PART 1
ExpanD&D Spells
Spells and a few subclasses converted to work with the Aeiroth table! Credit goes to Storycrafter and ExpanD&D itself!
Atha's Uppercut (Bloating Upper Cut - In Module)
Flabshock
Evocation Cantrip
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S
- Duration: Instantaneous
A jolt of fattening electricity leaps from your fingers toward your target. Make a ranged spell attack against the target. On a hit, the target takes 1d4 lightning damage and 1d4 fattening damage.
Appeal
Enchantment Cantrip
- Classes: Bard
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute.
You accentuate your charm with a little extra oomph, allowing you to add your weight points to charisma checks for the duration of the spell. If the characters would not be interested in your current body type, they will be aware you are attempting to charm them.
When you succeed a charisma check because of this spell, the target is immune to further effects from it until they complete a long rest.
Trim
Transmutation cantrip
- Classes: Artificer, Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
One creature you can see within range must succeed on a Constitution saving throw. On a failure, it takes 1d8 slashing damage and loses fattening equal to twice the damage dealt.
Word of Famine
Evocation cantrip
- Classes: Cleric, Druid, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d8 necrotic damage; otherwise, it takes 1d12 necrotic damage. The target also loses fattening equal to twice the damage dealt.
Word of Feasting (Toll the Fed - in module)
Burn Fat
1st-level Transmutation
- Classes: Cleric, Paladin
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
With a touch, searing pain burns away excess weight. Make a melee spell attack. On a hit, the target takes 4d4 fire damage and loses fattening equal to the damage taken.
At Higher Levels. The weight damage increases by 2d4 for each spell slot level above 1st.
Chaotic Corpulence
1st Level Evocation
- Classes: Sorcerer
- Casting Time: 1 action
- Range: 15 ft
- Components: V, S
- Duration: Instantaneous
Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw. A creature takes 1d8 fire damage and 1d8 cold damage on a failed save, or half as much damage on a successful one. If the amount of fire damage a creature takes does not match the amount of cold damage it takes, it gains or loses fattening equal to the damage it takes, gaining if it took more cold damage, or losing if it took more fire damage.
At Higher Levels: The fire damage or the cold damage (your choice) increases by 1d8 for each slot level above 1st.
Exercisism
1st level transmutation
- Classes: Cleric, Druid
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a burnt candlewick)
- Duration: Instantaneous
A willing creature you touch loses 10% fattening and loses 1 hit point.
At Higher Levels: The number of fattening increases by 5% and hit points lost increases by 1 for each slot level above 1st.
Find Food and Drink
1st Level Divination (Ritual)
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an empty plate, bowl, or cup)
- Duration: Concentration, up to 1 hour.
The smell of food registers strongly on your senses. For the duration of the spell, you can find the shortest path to the nearest piece of food or drink and you have advantage on Survival checks to forage.
Fattening Jest
1st-level Enchantment
- Classes: Bard, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V,
- Duration: Instantaneous
You make a joke at the expense of one creature of your choice within range's weight, laced with a subtle enchantment. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d10 Psychic damage, gaining fattening equal to the damage dealt, and halving their speed until the end of their next turn. On a successful save, the target takes half as much damage and their movement speed is not halved.
At Higher Levels. The damage increases by 1d10 for each slot level above 1st.
Feed (Conjure Food - In Module)
Gaseous Rupture (Tempestuous Indigestion - In Module)
Hearty Tonic - In Module
Heavy Smite
1st level Evocation
- Classes: Paladin
- Casting Time: 1 bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Touch
- Components: V
- Duration: Instantaneous
You channel your weight into a single crushing blow and strike with devastating force, dealing an additional 1d8 Force damage. Additionally, the target must make a Constitution saving throw. On a failed save, until the end of the target's next turn, they subtract your weight points from their strength and dexterity saving throws.
Modify Metabolism
1st level Transmutation
- Classes: Artificer, Bard, Wizard, Warlock, Sorcerer, Ranger
- Casting Time: 1 action
- Range: Touch
- Components: V,S
- Duration: 24 hours
With a touch, you alter a creature’s metabolism, either increasing or decreasing the amount of calories they burn over the day. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, at the end of their next long rest when calculating the their weight gained, the number is affected in one of the following ways of your choice:
Increase: They convert all stuffing to fattening at a 1:1 ratio.
Decrease: They do not gain any weight from stuffing.
Resize
1st-level transmutation (ritual)
- Classes: Artificer, Bard, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a needle and thread, and an appropriate amount of fabric which the spell consumes)
- Duration: Concentration, up to 1 minute
With a series of arcane measurements, you change the dimensions of nonmagical cloth outfits, instantly retailoring them. You can tailor up to six sets of clothes to fit their wearers (using more fabric as necessary) or hem a single one in to the point of unusability.
Hem in. Alternatively, choose one creature in range that you can see wearing nonmagical clothes. The creature makes a Strength saving throw. On a failure, the clothes shrink and constrict them, dealing them 1d6 force damage and the creature becomes Restrained. If they succeed, they take half as much damage and rip through the outfit, damaging it but avoiding the restrained effect. This damage is only cosmetic, and does not impede the use of armor. A creature Restrained in this way can use its action to make another Strength save to end the spell. On a success, they force their outfit to retain its original size and the spell ends.
At Higher Levels. You can affect more kinds of materials. With a 2nd level spell slot, you may target leather armor in addition to clothes. With a 3rd level spell slot, the spell can affect armor made from mundane metals. With a 4th level spell slot, the spell works on adamantine, mithril and other mystical materials, though it thins or thickens the material rather than conjuring more of it. With a 5th level spell slot, it can affect magical clothing and armor.
Syrup Trap
1st level conjuration
- Classes: Artificer, Druid, Ranger
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S, M (a sprig of peppermint)
- Duration: Concentration, 1 minute
Dence, sticky syrup covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the syrup appears, each creature standing in its area, and a whenever a creature enters the area for the first time or ends its turn there, must succeed on a Strength saving throw or have their speed reduced to 0.
A creature stuck by the syrup can use its actions to make a Strength check against your spell save DC. If it succeeds, it regains its movespeed. A creature slowed by the syrup may also try to eat the syrup that is sticking to it, using an action to attempt an Eating check against your spellsave DC to clear it from their space. On a success, they gain stuffing equal to half your spellcasting ability modifier (rounded down) and the space is no longer covered in syrup.
Tango’s Tincture
1st level evocation
- Classes: Artificer, Druid, Ranger
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (leafy greens worth 1sp, which the spell consumes)
- Duration: Concentration, up to 1 minute
You feed a creature a magical restorative leaf. For the duration of the spell, the target regains a 1d4 hit points at the end of each of its turns and gains fattening equal to the number of hit points it regained. The spell ends early if the target falls to 0 hit points.
At Higher Levels: The healing increases by 1 hit point for each level above 1st.
Body Barrier (Asset Barrier)
2nd-level Transmutation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
One target creature you can see within range must make a Constitution saving throw. If it fails, the creature's body balloons dramatically in size for the duration. For the duration of teh spell, the creature is considered one size category larger, creatures cannot pass through their space, the creature's weight is effectively quadroupled by the increased size and they gain the immobilized condition.
Dietary Curse
2nd level enchantment
- Classes: Bard, Cleric, Paladin, Sorcerer, Wizard, Warlock
- Casting time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You designate a creature you can see within range and afflict them with a dietary curse. The target must succeed a Wisdom saving throw or be cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
-
Any food the target consumes becomes calorie rich and causes them to gain fattening equal to the amount of stuffing gained.
-
Any food the target consumes saps calories and causes the target to lose fattening equal to the amount of stuffing gained.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. Using a spell slot of 4th level or higher grants a duration that does not require concentration.
Emburden
2nd level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lodestone and iron filings)
- Duration: Concentration, up to 1 minute
At your command, the gravity for a specific creature intensifies. You force a creature that you can see within range to make a Strength saving throw. On a failure, until the spell ends, the creature makes all Dexterity checks and Dexterity saving throws with disadvantage, its movement speed is halved, and its bulk limit is halved.
At Higher Levels: You can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Fat Transference (Transfer Fat - In Module)
Graceful Girth
2nd level transmutation
- Classes: Artificer, Bard, Druid, Ranger, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of oil)
- Duration: 8 hours
With a touch you allow the creature to be more agile, despite their weight. The movespeed reduction from being over their bulk limit is reduced by 5 and they have advantage against saving throws to not fall prone from the immobilized condition.
At Higher Levels: You can target one additional creature for each slot level above 2nd.
Immobilize Person
2nd-level Transmutation
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
Your magic temporarily fattens a humanoid creature into immobility. The target must make a Constitution saving throw or gain enough fattening to push them past their bulk limit and gain the immobilized condition, until the spell ends. Creatures without bulk limits instead gain 10d100 fattening until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends.
If you maintain concentration for the full duration on an unwilling target, the weight lasts until dispelled. If they complete a long rest without losing it, it is kept and added to their base weight.
At Higher Levels. You may target one additional creature per slot level above 2nd. The creatures must be within 30 feet of each other.
Narce's Fatness Arrow (Lipomantic Javeline - in module)
Sympathy Gain
2nd level transmutation
- Classes: Bard, Wizard
- Casting time: 1 action
- Range: touch
- Components: V, S
- Duration: 1 hour
You form a bond with a willing target. For the duration of the spell, any fattening gailed or lost by one member is halved, rounded down. The other member gains or loses the same fattening.
At Higher levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 8 hours. When you cast this spell using a spell slot of 4th level, the duration increases to 1 day.
Siphoning Smite
2nd level transmutation
- Classes: Paladin
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You lace your weapon with siphoning magic. The attack deals an extra 1d8 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. On a successful save, the spells ends.
You steal fattening equal to the amount healed from this spell.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d4 for each slot level above 2nd.
Stretch Stomach
2nd Level Transmutation
- Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You increase the elasticity of a creature’s stomach, allowing them to consume far more food than normal. The targets stomach capacity is increased by 2d8 + your spellcasting ability modifier
At Higher Levels. Increase the amount of additional food a creature can eat by 2d8 per each spell level above 2nd.
Weighing Ward
2nd-level abjuration
- Classes: Artificer, Bard, Cleric, Druid, Paladin
- Casting Time: 1 action
- Range: 30 feet
- Components: S, V
- Duration: 1 minute
You create an invisible ward on one creature within range. Until the spell ends, any creature that targets the warded creature with an attack or a harmful effect must first make a Constitution saving throw. On a failure, the warded creature gains resistance to the attack, while the attacking creature immediately gains fattening equal to twice the damage dealt.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Abyssal Stomach (In Module)
Aura of Lightness
3rd level transmutation
- Classes: Paladin, Ranger
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
Uplifting energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, and is centered on you. A number of creatures of your choice, up to your spellcasting ability modifier, in the aura are immune to the immobilized condition and have advantage on Dexterity saving throws and Acrobatics checks.
Bloat
3rd level transmutation
- Classes: Wizard, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small piece of string soaked in fat)
- Duration: Concentration, up to 1 minute
You pile fat onto someone else, using a willing body within range as the source (this can include yourself). When you first cast the spell, the target must make a Charisma save. On a success, 4d6 fattening is transferred from a willing creature to the target, and the spell ends. On a failure, 8d6 fattening is transferred from a willing creature to the target and, until the spell ends, you may use your bonus action every turn to automatically transfer 4d6 fattening to the target from a willing creature.
Fattening need not come from the same source every time you transfer and the spell ends if the target is ever outside the spell’s range, or if the target has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the fattening increases by 1d6 for each slot level above 3rd.
Drain (In Module)
Drink Strength
3rd Level Transmutation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (An iron band worn around the caster's neck)
- Duration: Concentration, up to 1 minute
You siphon away a creature's physical prowess into a stream of liquid strength, which you drink down, growing as you do. Make a melee spell attack. On a hit, the target is tethered to you by a magical stream of its own strength which flows into your mouth, takes 3d10 necrotic damage and suffers disadvantage in weapon attacks made using strength for the duration.
On each of your subsequent turns, you can take a Bonus Action to deal 1d10 necrotic damage to the target automatically. The spell ends if the target is ever further than 60 feet away or has total cover from you.
You gain fattening equal to the necrotic damage dealt and if you maintain concentration for the full duration, the target gains 1 level of exhaustion.
At Higher Levels. The initial damage increases by 1d10 for each slot level above 3rd.
Expanding Edict
3rd level enchantment
- Classes: Bard, Cleric, Druid, Paladin, Wizard
- Casting Time: 1 minute
- Range: 30 feet
- Components: V
- Duration: 1 week
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it Fattens equal to half its bulk limit each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the duration is 30 days. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Fat Feedback
3rd level abjuration
- Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a discordant blast of energy, attempting to disrupt a creature's spellcasting. The target must make a Wisdom saving throw; on a failure, they lose the highest remaining spell slot they have, up to third level. The target gains 1d12 fattening for every level of the lost spell slot.
At Higher Levels: When cast from a 4th level or higher slot, the target loses the highest remaining spell slot they have, up to the level of the spell slot used in casting Fat Feedback.
Healing Salve
3rd level evocation
- Classes: Artificer, Druid, Ranger
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an herbalism kit)
- Duration: Concentration, up 30 seconds
You touch a creature and apply a magic healing ointment. For the duration of the spell, the target regains a number of hit points equal to 2d4 + your spellcasting ability modifier at the end of each of its turns and Fattens equal to the number of hit points it regained.
At Higher Levels. The healing increases by 1d4 for each slot level above 3rd.
Heavy Transport (Ritual)
3rd level transmutation
- Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
- Casting Time: 1 minute
- Range: 120 feet
- Components: V, S
- Duration: 8 hours
A wheelbarrow, cart, table or other inanimate object of similar size and function comes to life at your command, accommodating its form and durability to allow creatures to rest excess body mass on it.
For the duration of the spell, you or a creature you choose can rest their weight on the object to aleviate the burden of their own size and allow them to ignore the movespeed penalty of being over their attuned weight or bulk limit. The object can become up to one size category larger to accomodate a creature, but if it needs to become larger you will need to find a larger object.
When the spell ends, the transport gradually returns to its original form, giving the rider 1 minute to get off of it. The spell ends if you use an action to dismiss it or if the transport takes any damage. If a creature using this object falls prone the object breaks under them and is rendered useless as the spell ends.
