin, Enhance Ability
5th Incite Greed, Fast Friends
7th Fabricate, Galdar's Speedy Courier
9th Skill Empowerment, Scrying

Patron-Funded Passion

When your patron accepts your service at 3rd level, they are eager to support you financially. You gain proficiency with one type of artisan’s tools of your choice and can use these tools as an arcane focus for your warlock spells. Once per day, you can use these tools to appeal directly to your patron for a little financial aid. Your patron covers part of your expenses— reducing the gold cost of your next purchase by an amount of gold equal to your warlock level. However, your patron insists you provide something in return, causing you to gain fattening equal to your Charisma modifier.

Compelling Exhibition

Also at 3rd level, you can use your artisan’s tools to captivate onlookers and stir an urge to support your work. As an action, choose one creature within 30 feet of you that can see and hear you. That creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature is charmed by you until the start of your next turn. While charmed in this way, the creature must use its movement to get as close to you as possible and it cannot take any action that would cause you harm.

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

Art Trade

Starting at 6th level, you skills are good enough to appeal to a wide audience. Over the course of a short rest, you can create a unique item using any artisain tools you are proficient in. The item’s form is of your choosing, as long as it could reasonably be crafted with your chosen tools and its value is determined by rolling a d20, with a maximum value equal to your Charisma score. The item can be exchanged to reduce the gold cost of a purchase by an amount equal to its value. You may only have one such item at a time. During a future short rest, you can attempt to revise the item by re-rolling the d20 and using the new result if it’s higher.

Alternatively, you can offer this item to your patron in an exchange. As a reaction, you may use the item to replace a consumed material component of a spell cast by you or an ally within 60 feet that you can see or hear. The item substitutes for any material component worth up to 15 × your warlock level in gold. When you do this, you gain fattening equal to half the replaced material's value. You cannot use this on the same spell again until you complete a long rest.

Life-Saving Commission

Starting at 10th level, your patron is willing to help you in the most dire of circumstances. When you are reduced to 0 hit points, your patron can intervene. You instead drop to 1 hit point and gain temporary hit points and fattening equal to twice your warlock level. Your patron leaves you with an IOU that can be determined by the DM or decided by rolling a d6.

d4 Effect
1 Gilded Exposure Your patron shares your work with the public. For the next 24 yours you are the talk of the town, for better or worse, and have disadvantage on Deception checks.
2 Food Delivery Your patron sends a gift basket that you must consume during your next short or long rest. You gain fattening equal to your warlock level and fall into a pleasant food coma for the duration of the rest.
3 Spontaneous Idea Your patron has an idea for a new masterpiece that they prattle about. You have disadvantage on your next two attack rolls or saving throws and your next use of Commissioned Work is immediately sent to them.
4 Influencer Appearance Your patron is planning to host a social gathering and insists you make an appearance. This is up to the DM to determine the nature of the event and how it is incorporated.

Proven ability

Starting at 14th level, your patron no longer needs to whisper behind closed doors; they praise your greatness aloud, and the world listens. As an action, you can call your patron to back your ability. A target that you can see within 60 feet must make a Wisdom saving throw. On a fail they take 8d6 psychic damage and are frightened of you for 1 minute. On a success they take half damage and are not frightened. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

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

Pact of the Bicep

You can use your Charisma modifier in place of Strength for attack and damage rolls with your unarmed strikes. You can add your Charisma score to your Strength score when determining your carrying capacity and the weight you can push, drag, or lift. If your unarmed strikes don’t already have a damage die, they deal 1d6 bludgeoning damage and they deal your choice of bludgeoning or force damage. If you have both hands free, they instead deal 1d8.

Additionaly, you count as if you were one size larger for the purpose of determining your carrying capacity.

Pact of the Bicep is ellegible for further invocations that can benifit pact of the blade (Thirsting Blade, Eldritch Smite, and Improved Pact Weapon) and counts as a pact weapon for these features.

Pact of the Delivery

Original: ExpanD&D

This pact grants a warlock magical command over conjured food, allowing them to produce it in seemingly endless amounts, providing yet another tool to their reprtoire to attack their foes. After all, the best way to one's heart is through their stomach.

Your patron bestows you a seemingly bottomless container that is always full of food. You always have a supply of mundane food, of the quality of your choice, to eat or share as you please. It can create an amount of stuffing equal to your Charisma modifier x twice your warlock level. In combat, you can use this food for things like the Force-Feeding and Eating as well. Once removed from the bag, the food lasts for 24 hours before spoiling, crumbling to ash and rendered inedible.

Attack and damage rolls made with features that would forcefeed can use your Charisma modifier to calculate attack and damage rolls. To calculate how much stuffing you can deal from this feature, 1 stuffing = 6 pounds of food. So if you can generate 50 stuffing, it is 300 pounds of food.

If you lose the container, you can perform a 1 hour ritual to obtain a new one.

Eldritch Forcefeeding

Choose one of your warlock cantrips. Some of the magic of this spell is made edible and rich in calories. Damage with this cantrip cause targets to gain stuffing equal to half the damage dealt.

Expanding Blasts

Prerequisites: Eldritch Blast cantrip

You transform Eldritch Blast into Bloater's Blast, changing its damage type to inflation and adding your charisma modifier to the damage.

Feast For Many

Original: ExpanD&D
prerequisites: warlock 5th level, Pact of the Delivery

As a Magic Action, you launch a stream of food toward a creature within 90 ft. of your pact container. Make a ranged spell attack against the target. On a hit, the target gains 1d12 stuffing.

The action creates more than one stream when you reach higher levels of the Warlock class: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

This ability is affected by all of the Eldritch Invocations you take that would affect your Eldritch Blast cantrip, and qualifies for any prerequisites that would require the Eldritch Blast cantrip even if you don't have it. However, any effects that would affect the 'damage' the attack deals instead affect the amount of food the target is forced to eat. For glutton's, or expanding blast instead of changing the damage type, it causes them to gain additional fattening or inflation equal to the stuffing dealt, but can only benifit from one additional effect per beam.

Blessing of the Feeder

Prerequisite: warlock 7th level, Pact of the Delivery

Another creature that can touch you can use its action to feed you a piece of food from your container. You gain 1 stuffing and, if both of you are willing, for 1 hour you both gain a +1 bonus to your armor class.

After you use this ability, you can’t use it again until you finish a short or long rest.

Pact of Soul Trapping

When you reduce a creature to 0 hit points with digestion damage, you can choose to trap the soul within your stomach until you decide to release it or die. If you attempt to trap another soul, you must release your current soul.

While you have a soul trapped, you can cast speak with dead on that soul at will, and ignoring the 10 day waiting period. You must complete a short or long rest before you can use speak with dead this way again.

Soul Replacement

prerequisites: warlock 5th level, Pact of Soul Trapping

If you were to fail a third death saving throw or suffer an effect that would kill you outright, you can choose for the soul you have trapped to take your place. You are left at 1HP instead. The soul trapped instead is released and takes your place in passing to the afterlife.

You must complete a long rest before you benifit from this invocation again.

Soul Cauldron

prerequisites: 5th level, Pact of Soul Trapping

You can hold up to three souls within your stomach at once. If you trap a fourth, you must choose one to release. If you take the Soul Replacement invocation, it increases the number of times you can use it between long rests to three, as well.

Command Spirit

prerequisites: warlock 7th level, Pact of Soul Trapping

As an action, you can cause a soul you have trapped within you to rise from your stomach as a will o' wisp, the statistics for which are in the Monster Manual. When the will o' wisp appears, it gains temporary hit points equal to half your warlock level. It acts immediately after you on your turn. It obeys your verbal commands, and uses your charisma to calculate its attack and damage rolls. If you do not give it any verbal commands, it instead takes the dodge action.

The will o' wisp remains in your service until the end of your next long rest or if you summon another wisp, at which point it vanishes to the afterlife. If you are reduced to 0 hit points, you lose control of the wisp as it acts on its own, controlled by the DM.

Once you create a will o' wisp with this feature, you can't use the feature again until you finish a short or long rest. If you command the Wisp to use its Consume Life feature, roll a 1d20. On a 1, the wisp will vanish to the afterlife and the soul of the creature it killed takes its place as their soul becomes trapped in your belly as the wisp disappears.

Soul Assimilation

prerequisites: warlock 9th level, Pact of Soul Trapping

You can choose to fully digest a soul. When you do this, you gain a number of temporary hit points equal to twice your warlock level. The soul is sent to an afterlife on the plane your patron would be native to, and you gain fattening equal to your charisma modifier. Additionally, you gain access to one important memory of the soul, to be determined by the DM, though you may request what you want the memory to be related to.

Pact of the Belt

original: Dungeons & Dinners

Your patron has given you a powerful garment to both augment and conceal your gluttony from the world. You gain a belt worn over your armor. While wearing this belt and not exceeding your stomach capacity, it is impossible to tell without magical aid if you have anything in your stomach or not, and you can use Charisma to calculate your stomach capacity, instead of your Constitution.

If you pass your stomach capacity, the belt appears to snap as your stomach balloons out to the actual size it would show as. Once you get under your stomach capacity, the belt will repair itself.

If you lose the belt, you can perform a 1 hour ritual to obtain a new one.

Constrict Waist

original: Dungeons & Dinners
pre-requisites: warlock level 5+, Paft of the Belt

Your magic augments and enhances you ability to compress and digest meals. You gain a number of Eldrtich Digestion Dice equal to your Charisma modifier. These dice are the same size as your digestion dice, including augmentations.

When you cast a warlock spell, you may use your bonus action to roll a single Eldritch Digestion Die, dealing the resulting damage to any one creature you have devoured as bludgeoning damage, or converting that amount of stuffing into fattening.

You regain one use when you complete a short rest, and all expended dice when you complete a long rest.

Buckle Bust

pre-requisites: warlock level 5+, Paft of the Belt

A buckle appears on the belt that flies off when it breaks. When your belt breaks from exceeding your stomach capacity, you can choose to direct the buckle at a target you can see within 60 feet of you. You can also choose to break it intentionally as a magic action.

The target must make a Dexterity saving throw against your warlock save DC. On a fail it takes a number of d4s of force damage equal to your weight points. The damage increases 1d4 for every 10% stuffing you have. You can choose for this damage to knock a target unconscious instead of killing them if it reduces them to 0 hit points.

