## 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 food??**
___
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?**
___
Excellent observation! This one I'm not entirely sure of, but some have come up with 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. Ultimately, it's something that is difficult to test with our current understanding of how magic interacts with the body, but for now this theory is widely accepted in magical study.
##### **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 term for one who has swolen 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 very 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... or 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 takes advantage how subtle their practice can show at times for shenanigans... Hehehe... Good luck fitting through your door when you arrive home.
\pagebreakNum
___
___
> ## 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. > \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \columnbreak 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. \pagebreakNum
# PART 5
##### Armor Sets
##### Only recommended 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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
## 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.)
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
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#### 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.
\pagebreakNum
## 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.
\columnbreak
#### 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.)
\pagebreakNum
## 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 creatures of your choice 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).
\columnbreak
#### 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.
\pagebreakNum
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.
### Thank you for the support!
None of the modules I've made for the Aeiroth setting would be possible without Glitches and his original creation! Credit for the original world goes to him!
However, it also wouldn't be possible without you who continue to support my work! Thank you, y'all are the best!
### Art Credits
[BearicTheCleric](https://bsky.app/profile/bearicthecleric.com)
[PattsyBell](https://www.furaffinity.net/user/patsybell/)
[PaprikaChunk](https://www.furaffinity.net/user/paprikachunk)
[Silver-Stag](https://bsky.app/profile/brosb4does.bsky.social)
[King Bo the Corpulent](https://www.furaffinity.net/user/syriko/)
[Sycamore Goat](https://bsky.app/profile/syc.bsky.social) Graphic Embelishments, Cover Art by [myself](https://www.furaffinity.net/user/rhodesiansax/)
##### Additional thank yous
[PattsyBell](https://www.furaffinity.net/user/patsybell/)
[PaprikaChunk](https://www.furaffinity.net/user/paprikachunk)
[Silver-Stag](https://bsky.app/profile/brosb4does.bsky.social)
[King Bo the Corpulent](https://www.furaffinity.net/user/syriko/)
[Sycamore Goat](https://bsky.app/profile/syc.bsky.social) Graphic Embelishments, Cover Art by [myself](https://www.furaffinity.net/user/rhodesiansax/)
to Storycrafter, creator of [ExpanD&D](https://www.gmbinder.com/share/-Lfv0g4Ne6syYWaLHkbx). Your work is what originally inspired me to craft my own ruleset so thank you for the contributions you've made to the Weight Gain D&D audience!
Also special thanks to Voracious8, creator of [Dungeons and Dinners](homebrewery.naturalcrit.com/share/pGR6T-jqwtHW) for creating an excellent vore module which some aspects of this module's rules are based off of!
One more big thank you to Glitches for creating the Aeiroth universe!
\columnbreak
##### Other contributions!
Playtesting this module has been entirely community driven so if you have art or ideas you would like to contribute yourself, you can feel free to message me over discord via the [community server](https://discord.com/invite/CJ6UZPu) a note on [Furaffinity](https://furaffinity.net/user/rhodesiansax) or a DM on [Bluesky](https://bsky.app/profile/drakebigshep.bsky.social)! Credit will always be given as well as consent to use any creations by others!
If you submit homebrewed content that I feel fits well I will be more than happy to give it a look over and add it in!
Thank you to members of my community that have played and helped test subclasses, participated in games, and overall been great to have around!
Additional thank you to those whom have allowed your characters to be featured as splash art in any of the modules!
##### Community
Games for this module have been held through my public discord server, [The Dog Egg Daycare](https://discord.com/invite/CJ6UZPu). If you want to hang with other fatfur enjoyers, ttrpg enjoyers, maybe talk to me personally, or be a part of this fun group of heavy dice rollers, feel free to check it out!
##### If you want to help support...
Assembling this has been a VERY large solo project that has taken personal time in spades to have set up. If you like the module and would like to provide support, please consider a donation on [Ko-Fi](https://ko-fi.com/fatshep)! Any support given helps allow me the flexibility to put work into this and any future modules and is greatly appreciated, but not mandatory!
##### Make sure to check out [Balthazar's Grimoire of Gorging, Volume 2](https://www.gmbinder.com/share/-OiW4-tdREIHAD-K9Hwu)