Hypnotic Hunger
3rd-level Enchantment
- Classes: Artificer, Bard, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A piece of food worth at least 5 gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
Holding up a piece of food, You turn it into a massive feast of up to 20% stuffing worth of high-calorie food in a space adjacent to you and force a target you can see within range to make a Wisdom saving throw. A target that is immune to the charmed or ravenous condition is immune to this spell. On a failure, the target is charmed by you and ravenous, and must use their action to eat from the table, consuming 1d4 stuffing and gaining fattening equal to that amount. The target can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends and the remaining food dissipates into arcane energy. If the spell ends and the target has been eating for three rounds or more, they are stunned until the end of their next turn as they are struck by a feeling of immense fullness.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature, and create 10% more stuffing worth of food, for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Noxious Wave (Firey Disgorge- In module)
Overabundance
3rd level enchantment
- Classes: Artificer, Cleric, Druid, Ranger, Sorcerer
- Casting time: 1 action
- Target: A creature with food in its stomach
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You cause food to spontaneously multiply in a targeted creature’s stomach. When you cast this spell on a creature you can see, the target must make a Constitution saving throw. On a success, they gain 2d4 stuffing, and the spell ends. On a failure, they gain 4d4 stuffing, and until the spell ends, you may use your bonus action to cause the creature to gain another 4d4 stuffing. You may use a bonus action to switch the target to another creature, forcing the new target to repeat the initial saving throw. The spell ends if if your current target is ever outside the spell's range, if the target has total cover from you, or if the target succeeds on a saving throw against this spell.
At Higher Levels: The amount of food created on both the initial casting and on subsequent actions increases by 1d4 for each slot level above 3rd.
Redirect Repast
3rd level conjuration
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
Choose a creature within range. An unwilling creature can make a Charisma save, and if it succeeds, it isn’t affected.
For the duration of the spell, all food you swallow is instantly transported to the stomach of the target creature. Alternatively, when you cast this spell, you can choose for the spell to work in reverse, transporting food eaten by the target creature to your stomach instead.
The spell ends early if you cast this spell again. An unwilling creature can repeat the save when it takes overstuffing damage, ending the spell on a success.
At Higher Levels: When you cast this spell using a spell slot of 4th level, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th level, the duration is 24 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 week. When you cast this spell using a spell slot of 8th level, the duration is 1 month. When you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
Stretch/Compress
This spell is functionally a less pwoerful Enlarge/Reduce
Alluring Feast
4th level enchantment
- Classes: Bard, Cleric, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (food worth at least 1 GP, which the spell consumes)
- Duration: Concentration, up to 1 hour
You create a feast in an unoccupied space within range. The feast occupies a 5 foot cube and consists of an amount of stuffing in high calorie food food equal to five times spellcasting ability modifier. Any creature that can see or smell the feast that moves or ends its turn within 10 feet of it for the first time must succeed on a Wisdom saving throw or be charmed by you. A creature which eats the food made by this spell or has the ravenous condition automatically fails this save. The feast produces an amount of food in stuffing equal to your spellcasting ability modifier per creature charmed by you in this way at the start of each of your turns.
While charmed in this way, a creature must spend its movement and action to move towards the feast and eat the food provided by it, eating 2d8 of the stuffing available. The creature doesn't move into obviously dangerous ground.
A creature charmed by the Feast can repeat the saving throw against its effects on the end of each of its turns and has advantage on the saving throw if they are at or above their stomach capacity. On a success, it is no longer charmed by you and cannot be charmed in this way until after its stomach next becomes empty. If the food runs out, the spell ends
Create Fattening Food and Drink (Conjure Feast in module)
Immobilizing Smite (Embulking Smite)
4th level evocation
- Classes: Paladin
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The attack deals an extra 4d6 force damage to the target, and the target must make a Constitution saving throw.
On a failure, the target gains enough weight to set it over its bulk limit for the duration. A creature without bulk limits instead gains 10d100 pounds for the duration.
Fatball (Sizeball in module)
Flabling Bolt (Lipomantic Lightning in module)
Nature’s Bounty
4th level conjuration
- Classes: Druid, Ranger
- Casting Time: 1 action
- Range: 90 ft.
- Components: V, S, M (a sappy plant stem)
- Duration: Concentration, up to 1 minute
Writhing, sappy vines fill a 15-foot radius, 20-foot tall cylinder on the ground that you can see within range. For the duration, these vines turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 4d6 stuffing damage and be restrained by the vines until the spell ends. A flying creature is harmlessly pulled to the ground. A creature that starts its turn in the area and is already restrained by the vines gains 2d6 stuffing. A creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Charming Hypnotism (Sexual Hypnotism)
4th-level Enchantment
- Classes: Bard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You augment your physicality with an enchantment that elicits raw attraction from those who gaze upon you, coupling it with a visual showcase for added effect. One characteristic of your choice, such as your belly, backside, or smile, augments drastically and becomes the most spectacular feature on your body, and anyone who looks at you for the duration of the spell must make a Wisdom saving throw or be charmed by you. Anyone who would not normally be attracted to you or the body parts on display has advantage on the saving throw.
Softskin (In module)
Amazonian Figure
5th-level Transmutation
- Classes: Cleric, Druid, Paladin
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour.
With a touch, you endow a friendly creature with the build of a magically sculpted amazon, even if it may be buried under fat. The target's bulk limit doubles for the duration of the spell, as well as their carrying capacity and jump distance.
Additionally, the target has advantage on Strength checks made to move, lift, or break objects or attacks made to grapple creatures.
Blueberrify (Carbonated Concoction in module)
Fat Surge
5th-level Transmutation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You snap your fingers to flood a creature within range with lipomantic magic. Make a ranged spell attack against a creature within range. On a hit, they gain 8d10 fattening. At the end of each of their turns for the duration they gain extra fattening equal to half the amount initially gained (rounded down). Each successive amount of fattening they gain is half the previous amount.
Fist of the Feeding Star (Thadryn's Feeding Frenzy in Grimoire of Gorging)
Immobilize Monster
5th-level Transmutation
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
Your magic temporarily fattens a creature into immobility. The target must make a Constitution saving throw or gain enough fattening to push them past their bulk limit and gain the immobilized condition, until the spell ends. Creatures without bulk limits instead gain 10d100 fattening until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends.
If you maintain concentration for the full duration on an unwilling target, the weight lasts until dispelled. If they complete a long rest without losing it or dispelling it, it is kept and added to their base weight.
At Higher Levels. You may target one additional creature per slot level above 5th. The creatures must be within 30 feet of each other.
Portly Portent
5th level divination
- Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (candle wax)
- Duration: 1 hour
You foresee a future where you narrowly dodge a number of hazards or perils, but are much heavier. For the duration of the spell, you cannot be surprised and have advantage on all saving throws, and when you trigger a trap or are targeted by an attack that your allies are not aware of, you have enough time to shout out one word to warn them. Each time you roll a saving throw or recieve one of its other benefits while this spell is in effect, you gain 4d10 fattening.
Rampant Vitality
5th level transmutation
- Classes: Artificer, Cleric, Druid, Paladin
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
This risky spell channels an overload of life energy through your body. Your health and physical prowess are greatly augmented, but the excess power raging through your body is absorbed, manifesting on your frame as fat. For the duration of this spell, your Strength and Constitution scores are each increased by 4, and you gain 20% fattening at the end of each of your turns.
When this spell ends, you suffer a further backlash as the accumulated life energy coalesces all at once, causing you to put on a surge of weight. For each round the spell lasted, you gain 5d20% fattening.
Slavering Beast
5th level enchantment
- Classes: Druid, Ranger, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (alchemist’s supplies)
- Duration: Concentration, up to 1 minute
You force a creature you can see to make an Intelligence saving throw. A willing creature can fail the save. If it fails, the target’s maw becomes a natural weapon which deals 1d12 piercing damage on a hit. The natural weapon is magic and has a +2 bonus to attack and damage rolls made with it.
For the duration of the spell, the target regards all creatures it can see as enemies, allies included. Each time the target takes damage, it can repeat the save, ending the effect on a success. At the beginning of each of its turns, the target must use its movement to move toward the nearest creature by the shortest path possible and use its action to bite it if it is within reach. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Slovenly Plague
Admitedly I don't really want this one used at the table
Collapse
6th level evocation
- Classes: Bard, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A creature you choose within range must make a Constitution saving throw. On a success, the target takes 5d6 force damage. On a failure, the target takes 12d6 force damage, or twice as much damage if the target has the immobilized condition or is above its attuned weight, and it loses all extra fattening they have, ending any spell that caused it to gain weight (such as Immobilize Monster).
Food Coma (Fatnap)
6th level enchantment
- Classes: Bard, Cleric, Druid, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a downy feather)
- Duration: 1 hour
You make a soothing gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. A creature with 0 hit points is unaffected. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. A target gains 1% fattening every minute (60 in one hour). If a target has at least 10% stuffing and remains unconscious for the full duration, that target gains the benefit of a long rest, even if it has benefited from a long rest within the past 24 hours, and it can't be affected by this spell again until it finishes a long rest not given by this spell.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional willing creature for each slot level above 6th.
Investiture of Fat
6th level transmutation
- Classes: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Your body suddenly swells with additional fat, granting you toughness and extraordinary inertia. You are swathed in thick layers of adipose, and you gain the following benefits for the duration of the spell:
- You have resistance to bludgeoning, piercing, slashing damage, and force damage
- Your weight quadruples. You cannot be moved against your will, and are immune to effects that would reduce your movement speed. You ignore any penalties imposed by being over your bulk limit or attuned weight.
- You increase in size by one size category, growing to the extent that your surroundings allow. You gain advantage on Strength ability checks and saving throws, and the extra force behind your blows means all melee weapon attacks deal an additional 1d4 damage.
Your clothing and equipment grow with you, and are not harmed by this spell.
Hungering Trance (Narce's Hypnotic Trance)
6th-level Enchantment
- Classes: Bard, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a creature and send them into a hypnotic, hungering trance of healing. An unwilling creature may make a Wisdom saving throw to negate this effect, but otherwise, the creature enters a trance for the duration of the spell. The target is unresponsive to creatures that attempt to interact with it, but will seek out any food within their sight range and attempt to consume it. Any food consumed is immediately digested and gained as fattening instead of stuffing. For each percent of fattening gained this way, the target regains 1 hit point. If the target takes damage while under the effects of the spell, the spell ends.
Amplify Gravity
7th level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a lodestone and iron filings)
- Duration: Concentration, up to 1 minute
This spell amplifies gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures have their bulk limits quartered, any objects have their weights quadrupled, and any ground in the area counts as difficult terrain. Creatures in the area suffer disadvantage on Dexterity checks and Dexterity saving throws. A flying creature that isn’t on the ground at the end of each of its turns must succeed on a Strength saving throw or fall. Creatures in this area take twice as much damage from falling.
Raze Restraint
7th level enchantment
- Classes: Bard, Cleric, Warlock
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a snapped chain link)
- Duration: Concentration, up to 1 minute
Up to 10 creatures you can see within range must make an Intelligence saving throw. On a success, a creature takes 3d10 psychic damage and the spell ends. On a failure, a creature takes 6d10 psychic damage, Fattens equal to the damage it took, and for the duration of the spell, the target is Ravenous.
Adipose Armor
8th Level Abjuration
- Classes: Sorcerer
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 8 hours
Your fat surges and billows to deflect and absorb damage. For the duration of the spell, you have resistance against bludgeoning, piercing, slashing, and force damage, as well as against one of acid, cold, fire, lightning, poison, or thunder damage (your choice), and whenever you take damage of one of the types this spell grants you resistance to, you gain fattening equal to the damage you took.
Cornucopia
8th Level Transmutation
- Classes: Bard, Cleric, Druid
- Casting Time: 1 minute
- Range: 60 feet
- Components: V, S, M (a food vessel worth at least 100 GP, which is consumed)
- Duration: 24 hours
You transform a food vessel into a cornucopia which never stays empty for long. For the duration of the spell, the cornucopia fills up with calorie rich food whenever a creature holding it speaks the name of the food it desires. The cornucopia can hold 1 pound of any liquid or solid food, cleaning itself between uses, and it cannot spill; a creature must use its bonus action to take and consume food from the cornucopia. Food generated by the cornucopia preserves for a number of days equal to your spellcasting modifier, and drink lasts twice as long before becoming stagnant. A creature gains 1d6 fattening and heals as many hit points after eating 1 pound of food from the cornucopia. Casting this spell on the same vessel every day for a month makes the transformation permanent.
Summon Gluttony Demon (Summon Fatcubus)
8th Level Conjuration
- Classes: Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood spilled within the last 24 hours)
- Duration: Concentration, up to 1 hour
You profess insatiable hunger, summoning a gluttony demon. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
Lipomantic Storm (Dessert Storm)
9th Level Conjuration
- Classes: Druid, Sorcerer
- Casting Time: 1 action
- Range: sight
- Components: V, S
- Duration: Concentration, up to 1 minute
A fattening maelstrom forms in a cylinder with a radius of 360 feet and up to 5,000 feet tall, centered on a point you can see, and the area becomes lightly obscured for the duration of the spell. Howling winds kick up biting snow with vicious, thundering gales. Each creature in the area of the maelstrom when it appears must make a Dexterity saving throw. On a failed save, a creature takes 2d4 thunder damage, fattens up equal to the damage taken, and is blinded until the end of their next turn. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Frigid wind chills the air. Each creature and object under the cloud takes 1d6 cold damage and fattens equal to the damage taken.
Round 3. A crackle of lightning kicks up through the maelstrom. Six creatures of your choice within the maelstrom’s area are struck by bolts of lightning. A given creature can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one, and fattens equal to the damage taken.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10. Gusts and freezing rain assail the area under the malestrom. The maelstrom’s area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage and is fattened equal to the damage taken. Ranged weapon attacks in the area are impossible. The swirling ice and buffeting wind counts as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Knights of the Round
9th Level Conjuration
- Classes: Cleric
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S, M (a figurine of a knight worth 100 gp)
- Duration: Instantaneous
You call upon legendary knights of bounty to form a cordon of culinary might. The area of the cordon consists of up to thirteen 10-foot cubes, which you can arrange as you wish.Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 8d10 stuffing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one summoned knight is affected only once.
Sculpt Flesh (in module)
Artificer
Dietary Demolitionist Specialist
A chaotic visionary, wielding an array of experimental explosives that burst with more than firepower. They decimate waistlines, cloud the battlefield, and shake the ground with every blast. Where others see a feast, they see an explosive waiting to be weaponized. Every grenade is a recipe for disaster, turning battlefields into smoking craters and swollen silhouettes.
Tools of Demolition
When you adopt this specialization at 3rd level, you gain proficiency in improvised weapons. Additionally, you gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with another set of artisan's tools of your choice.
Dietary Demolitionist Spells
| Level | Spell |
|---|---|
| 3rd | Modify Metabolism, Conjure Food |
| 5th | Dietary Curse, Weighing Ward |
| 9th | Firey Disgorge, Overabundance |
| 13th | Conjure Feast, Softskin |
| 17th | Feeder FrenzyBGoG, Portly Portent |
Bloat Bomber
Also at 3rd level, your grenades are as unpredictable as they are devastating, bursting with force, fumes, or fattening feasts. As a magic action, you can use alchemist's supplies or tinker's tools to magically create a number of grenades. You can create a number of grenades equal to your Intelligence modifier, regaining one use when you complete a short rest and all expended uses after finishing a long rest. You can also expend a spell slot of 1st level or higher in place of expending one of your uses.