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

Pact of Hands

Your patron grants you a relic that contains a pleothora of mage hands that you can command to serve you. You learn the Mage Hand cantrip without impacting your number of Warlock cantrips known. Once a short rest, when you cast it, you can summon a number of hands equal to your Charisma modifier that all function under your command and the amount they can carry is incread to your Charisma score and they last 10 minutes. You can command them telepathically instead of having them matching the movements of your hand, and they follow your commands to the best of their ability, acting immediately after you in initiative.

Ghostly Servant

pre-requisites: warlock level 5+, Pact of Hands

You can command your mage hand(s) to 'serve' others. As a bonus action, you can cause them to take the forcefeed action on a creature within range. Make a melee spell attack. On a hit, the hand can cause up to 1d6 stuffing as long as there is food available within range.

Wizard

Pondumancer

Every step you take shakes the ground. Every spell you cast tugs on the world around you. Every pound you gain increases your power. Pondumancy is the art of using your own mass to shape the strength of your spells, making them easier to cast the larger you get. Whether a natural gift, or such a desire for growth fueling your magic, it is a potent and efficient school... At least until mobility for yourself is too hindered.

Pondumancy Savant

Beginning when you select this tradition at 3rd level, and whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the Pondumancer spell list. Choose two spells from this list, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one of the spells from the Pondumancer spell list to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Pondumancer Spells

Level Spell
3rd Catapult, Immovable Object, Levitate, Magnify Gravity
5th Fly, Pulse Wave
7th Freedom of Movement, Gravity Sinkhole
9th Bellyport, Telekinesis

Gravitas Spellcasting

Also at 3rd level, your weight empowers you, allowing you to use your increasing mass to augment your spellcasting. When you complete a long rest, you gain a number of Pondumantic charges equal to half your wizard level (rounded down) x your current weight points (minimum of 1, maximum equal to your Intelligence modifier). Weight points from temporary weight do not count towards this feature.

If you lose a weight point, you immediately lose a number of charges equal to your Wizard level. Regaining this weight point back does not restore charges lost.

When you use your action to cast a spell, you may expend Pondumantic charges to apply one Lesser Pondumancy effect to that spell. If the chosen effect targets or affects another creature, that creature must have been successfully hit by the spell’s attack roll or must have failed its saving throw against the spell.

Lighten the Burden

Starting at 6th level, your size provides a limited wellspring of power that you can use to cast spells. You can cast a spell using your Pondumantic charges instead of spellslots. Casting in this way costs a number of charges equal to four times the spellslot level used. If the spell is from the Pondumancer spell list it costs three times the spell's level. You may cast a spell no higher in level than your Intelligence modifier using this feature.

Once you cast a spell using this feature, you must complete a short or long rest before you cast it again.

Increased Potency

Starting at 10th level, your influence of mass has grown stronger, providing a more weighted impact on your spellcasting. When you use a Pondumantic effect, you can now choose from the Greater Pondumancy list as well as the Lesser Pondumancy list.

True MASStery

Starting at 14th level, your control over magic using your mass allows you to warp your casting to the extreme. When you use a Greater Pondumancy effect, you can also expend the appropriate amount of charges to add a Lesser Pondumancy effect to it.

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

Lesser Pondumancy
Charges Effect
1 Remove either the verbal or somatic component from a spell
1 Move yourself up to 10 feet as part of casting a spell
1 Move a creature effected by the spell up to 5 feet in a direction of your choice
2 A creature within 30 feet of a target effected by the spell takes 2d4 fattening damage
Greater Pondumancy
Charges Effect
2 Add your Intelligence modifier to the next concentration check for this spell
3 Lift a creature of medium size or smaller 5 feet into the air, reducing their speed to 0 until the end of their next turn
3 You treat the damage immunity of one creature effected by the spell as resistance

Lipomantic Wild Magic Surge Table

d100 Effect
1-2 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
3-4 You cast Softskin targeting yourself, without needing concentration.
5-6 You are transfigured to take the appearance of a fatter or thinner (flip a coin to determine) version of your nearest ally as long as one is on the same plane of existence as you, and you cannot change the effect for 1 hour.
7-8 You cast Size Ball as a 3rd level spell centered on yourself. However, it deals no damage and instead the targets gains fattening for twice the amount rolled.
9-10 Roll 10d10. If the total result is even, you fatten for the result. If it is odd, you inflate for the result instead.
11-12 You begin to overflow with energy. Until your next short rest, you are set to 100 inflation, and whenever you cast a spell, you can choose to cast it with one of your known Metamagic options without expending sorcery points. When you do, you lose the inflation and this effect ends.
13-14 Any force, acid, cold, fire, lightning, or thunder damage dealt within 30 feet of you is changed to fattening.
15-16 For the next minute, you can choose to have any food you eat, be it willing or not, vanish from your stomach without contributing to your stomach capacity or activating any effects that trigger on being consumed.
17-18 You are subjected to an effect that lasts for 1 hour unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint kitchen and food prep. noises that only you and creatures within 5 feet of you can hear; on a 2, your weight increases to the minimum weight of the next weight category up; on a 3, you grow an enormous pot belly that remains until you belch, at which point the belch can be heard from up to 100 feet away; on a 4, you cannot finish a sentence without belching. Loudly. ; on a 5, illusory snacks flutter in the air within 10 feet of you; on a 6, an additional mouth appears on your stomach, granting you Advantage on Eating checks; on an 7, you begin to salivate uncontrolably; on an 8, an irresistable smelling large pie will float around you until eaten.
19-20 You cast Conjure Food as a 1st-level spell targeting yourself with all six attacks.
21-22 Your base stomach capacity doubles until your next short rest.
23-24 For the next hour, you can see the current weight of any creature you look at, as well as how full their stomach is.
25-26 Your sense of smell becomes acute. For the next minute, you have advantage on Wisdom (Perception) checks that rely on scent.
27-28 For the next minute, every spell you cast that modifies a creature's weight, stuffing or inflation has double the normal effect.
29-30 You cast Conjure Feast to create a banquet within 5 feet of you.
31-32 You cast Size Envy on a nearby target, randomly chosen by the DM.
33-34 Maximize the effect of the next spell you cast that affects a creature's weight, stuffing, or inflation within 1 minute.
35-36 For 1 minute, you gain resistance to all damage. However, you will also fatten equal to the damage taken. If it already causes you to gain fattening, you fatten for twice the result.
37-38 You turn into a cake until the start of your next turn. While you’re a cake, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your form reverts.
39-40 Your stomach instantly converts up to 4d10 points of stuffing to fattening.
41-42 You Fatten up to become immobilized, trigging a saving throw against the immobilized condition, for 1 minute. If you do not have a bulk limit, you fatten until you are ten times your current weight for 1 minute.
43-44 For the next minute, you can gain or lose 2d10 fattening or inflation as a bonus action on each of your turns.
45-46 You cast Sympathy Gain targetting your nearest ally regardless of distance or willingness, as long as one is on the same plane ofexistence as you. This version of the spell lasts until dispelled and can be removed by Remove Curse
47-48 A Guardian Chef controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. When you try, you belch uncontrollably.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 You gain a large beer belly and are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair overgrows into a fabulous mane for the enxt 24 hours, after which it will fall out and return to normal. You have advantage on Persuasion and Performance checks while your hair is grown out like this.
57-58 For the next minute, any edible, nonmagical object you touch that isn’t being worn or carried by another creature becomes loaded with calories, causing fattening equal to twice the stuffing gained (minimum of 1).
59-60 You teleport up to 60 feet to an unoccupied space you can see.
61-62 For the next minute, your stomach growls loud enough to be heard from 90 feet away whenever you are not eating.
63-64 You cast Belly Drum at its base level and can designate creates of your choice to not be hit by it.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 fattening damage.
67-68 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
69-70 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you gains enough fettening to meet their bulk limit, and gains the immobilized condition for 1d4 hours.
75-76 You let out a roaring belch that can be heard up to 300 feet away. Any creature within 5 feet of you is deafened until the end of its next turn.
77-78 You cast Freedom of Movement on yourself.
79-80 Illusory cookies and other snacks flutter in the air within 10 feet of you for the next minute.
81-82 You can take one extra action on this turn.
83-84 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Stuffing damage. You regain Hit Points equal to the sum of the Stuffing damage dealt.
85-86 You gain 6 morsels as per the Conjure Food spell.
87-88 You cast Size Envy on a target of your choice within 30 feet of you without requiring concentration.
89-90 Choose 2 creatures within 60 feet of you. One creature loses up to 6d8 fattening that is transferred to the other creature.
91-92 If you die within the next hour, you immediately revive as per the Revivify spell. However, you gain the Ravenous condition until you complete a long rest.
93-94 Your base weight increases by enough to reach the next weight category, where you will thin back down after 1 minute.
95-96 You and all creatures within 30 feet of you are set to your inflation limit for the next minute.
97-98 You are transported to the Calorite Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
99-100 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.









Yes, this table is intended to be usable if you are playing a Wild Magic Sorcerer!

Gluttonous Gifts

Gift of Growth

Origin Feat, Lipomantic Gift


You gain the following benefits.


Blubbery Touch. Whenever you roll a damage die to deal fattening damage, you can reroll the die if it rolls a 1, and you must use the new roll. You can reroll a number of dice equal to the modifier chosen by this feat per turn.


Sturdy Waistline. You have Resistance to Fattening damage. However, you still gain the full amount of temporary weight.


Blubbery Magic. You know the Lipomantic Bolt cantrip. When you reach character level 3, you also always have the spell Transfer Fat prepared. You can cast it once at its base level without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).


Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Bloating Spells table are added to that feature’s spell list.

Bloating Spells

Spell Level Spells
1 Girth of Resilience, Shape Fat
2 Control Fat, Size Snap
3 Size Ball, Size Envy
4 Heavy Bond, Siphon Weight
5 Corpulent Counterstrike

Gift of Indulgence

Origin Feat, Culimantic Gift


You gain the following benefits.


Filling Touch. Whenever you roll a damage die to deal stuffing damage, you can reroll the die if it rolls a 1, and you must use the new roll. You can reroll a number of dice equal to the modifier chosen by this feat per turn.


Stretching Stomach. You have Resistance to Stuffing damage. However, you still gain the full amount of temporary weight.


Culinary Magic. You know the Culinary Insight cantrip. When you reach character level 3, you also always have the spell Conjure Food prepared. You can cast it once at its base level without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).


Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Filling Spells table are added to that feature’s spell list.