When you create grenades, you determine which type of grenade you create for each one, choosing from the options on the Diet Grenades table. Each grenade has a different activation and a different set of effects. Any saving throws caused by your grenades are made against your Spell Save DC. Any grenades you have created become inert at the end of your next long rest.
Empowered Grenades
Starting at 5th level, your calculations sharpen- our bombs detonate with precision, leaving foes both broken and bloated. You can add your Intelligence modifier to the damage rolls of your Diet Grenades.
In addition, you add an additional damage die to the damage roll of your damage dealing Diet Grenades. They deal an additional damage die at 11th, and 17th levels.
Experimental Grenades
Starting at 9th level, you can hurl concoctions that warp hunger itself or conjure barricades of protective energy. You add the Experimental Grenade types to your Diet Grenades list. You may craft them once, regaining the ability to do so when you complete a long rest.
Lingering Explosives
Starting at 15th level, your bombs cling to the battlefield like stubborn grease as though even the terrain itself remembers your blasts. Any grenades with an effect with a duration of 'until the end of your next turn' have the duration increased to 'for a number of rounds equal to your Intelligence modifier (minimum 2)'. You also add your Intelligence modifier to the roll of your Barrier grenades and you now regain the ability to craft your Experimental Grenade after you complete a short or long rest.
Diet Grenades
| Grenade | Activation |
|---|---|
| Dense Fog | Throw to a location up to 60 feet away as a magic action. The area within a 10 foot radius of that location is heavily obscured until the end of your next turn. |
| Explosive | An improvised throwing weapon with a range of 30/60. A struck target and any creature within 10 take 1d10 force damage. |
| Calorie Bomb | An improvised throwing weapon with a range of 30/60. A struck target and any creature within 5 feet of them take 1d8 fattening damage. |
| Noxious Fumes | Throw to a location up to 60 feet away as a magic action. All creatures within a 10 foot radius of that location must make a Constitution saving throw or take 1d8 inflation damage. |
| Food-packed | An improvised throwing weapon with a range of 30/60. A struck target and any creature within 5 feet of them 1d8 stuffing damage. |
Experimental Grenades
| Grenade | Activation |
|---|---|
| Appetite Stimulant | Throw to a location up to 60 feet away as an action. All creatures within a 5 foot radius of that location must make a Wisdom saving throw or become Ravenous until the end of your next turn. |
| Barrier | Throw to a location up to 60 feet away as a bonus action. All allies within a 10 foot radius of that location gain 1d10 temporary hit points. |
Barbarian
Path of the Boulder
A boulder does not think, it does not scheme, it simply rolls. And yet, once it begins its descent, nothing can hope to stop it. Barbarians who follow this path embody that same unstoppable force. They are great, fumbling brutes who crash through battle like a rolling boulder through a wooden cart. Where others fight with finesse or cunning, these warriors simply throw their weight forward, trusting that raw momentum will smash apart whatever dares stand in their way.
Originally Path of the Crushing Flesh
Boulder Save DC
Some features of this subclass will call for a saving throw. The DC is calculated as follows:
Boulder Save DC
Mountainous Bulk
When you take this path at 3rd level, your rage manifests as overwhelming blubber and presence. While raging, you rapidly swell yourself with flab and are treated as one size category larger than you normally would be (to a minimum of Large) from sheer weight alone, though your weight points do not change. Your weapons and armor increase to match your stature, and your weapon attacks deal an additional 1d4 damage due to your heavier swings.
Boulder Rush
Also at 3rd level, you can plow through foes with reckless abandon. While raging, you can move through the spaces of creatures your size or smaller.
Smaller creatures. When you enter their space, they are shoved aside into the nearest unoccupied space and must make a Strength saving throw. On a failure, they fall prone and take bludgeoning damage equal to your Rage Damage + your weight points.
Creatures your size. They make a Strength saving throw when you attempt to enter their space. On a success, they hold their ground and you must either find a way around them or stop. On a failure, they are shoved aside, knocked prone, and take damage as above.
A creature may only be subjected to this saving throw once per turn.
Unstoppable Tumble
Starting at 6th level, your momentum makes you impossible to slow. While raging, you cannot be restrained or have your movement reduced by nonmagical means, including difficult terrain or the hindrance of your own size.
Groundbreaker
Starting at 10th level, you can crash into the ground with such force that the shockwave topples those around you. As an action while raging, or as a bonus action immediately after taking the Dash action, you may throw yourself prone.
All creatures of your choice within 20 feet must make a Strength saving throw. On a failure, they are knocked prone and take bludgeoning damage equal to your Rage Damage + your Constitution modifier + 1d4 per weight point you possess. On a success they take half damage and are not knocked prone.
Creatures already prone automatically take the damage and must instead make a Constitution saving throw or be stunned until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Avalanche Titan
Starting at 14th level, your unstoppable presence grows even more overwhelming, increasing the potency of your other abilities. Your features improve as follows:
Mountainous Bulk. The bonus weapon damage from Mountainous Bulk increases to 2d4.
Boulder Rush. Creatures who fail the save take additional damage equal to your Strength modifier.
Unstoppable Tumble. You now negate any and all penalties for being over your bulk limit, including immunity to the immobilized condition.
Groundbreaker. The range increases to 40 feet.
Bard
College of the Weighted Dice
Gambling and gluttony. Greed and excess. The thrill of leaving your fate to a roll of the dice is addicting to some, especially when stakes are high. And what higher stakes are there than your own body? A bard of the College of the Weighted Dice puts their own figure on the line even as they manipulate the weights and luck of their allies.
Originally College of Fattening Fate
Heavy Stakes
When you join this college at 3rd level, every toss of the dice fattens or slims you, your own body the pot in a gamble you can’t refuse. when you expend a use of your Bardic Inspiration, roll 2 rolls of your bardic inspiration. If one result is even and the other is odd, you gain fattening equal to the sum of the results. Otherwise, you lose fattening equal to the sum of the results.
Dice of Fate
Also at 3rd level, your dice clatter like bones across the table, each spin and fall binding magic to your reckless bets. you gain proficiency in the Dice set, if you were not already, and may use it as a spellcasting focus for your bard spells.
Loaded Dice
Lastly at 3rd level, weight and luck stick to your hands as you rig the odds, slipping a roll to an ally as easily as a card up your sleeve. When you regain Bardic Inspiration, roll once on the Weighted Rolls Table for each use of Bardic Inspiration you regain (rerolling repeats until all results are unique) and add each result to your Weighted Rolls. If you had any Weighted rolls available when you regain uses of Bardic Inspiration, you lose them and must roll for new ones.
You can use a bonus action and expend one use of Bardic Inspiration to grant one creature you can see within 60 feet other than yourself the benefits of a Weighted Roll in your Loaded Dice. After you grant a creature a Weighted Roll, remove it from your Loaded Dice.
Bag of Tricks
Starting at level 6, you palm a hidden roll for yourself, tipping fortune in your favor as you pad your own waistline. You can expend a use of your Bardic Inspiration to grant yourself the benefits of one of the Weighted Rolls in your Loaded Dice. A Weighted Roll used in this way is removed from your Loaded Dice.
Big Winnings
Starting at level 14, when the jackpot lands, fate swells your form with sudden excess as allies bask in the luck you’ve seized. Roll 1d4 and take the result from the Jackpot Table. You can replace one of the Weighted Rolls in your Fortune’s Hand with the result from this roll. Once you replace a Weighted Roll in this way, you must finish a long rest before you do so again. If you expend a use of Bardic Inspiration to grant a creature the benefits of one of these Weighted Rolls, the weight you gain or lose when you from the use of Bardic Inspiration is doubled.
| d20 | Weighted Roll |
|---|---|
| 1 | Gain advantage on your next ability check, and gain fattening for twice the result. |
| 2 | Gain advantage on your next Wisdom save or Wisdom check, and lose fattening for the total result. |
| 3 | Regain 1d8 hit points if you have any stuffing. Otherwise, regain 1d4 hit points. |
| 4 | Deal an extra 1d8 damage on your next damage roll if you have stuffing. Otherwise, deal an extra 1d4 damage. |
| 5 | The next saving throw a creature makes against one of your spells is made with disadvantage. if they fail, you gain fattening for ten times the spell's level. Cantrips are treated as a level 1 spell |
| 6 | Regain 1d8 hit points and creature you can see within 30 feet of you regains the same number of hit points, both fattening for the same amount. |
| 7 | Gain advantage on your next Constitution save, Constitution check, or Death Saving Throw, and fatten for the total result |
| 8 | Gain advantage on your next Strength save or Strength check, and gain fattening for the total result. |
| 9 | Gain advantage on your next Intelligence save or Intelligence check, and lose fattening for the total result. |
| 10 | Gain advantage on your next saving throw, and fatten for the total result. |
| 11 | The next time a creature deals damage to you, it takes 1d8 psychic damage and fattens for twice that amount. |
| 12 | Gain advantage on your next Dexterity save or Dexterity check, and slim for the total result. |
| 13 | Regain 1d8 hit points after you next damage a creature and fatten for twice the damage dealt. |
| 14 | Gain 2d8 temporary hit points and fatten for an equal amount. |
| 15 | The next attack made against you has disadvantage. If the attacker misses, they fatten for twice your Bard level. |
| 16 | Gain advantage on your next attack roll. If it hits, they fatten for twice your Bard level. |
| 17 | Either one disease or one condition afflicting you ends. The condition can be blinded, deafened, paralyzed, or poisoned. Fatten equal to your Bard level level. |
| 18 | The next enemy you hit has its speed reduced to 0 until the end of its next turn, and it fattens for the damage dealt to it. |
| 19 | Gain advantage on next Charisma save or Charisma check, and lose fattening for the total result. |
| 20 | The next time you fall to 0 hit points but not killed outright, you drop to 1 hit point instead. Lose fattening for twice your Bard level. |
| d4 | Jackpot |
|---|---|
| 1,2 | All allies you can see within 120 feet of you regain 2d10 hit points and gain +1 AC for 1 minute. This healing is doubled for anyone making Death saving throws. Each ally fattens for thrice the healing they receive. |
| 3,4 | All enemies you can see within 120 feet must make a Wisdom Saving Throw. A creature takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Each enemy fattens for twice the damage they take. |
Rite of the Flesh
Your rite damage is force. The damage you take activating this rite adds an equivalent number of pounds of fat to your body.
If you hit a creature that has body fat with your Rite of the Flesh, they gain fattening equal to twice the rite damage dealt to them. You may choose to lose an equivalent amount of fattening.
Upon reaching 11th level, the pounds of fattening equals twice the total damage dealt by the attack.
Blood Curse of Penance
Prerequisite: 7th level, Order of the Sin Eater
As a bonus action, you force a creature within 60 feet of you to consume their sins all over again. They must make a Wisdom Saving Throw. On a fail, they take psychic damage equal to your Blood Hunter level plus your Intelligence modifier, or half as much on a success, gaining fattening equal to twice the damage dealt. A creature that fails this Saving Throw is also stunned until the end of your next turn.
Amplify. The blood curse affects any number of creatures of your choice within 10 feet of the initial target.
Blood Hunter
Order of the Sin Eater
In a world where lipomantic creatures run wild, and the magic of flesh is a danger to the innocent, the order of the Sin Eater embraces this power as yet another tool to wield against the darkness. They empower themselves to literally consume curses and lipomantic energy, housing it in themselves in order to be repurposed into power to unleash upon their enemies.
Rite of the Flesh
When you join this order at 3rd level, you learn the esoteric rite Rite of the Flesh.
Consume Sin
Also at 3rd level, you learn the ancient technique of sin eating. You are able to cast Lesser Restoration spells without material components, though your renditions of them have the following alterations:
- The casting time is one minute, during which you perform an elaborate ritual that involves drawing the curse from the target, forming into a mass of energy which you then consume.
- Every time you use this ability, your weight increases by 10d6 pounds and your stomach is filled to bursting with dark energy, filling your stomach to maximum capacity. If you are already at this limit when you attempt to use this ability, you overtax yourself, consuming stuffing equal to your Blood Hunter level plus a roll of your rite damage die. If you have no maximum stomach capacity, you consume stuffing equal to 4d10 plus your Blood Hunter level. Stuffing gained in this way contributes 1 fattening for every 10 stuffing, rounded up, when you digest it over a long rest.
- Until your next long rest, you take only half of the damage you normally would when activating your crimson rites or empowering blood curses and have advantage on Saving Throws made to avoid being cursed.
- Any Creature whose sin you consume finds their body drained of mass. They lose 10d6 fattening.
You are able to use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after you complete a long rest.
Starting at 7th level, you can cast Remove Curse using this feature and at 13th level, you can cast Greater Restoration instead of Lesser Restoration using this feature.
Blood Curse of Penance
At 7th level, you learn to draw a target's sins from their body and use them as a weapon against them, gaining the new blood curse, Blood Curse of Penance. This does not count against your blood curses known.
Brand of the Sinner
At 11th level, you gain an additional benefit from your Sin Eating. When you use your Consume Sin ability, you also regain one of your expended uses of your Blood Maledict ability, and gain a number of Temporary Hit Points equal your Blood Hunter level.
In addition, your Brand of Castigation now visits the pain of the sins you consume on your foes. Half of the damage you would take from overeating is instead dealt to the creature suffering from your Brand of Castigation.
Unleash Sin
At 15th level, you learn to unleash the sins you have consumed upon your foes. As an action that you may only use while you are under the lingering effects of your Consume Sin ability, you can unleash sin. Your stomach empties of all of its contents without digesting them, and you unleash a burst of dark energy in a 30 foot cone originating from your position. Each creature caught within this area of effect must make a Constitution Saving Throw. Each creature that fails this saving throw take an amount of force damage equal to three rolls of your Rite Damage die, plus your Intelligence modifier, or half as much if they succeeded on the saving throw, and gain stuffing equal to four times the damage they took.
Once you have used this ability, you cannot do so again until you complete a long rest.
Intercept Sin
At 18th level, you can siphon curses in the act of being cast into yourself, sparing your allies from suffering their effects. As a reaction to a creature you can see within 30 feet of you being cursed, you may expend one of your uses of your Consume Sin ability to immediately consume the curse, preventing it from taking effect. Consuming Sin in such a rapid, reactionary fashion is dangerous, however, and has a number of side-effects.
- While the target creature does not lose any mass, as the curse did not manage to take hold on them, your body balloons as it tries to contain the rapid surge of dark energy. You gain double the amount of fattening you normally would, and your stomach fills beyond capacity as if you had consumed sin on a full stomach, even if it was empty when you used this ability.
- Your movement speed is halved until the end of your next turn, as you struggle to acclimate to such a sudden rush of dark energy.
- You inadvertently Unleash Sin in a random direction. This release does not expend your use of the ability, but you have no control over its aim and targets, and it does not empty your stomach of food as it normally would. Roll 1d8 to determine the direction you unleash the cone in.
Cleric
Athletics Domain
Some gods don’t hand out power for free- you must earn them with hard work and exercise. Those who take up the Athletics Domain aren’t afraid to push themselves and their allies' limits, torch their fat reserves, and train until their lungs burn and their muscles ache. They’re the kind who see heavy weights as an alter and every enemy as just another obstacle to crush on the road to a divine physique.
Originally Fitness Domain
Athletics Domain Spells
| level | Spells |
|---|---|
| 3rd | Burn Fat, Longstrider, Graceful Girth, Moonbeam |
| 5th | Aura of Lightness, Melf's Minute Meteors |
| 7th | Aura of life, Fire Shield (Warm Shield only) |
| 9th | Amazonian Figure, Flame Strike |
Burning Metabolism
When you join this domain at 3rd level, your body becomes a divine furnace that burns calories like coals. When you convert stuffing into fattening when you complete a long rest, you may choose to gain half the amount of fattening so long as you had done some form of physical activity during the day. Additionally, when you deal fire or radiant damage, or heal a target, you may choose for them to lose fattening equal to the amount of damage dealt or healed.
Waistline Warrior
Also at 3rd level, your faith and your body are sculpted together, chiseling away flab until the masterpiece underneath shines through. You learn the Trim cantrip if you don't already know it without impacting your nubmer of Cleric cantrips known. You also gain proficiency in your choice of either the Acrobatics or Athletics skills. If you already have both of these skills, you may instead gain a proficiency of your choice from those available to Cleric.
Burning Vigor
Lastly at 3rd level, you stoke the flames of your divine magic with every sprint, squat, or curl. When you roll for fire or radiant damage, you may use a use of your Channel Divinity to deal maximum damage instead of rolling.
Runner's High
Starting at 6th level, faith is about endurance- the rush of adrenaline as you push the body past its limits. As a bonus action you can touch a willing creature to cause a surge of energy. Until the end of their next turn, their movespeed is doubled, gain a +2 bonus to their AC, and have advantage on Dexterity saving throws. They may take an additional action, but it is limited to a single weapon attack, Dash, Disengage, Hide, or Utilize action.
When the effect ends, the heavy exertion causes the target's bulk limit is halved for 1 minute, causing it to immediately make checks to avoid the immobilized condition. If a creature already has their bulk limit halved when they benefit from this feature, they instead gain a level of exhaustion when it ends.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.
Peak Physical Performance
Startign at 17th level, you’ve become untouchable- an avatar of health, stamina, and sheer willpower. For every two years that pass, your body ages only one year.
In addition, your speed cannot be reduced by non-magical means, and you have advantage to avoid the paralyzed or restrained condition. You can use 5 feet of movement to automatically escape from nonmagical restraints and being underwater imposes no penalties on your movement or attacks.
Demonologist
Mastery of Seduction
Much like the alluring succubi, you have learned to read the appetites of others, reshaping yourself to whet their desires and bend their wills. With a glance or a whispered word, you can coax secrets, loyalty, or indulgence from even the most hardened hearts.
Originally College of Seduction
Seduction Spell List
| level | Spells |
|---|---|
| 3rd | Appeal, Charm Person, Shape Fat, Alter Self, Body Barrier |
| 5th | Expanding Edict, Size Envy |
| 7th | Charm Monster, Gluttonous Gambit |
| 9th | Dominate Person, Slavering Beast |
Bodyshaper
When you embrace this knowledge at 3rd level, flesh is your instrument, and you play it like a master. When you cast Appeal, the spell does not require concentration, and its duration is increased to a number of hours equal to half your Bard level. While under the effects of Appeal, you can take the Magic action to force a creature to make a Wisdom saving throw. On a failed save, you learn whether your form is appealing to them or not. On a success, the creature is immune to this effect until the following dawn.
In addition, as a bonus action, you can reshape your body as if using the Alter Self spell’s Change Appearance option. The new form retains the Appeal cantrip’s effects. This form lasts until the cantrip ends or you use another bonus action to revert to your natural state. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining one expended use when you finish a short rest and all uses when you finish a long rest.
Open Book
Starting at 6th level, your charms sharpen, letting you peel back the facades of those under your sway. When you successfully charm a creature, you gain the following benefits:
- As a bonus action, you can learn what appearance and gender(s) that the creature finds attractive.
- As a Magic action, you can designate a number of creatures equal to your Intelligence modifier (minimum of 1). Any creatures you have charmed treat those designated creatures as friendly.
Heart’s Confidant
Starting at 10th level, to those who fall for your charms you are more than an ally... more than just a trusted partner. You can cast Charm Person once without expending a spell slot. If the target fails its saving throw, the spell lasts until you complete a long rest, instead of its normal duration. While charmed in this way, the creature will answer your questions truthfully and to the best of its knowledge, regarding you as someone it deeply trusts and desires. When the spell ends, the target knows it was charmed by you.
Once you use this feature, you must finish a long rest before you can use it again.
Enslaving Allure
Starting at 14th level, a simple word, soft smile, or slap of your own belly can make their will entirely yours. While your Bodyshaper feature is active and a creature is attracted to your current form, you can cast Dominate Person on that creature without expending a spell slot. As long as they can see or hear you, they make their saving throws against the spell with disadvantage.
Once you use this feature, you must finish a long rest before you can use it again.
Druid
Circle of the Harvest
In the wilds of the world, some druids take on the role of stewards of plant growth. They coax fruits and grains from the soil with ease, offering feasts where famine once ruled. Yet, nature’s bounty is not without danger- too much bounty can strangle, smother, and weigh down those who gorge without care. This is the Circle of the Harvest, where juicy fruits and wrathful vines sprout from the same plant.
Harvest Spells
| level | Spells |
|---|---|
| 3rd | Druidcraft, Goodberry, Tango's Tincture, Dietary Curse, Wither and Bloom |
| 5th | Overabundance, Plant Growth |
| 7th | Gourmand's Gift, Grasping Vine |
| 9th | Slavering Beast, Wrath of Nature |
Harvest Hand
When you join this circle at 3rd level, you gain proficiency with Cook’s Utensils, and whenever you make a Wisdom (Survival) roll to forage for food, you can find enough food to grant stuffing equal to your Druid level.
Additionally, when you use Druidcraft, you can use it to grow a sapling that produces a simple fruit with a quality of your choice. You can grow a number of fruits this way equal to your Wisdom modifier, regaining all uses when you complete a long rest.
Flowering Overgrowth
Also at 3rd level, you coax nourishment from even the stingiest soil, willing them to feed others and protect you. While on ground capable of growing plants, as an action you can make a ranged spell attack against a creature you can see within 60 feet. On hit, the target takes 1d8 bludgeoning damage, and gains stuffing equal to half the damage done (rounded down), and has their speed reduced by 10 until the end of their next turn. The damage of this feature increases by 1d8 when you reach 5th, 11th, and 17th levels.
Additionally, as a reaction to be targeted by an attack roll, you can spend a use of your Wild Shape to grow a flowering plant to protect you, providing half cover to you until the start of your next turn, so long as you don't move outside of a 10 foot radius from where you used it.
Banquet Ground
At 6th level, you call forth sudden growths of fruiting plants, lashing out at foes and force-feeding them on nature’s terms While standing with in patches of plants or vines, or on highly fertile soil, such as volcanic soil or fertilizer, you can add your Wisdom modifier to the damage rolls of spells that would cause stuffing damage or cause a target to gain stuffing. This leaves thick vines and flowering plants in the patch up soil, up to a 10 foot radius, around you. When you create protective plants with Growing Touch, those plants and the radius count as fertile soil for the purposes of this feature.
Bloom of Indulgence
At 10th level, each bloom swells and ripens with urgent haste to feed their bounty to an eager mouth. When plants protect you with Growing Touch, you gain three quarters cover instead, but you will gain stuffing equal to your Wisdom modifier.
Nature’s Overindulgence
At 14th level, the earth itself groans with your judgment, crushing them under the unbearable weight of their own consumption. As an Action, which can be performed while in a wild shape, you can force a target you can touch to make a Constitution save against your Spellsave DC. On a failure, their stuffing is multiplied by your Wisdom modifier, and they take Force damage equal to your Druid level.
You must complete a long rest before you use this feature again.
Fighter
Grill Warlord Archetype
A Grill Warlord isn’t just a fighter—they’re a performer. With steel in one hand and spice in the other, they slice, sear, and serve up pain in equal measure. Their kitchen is the battlefield and every clash of blades is dinner and a show.
Originally Battle Chef Archetype
Master of the Grill
Starting when you choose this archetype at 3rd level, you gain proficiency with Cook's Utensils and Brewer's supplies. You also gain proficiency with improvised weapons, as a chef can use a wide varity of utensils as weapons.
Style & Spice
Also at 3rd level, when you finish a short or long rest, you gain a number of Sizzle Points up to half your Fighter level (rounded down). You can have a maximum number of Sizzle Points equal to your Fighter level. You lose any Sizzle Points over this number when you finish a long rest. You can use Sizzle Points to perform various Battle Chef features. An attack can only be affected by a single Battle Chef feature that modifies an attack. You can Sizzle Points points in the following ways:
Critical Hit. When you score a critical hit with a weapon attack, you regain 1 spent Sizzle Point.
Killing blow. When you reduce a hostile creature to 0 Hit Points, you regain 1 spent Sizzle Point.
Chef's Specialty
By 3rd level, you have established a healthy knowledge of ingredients and their special magical properties. You can expend 1 Sizzle Point whenever you use a Specialty. If the target cannot eat, any specialties that require the target to eat something have no additional effect.
Specialty Save DC
Onion Volcano. When you hit with a melee attack, you flip a sizzling morsel into the foe’s mouth. The target must make a Constitution save or suffer disadvantage on attack rolls until the end of its next turn from the uncomfortable bloat and fiery indigestion.
Grease Splash. You splash hot oil from your pan or blade. On a hit, the target must make a Dexterity save or drop one held item of your choice.
Windleaf Garnish. You dust yourself with this sharp green herb mid-swing. When you make a melee attack, extend your reach by 5 feet for that attack.
Chilly Marinade. You coat your blade with frosty oils. On a hit, the target must make a Constitution save or have its movement speed reduced by 10 feet until the end of its next turn.
Belly Bump
Starting at 7th level, you can spend 1 or more Sizzle Points, up to a maximum equal to your Wisdom modifier, after a melee attack hits to follow it up with a blow from your body. If the attack hits, the target must succeed on a Strength saving throw against your Specialty DC or be thrust directly away from you 5 feet per point of Sizzle spent on the attack.
You can use this feature a number of times equal to your Wisdom modifier, regaining one use when you complete a short rest and all uses when you complete a long rest.
Grill Flare
Also at 7th level, you’ve mastered the grilling trick of igniting oil for cooking flare so well you can weaponize it. When you hit an enemy with a melee weapon attack, you can spend 1 or more Sizzle Points, up to a maximum equal to your Wisdom modifier, to ignite the oil on your weapon, causing the attack to deal an extra 1d6 fire damage per Sizzle Point spent.
Taste Test
Also at 10th level, you can eat one piece of food or drink one drink or potion as a free action, instead of a bonus action.
Spicy Aftertaste
By 15th level, you've learned of a variety of energy and stamina restoring herbs and spices. You can spend 1 Sizzle Points to use your Second Wind without expending one of its uses. However, this will cause you to gain fattening equal to the amount of health restored Once you use this feature, you cannot use it again until you complete a long rest.
Dragon Pepper
Starting at 18th level, you unveil your secret weapon. The Dragon Pepper, a calorie rich, dangerously spicy touch that fuels a frenzy of blows. As a bonus action, you can eat the Dragon Pepper, causing your attacks to score a critical hit on a roll of 18-20 for 1 minute. After the minute is over, you gain 10d10 fattening. Once you have used this ability, you can't do so again until you finish a long rest. If any creature besides you eats the Dragon Pepper, they do not receive its benefits, but still gain 10d10 fattening after 1 minute.
Knife Strikes Like Thunder
Also starting at 18th level, your blows ring out like a gong to announce the food is done. Whenever you score a critical hit on a Melee weapon attack, the force of your weight radiates out from the point of impact, causing enemies within 5 feet of the target to take thunder damage equal to your weight points (maxikum of 3).
Monk
Warrior of the Hunt
Look at this beauty! The Way of the Hunt’s not about bows or blades, nah- it’s about guts. You leap straight into the wild, bare-knuckled, and face a nasty beastie on its own turf. Every grabs’s a right proper dance with danger, every toss a test of your own grit. We aren't just fighters, mate. We're living with the wild, wrangling it, respecting it. To us, survival isn’t just about living another day- it’s about proving you’ve got the grit to stare down the wilderness and come out on top.
Originally Way of the Full Circle
Tracker's Grip
When you take this tradition at 3rd level, the first thing you need is a proper grip with strong arms, a broad back, and a hunger for danger. You gain proficiency in Athletics and Survival if you don’t already have them.
When you attempt to grapple, smother or shove a creature, you gain a bonus to the save DC equal to your weight points (maximum of 3).
Wrangling Techniques
Also at 3rd level, every beast you wrangle teaches you a new trick, be it a brutal grip or right nasty throw. When you use Flurry of Blows, you can attempt a shove or grapple without sacrificing damage. You also learn the following maneuvers fueled by Ki:
Wild Grip. You hold your foe down tight, like a gator’s death roll. When you would use an unarmed strike to attempt to grapple a target, you can expend 1 focus point to instead restrain them. While restrained by you, at the start of each of their turns, they take bludgeoning damage equal to your Weight Points (maximum of 5).
Wild Toss. Even if they don’t settle, ya show ‘em the dirt! As an action, you can throw a target you have grappled for a distance equal to 5 x your weight points (minimum of 1). They must make a Strength saving throw against your Monk Save DC, with disadvantage if they hit an obstacle or another creature. On a failed save, they and any struck creature or object fall prone and take bludgeoning damage equal to two rolls of your Martial Arts die.
Predator's Counter
Starting at 6th level, you don’t just dodge danger, you ride it and turn it back around. When you reduce damage to 0 with Deflect Attacks on a melee attack, you can immediatly attempt to grapple them as part of the same reaction. While grappled in this way, attacks made with the same weapon or attack type are made at disadvantage.
Bushman’s Stance
Starting at 11th level, once you plant your feet, you’re not going anywhere. While grappling a hostile creature, you gain resistance to bludgeoning, piercing, and slashing damage and add your weight points to any saving throw or abiity check against something that would move you against your will.
Additionally, if you begin your turn grappling a hostile creature, you gain temporary hit points equal to your Wisdom modifier.