Filling Spells

Spell Level Spells
1 Culinary Persuasion, Detect Favorite Food
2 Feast of Greed, Hungering Whip
3 Gorging Bewilderment, OverabundanceExD&D
4 Conjure Feast, Gourmand's Gift
5 Banquet Blast

Gift of Gorging

Origin Feat, Gastromantic Gift


You gain the following benefits.


Greedy Gob. When you make a check using the Eating skill you can roll 1d4 and add the number rolled to the ability check.


Hungry Magic. You know the Gluttonous Roar cantrip. When you reach character level 3, you also always have the spell Gluttonous Enlargement prepared. You can cast it once at its base level without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast it using any spell slots you have. Constitution is your spellcasting ability for these spells (choose when you select this feat).


Appetite Surge When you cast the Gluttonous Roar cantrip from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, you digest an amount of stuffing into fattening at a 1:1 ratio equal to the number rolled. If there is not food you can digest, you instead deal acid damage equal to the number rolled to a target in your stomach.

Growth Adept

Prerequisite: Level 4+, Lipomantic Gift or Culimantic Gift Feat


Flavor You gain the following benefits.

  • Increase the spellcasting ability score used by your Lipomantic or Culimantic Gift feat by 1, to a maximum of 20.
  • You always have the spells on your Gift feat’s Spells of the Gift list (if any) prepared.
  • You have one spell slot to cast the spells granted by your Lipomantic or Culimantic Gift feat. The spell slot’s level is one-half your level (round up), to a maximum of level 5. You regain the expended slot when you finish a Long Rest. You can use this spell slot to cast only a spell that you have prepared because of your Elemental Gift feat or the Elemental Magic benefit of this feat.

Class Specific Feats

Artificer

Magical Bloat

prerequisites: Artificer 4+ level

Whenever you cast magic, a tiny bit is soaked up by your body, ready to be used for your brews.

  • Increase your intelligence or constitution by 1, up to a maxium of 20.
  • While in combat, whenever you deal damage with a spell or magical weapon or heal, you gain 1 inflation or fattening (you choose when selecting this feat) for every die rolled, up to a maximum of your intelligence modifier. This effect may only occur once a turn.

Barbarian

The Hawthorne Stride

Prerequisites: Barbarian 4+ level

Something as ridiculous as someone who refuses to get out of your way can't stop you. You gain the following benefits.

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • While raging, you can move through an enemy's space. If you weigh more than they do and they are your size category or smaller, they must make a strength saving throw (DC=your constitution modifier+your proficiency bonus+8) or take damage equal to your rage damage + your weight points, be pushed 5 feet to the nearest space outside of your path and fall prone.

Overeager Digestion

Prerequisite: Barbarian 4+ level

  • Your constitution increases by 1, up to a maximum of 20.
  • When you devour a creature you can use your reaction to deal a number of d4s equal to your proficiency bonus acid damage to them. Additionally, while raging, you may treat any 1s you roll on digestion damage as a 2.

Voracious Rage

prerequisites: Barbarian 4+ level

Your insatiable appetite fuels your strength in battle, turning hunger into power and granting you the following benefits.

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • If you spend the entirety of a short rest eating at least five rations, you gain temporary hit points equal to your Constitution modifier + your Rage damage bonus.
  • While you are raging, you can use a bonus action to make a bite attack against a creature within 5 feet of you. This bite is considered an unarmed strike that deals 1d8 + your Rage damage bonus in piercing damage, and you regain hit points equal to half the damage dealt. You can use this ability a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest.

Caster-Focused Feats

Some feats to make some spells that fall off a bit more relevant and add a fattening twist to them!

Nature's Bounty

Prerequisite: 4+ level. Druid, Ranger, Shaman or Magic Initiate: Druid


Nature provides to those who are willing to embrace its gifts. You have spent much time studying how to use magic to grow nutritious, succulent foods. You gain the following benefits.

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn the Goodberry spell if you don’t already know it, and it is always prepared for you. You can cast it at its base level once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
  • When you cast Goodberry, you can choose one berry to become a Succulent Berry, which a creature can consume as a bonus action to restore hit points equal to 2d4 + the spellcasting modifier increased by this feat.
  • Starting at 8th level, you can create up to two Succulent Berries per casting of Goodberry. This increases to three Succulent Berries at 13th level.

However, every berry you create is overloaded with calories- causing a creature who eats it to gain 1 fattening. Succulent Berries will cause them to gain 1d6 fattening.

Bloat the Baneful, Bless the Bountiful

Prerequisite: 4+ level. Cleric, Paladin, Priest or Magic Initiate: Cleric


Your divine blessings cause tremendous personal and physical growth. You gain the following benefits.

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn either the Bane or Bless spell (your choice) if you don’t already know it. You always have it prepared, and you can cast it once at its lowest level without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • Regardless of which you choose, these spells gain the following benefit.

Bloat the Baneful. When you deal damage to a creature affected by Bane, that creature gains fattening equal to the modifier of the ability score you increased with this feat. This fattening can only be applied once per turn. While a creature is affected by Bane, its speed is reduced by 5 feet for every 10% fattening it has gained.


Bless the Bountiful. When you restore hit points to a creature affected by Bless, it gains fattening equal to the modifier of the ability score you increased with this feat. While under the effects of Bless, the creature has advantage on saving throws to avoid being immobilized by its own bulk.

Bloating Missiles

Prerequisite: 4+ level. Wizard, Bard, Sorcerer, or Magic Initiate: Wizard


Your affinity for the arcane allows you to surge your spells with excess magic that causes targets to bloat as magic fills their body. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn the Magic Missile spell if you don’t already know it, and it is always prepared for you. You can cast it at its base level once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast Magic Missile, one dart of your choice becomes an Overbloated Missile. Overbloaded Missiles deal inflation damage and add the spellcasting modifier increased by the feat to the damage. Additionally, they mark a target with 1 stack of Arcane Bloat.

Arcane Bloat

  • Every Magic Missile that hits them causes additional stacks of Arcane Bloat, up to a maximum of 3 charges, and changes from force to inflation damage.
  • Its movement speed is reduced by 5 feet per charge.
  • It takes a -1 penalty to Dexterity saving throws and checks per charge.
  • At the end of the creature’s turn, it loses 1 charge of Arcane Bloat.
  • Creatures that do not gain inflation are immune to Arcane Bloat.
  • Only one target can be affected by Arcane Bloat at a time. Attempting to apply a new one will fail unless the stacks are removed or the bloated target dies.

Bargain of the Immobile

Prerequisite: 4+ level. Warlock, Demonologist, or Eldritch Adept


You forge a deal with an entity that thrives on excess and indulgence, granting you extraordinary power when you embrace your bulk. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn a 1st-level spell of your choice from the warlock spell list. You can cast this spell at its base level once without expending a spellslot and you regain the ability to do so when you finish a long rest. Its spellcasting ability modifier matches the one you increase with this feat.
  • Once per long rest, as a bonus action, or when you cast the spell granted by this feat, you can bargain with the entity for power with the promise to indulge yourself. You gain enough fattening to set you at your bulk limit and gain the immobilized condition but are not knocked prone. After a short rest, you return to the weight you were at before using it. For the next minute, every damage roll you make causes you to keep 1% fattening whenever you complete a short rest, up to a maximum of 25% and you add your weight points to damage rolls of spells and weapon attacks. The additional damage cannot exceed half your proficiency bonus (rounded up).

Ask The Landmass of Lorderon

So.. Lipomancy- what exactly IS it??

An excellent question, friend. Lipomancy is a magical art dealing in pure arcane energies. It is turning magic into mass and back, creating a unique school of magic that fills a niche that no other school of magic truly fits.

Alright, how does it work then?

Also a good question! So arcane energy is just that, energy. Well, what are calories? Also a type of energy! Using these facts, what happens when you consume large amounts of excess calories? It's stored within fat tissue... So what if you FLOOD the body with pure arcane energy? An adept mage can manipulate the weave to cause it to be stored within adipose tissue. Fascinating, isn't it? You're basically forcing the body to store arcane energy as excessive amounts of adipose.

So.. why are so many lipomancers, well.. you know??

You may call us fat. Many lipomancers are very devoted to their practice and, well, testing magic sometimes is most easily done on yourself. Some just want to look the role. Really, it's seen as almost a sign of success in the practice- like a battle scar. Just softer and more enjoyable.

Okay. So.. why is some lipomancy applied as doof??

Simple. It's a conduit for application. Though that often falls under the perview of Culimancy.

Culimancy..?

The art of blending magic into food.

So, you specialize in magic that makes you and others fat... You apply it with food and most lipomancers tend to eat anything they get their hands on without a second thought... and you called fat "more enjoyable" do you..

Yes, many lipomancers also enjoy the school because the results are pleasurable to them. Many of us enjoy food, indulging ourselves, and enjoy the results.

Huh. Odd, but to each their own. On that note- why is it that lipomancy affects some stronger than others?

Ah another excellent question! This one we're not entirely sure of, but we have some theories. The main theory is that as it effects the body more, it seems that the body becomes more effective at storing energy from magic. Granted, it functions in the inverse but ultimately, it may be something we never truly figure out.

So there's active study on it. Neat. So why does it sometimes hurt, but other times not?

Well think of it this way. Someone punches you in the face, but someone else presses firmly on you. It's the same amount of force but the method of application makes one hurt much more.

That makes sense. So what exactly does 'Celestial Mass' mean...?

Oh that is simple! It's a turn for one who has gorged themselves large enough to rival the size of celestial objects! It is a goal for many a lipomancer, culimancer, or glutton warrior alike!

Okay how. HOW. How do they survive, breathe, and not colapse under their own we--

I find it best to not question these things. It can be very easily chalked up to a side effect of the weave, as it usually takes high level magic to grow that large, anyway. Just be wary with a spelljammer- it is incredibly painful to have one wedge itself in your rolls... so I've been told.

... Fair enough. That should be all the questions I have for now. I'll take my leave, thankfully lipomancers never abuse their magic.

Yes, thankfully no lipomancer ever abuses how subtle their practice can show at times... Hehehe... Good luck fitting through your door when you arrive home.



Gluttony Demon

Medium Fiend (shapechanger), chaotic evil


  • Armor Class 18 (Demonic skin)
  • Hit Points 97 (15d8+30
  • Speed 25 ft., Fly 50ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 20 (+5)

  • Skills Deception+10, Insight+5, Perception+5, Persuasion+10, Stealth+9, Eating+15
  • Damage Resistances Cold, Fattening
  • Condition Immunities Paralyzed, Slowed, Prone, Immobilized
  • Senses darkbision 60ft., passive perception 14
  • Weight 3,578 pounds (Large)
  • Languages Common, Abyssal, Telepathy 60ft
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus 5
  • Weight Limits 140 stomach capacity

Telepathic Bond. The demon ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Innate Spellcasting Indulgence's innate spellcasting ability is Charisma (spell save DC 18) and he can cast the following spells, requiring no material components:

At Will: Abyssal Stomach, Conjure Food, Modify Metabolism,Resize, Size Envy

2/day: Body Barrier, Fattening Jest, Hypnotic Hunger, Immobilize Person, Stout Form

1/day: Dietary Curse(24 hrs), Size Ball

Shapechanger. The demon can use its action to polymorph into a small, medium, or large humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed in appearance, but does resize to its new form. It reverts to its true form if it dies.



Unburdened. The demon is unburdened by the size of whatever form it takes, including its true form. The demon does not have a bulk limit.

Actions

Multiattack. The demon makes two attacks with its claws and uses its fattening breath, if able.

Claw (Fiend Form Only). Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Thee target gains fattening equal to the damage dealt.

Charm. One humanoid the demon can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the demon's verbal or telepathic commands. If the target suffers any harm from the demon or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this demon's Charm for the next 24 hours.

The demon can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Bite. The demon chomps a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Etherealness. The demon magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fattening Breath (Recharge 4-6). The demon exhudes a gaseous cloud in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d10+2) Poison damage, and gains an amount of fat equal to four times the damage dealt in this way.

Fattening Nibble. The demon chews on a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw, gaining 2d100 fattening on a failed save, or half as much on a successful one.



Guthrogath, the Mayonnaise King

Huge dragon, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 11 (+0) 17 (+3)

  • Saving Throws DEX +7, CON +10, WIS +6, CHA +8
  • Skills Perception +11, Stealth +7
  • Damage Immunities Acid
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
  • Languages Common, Draconic
  • Challenge 14 (11,500 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting Guthrogath's innate spellcasting ability is Charisma (spell save DC 16) and he can cast the following spells, requiring no material components:

At Will: Acid Splash, Poison Spray, Acid Arrow, Gluttonous Roar

2/day: Vitriolic Sphere, Major Image

1/day: Scrying, Animate Dead

Change Shape. Guthrogath can assume the appearance of a portly black dragonborn. He presents himself as posh, well-spoken, and eager to deal business or trade. However, he always has an aura of arrogance and a faint acidic smell to him.

Actions

Multiattack. The dragon can use its Nauseating Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) either necrotic or force damage, dragon's choice. Necrotic damage Slims equal to twice the damage dealt and Fattens the dragon equally, force damage Fattens equal to twice the damage dealt.

Claw. Melee Weapon Attack: +14 to hit, Reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: +14 to hit, Reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage

Nauseating Presence. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 16 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. If a creature's saving throw is successful, the creature is immune to the dragon's Nauseating Presence for the next 24 hours.

Acid Breath (Recharge 5–6) The dragon spits a glob at a point within 90 feet that bursts into an explosion of disgusting acid. Each creature within a 20-foot radius sphere must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.

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

Tail Attack. The dragon makes a tail attack.

Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Guthrogoth is a vane, arrogant, arguably completely insane black dragon. At roughly 230 some years, he has grown tired of allowing mortals to encroach on his territory. Set out to find a new place to settle and plot to seek vengeance on mortals for daring to settle within a few miles of his swamp, he has created a new lair for himself to fester, seethe, and plot.

He is a portly black dragon, a perpetual drool dribbling from his maw, and rancid breath reeking of rotten food. But, there is a reason for that.

His lair was visited by a group of adventurers and they offered him an item... A.. jar? But it made mayonnaise- what value does that hold for him? What's that? Mortals find mayonnaise disgusting and vile? Yet they also sell and consume it? But if he keeps eating it he will be more disgusting than any otherr black dragon? Hmm quaint. And well, it's delicious as well?

Since then he has been sending armies of kobolds to gather mayonnaise from all over the world to bring back to him as an offering. Spending much of his days doing nothing but gorging on mayonnaise, his swamp has grown rapidly and more rancid than should be reasonable.



Ooze of Indulgence

Large ooze, chaotic evil


  • Armor Class 18 (Oozing flab)
  • Hit Points 144 (16d8 + 64)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 19 (+4) 20 (+5) 10 (+0) 16 (+3)

  • Saving Throws CON +9, INT +10, Wis +5
  • Skills Arcana +15, Intimidation +8, Investigation +10, Sleight of Hand +4, Eating +15
  • Damage Resistances Cold, Fattening
  • Condition Immunities Paralyzed, Slowed, Prone, Immobilized
  • Senses Passive perception 11
  • Weight 12,358 pounds (Huge)
  • Languages Common, Abyssal, Dwarven
  • Challenge 14 (5,900 XP)

Bloating Blasts. Any spell that the ooze casts that deals fattening damage, it adds its intelligence modifier to.

Additionally, when the Ooze of Indulgence targets someone with a spell, up to 5 creatures of its choice within 30 feet of the target must make a DC18 Constitution saving throw or gain 14 (4d6) fattening. This can include the original target.

Spellcasting Indulgence's innate spellcasting ability is Intelligence (spell save DC 18) and he can cast the following spells, requiring no material components:

At Will: Ray of Frost, Shocking Grasp, Prestidigitation, Minor Illusion, Roar, Lipomantic Bolt, Gluttonous Roar, Fog Cloud, Gust of Wind

4/day: Longstrider, Detect Magic, Conjure Food, Witch Bolt

3/day: Misty Step, Size Snap, Control Fat, Immobilize Person

3/day: Counterspell, Lipomantic Lightning, Size Ball, Size Envy

3/day: Conjure Feast, Control Water, Dimension Door, Gravity Sinkhole

2/day: Bigby's Hand, Drain, InhaleD&Dinner

1/day: Chain Lightning, Wall of Ice

1/day: Plane Shift, Teleport

1/day: Primordial Hunger

Master of Mass. The Ooze of Indulgence completely lacks a bulk limit or stomach capacity.

Actions

Gluttonous Strike. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 8 (1d6+5) force damage plus 12 (2d6+5) acid damage.

The Ooze winds his fist up, cloaking it in lipomantic magic to unleash a devastating and bloating uppercut. The target fattens for twice the total damage dealt.

Bonus Actions

Quickspell Flinger. The ooze of indulgence can cast an aw will spell as a bonus action. It will not add its spellcasting modifier, if it normally would add it, and has 2 damage dice instead of its full amount.

Reactions

Bulwark of Ooze. As a reaction to taking 20 or more damage in a single hit, the Ooze of Indulgence will pad himself with 4d6 fattening, reducing the damage equal to the amount rolled.

Opportunity Spell. As a reaction to a creature leaving his reach, Indulgence may cast a spell with a casting time of 1 action and targets a single creature.

The Ooze of Indulgence is a lumbering menace. A gigantic mass of sludge that oozes across the ground like a tidal wave of green, slimy flab- so large, that it rivals young dragons in size with its width alone. While it may move slowly, it's a powerful spellcaster, able to freeze its foes solid, electrocute them to a fried corpse, or bloat them to an unrecognizable mass, perfect to be its dinner.

This Ooze was created from the body of a worshiper who gave themselves to Juiblex, imbued with the knowledge and memories of a powerful Archlipomancer. It has a mind with a replica of their experiences, thoughts, feelings, and relationships. Every corner of their mind was replicated and placed into this portion of a hivemind. Not even its greed, gluttony, and desire for growth of body and mind was spared from this assimilation. It is rumored that if it is allowed to get powerful enough by consumption, it can mimic the behavior, mannerisms, and even bodily appearance of the lipomancer almost FLAWLESSLY.

He is stubborn, arrogant, and narcissistic. While commanding other oozes with an aura of superiority, he often plays the role of the leader in the armies of Juiblex, bossing other oozes around to follow up on how powerful spells. While a spellcaster, he's not afraid to brawl in the thick of combat, striking others with devestating blows that leave them fattened beyond recogniton.

To spot this beast is to see a fattening doom slowly coming your way as it seeks to consume all matter it can wrap its body around and add it to further fuel its growing power under the hivemind.

Armor Sets

If you're looking for something to give your players for a more high-powered campaign. These are designed to be given to characters over time with stories attached to them. I do not recommend them to have the full set before level 15-17. Each set has 3-4 additional bonuses and the items should, in theory, be able to function as magical items on their own. I would recommend the first given around 7, the second at 11, and the entire set complete by around 16.

Ensemble of Elemental Command

This armor set is woven with the life of the elements themselves, mixed into fine leathers to create a powerful and sturdy garb, only capable of being worn by those recognized by the primordials themselves. To weild the full set is to have proven yourself as a true master of the elements, able to call on and shape them as needed.

This armor set consists of a Headpiece woven of wolf hide, a tunic with inlaid stone plates inlaid, gauntlets that allow fluid movement, and boots made of almost lighter than air leather. You can attune to multiple pieces of the armor set with only a single attunement slot. When you are attuned to the entire item set you gain the following benefits:


Elemental Resistance. You know the Absorb Elements spell, and can cast it without expending a spellslot a number of times equal to your wisdom modifier before you must complete a long rest to use it in this way again. You can also cast it using spellslots of the appropriate lavel.


Elemental Augmentation. You combine all charges from the Firey, Earthen, Aquatic, and Gale Control features and can use them interchangably between pieces. The added damage also increases to 1d6.

Hood of Inferno Sight

wonderous item, uncommon (requires attunement by a druid, shaman, or ranger)


Gaze Into the Inferno. As a bonus action you lower the hood to cover your eyes, allowing you to gain a blindsight with a range of 20 ft. for 1 minute. Once you use this feature you must complete a long rest before you can use it again.


Firey Control. This hood has 3 charges that allow you add an additional 1d4 damage to the next spell you cast that deals fire damage. You regain 1d3 charges each day at dawn. Additionally you learn the Control Flames cantrip.

Tunic of Earthen Fortitude

any medium armor, rare (requires attunement by a druid, shaman, or ranger)


Earthen Guard. When a large or smaller creature starts its turn within 15 feet of you, you can use your reaction to force them to make a DC15 dexterity saving throw or have their foot stuck in the mud, reducing their movespeed to 0 until the start of their next turn. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you complete a long rest.