Apex Wrangler
Starting at 17th level, no beast, no giant, no thrashing monster can shake you. Once per turn, you may spend 2 Ki points to make your next grapple or shove deal additional damage equal to your Martial Arts die + your Wisdom modifier + your weight points.
In addition, you can now grapple creatures up to 2 sizes larger than yourself, and they no longer automatically succeed when breaking free.
Paladin
Oath of the Blockade
The wall that cannot fall, the immovable bulk that turns aside death. When armies march and blades sing, they rise — not with speed or finesse, but with sheer, unyielding mass. No ally passes unguarded while they stand. They are the blockade. The fortress. A bulwark of flab that guards those who would be unable to guard themselves.
Originally Oath of Protection
Tenets of Protection
You are not simply a warrior; you are the main line of defense as a living barricade. Your creed is your size, your presence, and your refusal to yield.
Guard the Weak. You are their shield. Guard your allies; absorb the hits so that they don’t have to.
Stand Strong. Never let yourself be cowed by those who would put you aside.
Become a Barrier. Your bulk is not a burden. It is a blessing that you grow to become your armor.
Blockade Spells
| level | Spells |
|---|---|
| 3rd | Heavy Smite, Sanctuary |
| 5th | Enlarge/Reduce, Weighing Ward |
| 9th | Aura of Vitality, Redirect Repast |
| 13th | Immobilizing Smite, Heavy Bond |
| 17th | Amazonian Figure, Corpulent Counterstrike |
Bellyguard
When you take this oath at 3rd level, enemies cannot help but focus on you, as though the battlefield itself is calling their blades to your bulk. As an action, you call out your enemies and use a charge of your channel divinity, using your unmissable figure to draw the ire of their foes. You may choose a number of targets within 30 feet up to your Charisma modifier. A chosen target receives disadvantage if they attack any target other than than you. The effect lasts for one minute, while you concentrate on it as if on a spell.
Meat Shield
Starting at 7th level, your allies can fight under the shadow of your gut, safer within its wide embrace. Allies within 5 feet of you recieve a bonus to their AC equal to your weight points (maximum of 4) as attacks are blocked by your massive waistline. Attacks that miss because of this bonus deal half damage to you, reduced by your weight points (maximum of 5) + your Charisma modifier.
Wall of Flab
Starting at 15th level, you are anchored; a mountain of belly that will not shift for gods nor giants. While standing, you cannot be forced to move or knocked prone.
Colossal Blockade
Starting at 20th level, allies vanish into the shadow of your girth, shielded from all harm. As an action you become an unstoppable force on the battlefield. For one minute, you gain the following benefits:
- You grow to one weight category large than your current weight category, up tp Enormous
- Allies that weigh less than you behind you gain full cover
- As a bonus action, you can stomp on the ground to create a violent tremor. Targets must make a Strengh save or be moved a number of feet equal to 5 x your weight points (maximum of 3) in a direction of your choice.
Once you use this feature, you can’t use it again until you finish a long rest.
Priest
Clergy of Sloth
The members of this clergy embrace laziness, worshiping through idleness, indulgence, and the art of doing absolutely nothing. They teach that one should not be ashamed of preferring to sit around all day, eat, and not care what others think of it. To be content and slothful is no sin- it is the highest form of devotion.
Originally Slob Domain
Sloth Spell List
| level | Spells |
|---|---|
| 3rd | Conjure Food, Sleep, Emburden, Sluggish Manipulation |
| 5th | Slow, Tiny Servent |
| 7th | Alluring Feast, Culinary Guardian |
| 9th | Fat Surge, Girth of Lethargy |
Idle Snacking
When you join this clergy at 3rd level, you gain proficiency in the Eating skill and learn the Belch cantrip without impacting your number of Priest cantrips known.
Reward of Laziness
Also at 3rd level, one consequence of sloth is an excessive waistline, and this is treated as a glorious sign of worship. As a magic action, you bless a creature you touch with the sanctity of sloth for 1 minute. The creature gains resistance to overstuffing damage, and once per round when they would take bludgeoning, piercing, or slashing damage, they can use their reaction to reduce that damage by their Weight Points (maximum 5). Only one creature can benefit from this blessing at a time.
Aura of Somnolence
Starting at 6th level, you can exude the heavy, slumbering aura of divine laziness. As a magic action, you radiate a lethargic haze. A number of creatures of your choice, up to your Charisma modifier, within 30 feet must succeed on a Constitution saving throw or fall into a lethargic stupor for 1 minute. While lethargid they gain the following penalties:
- They yawn and groan constantly, and cannot perform verbal components of spells without spending a bonus action and succeeding on a DC 10 Concentration check.
- They have disadvantage on Intimidation, Performance, Stealth, Acrobatics, and Athletics checks.
- Their speed is reduced by 5.
Words of Laziness
Starting at 14th level, your Hunger Words carry the weight of a bordering food coma. When you use a Hunger Word on a creature, they must make a Wisdom saving throw or gain the effect of the Slow spell until the end of their next turn. If it is Hunger Word: Lethargy, the duration is instead increased by an additional round.
Food Coma
Starting at 18th level, you can plunge a creature into a deep slumber as if they had just finished an enormous meal. They must succeed on a Charisma saving throw or collapse into unconsciousness, as if affected by the Sleep spell.
If the target is Immobilized or over their stomach capacity, they make this saving throw with disadvantage. While they slumber, any creature within 30 feet that can hear them is distracted by their snores and loses focus, suffering disadvantage on attack rolls and ability checks unless they are hostile to the sleeper.
Once you use this feature, you must finish a long rest before you can use it again.
Pugilist
Rising Tide Fight Club
The flow of the ring isn’t enough when seeking to master the rhythm of the world’s greatest brawler. The ocean itself. Pugilists of the Rising Tide Fight Club learn to weave their fists like flowing currents, slip blows like water over stone, and crash down on their foes with the unstoppable force of a tide. To them, a fight isn’t just fists and fury- it’s a cycle of pressure and release, crash and calm, just like the sea.
Originally Way of the Crashing Wave
Fluid Footwork
Starting when you choose this tradition at 3rd level, you can call the water to your side to aid. As a bonus action, you can spend 1 Moxie point to control water around yourself for 1 minute. You must be near a source of water, such as a lake, to use this feature. The stance ends early if you are incapacitated, die, or choose to end it as a bonus action. Each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take cold damage equal to a roll of your Martial Arts die and inflate equal to twice the damage dealt.
While in wave stance, you gain the following benefits:
- You can add your weight points to the roll when making Strength checks and Strength saving throws.
- Creatures you strike, and yourself if you choose, gain inflation equal to half the damage dealt by your unarmed strikes.
- You unarmed strikes deal your choice of bludgeoning or cold damage.
- When using Stick and Move, you may move across the surface of water as though it were solid ground. At the end of your turn if you are still standing on water, you sink as normal.
Flooded Body
When you reach 6th level, you learn to fight best when you’re fully saturated with water. When you enter your Wave Stance, you may spend 1 additional moxie point to inflate up to your inflation limit. In addition, you gain the following benefits while in Wave Stance and at at least half your inflation limit.
Brinehide. You have resistance to bludgeoning, acid, and cold damage.
Liquid Step. You gain a swim speed equal to your move speed and can breath underwater. Additionally, you can gain one additional weight point for every 50 inflation you have.
Torrent Strike. When you successfully strike a creature with an unarmed strike, you may expend 1 ki point and forfeit any damage you would have dealt, and instead have them inflate for thrice the damage you would have rolled. Additionally, if the creature is large or smaller they must succeed on a strength saving throw (dc = 8 + your constitution modifier + your proficiency bonus) or be moved up to 10ft in any direction of your choice and knocked prone.
Rising Tide
Starting at 11th level, you’ve learned to let the waves carry instead of fighting against them. You no longer suffer penalties for being over your inflation limit. Additionally, you gain the following benefits:
Purifying Current. By spending 1 minute touching a willing creature and spending 2 ki points, you inflate the creature to their inflation limit and grant them the benefit of a Lesser Restoration spell.
Crashing Blows. While using your Wave Stance, once on each of your turns when you hit a target with an unarmed strike, you can deal extra damage to the target equal to your Weight Points (maximum of 4).
Comeback Surge. Whenever you cause a creature to bloat over their inflation limit, you may expend a reaction to regain 1 Moxie point and inflate equal to five rolls of your martial arts die. You still cannot have more focus points than normally allowed by your level.
Torrential Haymaker
Starting at 17th level, you’ve become a walking tidal wave that surges into those who don't respect the tides. When you exit wavestance, you expend 1 moxie point to expel all inflation you have as a pressurized stream at a target within a 30-foot line of you. They must make a Dexterity saving throw or take cold damage and inflate equal to 4 rolls of your Fisticuffs die. If they succeed, the next target behind them must make the saving throw.
You must complete a short or long rest before you can use this feature again.
Ranger
Wild Walker
Some rangers become more in tune with their aspects of the wild, eventually opening their bodies to protean energies of raw nature. These energies infuse the Wild Walker, giving them a bestial form possessed of the traits, instincts and raw hunger of the wild. As their connection to the wild deepens, their hunger intensifies and their form grow in strength.
Ravenous Hunter
When you join this Conclave at 3rd level, you gain proficiency in the Eating skill and your stomach capacity increases by an amount equal to twice your Ranger level.
In addition, your hunting prowess has been amplified to feed the beast within you. When you roll a Wisdom (Survival) check to forage and succeed, you find 4 times as much food as you normally would. On a failure, you find 2 times as much food as you normally would on a success.
Wild Nature
Also at 3rd level, choose a wild nature and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.
Prowler’s Instincts. You gain darkvision out to 60 feet. Additionally, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: AC, current hit points, movement speed, or one of your ability scores.
Charger’s Gait. Your walking speed increases by 5 feet. Starting at 11th level, this increases to 10 feet.
Survivor’s Grit. When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Wisdom modifier.
Feral Form
Lastly at 3rd level, you choose a feral form adaptation from the list below. As a bonus action, you can expend a use of this feature and adopt your feral form, manifesting your chosen adaptations. The exact nature and appearance of your adaptations are up to you, but should be appropriate to the effects of the feature. Your feral form lasts until you dismiss it as a bonus action or for 1 minute. Before your feral form ends, you can expend a spellslot of 1st level or higher to refresh its duration (no action required).
Note. Talk to your DM if you are running weight loss rules about time spent in your Feral Form contributing to that.
You can use this feature a number of times equal to your Wisdom modifier. You regain one use when you complete a short rest, and all uses when you complete a long rest.
Prowler’s Stealth. You have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured. In addition, any hit you score against a creature that is suprised is considered a critical hit.
Charger’s Aggression. Once on your turn when you make a weapon attack, you can move up to 10 feet closer to your target through any movement means available to you before making the attack. This movement is in addition to your normal movement speed, but can't be used if your speed is reduced to 0.
Survivor’s Durability. While you are not wearing any armor or a shield, your Armor Class is your Wisdom modifier + your Dexterity modifier. Additionally, when you are hit by an attack, you can use your reaction to gain resistance to bludgeoning, piercing, or slashing damage for that attack.
Natural Predator
At 7th level your wild nature deepens, and you gain one of the following features of your choice.
Prowler’s Senses. You gain Tremorsense out to 30 feet.
Charger’s Bloodlust. You gain a bonus equal to half your Wisdom modifier (minimum of 1) to attack and damage rolls against creatures with the Bloodied condition.
Survivor’s Endurance. You gain a number of temporary hit points equal to your Wisdom modifier at the end of each of your turns.
Feral Mobility
At 11th level, you choose a feral mobility adaptation from the list below.
Prowler’s Path. You have a swimming and climb speed of 30 feet. You can add your Wisdom modifier to calculating the duration for determining how long you can hold your breath.
Charger’s Wings. You have a flight speed equal to your speed. To use this, you can’t be wearing medium or heavy armor. Once per round, if you fly at least 30 feet straight toward a creature, and if your next melee weapon attack against it hits, the attack deals an extra 1d6 damage to the target.
Survivor’s Thorns. Any creature that strikes you in melee or begins their turn grappling you or grappled by you takes piercing damage equal to your Wisdom modifier.
Apex Predator
At 15th level your wild nature peaks, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.
Prowler’s Escape. You can Disengage as a bonus action. Additionally, you have advantage on saving throws made to escape a grapple or to end any effect that applies the restrained condition on you.
Charger’s Takedown. Once per round, if you move at least 20 feet in a straight line towards a creature, and if your next melee weapon attack against it hits, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Survivor’s Resilience. You gain advantage on all Strength, Constitution, and Dexterity saving throws against spells and other magical effects.
Feral Weapon
Also at 15th level, you choose a feral weapon adaptation from the list below.
Your feral weapon is a natural weapon appropriate to your choice which you can use to make unarmed strikes. When making unarmed strikes with this natural weapon, they deal 2d4 + your Strength or Dexterity modifier of the damage type noted in the feature.
Prowler’s Venom. This natural weapon deals piercing damage. If you hit a creature with this weapon, it must pass a Constitution save against your spell save DC or take 2d4 poison damage at the start of each of its turns for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.
Charger’s Savagery. This natural weapon deals slashing damage. If you hit a creature with this weapon, it and any creatures of your choice that can see you or the target within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened by you until the end of its next turn. Creatures besides the target you hit have advantage on this save.
Survivor’s Embrace. This natural weapon deals bludgeoning damage. If you attempt to grapple a target, you can still deal your unarmed strike's damage. Until this grapple ends, the target is restrained and you can attack that creature with this natural weapon as a bonus action.
Sorcerer
Fey Court Lipomancer
One moment they are a doting butler, feeding banquets conjured from thin air, the next a mischievous jester, swelling bellies with a flick of their wrist. They weave trickery into their steps, slipping unseen while leaving others full, fattened, and bewildered. To watch one in action is to see Fey magic stretched to its absolute extreme- laughter, feasting, and chaos all at once.
Originally Fey-heart Feeder
Fey Court Spells
| Spell Level | Spell |
|---|---|
| 3rd | Resize, Enlarge/Reduce |
| 5th | Heavy Transport |
| 7th | Softskin |
| 9th | Fat Surge |
Capricious Casting
When your magic manifests at 3rd level, you adapt to the capricious nature of the Fey, your magic changing its nature and purpose with each passing dawn. When you complete a long rest, flip a coin. On a heads, for the day your spellcasting is from the Butler spell list. On a tails, you prepare the Jester Spells. Starting at 6th level, you may flip the coin twice, choosing which result to take.
| Spell Level | Buttler Spells | Jester Spells |
|---|---|---|
| 3rd | Conjure Food, Stretch Stomach | Fattening Jest, Lipomantic Javeline |
| 5th | Overabundance | Drink Strength |
| 7th | Alluring Feast | Charming Hypnotism |
| 9th | Banquet Blast | Immobilize Monster |
Bonus Proficiencies
Also at 3rd level, you gain proficiency in Stealth. If you already have this proficiency, you instead gain a different proficiency from those available to Sorcerer.