Earthen Control. This tunic has 3 charges that allow you to add an additional 1d4 damage to the next spell you cast that deals acid damage. You regain 1d4 charges each day at dawn. Additionally you learn the Mold Earth cantrip.

Grip of the Tides

wonderous item, uncommon (requires attunement by a druid, shaman, or ranger)


Grasp of Water. When you are forcedd to move, you can use water in the air to condense onto your feet, and freeze you to the ground. When an effect that would trigger forced movement happens to you, you can use your reaction to grant yourself advantage on the saving throw. You must complete a long rest before you use this feature again.


Aquatic Control. This tunic has 3 charges that allow you add an additional 1d4 damage to a spell you cast that deals cold damage. You regain 1d4 charges each day at dawn. Additionally you learn the Shape Water cantrip.

Boots of Air's Grace

wonderous item, rare (requires attunement by a druid, shaman, or ranger)


Grace of Wind. You move swiftly and quietly. The boots can be activated as a bonus action. For the next minute, your movement speed is increased by 5, you ignore non-magical difficult terrain and can use your wisdom modifier to determine your stealth checks, instead of dexterity.


Gale Control. This tunic has 3 charges that allow you add an additional 1d4 damage to a spell you cast that deals thunder damage. You regain 1d4 charges each day at dawn. Additionally you learn the Gust cantrip.

Deathspeaker's Ensemble

This armor set is made out of pure shadow themselves, swirling around the wearer to solidify into a protective cloak, shielding them from the forces of death they consistently work with.

This ensemble is made entirely of coalesced shadows and is comprised of a robe, a pair of gauntlets, and a pair of boots. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the pieces of the ensemble you gain the following benefits.


Resilience of the Grave. Whenever you fail a saving throw, you can use your reaction and expend a spell slot to add a bonus to the roll equal to twice the spell slot level, potentially turning it into a success. Once you have used this property you can't do so again until you finish a short or long rest.


Shared Charges. You can use charges from any part of this ensemble to fuel an ability from another part that requires you to expend a charge.

Robe of the Shadowy Rejuvenation

Light Armor, rare, requires attunement by a warlock, cleric, grave knight, or priest


Shadowy Resilience. This robe is made of coalesced shadows that form a thick, protective robe that keeps you sustained and stave off death. While wearing this robe, your armor class is calculated as 13 + your dexterity modifier. Additionally, while attuned, you know and have False Life prepared, its spellcasting ability modifier is either Charisma or Wisdom, you choose when attuning to the robes.


Shadowy Charges. The robe holds 3 charges and you regain 1d4 charges when you complete a long rest. You can expend 1 charge to cast False Life as a bonus action on yourself at its base level without expending a spell slot. Alternatively, you can expend a charge whenever you make a constitution saving throw to gain advantage to the saving throw.

Gloves of the Deathspeaker

Wondrous item, rare, requires attunement by a warlock, cleric, grave knight, or priest


Delay Death. You know and have Spare The Dying prepared while you wear these gloves. If you already have Spare The Dying known, you can learn another cantrip of your choice from the necromancy school. Its spellcasting ability modifier is either Charisma or Wisdom, you choose when attuning to the gloves.


Shadowy Charges. The gloves hold a maximum of 6 charges and you regain 1d4 charges when you complete a long rest. Whenever you cast Spare the Dying on a target you can expend a number of charges up to your proficiency bonus to heal them for 1d6 per charge. You can cast Spare the Dying in this way on a target even if they aren't making death saving throws as long as they are under half their hit point maximum.

Shadow Stalker's Treads

Wondrous item, rare, requires attunement by a warlock, cleric, grave knight, or priest


Stepp of the Night. These treads dampen your footsteps, alleviating the burden of travel while strengthening the connection to the spirits still tethered to the plane. While wearing these boots, you can't be exhausted by walking, and you can use your spellcasting modifier for stealth checks instead of dexterity.


Shadowy Charges. While attuned, you know and have Speak with dead known and preparred. Its spellcasting ability modifier is either Charisma or Wisdom, you choose when attuning to the boots. These boots hold 3 charges and regain 1d4 charges each day at dawn. As an action, you can expend 1 charge to gain the benefit of Pass without Trace for 1 minute or cast Speak With Dead without expending a spellslot.

Slavering Mind Ensemble

The mortal mind can be a fragile thing, easily breaking under pressure. This ensemble is a sign of one broken and reshaped, a twisted soul that has rebuilt itself into a hungering beast that terrifies any who dare to get too close.

This ensemble is comprised of a headpiece, a pair of gauntlets, a chestpiece and a pair of boots. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the pieces of the ensemble you gain the following benefits.


Scrambled Mind. You are immune to the charmed and frightened condition and your mind can’t be read against your will- attempting to read it will only result in hearing the sounds of eating and screaming souls.


Disturbing Thoughts. You gain resistance to psychic damage. When you cast a spell that deals damage, you can change the damage type to Psychic.

In addition, you know the spells Hunger of the Hadar and Evard's Black Tentacles, their spellcasting modifier is Charisma or Intelligence. You can cast one of these spells without expending a spell slot once, and you regain the ability to do so after a long rest.

Headpiece of Ravenous Intrusion

Wondrous item, rare, requires attunement by a psion, sorcerer, warlock or a wizard


Abyssal Senses. As a bonus action you can activate this sense to gain blindsight in a 10ft. radius for 1 minute. This radius increases by 5ft. for each other piece of this ensemble you are attuned to. (25ft max) You must complete a long rest before you use this feature again.


Mind Magic. You know the cantrips Vicious Mockery and Message, their spellcasting modifier is Charisma or Intelligence, you choose when attuning the gauntlets. You do not need to speak the same language with the target of your messages, but you both need to speak at least one language. Additionally, you know the spells Detect Thoughts and Suggestion. You can cast one of these spells once without expending a spell slot or using material, somatic, or verbal components. Once you have done so, you can’t do so again until you finish a long rest.

Shoulderguard of Voracious Presence

light armor, rare, requires attunement by a psion, sorcerer, warlock or a wizard


Strange Leather. While wearing this shoulderguard, your armor is calculated as 12 + your spellcasting ability modifier. You can wear a shield and still gain this benefit.


Horrific Presence. When a creature start or ends it’s turn within 15.ft of you, you can use your reaction to inflict 2D6 psychic damage to the creature. If you roll a 6 on the damage die, the creature must make a Wisdom saving throw against your spell DC or be frighten of you until the end of your next turn. If you roll two 6, the a creature that fails the saving throw is stunned instead. You can use this feature a number of times equal to your spellcasting ability modifier, and you regain all uses when you finish a long rest.

Gauntlets of Endless Hunger

Wondrous item, rare, requires attunement by a psion, sorcerer, warlock or a wizard


Grasp of Greed. You know the Mage Hand cantrip. The hand is invisible, has a range of 60ft. and can carry double it’s normal capacity.


Lashing Hunger. You know the spell Arms of Hadar and you can cast it at 1st level at will. Its spellcasting modifier is Charisma or Intelligence, you choose when attuning the gauntlets. A creature which succeeds on its saving throw against this spell can use its reaction, but cannot use it to make attacks of opportunity against you specifically.

Slavering Stompers

Wondrous item, rare, requires attunement by a psion, sorcerer, warlock or a wizard


Outerwalk. While wearing these boots, you can hover up to 10 inches above the ground. While you hover, your speed is 20ft. you can’t jump and you ignore all difficult terrains, spells and traps that needs you to touch the ground to take effect. You stop hovering in this way if you are more than 5 feet above a solid or liquid ground, if you are encumbered or if you are knocked prone. If you use this feature a second time, roll 1d20. On a 10 or lower, you gain a level of exhaustion when the effect ends.

In addition, you can cast Slowfall and Levitation on yourself at will, following the same rule for the d20 as outerwalk.

Dracowarden Ensemble

This ceremonial armor was crated by rare, valuable metals as a sign of worship to dragon kind. They are strong and sturdy to guarantee protection, but also light and flexible to not limit ones mobility. They are adorned with symbols of draconic dieties, worn by only the bravest warriors.

This ensemble is comprised of a helmet, armor, a pair of gauntlets and a pair of boots. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

While attuned to all the elements of the ensemble, you gain the following benefits:


Divine Call. When you have no channel divinity use, you can pray to your god and roll a D20 at the start of your turn (no action required). If you roll a number equal to or lower than your Cleric or Paladin level, you regain 1 use of your channel divinity. Once this feature has succeeded, you can’t use it again until you finish a long rest.


Channel Divinity - Call to Arm. As a bonus action you can target a number of creatures equal to the spellcasting abiolity modifier chosen for this set; or whenever these item’s Sunbringer Step or Bulwark of Faith features affect allies. You can expend a use of your channel divinity to provide a blessing to these allies. Each creature gains temporary hit points equal to your Cleric or Paladin level. As long as they retain these temporary hit points, they gain the effects of your gauntlet’s Punishment feature.

Hauberk of the Dracomagus

Any heavy or medium armor, rare, requires an attunement by a cleric or paladin


Bulwark of Faith. While attuned, you always have the Shield of Faith spell prepared. Its spellcasting modifier is Wisdom or Charisma, you choose when attuning the armor. When you cast it on yourself, the bonus to AC is +3. As part of casting this spell on yourself or as a bonus action while you benefit from it, you can choose up to 3 allied creatures that you can see within 30 ft. of you. They gain +3 to their AC until the start of your next turn or until the target isn’t within 30 ft. eof you. Once you have used this ability three times, you can’t do so again until you complete a long rest.


Faithward. you gain resistance to damage inflicted by Undeads or Fiends of a CR equal or lesser than half of your Proficiency Bonus (rounded down.)

Crest of Dragonsight

Wondrous item, rare, requires an attunement by a cleric or paladin


Sightward. You can lower the visor of the helm as a bonus action. While the visor is lowered you are immune to negative effects that would require you to see a creature (like a petrifying gaze), and you gain blindsight in a 30 ft. radius for 1 minute. You must complete a long rest before you can use this feature again.


Unyielding Faith. while wearing this helm, you have advantage to all your saving throws made to avoid or escape the Frightened condition.

Scales of Retribution

Wonderous item, rare, requires an attunement by a cleric or paladin


Divine Warrior. While wearing these gauntlets, you can use your Wisdom or Charisma modifier attacks instead of Strength or Dexterity.


Punishment. While wearing these gauntlets, you inflict an additional 1d6 radiant damage when deal damage with your radiant dealing cantrips, weapon attacks, or unarmed attacks against Undead, Fiends, or a creature that serves an evil god or patron.

Greaves of Freedom

Wonderous item, rare, requires an attunement by a cleric or paladin


Draconic Stride. You always have the spell Waterwalk prepared and can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest. You suffer no damage from walking on lava, hot ground, acid, or other such surfaces while wearing these greaves.


Sunstrike Step. As an action, you can teleport to a point on the ground that you can see within 60 ft. of you. When you land a 30-foot tall cylinder of light strikes, centered on you. Each creature within 5 feet of you suffers one of the following effect (you choose for each creature)

  • They must succeed a dexterity saving throw against your cleric or paladin save DC. On a fail they take 2d8 radiant damage and are blinded. If they are undead or fiend they take an additional 1d8 radiant and are also knocked prone.
  • They regain 2d8 hitpoints.

Once you have used this ability, you cannot use it again until you complete a long rest.

Flamboyant Trickster Ensemble

This ensemble is made of sturdy leather, adorned with royal fabrics and decoration. It has bells, whistles, and all the marks of a high society partygoer or entertainer. Only the most jubilant of hearts, charming of souls or devious tricksters can unlock the full potential of this festive outfit.

This gorgeous ensemble is comprised of a mask, a pair of gloves, a light armor, and a pair of boots.

Attuning to different parts of the same ensemble counts as only one attunement. When attuned to all the elements of the ensemble, you gain the following benefits:


Self Inspired. The 1D4 bonuses of the ensemble increase to 1D6.


Bamf! You know and always have the Blink spell preparred. Its casting modifier is Charisma or Intelligence, you choose when attuning to the full set. You can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest.


Fool’s Jest: Once per turn, whenever you fail a d20 test, you can choose to inspire an ally as per the Bardic Inspiration ability. If you have no bard level, the inspiration is a D6. Otherwise, it is equal to your inspiration die. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest.

Identity of the Masquerade

Wondrous item, rare, requires attunement by a bard or rogue


Eternal Masquerade. The mask clings to your face, refusing to part without your permission. The mask guards your false identity, preventing your true name or identity from being discerned without your consent, even by magical means. Spells such as Circle of Truth cannot force you to reveal your true identity and spells such as True Seeing cannot see through your disguises.


Trickster's Mind. The mask prevents others from violating your mind, blocking their attempts to read your thoughts by drowning them out with raucous laughter and juvenile fart noises. Whenever you make a saving throw against the charmed or frightened conditions, you can add an additional d4 to the roll.

Acrobat's Escape Gear

light armor, rare, requires attunement by a bard or rogue


Elegant Dodging. While wearing this armor, your ac is 13 + your Dexterity modifier.


Fabulous Escape. Whenever you make a Dexteroty saving throw against an area of effect spell, such as fireball, or to avoid or escape the grappled condition, you can add a d4 to the roll and, if you succeed, move up to 10 feet without provoking attacks of opportunity, provided it is away from the source that causes you to roll the save or check.

Infiltrater's Touch

Wondrous item, rare, requires attunement by a bard or rogue


Secret Tricks. These gloves are perfect for jugglers and magicians. They function as two tiny extraplanar spaces, which you can use to store or summon a single tiny object as a free action. Only one object at a time can be stored in each and if you store a second one, the first is expelled into your hand.


Concealed Blades. when you take the attack action and have at least one free hand, you can summon a magical dagger as part of the attack, which then disappears after the attack is made. If both of your hands are free when you usee this feature, you can use your bonus action to make an additional attack using this feature. If one of the stored items is a magical dagger, you can use this feature to summon it instead or gain access to its benefits as if it were held.

Jester's Stride

Wondrous item, rare, requires attunement by a bard or rogue


Dancer's Jaunt. Whenever you make an Acrobatics (dexterity) check, you add an a D4 to the roll. Additionally, you gain resistance to fall damage and when you fall or are knocked prone, you can use your reaction to make sure you land on your feet. If you are knocked prone, getting up only costs 5 feet of movement. You also know the spell Misty Step and can cast it once without using a spell slot, regaining the ability to do so when you complete a long rest.

The Arcane Admiral Ensemble

This ensemble is made of sturdy leathers for a fancy attire, creating a high class, regal and functional outfit fit for a captain, politician, or adventurer. To bear the set is to be a beacon of arcane authority, a leader among arcane practitioners.

It is comprised of a jacket, a pair of gloves and a pair of boots. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble you gain the following benefits.


Resilience of the Magi. Whenever you fail a saving throw, you can use your reaction and expend a spell slot to add a bonus to the roll equal to twice the spell slot level, potentially turning it into a success. Once you have used this property you can't do so again until you finish a short or long rest.


Shared Charges. You can use charges from any part of this ensemble to fuel an ability from another part that requires you to expend a charge.

Arcane Privateer's Gloves

wondrous item, arcane focus, rare, requires attunement by a dracomancer, wizard, sorcerer, arcane fighter, or arcane rogue


Magic Hands. These elegant gloves fit snugly and allow the snapping of fighters or clapping of hands without restriction and are adorned with ribbons with arcane embossments. They can be used as an arcane focus, allowing you to cast with your hands free.


Arcane Charges. The gloves hold a maximum of 6 arcane charges, regaining 1d4 whenever you complete a long rest. Once per turn, whenever you inflict damage with a spell, you can expend any number of charges up to your proficiency bonus to add 1d6 force damage to a spell damage roll per charge spent.

When you succeed on a saving throw of a spell of first level or higher, or a spell misses you, you can use your reaction to regain a number of charges equal to spell level up to a maximum of 6, and regain the ability to do so when you complete a long rest.

Seafarer's Protective Jacket

Light Armor or clothing, rare, requires attunement by a dracomancer, wizard, sorcerer, arcane fighter, or arcane rogue


Magic Stitching. This jacket is lined with thick, magic-infused leathers and cloth that provide a sturdy protection. While wearing this jacket, your armor is calculated as 13 + your dexterity modifier. You are considered proficient with this armor while attuned to it.


Arcane Charges. The Jacket holds 3 arcane charges that you can use to protect yourself, regaining 1d4 charges at dawn. You know the Shield of Faith spell and can expend a charge to cast it on yourself without expending a spellslot. Alternatively, you can expend a charge whenever you make a concentration save throw to to have advantage.

The Eternal Walkers

Wondrous item, rare, requires attunement by a dracomancer, wizard, sorcerer, arcane fighter, or arcane rogue


Magic Steps. These fancy boots have comfortable soles and are embossed with runes that augment one's steps with their arcane ability. While wearing these boots you can't be exhausted by walking, and can choose to use your spellcasting modifier to calculate your jump distance.


Arcane Charges. The boots hold 3 charges that you can use to augment your mobility, regaining 1d4 charges when you complete a long rest. While worn you know and have the Water Walking, Longstrider, and Expeditious Retreat spells preparred and can expend a charge to cast them on yourself.

Infernal Conqueror's Battlegear

This thick leather hide is the armor worn by the Infernal 5 themselves- the strongest warriors of the hells that dominate the frontlines of the Blood War, wherever they choose to strike. Legendary infernal fighters who fight with an unmatched fury, to wield this armor is to wield the very power and drive of the Hells themselves.

It is comprised of gloves that reflect like as if made of obsidian, armor made from the scales of slain demons, and boots that leave flames with every step.

You can wear multiple parts of this ensemble using the same attunement slot. When all pieces are worn together you gain an additional benefit


Infernal Berserk. As if a shadow was going up the wearer's back, a hood befitting the character's Hell-shaking rage forms to conceal their face, causing it to resemble the head of a hellhound. As part of acting Rage, the wearer can activate the armor's enchantment and enter a mindless frenzy. Their vision blurs and they are unable to discern friend and foe as their rage overwhelms them and causes them to attack everything and everyone in their path. The effects last until you successfully remove the hood with a DC10 Wisdom saving throw, you're magically put to sleep or knocked unconscious, are under calm emotions, a full minute passes, or you die. You must complete a long rest before you use this feature again.

In this state your strength increases by 2 (up to a maximum of 22), your AC increases by 1 and your movement speed increases by 5. You are immune to charmed, frightened, and paralyzed conditions.

Gloves of Brimstone Grasp

gloves, rare, requires attunement by a barbarian


Infernal Fury. Once per long rest, as a reaction when the wearer takes damage, the gloves unleash a burst of hellish energy. The wearer gains temporary hit points equal to their Constitution modifier + their Barbarian level.


Grip of Avernus. While wearing these gauntlets you gain the unarmed fighting style and your fists count as a +1 magical weapon.

Jerkin of Infernal Might

Medium armor, rare, requires attunement by a barbarian


Infernal Endurance. The wearer has advantage on saving throws against being frightened, charmed, or paralyzed. Additionally, your AC is calculated as 15 + your dexterity modifier (maximum of 2).


Hellish Resilience. Once per long rest, as a reaction when the wearer is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.

Boots of Hell's Pursuit

shoes, rare, requires attunement by a barbarian


Fiery Step. If you move 10ft in a straight line towards an enemy on your turn, you may use your bonus action and one of your attacks to leap into the air with your weapon or fists raised towards a creature within 20 feet that you can see, and roll an attack roll. The 20 feet does not consume any movement speed or provoke opportunity attacks. If the creature struck is no more than one size larger than you, choose one of the following effects to inflict as part of the attack.

  • The creature takes extra damage equal to your strength modifier.
  • The creature must succeed on a strength saving throw against your save DC (8 + proficiency bonus + your strength modifier) or be knocked prone.

You can ues this feature a number of times equal to half your proficiency bonus (rounded down), regaining all uses after completing a long rest.

Wanderer Ensemble

This ensemble is comprised of a cloak that always seems to be at a suitable temperature, armor strapped with countless pockets, gloves that are always clean, and boots that are light and flexible.

Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble, you gain the following benefits:


Tireless Traveler. If you have exhaustion, you treat it as one level lower and your passive perception cannot be reduced.


Adaptative. once per day, you can cast the spell Protection from Energy on yourself as a bonus action.

Cloak of Safety

Wondrous item, rare, requires attunement


Protective Fabric. The cloak lessens the effects of extreme climates, granting advantage to saving throws related to the climate. Additionally, the cloak creates a small pocket of air, allowing you to hold your breath for up to 1 hour.