Trickster's Stealth
Lastly at 3rd level, when you vanish, it is sudden, playful, and eerie- as though you’ve simply decided the world should not see you. you learn the Invisibility spell, which doesn't count against your number of Sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points and, when cast in this way, its casting time is 1 bonus action and it does not require verbal or material components.
Virulent Voracity
Starting at 6th level, with a glance, you infect others with ravenous compulsion, leaving them scrambling and slobbering for food. As an action, you can spend 3 sorcery points to infect a creature you can see within 120 feet with mindless hunger. The creature must make a Wisdom saving throw against your spellsave DC. On a failed save, the creature becomes charmed by you for 1 minute. While charmed in this way, the creature must spend its action, bonus action, and movement to seek out and devour the nearest food on each of its turns, and it cannot take reactions. The creature doesn't move into obviously dangerous ground.
The spell ends for an affected creature if it takes any damage. If someone else uses an action to attempt to shake the creature to its senses, the creature can repeat the saving throw with advantage. Targets of your choice who damage the creature or try to shake it to its senses must pass a Wisdom save or be charmed by you in this way for the remaining duration. A remove curse spell ends the effect early.
Fey Step
Starting at 14th level, you glide like a ghost through your prank victims, leaving behind a belly suddenly stuffed or a waistline suddenly swollen. While you are invisible, you gain a flying speed equal to your walking speed and can move through creatures as if their space were difficult terrain.
In addition, once per turn, when you fully pass through a creature, that creature must succeed on a Charisma saving throw against your spell save DC or suffer a Fey Court prank, based on which spell list you currently have:
Butler. You conjure a lavish morsel directly into their belly, causing them to gain 2d8 stuffing
Jester. Your magic playfully swells their frame, causing them to gain 2d8 fattening.
Form of the Feeder Fey
Starting at 18th level, you can shrink into a radiant, glowing sprite of excess- fluttering through the air, conjuring banquets and laughter, and vanishing between bites like a trickster of indulgence. As a bonus action, you can spend 6 Sorcery Points to adopt the form of fey for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
While in this form, you gain the following benefits:
- You gain a flying speed equal to your speed.
- You are affected by the Reduce effect of the Enlarge Reduce spell, reducing your size to Tiny instead of the normal decrease.
- You can cast Conjure Food and Fattening Jest at their base level without expending a spell slot or requiring material components.
- As a bonus action, you can turn invisible until the start of your next turn.
Warlock
The Ravenous Monstrosity Patron
Hunger is not just a mortal drive- it is a metaphysical force, a gnawing truth within the hearts of the greediest souls. Those who pledge themselves to patrons of indulgence, decadence, and gluttony are empowered not through restraint, but through embracing their deepest desires to consume. Their desire not only empowers them, but spreads to those around them as they slowly transform the world into a buffet full of gluttonous thralls.
Originally The Great Hungerer & Spirit of Indulgence
Great Hungerer Spell List
| Level | Spells |
|---|---|
| 3rd | Conjure Food, Fattening Jest, Steal Fat, Stretch Stomach |
| 5th | Abyssal Stomach, Hypnotic Hunger |
| 7th | Charming Hypnotism, Conjure Feast |
| 9th | Drain, Fat Surge |
Taste of Desire
Starting at 3rd level, your patron lets you sample the flavor of another’s craving, like a chef testing a stew. You have an innate sense of what a creature desires most and when they are feeling physically hungry. You learn the Detect Favorite Food spells without impacting your number of Warlock spells known and can cast it at its base level without expending a spellslot. When a target fails the saving throw against this spell, you learn the thing the creature desires most at the moment, as well as its stomach capacity and how much food is currently in their stomach.
You can use this feature once, regaining the ability to do so when you complete a short or long rest.
Otherworldly Hunger
Also at 3rd level, you gain Proficiency in your choice of the Eating and Feeding skills.
Banquet of Temptation
Starting at 6th level, you can conjure a piece of enchanted food or drink that disappears within 24 hours of creating it if uneaten. You may also enchant a piece of food you have conjured magically, such as through the Conjure Food spell. A creature that eats a piece of food enchanted in this way must make a Charisma saving throw with or be charmed by you for 24 hours. This charm ends if you or your companions do anything harmful to it.
Once you have successfully used this ability, you cannot do so again until you finish a long rest.
Weight in Satisfaction
Starting at 10th level, your indulgence strengthens you; the more you gorge yourself, the more your body swells with power. You can use your Charisma modifier to calculate your stomach capacity and for checks against Overstuffing. You also gain resistance to fattening damage, though you still gain the same amount of Temporary Weight. When you gain fattening without taking damage, you gain temporary hit points equal to your Charisma modifier.
The Avatar of Hunger
Starting at 14th level, you erupt into a titanic figure of excess, your hunger manifest, your body a flabby monster that cannot be stopped. You may use an action to transform into the Avatar of Hunger. You immediately digest all food in your stomach, gaining twice as much fattening as you normally would, and regaining a number of Hit Points equal to the amount of stuffing digested. The Shape of Hunger lasts 1 minute, and while transformed you receive the following benefits:
- Your size increases by one category, doubling in all dimensions and multiplying your weight by eight. If there isn’t enough room to double your size, you attain the maximum possible size in the space available.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon and spell attacks deal an additional 1d4 fattening damage.
- You become immune to fattening damage and gain double the amount of temporary weight.
- You are immune to the immobilized condition.
Once you use this feature, you can’t use it again until you finish a long rest.
Warlock Invocations
Pact of the Flesh
When you take this gift at 3rd level, you are infused with the otherworldly weapons and durability of your patron.
You gain a +1 bonus to your AC. You also gain claws, hooves, horns or any other natural melee weapon of your choosing which deals 1d6 bludgeoning, slashing or piercing damage (your choice). You can use your Charisma ability score instead of Strength when rolling for attack and damage rolls with your natural weapon.
Invocations that would benefit Pact of the Blade may also benefit Pact of the Flesh.
Warrior's Touch
Prerequisite: Pact of the Blade feature or Pact of the Flesh feature
Whenever you reduce a creature to 0 hit points with your pact boon feature, you may immediately use your bonus action to regain hit points equal to your Charisma modifier (minimum 1). If you do so, you gain fattening or inflation (your choice when you choose this invocation) equal to twice the health regained this way.
Flurry of Claws
Prerequisite: 5th level, Pact of the Flesh feature
When you take the attack action on your turn, you can use your bonus action to make an unarmed strike with your natural weapon.
Aspect of Terror
Prerequisite: 10th level, Pact of the Flesh feature, Realm Eater Patron
As an action, you can exhude an aura of terror by performing some action, whether it be roaring, stomping the ground, or some other gesture of intimidation, which causes enemies to react in fear. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Gift of Wings
Prerequisite: 15th level, Pact of the Flesh feature, Realm Eater Patron
As a Bonus Action, you sprout wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appearearance is based around the appearance of your patron. Once you use this trait, you can't use it again until you finish a Long Rest.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Hardened Flesh
Prerequisite: 15th level, Pact of the Flesh feature
You can cast Stoneskin on yourself at will, without expending material components.
Pact of the Bomb
Perhaps as a sort of sick joke, or perhaps your own body being unable to handle the power of your patron, you have made the pact of the bomb. Every day your body continues to expand, and when it grows too large you release it all as an explosion of power. Then you merely start growing all over again.
Filling Charge
When you complete a long rest, you begin to inflate with magic. At the start of each hour, roll a number of d4s equal to half your Warlock level, gaining inflation equal to the amount rolled. This amount of D4s of growth is considered your Charge.
When you reach at least 50 inflation, you are considered Primed to detonate.
In combat, the flow of magic from your pact increases. At the start of each of your turns, you inflate for one half of your Charge.
You cannot inflate past your inflation limit while outside of combat.
Detonation
When you are Primed, you may use your Action to detonate yourself. You lose all inflation, releasing it in a magical burst around you that can be heard up to 300 feet away. The radius of this explosion starts at 5 feet, but increases by 5 feet for every 50 inflation lost this way.
Each creature within range of your explosion must make a Constitution saving throw against your Warlock Save DC or take your choice of Force, Thunder, or Inflation damage equal to your Charge
At the end of each of your turns in combat, If you are at or above twice your inflation limit or 200 inflation (whichever is higher) you must make a Constitution Saving throw (DC = 10 + 1 per every 50 inflation you possess) or Detonate automatically.
Explosive Overdrive
Prerequisite: Pact of the Bomb
At the start of combat, if you are not considered Primed, you may trigger your Charge as a reaction and multiply the result by your charisma modifier. You cannot inflate yourself past your inflation limit using this invocation.
Oral Explosion
Prerequisite: Pact of the Bomb
Whenever you Detonate, you may use a cone instead that is twice the length of your burst radius.
Reactive Release
Prerequisite: Pact of the Bomb
Whenever a creature hits you with a melee attack while you are Primed, you can use your Reaction to lose 30 of inflation and fling yourself 10ft in any direction to a free space.
Eldritch Circulation
Prerequisite: Pact of the Bomb
Whenever your Charge causes you to gain inflation past your inflation limit, you can have any creature adjacent to you who is willing or restrained suffer the effects instead. Additionally, if you are Primed, you can use your bonus action to cause any creature grappled by you to become restrained instead.
Elemental Detonation
Prerequisite: Pact of the Bomb, 5th level
You gain additional control over your Detonation. You can choose to make your detonation deal your choice of Fire, Cold, Acid, Fattening, Lightning, or Poison.
Frenzied growth
Prerequisite: Pact of the Bomb, 5th level
Whenever your Charge causes you to inflate, you can add your Charisma modifier to the amount of inflation gained.
Restrained Explosion
Prerequisite: Pact of the Bomb, 7th level
When you use your action to Detonate, you may control the release, losing only half of your accumulated pressure, but also only dealing half damage.
Manifold Growth (Redundant)
Grand Detonation
Prerequisite: Pact of the Bomb, 11th level
If you are overtwice your inflation limit or 200 inflation, whichever is higher, the damage die of your Detonation increases to d8.
Eldritch Capacity
You use your Charisma modifier to calculate stomach capacity, stomach AC, and stomach escape DC
Feats
General Feats
Glutton (In main module)
Naturally Edible (Originally Natural Product)
Prerequisites: Level 4+, a race that is not inherently flesh, such as a plasmoid
Your body is naturally edible, able to pull pieces off to function as food to be eaten, granted the following benefits.
- Increase Constitution by 1, to a maximum of 20.
- As a bonus action, you can convert an amount of your body mass to edible food. You lose 1 fattening to create a number of pounds of food equal to the amount of pounds that weight would be, listed in the main module. You can convert an amount of fattening equal to your Constitution score, but must complete a long rest before you can produce any more.
Growth Spurt
Prerequisites: Level 4+
You can trigger a growth spurt that causes you to stand head and shoulders over your fellows. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- As a bonus action, you can increase your size by 1 category, up to a maximum of Large, for 1 minute. For the duration, you gain the following benefits.
- You gain temporary hit points equal to a roll of your highest hit die + your constitution modifier.
- Your height becomes twice the upper limit of your race's height (up to a maximum of 12 feet) and your weight quadrouples. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available.
You can use this feature once, but must complete a short or long rest before you use it again. Additionally, every time you use it, the amount of food you require for that day doubles.
Shrunken Advantage
Prerequisites: Level 4+
You can shrink yourself to a smaller size, allowing you to be more nimble.. You gain the following benefits:
- Increase your Dexterity or Constitution by 1, to a maximum of 20.
- As a bonus action, you can decrease your size by 1 category, up to a minimum of Small, for 1 minute. For the duration, you gain the following benefits.
- You can take the dodge as a reaction to being hit with an attack.
- Your height is halved (up to a minimum of 3 feet) and your weight is quartered.
You can use this feature once, but must complete a short or long rest before you use it again.
Honeyed Words (in main module)
Voracity (Redundant)
Epic Boons
Boon of Limitless Capacity
Prerequisites: Level 19+, Eating expertise
Your stomach has grown impossibly large, able to hold as much as you can cram into your jaws. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 30.
- You no longer have a maximum stomach capacity and the amount of food you can eat in a single action or bonus action is quadroupled.
- Successful Devour checks count for 2 successes instead of 1.
Boon of Augmented Obesity (Boon of Lipomantic Enrichment)
Prerequisites: Level 19+, a feature that increases your bulk limit
Being overweight holds no consequence to you, in fact it is quite the opposite. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 30.
- While above 50 fattening, you have advantage on Constitution checks and saving throws and you gain Temporary Hit Points equal to your Constitution modifier at the start of each of your turns.
- While above 100 fattening, your movespeed cannot be reduced by more than 5 feet and you are immune to falling damage.
- While above 150 fattening, your armor class increases by 3.
Boon of Metabolic Control
Prerequisites: Level 19+
You have absolute control over not only your metabolism but those of your companions as well. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 30.
- Whenever you take a short rest, you and any number of willing creatures of your choice can convert an amount of stuffing to fattening equal to 10 times their constitution modifier.
- When you complete a long rest, creatures gain temporary hit points equal to the amount of stuffing converted, up to a maximum equal to their constitution score.
Boon of Flabby Strength (Boon of Myomantic Enrichment)
Prerequisites: Level 19+, a feature that increases your bulk limit
You are able to treat excessive adipose as a pseudo muscle. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 30.
- While above 50 fattening, you have advantage on Strength checks and Saving Throws and can lift, push, and are treated as one size larger to determine the amount you can drag, push, or lift.
- While above 100 fattening, any attacks that add your Strength modifier to damage rolls now add your weight points (maximum of 4) to the roll.
- While above 150 fattening, you are immuned to the stunned condition and cannot be moved against your will.
PART 2
Dungeons and Dinners
Spells and a few subclasses converted to work with the Aeiroth table! Credit goes to Voracious8/Jax and Dungeons and Dinners itself!
Elemental Stomach (Ambiguous Stomach)
Evocation Cantrip
- Casting Time: 1 Bonus Action
- Range: Touch
- Components: V, S
- Duration: 6 hours
You touch the stomach of a willing creature to alter its gastric function. Unwilling targets must make a Constitution saving throw. On a fail, the type of the target's Digestion Damage, as well as their damage from the Belch, Gluttonous Roar, Greater Belch, and Primal Belch spells changes to match the result on the table below. Willing creatures may choose from the table instead of rolling a d10 if they wish.
| d10 | Damage Type |
|---|---|
| 1 | Fire |
| 2 | Cold |
| 3 | Lightning |
| 4 | Thunder |
| 5 | Psychic |
| d10 | Damage Type |
|---|---|
| 6 | Poison |
| 7 | Acid |
| 8 | Radiant |
| 9 | Necrotic |
| 10 | Force |
The target may reattempt the save every hour, ending the effect early on a success, or you may take a bonus action to dispel the effect.