Wearable Shelter. You can remove the cloak and command it to magically take the shape of a tent of medium size in an empty space on the ground. This process takes 1 minute. Once done, the tent can’t be moved, is impervious to damage, and creatures inside it have total cover. Only 2 medium creatures or 4 small ones can fit in the tent. The tent can hold 1 additional medium creature and the cube grows by 5 feet for each extra piece of the set you attune to. The inside of the tent is a warm 20 ft. cube, looking like a small wooden room with a lantern, fireplace, desk, chair, medium bed and a chest. Furnishings can’t be moved. While inside, you hear the outside as a muffled sound (-5 to your Perception). As an action, you can command the tent to instantaneously become a cloak again. A Dispel Magic spell has the same effect. Any creature or object that isn’t stowed away in the chest when it reverts is expelled into an unoccupied space 5 ft. of the tent.

Armor of Infinite Pockets

light armor, rare, requires attunement


Vigilant Warding. This light robe is flowing, yet sturdy. While wearing this armor, your ac is calculated as 13 + your Dexterity modifier. In addition, you gain a +1 bonus to your Strength, Dexterity and Constitution saving throws and initiative bonus.


Magic Pockets. The armor has a large pocket that can hold up to 20 pounds of items. If a bag of holding is placed inside the pocket for 1 minute, it will sew itself inside, becoming the new pocket and all currently stored items will transfer to the new pocket. This pocket always weighs a total of 5 pounds regardless of its contents. if you’re attuned to the Cloak of Safety, you can also access the chest of your “tent” through the large pocket or bag.


Pocket Sand. As a bonus action, you can reach into one of the several pockets to pull out a handful of sand and throw it at a target within 10 feet of you. They must make a DC13 dexterity saving throw or become blinded until the start of your next turn. You must complete a short or long rest before you can use this feature again.

Gloves of Camp Maintenance

Wondrous item, rare, requires a attunement


Helping Tricks: While wearing these gloves, you learn the cantrip Prestidigitation, Mending, or Druidcraft (you choose on attunement).


Magic Cook: You gain proficiency in cooking utensils and you can use an action to summon a spectral set of cooking utensils at will. They last for 1 hour or until you dispel them. As part of a short or long rest, you can spend 30 minutes and use these tools to cook rations. Once per day you can cook a number of rations equal to your proficiency bonus that become magical and grant temporary hit points equal to your proficiency bonus as well as removing the poisoned condition.

Boots of Exploration

Wondrous item, rare, requires a attunement


Free Walker: while wearing these boots, your walking speed cannot be lower than 30 ft. unless you are grappled, restrained, incapacitated, or immobilized. Additionally, instead of footprints, your steps leave glowing prints behind that only you or the ones you allow can see. These prints last for 8 hours.


Mountain Explorer: Your jump distance is doubled, and you have advantage on all Athletic and Acrobatics checks made to jump or land safely.

Spectral Brawler Battlegear

This ensemble is made of loose fitting robes with a comfortable, breathing fabric. They are embossed with depections to honor lives long past, and those that guard them.

It is comprised of a robe that flows with an almost ghostly sway, fistwraps that seem to glisten with visions of the damned, and sandals that step lightly, almost as if walking on the border of the material and ethereal. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble you gain the following benefits:


Grave Touch. Unarmed strikes made with your bonus action critically hit on a 19 or 20. When you critically hit with an unarmed strike, the damage can be your choice of bludgeoning or necrotic.


Vitality Guard. Your maximum hit points cannot be reduced and you gain resistance to necrotic damage.

Spiritstealer's Garments

clothing, rare, requires attunement by a monk or pugilist


Spirit Guard. While wearing this clothing, you gain a +1 bonus to your AC.


Soul Snatch. When you score a critical hit with your Monk or Pugilist weapons or an unarmed strike, you regain 1 expended Focus or Moxie point. You can regain up to a number of points equal to your proficiency bonus, and must complete a long rest before you can gain any more.

Vitality Enforced Knuckles

wonderous item, rare, requires attunement by a monk or pugilist


Empowered Soul. You have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.


Soulburst. As a bonus action you can forego the bonus to attack and damage rolls to create a 10-foot emmenation around you until the end of your next turn. Creatures of your choice that start their turn in the emanation or enter it for the first time must make a DC14 Wisdom saving throw or take 2d8 necrotic damage, or half as much on a success. Once you use this feature, the bonus returns when you kill a creature or complete a short rest, and you cannot use it again until you complete a short or long rest.

Soulstriders

wonderous item, rare, requires attunement by a monk or pugilist


Ethereal Step. When you spend a Focus or Moxie point to dash, you ignore the effects of difficult terrain until the start of your next turn.

Ghastly Form. While attuned, you have the the Gaseous Form spell prepared. You can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest. While in Gaseous Form, you can pass through creatures as if they were difficult terrain and your flying speed is equal to half your speed, instead of 10 feet.

Feastmaker's Ensemble

This ensemble is made of sturdy but loose chain, allowing room for growth while still maintaining a degree of comfort. To bear this set is to encourage pleasure in overindulgence

It is comprised of a breastplate that covers teh chest and cradles the belly with thick, protective leather bindings, gauntlets made of a light and sturdy metal that almost seems to push and pull things at your command, and a set of greaves that leave you feeling lightweight as if walking between the gravity of the stars. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble you gain the following benefits:


Fight Immobility. As a magic action, you can touch the belly of a willing creature. It istantly digests all food into fattening, and grants them the effects of Freedom of Movement for 10 minutes. You must complete a long rest before you use this feature again.

Gourmand's Armored Apron

Chain Mail or Scale Mail(+2), rare, requires attunement by a cleric, paladin, or priest


Flexible Chainwear. A durable apron made of interlocking brass rings and lined with a dense, absorbent cloth. While wearing this armor, you can choose to fill the armor to stretch, keeping it taut so the rings no longer rattle. When you roll disadvantage on a Stealth (dexterity) check, you can add your weight points to the result.


Baker's Dozen. While attuned to the apron you learn the Conjure Ingredient spell, and its spellcasting modifier is either Wisdom or Charisma, you choose when attuning to the gauntlets.

Mantle of the Feastmaker

spaulders, rare, requires attunement by a cleric, paladin, or priest


Feast in Faith. You learn the Conjure Food (stuffing) spell without impacting your number of spells known and its spellcasting modifier is either Wisdom or Charisma, you choose when attuning to the mantle.


  • Paladin & Cleric. When you use your Channel Divinity, you can create a number of morsels equal to the spellcasting ability modifier chosen as per the conjure food spell as part of the same Channel Divinity.

  • Priest. Whenever you use one of your Words of Power, you create a single morsel as per Conjure Food as part of the Word of Power.


Hunger Sense. While below 25 stuffing, you have advantage on perception checks based on smell and taste.


Radiant Gluttony. While at or above 25 stuffing, you are immune to the Blinded condition.

March of the Holy Gorge

boots, rare, requires attunement by a cleric, paladin, or priest


Gluttonous Aura. Creatures of your choice within 15 feet of you can add 1d4 to Eating and Feeding checks as well as saving throws to avoid Indigestion and Overstuffing.


March of Mass. If you or a creature within your Gluttonous Aura fails a saving throw against the immobilized condition, they gain temporary hit points equal to your Wisdom or Charisma modifier, you choose when attunint to the greaves. If they are immune to the immobilized condition, they gain these temporary hit points if they would be otherwise subjected to a saving throw to avoid the condition.

Garments of the Mountain King

Forged for warriors whose steps split stone and whose presence commands the respect from all, these garments are forged within the kilns of mountain giants. Leather hardened by ancient rites and lined with expensive furs form an ensemble meant only for those massive and sturdy enough to be recognized as a true Mountain King.

It is comprised of a broad-chested yoke of hardened leather plates, a pair of crushing gauntlets that grip with titanic force, a lavish and highly elastic waistguard fit for a chef of giant tribes, and a set of heavy sabatons that shake the ground beneath each step. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble, you gain the following benefits:


Mountain Insight. Your Wisdom increases by 2, to a maximum of 22.


Unshakable Stance. You are immune to being moved against your will, and you have advantage on saving throws against effects that would knock you prone.

The King’s Yoke

Light armor, rare, requires attunement by a fighter, ranger, barbarian, or paladin


Gianthide Durability. While wearing this armor, your AC equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.


Titan's Strength. You Bulk Limit is increased to 15 times your strength score.

Gauntlets of the Titan’s Grip

Wondrous item, rare, requires attunement by a fighter, ranger, barbarian, or paladin


Earthen’s Instinct. You gain a climb speed equal to your walking speed. You can climb horizontal surfaces and hang from ceilings, provided the surface can support your weight.


Titan's Grip. You count as one size larger when determining your carrying capacity and you have advantage on unarmed strikes made to grapple or shove creatures that are your size and weigh half your current weight or less.

Waistguard of the Feastbinder

Wondrous item, rare, requires attunement by a fighter, ranger, barbarian, or paladin


Artisan’s Generosity. The waistguard always contains a set of cook’s utensils and can store up to three additional artisan’s tools of your choice.


Hearty Meal. During a short rest, you can prepare a simple, nourishing meal for a number of creatures equal to 4 + your proficiency bonus. Any creature that eats this meal regains hit points equal to your proficiency bonus. If you have the Chef feat, you instead add your proficiency bonus to the extra healing granted by that feat.


Titan's Appetite. Your stomach capacity increases by 15.

Mountaincrush Sabatons

Wondrous item, rare, requires attunement by a fighter, ranger, barbarian, or paladin


Mountainstride. You ignore non-magical difficult terrain, your long jump distance increases by 5 feet, and you always land on your feet when falling or jumping from 10 feet or higher, unless you are unconscious.


Titan's Stomp When you land after a running jump or fall of at least 10 feet, the ground trembles in a 10-foot radius around you. Each creature in the area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or fall prone.

Starstrider Armemants

This ensemble is made of sturdy metals bound with leather straps, allowing them to stretch and flex as if made to fit the planets and stars themselves. To bear this set is to bear the guardianship of the stars that light up the day and glisten within the night sky, the mark of a leader of a true spacefaring nation.

It is comprised of a breastplate that covers teh chest and cradles the belly with thick, protective leather bindings, gauntlets made of a light and sturdy metal that almost seems to push and pull things at your command, and a set of greaves that leave you feeling lightweight as if walking between the gravity of the stars. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble you gain the following benefits:


Shared Charges. You can use charges from any part of this ensemble to fuel an ability from another part that requires you to expend a charge.


Stellar Blessing. You are resistant to Radiant damage, and learn the Starry Wisp cantrip without counting against your number of cantrips known. Its spellcasting modifier matches that chosen for Astral Swap.

Constellation Breastplate

Pleatemail or half-plate (+1), rare, requires attunement by a bard, wizard, sorcerer, or warlock with medium or heavy armor training


Astral Charges. The breastplate holds a maximum of 4 stellar charges, regaining 1d4 whenever you complete a long rest.


Lunar Shift. As an action you can spend 2 charges to turn the armor into a small constelation that orbits around your head for 1 minute, temporarily removing it and removing the disadvantage to stealth checks. You can cancel this and redonn the armor as a bonus action.

Gravitation Gauntlets

Wonderous item, uncommon, requires attunement by a bard, wizard, sorcerer, or warlock with medium or heavy armor training


Astral Charges. The gauntlets holds a maximum of 3 stellar charges, regaining 1d4 whenever you complete a long rest.


Gravitational Shift. While attuned to the gauntlets you learn the Astral Swap spell, and its spellcasting modifier is either Charisma or Intelligence, you choose when attuning to the gauntlets. You can spend 3 charges to cast it without expending a spellslot. If cast on an ally, its casting time is changed to 1 bonus action.

Interstellar Striders

Wonderous item, uncommon, requires attunement by a bard, wizard, sorcerer, or warlock with medium or heavy armor training


Astral Charges. The boots holds a maximum of 3 stellar charges, regaining 1d4 whenever you complete a long rest.


Zero Gravity Step. While attuned to the striders you learn the Levitate spell, and its spellcasting modifier is either Charisma or Intelligence, you choose when attuning. You can spend 3 charges to cast it without expending a spellslot. You ignore the effects of non-magical difficult terrain and while under the effect of Levitate, you can move at a normal speed and the distance of your Long Jump is doubled.

Astral Swap

3rd-level conjuration

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Shaman, Sorcerer, Warlock, Wizard

You point at a creature within range. That creature must succeed on a Charisma saving throw or be swapped positions with you instantly.

Lipomancer's Oversized Robes

This ensemble is made of loose fitting robes that can easily be worn over light or medium armor that is not half-plate, tailored to have plenty of room to grow. To bear this set is to manage the weight of a true lipomancer, hiding incomprehensible weight in plain sight.

It is comprised of an over-sized tunic, sturdy gloves that always remain clean, sturdy boots that keep the feet padded and comfortable under even incomprehensible loads, and a waistguard that is thick and sturdy, able to stretch to unfathomable levels. Attuning to multiple parts of the same ensemble counts as only one attunement for your attunement slot limit.

When attuned to all the elements of the ensemble you gain the following benefits:


Hidden Momentum. When you would be subject to an effect or saving throw that would move you against your will, you can use your reaction to reduce the distance moved by a number of feet equal to 5 x the weight points hidden by your Deceptively Loose feature. If this reduces the movement to 0, you may choose one creature within 5 feet of you. They must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed the full distance in your stead.


Unveil the Colossus. When you activate your Reveal Corpulence, you gain temporary hit points equal to your Constitution Modifier x your total Weight Points and you are treated as one size category larger for grappling and shoving. This lasts for 1 minute and cannot be used again until you complete a long rest.

Stretched Robes of Arcane Corpulence

wonderous item, rare (requires attunement)

These spell-woven robes can be worn over light armor and always hang loose, masking your true bulk no matter how massive you become. They only reveal your full size when you choose to display it.


Made to Fit. While you have at least 1 Weight Point, you gain a +1 bonus to AC.


Deceiptively Loose. You may choose for them to disguise your girth. You count as up to two weight categories lighter, to a minimum of Chonky. You appear and weigh as the lightest possible size within the chosen category, and your Weight Points are treated as if you belonged to that category.


Reveal Corpulence. As a bonus action, you speak the command word to supress the disguise. Over the next 30 seconds, your form visually expands to reveal your true size, causing the robes to become tight and strained. You are instantly treated as your full weight category and Weight Points, even while swelling to your full size. The disguise remains inactive until you speak the command word again, causing the robes to become loose and hide your mass once more.

Gauntlets of Plenty

wonderous item, Rare (requires attunement)


Gourmand's Magic. While attuned, you learn the Prestidigitation and Food Burst cantrips. When casting the flavor aspect of Prestidigitation, its casting time is changed to a bonus action. The spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma. You choose when you attune the gauntlets.


Blubbery Touch. When you deal damage with a spell, weapon attack, or unarmed strike, you can change its damage type to fattening. You can do this a number of times equal to your Proficiency Bonus and regain 1d4+1 expended uses when you complete a long rest.

Boots of the Overburdened

wonderous item, Rare (requires attunement)


Unstopable Stride. As a magic action, you can activate the boots to channel your sheer weight into your steps for 1 minute. Your movespeed cannot be reduced below your base speed and effects that would cause you to use extra movement speed are halved. However, your base speed is reduced to 25 for the duration and the impacts of your size are more apparent on your surrounding, as determined by the DM. You can end this effect as a bonus action and you cannot activate this feature again until you complete a long rest.

Overfortified Waistguard

wonderous item, Rare (requires attunement)


Padded Waist. You subtract your weight points from damage taken from Critical Hits.


Emergency Cinch. When you drop to 0 hit points, the Waistguard snaps. You are instead dropped to 1 hit point, rendered unconscious, and Reveal Corpulence is automatically activated as your weight billows out to its full size instantly.

Vestments of the Choir's Guardian

This ensemble is woven from blessed silk robes, silver threads, and resonant symbols that softly hum pleasant rhythms. Every movement carries a holy melody of reverence to the divine. Those who wear it sing to the heavens, calling out to empower the rightous.

This ensemble is comprised of thick gilded leathers adorned with silken accents, a sturdy silver circlet, and a pair of silken gloves with silvery threads. Attuning to different parts of the same ensemble counts as only one attunement.

When attuned to all the elements of the ensemble you gain the following benefits:


Volumous Blessings. When you cast Bless, you can choose to sing loudly while you concentrate, able to be heard from up to 100 feet away. While you do so, the bonus increases from 1d4 to 1d8.


Song of Divinity. You gain a +1 bonus to spell attack rolls and spellsave DC to spells with verbal components.

Heartguard of the Choir

Light or medium armor, rare, requires attunement by a bard, paladin, priest, or cleric


Harmonic Protection. Whenever you cast a spell or use a feature that restores hit points or grants temporary hit points, choose one creature within 15 feet of the target. That creature gains temporary hit points equal to your proficiency bonus. In addition, while wearing this armor, your ac is 13 + your Dexterity modifier.


Blessed Songs. You learn the Bless spell without impacting your number of spells known. Its spellcasting ability modifier is either Charisma or Wisdom (you choose when attuning to this item) and you can cast it once without expending a spellslot, regaining the ability to do so at the following dawn.

Halo of Resonance

Wondrous item, rare, requires attunement by a bard, paladin, priest, or cleric


Echoing Prayer. Once per long rest, when you cast a spell with a verbal component, you may cause the words to linger. The spell’s damage or healing repeat at the start of your next turn at half potency (rounded down). The spell that caused this must be no higher than your Charisma or Wisdom modifier (you choose when you attune to this item)

Once you use this feature, you must complete a short or long rest before you use it again.


Voice of Reverence. You can add your Charisma modifier (minimum of 0) to your Religion checks and your Wisdom modifier (minimum of 0) to Performance that use song as part of the check.

Gloves of the Conductor

Wondrous item, rare, requires attunement by a bard, paladin, priest, or cleric


Conductor’s Touch. When you cast a spell that targets an ally, you may also grant that creature advantage on their next Charisma check or Saving throw before the end of your next turn. You can do this a number of times equal to your Proficiency Bonus, regaining all expended uses when you complete a long rest.

In addition, you may use these gloves as a spellcasting focus for any spell with somatic components.


Conductor's Hand. You learn the Mage Hand cantrip while these gloves are attuned. Its spellcasting ability modifier is either Wisdom or Charisma (you choose when attuning to teh gloves.)

Sanity's Eclipse Ensemble

This armor seems grown rather than forged, its surfaces shift like something breathing just beneath a fragile reality. Whispers trail behind the wearer, and space itself seems reluctant to stay still around them.

This ensemble consists of a mantle that warps the land around it, gloves that seem to be made of pure thought, and a pair of boots that can step in and out of of a mind's view. Attuning to multiple pieces counts as a single attunement.

When you are attuned to all elements of the set, you gain the following benefits:


Mind Scar. Once per turn when you deal psychic or force damage, you may force the target to subtract 1d4 from its next saving throw before the end of its next turn.


Spacial Anomaly. The range of your Terrain Warp feature increases by 5 feet and you can telepathically communicate with any creature within its range.

Mantle of Warped Reality

Light armor, rare, requires attunement by a warlock, psion, or demonologist


Sturdy Leather. While wearing this armor, your ac is 13 + your Dexterity modifier.


Terrain Warp. A psionic energy emmenates 10 feet from you, causing targets to percieve the area within it as difficult terrain.


Spacial Warp. When targeted by a ranged weapon attack, you can use your reaction to warp the space around you, applying disadvantage on the roll. You can use this a number of times equal to your Intelligence or Charisma modifier (you choose when you attune this item) and regain all expended uses when you complete a long rest.

Gloves of Reality Shear

Wondrous item, rare, requires attunement by a warlock, psion, or demonologist


Dissolve Reality. While attuned, you learn the Hypnotic Pattern spell without impacting you number of spells known and can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest. Its spellcasting modifier is Intelligince or Charisma (you choose when attuning the item).


Telekinetic Connection. While attuned, you learn the Message cantrip without impacting your number of cantrips known. Its spellcasting modifier is Intelligince or Charisma (you choose when attuning the item).

Aberrant Striders

Wondrous item, rare, requires attunement by a warlock, psion, or demonologist


Stablize Reality. Your speed cannot be reduced below 10 and you can use your Charisma or Intelligence (you choose when attuning this item) for saving throws to avoid falling prone.


Unstable Reality. Once per turn, when you deal psychic or force damage, you may teleport 5 feet to an unoccupied space you can see as part of the same action or bonus action.

Art Credits

While this module is under construction credit still should be given to the following artists

BearicTheCleric

Patsybell

Silver-stag

Cover Art: DrakeBigShep

Thank you for checking out the grimoire!

This was another passion project to expand on what I had already made for the main module while also paying tribute to players, inspirations, and close friends of the table! I hope I paid justice to all of you well!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.