This spell's duration increases by 6 hours when you reach 5th level (12 hours), 11th level (18 hours), and 17th level (24 hours).
Belch (in module)
Flavor/Disgust
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (any herb or spice)
- Duration: 1 minute
You point at a creature or object within range, altering it's natural flavor.
Flavor: The target becomes irresistably delicious. The next eating check made against it is made at advantage.
Disgust: The target becomes disgusting in flavor. The next eating check made against it is made at disadvantage.
Growl
Enchantment Cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Instantaneous
A growling stomach and a menacing glare is enough to warn enemies of your voracious intent. A creature of your choice within range that can see or hear you must succeed on a Wisdom saving throw. On a failure, the creature is Frightened of you until the beginning of it's next turn. This save is made with disadvantage if you have at least 1 creature devoured by you.
Roil
Evocation Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch the stomach of a willing creature. A single creature or object of your choice devoured by the target must make a Constitution saving throw. On a fail, they take 1d4 acid and 1d4 bludgeoning damage. If you are unsure of the contents of their stomach, a target is chosen at random.
Each of the spell's damage types increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Tongue Whip
Transmutation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level 1
Dynamize Armor
Does not mechanically function under Aeiroth Gluttony Rules
Expand Stomach
1st-level Transmutation (Ritual)
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (A small leather pouch)
- Duration: 8 hours
Your touch allows a willing creature to accommodate for the most oversized meals. For the duration, that creature is considered to be one size larger for the purpose of calculating Stomach Capacity.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the creature is counted as two sizes larger. When you cast this spell with a spell slot of 7th level or higher, the creature is counted as three sizes larger.
Frog's Tongue
1st-level Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the tongue of a frog)
- Duration: Instantaneous
Your tongue flies out like a whip to drag a creature towards you. They must make a Strength Saving throw or be pulled up to 30 feet closer to the you. If the creature is moved within 5 feet of the you, you may immediately use your reaction to attempt a Devour Check on them.
Gentle Whispers
1st-level Enchantment
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A piece of candy)
- Duration: Concentration, up to 10 minutes
You touch a willing creature to veil them in a sweet, enticing aura. For the duration of the spell, while devoured by another creature, the prey can use their action to attempt to convince the predator to wander about. The predator must make in a Wisdom saving throw. On a fail, they move as directed by the prey as if under the influence of the Suggestion Spell. Creatures immune to the charmed condition automatically succeed this saving throw. The predator can repeat the saving throw at the end of each of its turns, ending the spell on a success.
Lick (in module)
Muncher's Mark
1st-Level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of sugary glaze)
- Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failure, they are veiled in an aura the piques ravenous desires. Creatures can attempt devour checks on this target using a bonus action instead of an action.
At Higher Levels. You can target an additional creature for each spellslot level above 1st.
Satisfying Meal (Satisfying Haze in Grimoire of Gorging)
Savoring Aroma
1st-Level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S,M (a pinch of exotic spices)
- Duration: 1 minute
Make a ranged spell attack on a creature that you can see within range. On a hit, the target is suffused with a delicious aroma that draws hungry predators to them. While under the effects of this spell, whenever a creature attempts to hide or conceal their presence, or when they become the prey in a Devour Contest, they suffer a -2 penalty to the relevant skill checks.
At Higher Levels. When you cast this spell using a spell slot of 5nd level or higher, the target suffers an additional -2 to the rolls.
Sickening Smite
1st-Level transmutation
- Casting Time: 1 bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
Your attack deals an extra 1d6 poison damage. Additionally, if the target has at at least 1 creature devoured, they must make a constitution saving throw. On a fail, the target automatically regurgitates one creature at random.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Additoinally, at 3rd level or higher you may choose which creature is regurgitated.
Level 2
Amplify Acids
2nd-Level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes)
- Duration: 8 Hours
The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, the target deals additional Digestion Damage equal to your Spellcasting Ability Modifier.
Comfort/Agitate
2nd-Level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A sprig of ginger for Comfort, A spicy pepper for Agitate)
- Duration: Concentration, up to 1 minute
You touch a creature's stomach to either relax or disrupt digestion. An unwilling creature must make a wisdom saving throw. As part of casting the spell you cause one of the following effects to be applied to the creature.
Comfort: You soothe a predator's ornery stomach and ease their meals into submission. The predator has advantage on saving throws against indigestion.
Agitate: You churn up and antagonize an otherwise quiet belly. The predator has disadvantage on saving throws against indigestion.
As a bonus action on each of turns for the duration, you can change the effect applied.
Digestive Barrier
2nd-level abjuration
- Casting Time: : 1 reaction, which you take when you or a creature within 60 feet becomes devoured
- Range: 60 feet
- Components: V, S, M (A small strip of cloth)
- Duration: Concentration, up to 10 minutes
You can interfere and aid those unlucky enough to find themselves turned into a meal. When a creature you can see is devoured, you can use your reaciton to grant them resistance to all digestion damage dealt for the duration of the spell.
Heave
2nd-level Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of rotten or moldy food)
- Duration: Instantaneous
Your magic forces a predator to disgorge their prey. When you cast this spell against a target with devoured creatures, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate a creature they have devoured. The predator chooses which creature if they have multiple creatures devoured.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, they must regurgitate an additional creature. When you cast this spell using a spell slot of 7th level or higher, the pred must regurgitate 2 additional creatures.
Unburden
2nd-level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 Hour
You touch a creature that has at least 1 creature devoured, lightening the burden of their meals. For the duration, creatures devoured by them only contribute half their normal stuffing (rounded up) to the predator's stomach capacity. When the spell ends, the contribute the normal amount, though it will not trigger any checks to avoid overstuffing damage.
Level 3
Acidify
3rd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a vial of stomach acid)
- Duration: Instantaneous
You breifly supercharge a willing target's digestive system. The next time the target creature rolls Digestion Damage, they roll an additional amount of dice equal to your Spellcasting Ability Modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell affects the next 2 times they roll for digestion Damage.
Greater Belch (in module)
Hammerspace
3rd-Level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You touch a willing creature with food in it's stomach. The food is sent to a small demiplane inside of the target. For the duration of the spell, The target has the following benefits:
- Checks to avoid overstuffing are delayed until the spell ends
- Their stomachs show themselves at a normal size, despite how full they may be
- All creatures devoured by them are immune to digestion damage
- They do not digest items or creatures with 0 hit points
The DC to maintain concentration increases by 1 for every 10% stuffing the creature has.
At Higher Levels. The duration becomes 1 hour when cast using a spellslot of 4th level, 24 Hours when cast using a spellslot of 5th level or higher and no longer requires concentration when cast using a spellslot of 6th level or higher.
Intoxicate
3rd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a droplet of perfume)
- Duration: Concentration, up to 10 minutes
You weave seductive magic over a target, making them less resistant to your hungry advances. The target must succeed on a Wisdom saving throw or be Charmed by you for the duration. While charmed in this way, the target creature suffers a penalty to rolls in a devour contest equal to your spellcasting ability modifier. Charm inflicted in this way does not treat a Devour Contest from you as a Hostile action. The effects of this spell end early if the target becomes devoured.
At Higher Levels: You may target one additional creature for every slot level above 3rd.
Maddening Hunger
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a pinch of fat)
- Duration: Concentration, up to 1 minute
You awaken a primal hunger within a creature, driving it to feed on whomever is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite. The cursed creature immediately seeks sate it.
On each of its turns, it must use its action to attempt to Devour a nearby creature. If there are no creatures within reach, it moves towards the closest one that it considers a possible meal, prioritizing speed over safety.
The spell ends early if the target reaches or passes its stomach capacity. The target can make a Wisdom saving throw at the end of each of its turns, ending the spell on a success
Medicinal Acids
3rd-Level abjuration
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (medicinal herbs or a healing potion, which the spell consumes)
- Duration: Concentration, up to 1 minute
You touch 1 predator, granting them the ability to excrete healing acids in place of the normal digestive ones. The target and creatures devoured by them gain 1d4 hit points at the end of each of the predator's turns.
At Higher Levels. The healing increases by 1d4 for every slot level above 3rd.
Level 4
Dimensional Stomach
4th-level divination (Ritual)
- Casting Time: 10 Minutes
- Range: Touch
- Components: V, S, M (A small leather pouch)
- Duration: 1 hour
Your touch alters the space within a predator's stomach. They never physically looks or measures to be above their Stomach Capacity in fullness, and spells that detect creatures can only detect the devoured creatures that the Pred allows.
Food Coma
4th-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S,
- Duration: Instantaneous
You lull the mind of a gluttonous creature, making it harder to resist the allure of a deep, digestion-aiding nap. The creature must roll a Wisdom Saving throw. This roll suffers a -1 penalty for every 10% stuffing the creature has, and also suffers disadvantage if thy are above their stomach capacity. Creatures immune to the charmed condition or the cannot be magically put to sleep automatically succeed this saving throw. A willing creature may choose to automatically fail all saving throws associated with this spell.
While asleep in this way, for all instances of Digestion Damage, any 1 rolled is treated as a 2 for the purposes of Digestion Damage calculation.
If the predator takes damage or a creature succeeds on a struggle attempt they may reattempt the saving throw, ending the spell on a success.
Otherwise, the sleep persists until the pred's stomach is empty or another creature uses their action to shake the creature awake.
If the creature stays asleep for at least 10 minutes, they may gain the benifit of a short rest, convert all stuffing to fattening, and receives 2 Temporary HP for every 25% stuffing digested, up to a maximum of 10 temporary hit points.
At Higher Levels: :: The number of Temprary HP gained and the maximum number of Temporary HP possible increases by 1 per 10% and 5 Maximum for each spell slot level above 4th.
Instant Digestion
4th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of powdered iron)
- Duration: Instantaneous
You touch a predator's stomach, releasing a surge of acid that reduces prey to slurry in moments. Touch a creature within range. If the Creature is Willing or fails a Wisdom saving throw, that creature immediately deals 4d8 Digestion Damage, distributed evenly among all creatures they have Devoured, and accelerates digestion damage die by 1.
Leeching Insides
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a fungus. which the spell comsumes)
- Duration: Concentration, up to 1 minute
For the duration of the spell, whenever you deal digestion damage, you heal for half the amount rolled.
At Higher Levels. :: When you cast this spell using a spell slot of 5th level, the duration of this spell becomes 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomes 1 Hour.
Ravenous Consumption
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A handful of crumbs)
- Duration: Concentration, up to 10 Minutes
You are possessed by an immense hunger that betrays your size. For the duration, you count as one size larger for the purposes of determining stomach capacity and devour checks.
Not successfuly devouring a creature on your turn counts as a disruption in concentration for this spell and has a DC of 10. This DC goes up by 2 for each consecutive round you fail a devour check, and rests to 10 upon a successful Devouring.
At Higher Levels When you cast this spell cast using a 7th level slot or higher, you are considered 2 sizes larger for the purposes of devour checks.
Level 5
Bellyport (in module)
Inhale
5th-level evocation
- Casting Time: 1 bonus action
- Range: 30-Foot Cone
- Components: V
- Duration: 1 Minute, Concentration
Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage. On a success, they take half damage and are not moved.
A creature that is reduced to 0 HP by this spell is instantly devoured by you. If a creature is pulled within 5 feet of you, you may use your bonus action to attempt a devour check against them.
Metamorphose
5th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a handful of dried fruit seeds)
- Duration: Concentration, up to 1 hour
When you cast this spell, choose a creture you've digested within the past 10 days. For the duration of the spell, you take on the physical appearance of that creature, though you do not gain the creature's memories, skills, or mannerisms. You are limited by the anatomy and physicality of the new form. If it must walk on all fours, so must you. If it didn't have the ability to speak, neither do you. If your form is beastial or non-humanoid, or if the new form is too big for it, the equipment and clothing you are wearing fuses into your transformation.
It is impossible to tell based on appearance and touch alone that you are a impersonating the creature you have transformed into, but if you deviate from expected behaviors, others might grow suspicious of you.
At Higher Levels: When you cast this spell using a spell slot of 6th level, the duration increases to 8 hours and if cast using a spellslot of 7th level or higher its duration is increased ot 24 hours.
Primal Belch (in module)
Level 6
Maximize/Minimize
6th-level Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a bag of powdered iron)
- Duration: Concentration, up to 1 minute
You cause a creature or object you can see within range to grow much larger or smaller for the duration. Choose a either creature. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Maximize: The target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by 2 categories - from Medium to Huge, for example. If there isn't enough room for the target to adjust to its new size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength saving throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 2d6 extra damage.
Minimize: :: The target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by 2 categories - from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 2d6 less damage (this can't reduce the damage below 1).
Undigest (Reform in module)
Level 7
Power Word Disgorge
7th-level evocation
- Casting Time: 1 action
- Range: 30 ft Range
- Components: V
- Duration: Instantaneous
Your speak a word of power that can make a predator's belly suddenly up-heave. Target a single predator in range that has devoured at least one creature. They are magically forced to regurgitate a single prey in their stomach that has less than 100HP. If their are multiple prey that meet this requirement, the caster chooses which prey. If no prey meet this requirement or no qualifying preds are in range, the spell is cast and subsequently fails.
Level 8
Assimilate
8th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 24 hours
Your touch can instantly absorb a creature, breaking them down and making them a part of you in seconds. Make a melee spell attack against a creature within range. On a hit, the target takes 12d12 Digestion Damage from you. If the target is reduced to 0 HP this way and are instantly absorbed into your body, adding their weight to their base weight. You gain access to their memories and secrets as their mind combines with yours.
If the target was a spell caster, for the next 24 hours, you gain you gain 1 free cast at base level of a number of spells of your choice form their spell list of a number of spellslots up to your spell casting modifier. You may double up on free casts, allowing you to store multiple free casts of the same spell. You cannot store free casts of a spell whose level you cannot cast at yet. After the 24 hours, their spell list will fade from their mind.
Level 9
Mass Bellyport
9th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Target 1 creature you can see within the range of the spell. All within 30 feet of the target, excluding the target themselves, must make a charisma Saving Throw. On a fail, they become devoured by the initial target.
Power Word Digest
9th-level Voremancy
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
Your speak a word of power that can make a pred's belly rapidly boil through it's prey. Touch the belly of a predator who has eaten at least 2 creatures. They instantly deal 300 Digestion Damage, split evenly among all targets.
Power Word Swallow
9th-level Voremancy
- Casting Time: 1 action
- Range: 60 Feet
- Components: V
- Duration: Instantaneous
Your speak a word of power that can transport a creature of your choice. If the target has 150 hit points or fewer, they are instantly teleported into the stomach of another creature of your choice within range. The teleported creature then receives 3 levels of exhaustion.
Bard
College of the Buffet
The world is your oyster is such an outdated term, is it not? Why not the world is your buffet? The battlefield is little more than a table where enemies be served to you on a silver platter. Your band of merry bingers salivate as they stare over the crowd ahead of you, ready to feast on the spread in front of you.
Originally Collete of the Eternal Dinner
Room For Dessert
When you join this college at 3rd level, your entertainment will leave any hungry maw slavering with thoughts of extra helpings. You gain proficiency in your choice of either Feeding or Eating.
In addition, Over the duration of a short rest, you can perform to allow a number of characters that can see or hear you (including yourself) equal to your Charisma modifier to convert an amount of Stuffing into fattening equal to 2 rolls of your Bardic Inspiration.
All You Can Eat
Also at 3rd level, your entertainment aids rapid digestion, almost seeming to lace a creature's mind like an appetite stimulant. If you use your Bardic Inspiration on a creature that has other creatures devoured, they may choose to use the Bardic Inspiration to add it to their next roll for digestion damage. Alternatively, if they use it on an Eating check, they may roll the die twice and use the higher result.
Forego Restraint
Starting at 6th level, your performance almost seems to expand their stomach, allowing them to eat so much more than they normally would. If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). You and each affected creature, for the next hour, count as one size larger for the purpose of determing their Stomach Capacity and have advantage on saving throws to avoid Indigestion or resist Overstuffing. You may also do this performance as part of Room for Dessert
Additionally, for the duration of the effect, when they use a Bardic Inspiration Die for eating checks or digestion damage while above their base stomach capacity, the die is not consumed and can be used again until it expires naturally.
Once you use this feature, you can’t use it again until you finish a long rest.
No Leftovers
At 14th level, the buffet needs to be cleared, and you and your allies stomachs are the best solution for any extra servings. whenever you or a creature with 60 feet of you successfully devours another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately move up to half their speed towards a creature to make an immediate Devour Check.
Blood Hunter
Order of the Greedy Soul
Blood Hunters of the Greedy Soul embrace a hunger that is both curse and power, eager to hunt down and consume the monsters they seek to eradicate. They willingly take on a gluttonous bane that drives them to devour and consume, turning their appetites into a devestating weapon. Each bite, each strike, each meal feeds not only their body but their damnation, growing them larger, stronger, and much, much hungrier.
Originally Gorger Archetype Fighter
Engorged Training
When you join this order at 3rd level, you have found that, despite the warnings of your former peers, your appetite is one of your most potent weapons. You gain proficiency in the eating skill. Additionally, your stomach capacity increases by an amount equal to twice your Blood Hunter level.
Greedy Attacks
Also at 3rd level, you have mastered using your weaponry to shovel unlucky meals into your cursed maw. Once per turn, when you succeed an attack with a weapon in which you have a wapon mastery learned, you can replace its mastery with forcing the target to make a Dexterity or Strength saving throw. On a failure, a devour contest is initiated and you gain one success on a devour check.
You can use this feature a number of times equal to your Hemocraft modifier, regaining one use when you complete a swort rest and all uses when you complete a long rest.
Slavering Gaze
Starting at 7th level, your cursed appetite grows with every passing second that you stare down a potential meal. Each time you successfully land a consecutive attack on a creature, you gain +1 to Devour checks agaisnt that creature, up to a maximum equal to your Hemocraft modifier (minimum of 1). This bonus is immediately lost if any of the following occurs:
- You miss an attack with a weapon
- You fail a devour attempt on the creature the bonus is applied to
- You damage another creature without damaging the creature the bonus is applied to
This bonus lasts until the start of your next turn.
Ravenous Lunge
Starting at 11th level, your curse allows you to lunge forth towards potential meals with unmatched voracity. As a bonus action, or when you apply a Blood Curse to a target, you can move up to half your speed, without provoking attacks of opportunity, and grab a target to initiate a devour contest.
Cursed Jaws
Starting at 15th level, you raveous grabs and lunges tend to leave prey weakened and more ready to be digested. When you successfully devour a creature using your Greedy Attacks feature, they have disadvantage on attempts to escape your stomach and take an additional die of acid damage when you deal digestion damage to them.
Full-Belly Mastery
Starting at 18th level, your curse rewards and strengthens you when you finally manage to satisfy it. When your stuffing is above your base stomach capacity, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with melee weapon attacks and unarmed strikes
- You have advantage on Constitution saving throws
- You cannot be moved against your will
- Your AC increases by 1
Cleric
Voracity Domain
Some clergies focus on keeping their stomachs as full as possible as a way of reverence. Turning entire armies into a chaotic buffet of allies too hungry to see eachother as anything but their next meal- the ultimate sacrifice to their diety. While the world is an Oyster, for those in the Voracity Domain, it is a buffet.
Gluttony Domain
Voracity Domain spells
| Level | Spells |
|---|---|
| 3rd | Expand Stomach, Satisfying HazeBGoG, Suggestion, Unburden |
| 5th | Maddening Hunger, Hungering Aura |
| 7th | Dimensional Stomach, Instant Digestion |
| 9th | Dominate Person, Bellyport |
Bonus Proficiencies
When you choose this domain at 3rd level, you gain proficiency in the Eating skill.
Ravenous Boon
Starting when you choose this domain at 3rd level, you can awaken the latent hunger in a creature you touch. You can touch a willing creature as a bonus action action to allow them to add your Wisdom modifier to their next Eating check. Regardless of weather the check fails or succeeds, the blessing fades after the check or after 1 minute has passed.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Divine Dinnerbell
Also at 3rd level, as an action, you present your holy symbol and use a use of your Channel Divinity to command others to begin a glorious feast. A number of creatures within 30 feet of you equal to your Wisdom modifier, this can include yourself, can use their reaction to move up to half their speed toward a creature and attempt a Devour check.
Glutton’s Reward
Starting at 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, that creature gains 1 temporary hit point for every 5% stuffing they have, up to a maximum equal of your Wisdom modifier.
Incite Voracity
Also at 6th level, Whenever you grant temporary hit points to a creature, their stomach capacity increases by twice your Wisdom modifier until they complete a short rest.
Waves of Excess
Starting at 17th level, you can use your action to cause a divine pulse of gluttonous and hungry power that radiates out from you in a 30 foot radius. Creatures of your choice within the radius must make a Wisdom saving throw or become Ravenous for 1 minute. At the start of their turn, creatures Ravenous in this way must you their action to make a devour check on the creature nearest to them. If there is no valid target within range, then they must use their movement speed to approach a valid target.
They can repeat the save at the end of each of their turns, on a success the effect ends. Also, once they successfully Devour a creature, the effect ends.
Once you use this feature you may not do so again until you finish a long rest
Demonologist
Mastery of the Black Maw
You are one of the few who do not draw power from a patron or demon-lord, but to the Abyss itself. In your hubris or hunger, you stole a fragment of that endless void and assimilated it within yourself, creating a bottomless stomach that warps reality. This fragment gnaws at your soul, twisting your body into a hungering void. It feeds your magic, rewards your appetite, and tempts you to draw ever more into the dark belly of eternity.
Originally College of the Belly Dancer
Compression spells
| Level | Spells |
|---|---|
| 3rd | Expand Stomach, Satisfying HazeBGoG, Girthy Grip, Unburden |
| 5th | Abyssal Stomach, Dimensional Maw |
| 7th | Banishment, Dimensional Stomach |
| 9th | Abyssal Maw, Banishing Smite |
Dimensional Storage
When you study this mastery at 3rd level, your belly opens like a door into the Abyss, letting you tuck away allies and equipment into an extradimensional stomach where they rest outside the normal flow of digestion. Its appearance is up to your description, matching the part of the Abyss you would have taken it from. When you devour a willing creature, you can choose to safely store them in an extra-dimensional stomach made from this fragment of the Abyss for 1 hour. While stored in this way, they do not take digestion damage from you, can percieve the world using your sense of sight but no other senses, have full cover, and can cast spells as if you were the caster. You can only store one creature this way at a time, but you can also store a number of items that would leave you at your stomach capacity. After the hour has ended, the creature and items are disgorged into the nearest available space within 5 feet of you. You must complete a short or long rest before you can store a creature this way again. Starting at 10th level, you can store 2 creatures with this feature.
In addition, when you make a size attack with a creature stored, you can use your Intelligence for the attack and damage rolls and before the attack roll is made, the creature you have stored can use their reaction to use their weight to increase the force of your blow. On a hit, the attack adds their weight points to the damage.
Extraplanar Armor
Also at 3rd level, the fragment shields you by converting stored weight into armor, cloaking you in abyssal resilience. When you have a creature stored and not wearing medium or heavy armor, you can add their weight points to your AC (maximum of 3). Additionally, while stored, creatures do not show any sense of fullness.
Eructation Casting
Starting at 6th level, your abyssal fragment lets you belch out stray fragments of magic. After you make successful size attack, you can use your bonus action to cast a Demonologist cantrip, but it must have a verbal component.
Banishing Gluttony
Starting at 10th level, you can banish creatures to your fragment of the abyss. When you successfully cast Banishment on a creature, you can choose for them to be sent to your Dimensional Storage, regardless of if a creature is already there or not. If you maintain concentration for the full duration, they instead return to your normal stomach.
Abyssal Allure
Starting at 14th level, your appetite bends wills as their bodies willingly slide into your maw, pacified until you decide otherwise. When you make a successful size attack against a creature, you can force them to make a Wisdom Saving Throw against your Demonologist spellsave DC. On a failed save, they are charmed by you.
While charmed in this way, the creature cannot willingly move further away from you. Devouring creatures charmed in this way does not count as a hostile action for purposed of breaking the charm, and Devour Attempts made against that creature automatically succeed. While devoured by you, creatures charmed in this way cannot struggle and are considered friendly for the purposes of your Dimensional Storage feature and do not count towards the number of creatures you can have stored. Charm inflicted in this way breaks immediately if they suffer any digestion damage from you, or are successfully devoured by any creature other than you.
Once you successfully devour a creature with this feature, you may not use it again until you complete a long rest.
Druid
Circle of the Boneyard
Tthe Circle of the Boneyard is a morbid garden, tending not to forests or fields but turning their stomachs into a massive graveyard. Within their bellies lies a boneyard where flesh rots, souls unravel, and bones are rewoven into servants. These druids embody the cycle of predation and decay, finding strength in the remains of the devoured. They are feared as living morgues, commanding constructs of bone, and fueled by the endless hunger of the grave.
Boneyard Spells
| Level | Spells |
|---|---|
| 3 | False Life, Ray of Enfeeblement |
| 5 | Bestow Curse |
| 7 | Shadow of Moil |
| 9 | Danse Macabre |
Bone Golem
When you join this circle at 3rd level, your stomach becomes a foundry of digested servants, able to reassemble and stitch together fallen warriors into a loyal construct.
As an action, you can expend one use of Wild Shape to create a Bone Golem (see stat block). It acts on your initiative, immediately after you. The golem obeys your commands perfectly and will accept commands from those you permit, and if left without orders, it attacks the nearest hostile creature you recognize. If you are incapacitated, it prioritizes defending you. Other creatures you permit may command the golem, but it can never be compelled to defy or harm you or your allies, except by divine intervention or the wish spell.
If you are reduced to 0 hit points, the golem protects you, even attempting to devour you (it cannot damage you this way). If you die, the golem dies as well. If the golem is reduced to 0 hit points, it is destroyed permanently. You cannot create another until you have digested 4 Small, 2 Medium, or 1 Large creature.
Graveyard Gut
Also at 3rd level, Your stomach become a place of rot and decay. You can now freely change the type of your Digestion Damage between its native type and Necrotic.
Soul Weaving
Lasty at 3rd level, you learn to harvest pieces of souls, called Soul Fragments, which serve as fuel for your Bone Golem and your own survival. You gain one Soul Stich each time a creature devoured by you is reduced to 0 HP. You can use a charge of your Wildshape to instead harvest a number of fragments equal to your Wisdom modifier.
You can carry a number of Soul Fragments equal to twice your Druid level.
When you create a Bone Golem, you may invest Soul Fragment into it, up to a maximum equal to your druid level + your Wisdom modifier. These fragments grant features from the Stitchable Features table. Some features require a minimum druid level. Once invested, Soul Fragments are permanently spent, even if the golem dies.
As a bonus action, you can expend 1 Soul Fragment to heal a creature you can see for 1d4 + your Wisdom modifier hit points, ignoring effects that block healing (such as chill touch). Constructs and undead, excluding your Bone Golem, can’t benefit from this healing.
Mystic Bones
At 6th level, your power over your Bone Golem increases. If the Bone Golem begins its turn with less than half it’s Hit Points, it regain 1d4 Hit Points. This increases to 1d6 if it currently has a creature devoured. You may also cast spells with a range of touch through your Bone Golem. This trait does not functon if the Bone Golem took Raidant Damage during its previous turn.
In addition, you may increase its stats as you would your own with an Ability Score Improvement. You may increase it again upon reacing 10th level.
Deathly Defiance
At 10th level, you gain the power to deflect the damage of a would-be mortal blow onto your Golem. If you are about to suffer damage that would drop you to 0 HP or less, you may use your reaction to deflect the damage to your Bone Golem. Incoming damage is first directed at the prey devoured by the olem, divided evenly among them, rounded down. If the devoured prey cannot absorb all the damage, the overflow is taken by the Bone Golem. And then back to you if the Bone Golem can’t absorb all the damage.
Once you use this feature, you cannot use it again until you complete a long rest.
Bony Blast
At 14th level, your Bone Golem grows explosively strong. When your Bone Golem is reduced to 0 HP by any means, you may choose to spend 5 Soul Fragments to cause your Bone Golem to explode with necrotic force. Choose one of the following effects to apply over a 10 foot radius centered on the Bone Golem. All Saving Throws are made against your Druid Spell Save DC.
- Creatures in the radius must make a Constitution Saving Throw. On a fail, they suffer the full effects of a damaging Druid cantrip you know cast at your current level. On a Success, they suffer half the damage, and no additional effects if there was any.
- Creatures in the radius must succeed in a Dexterity Saving Throw or be Restrained until the end of your next turn.
- Creatures in the radius must succeed in a Wisdom Saving Throw or be affected by the Hex spell cast at level 1 until the end of your next turn.
If your Bone Golem as any creatures devoured, the blast radius increases to 15 feet, and all creatures devoured by the Bone Golem are affected by the blast, automatically failing the saving throw, and are left prone in the nearest available space to where the golem was
You are always immune to the effects of this feature, even if you were Devoured by your Bone Golem.
Bone Golen
Large Construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 6 times your druid level
- Speed 35 ft.
STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 15 (+2) 2 (-4) 14 (+2) 11 (+0)
- Saving Throws Str +5, Con +4
- Skills Intimidation +2, Perception +2
- Damage Vulnerabilities radiant
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses blindsight 10 ft., darkvision 120 ft., passive Perception 12
- Languages understands the languages of its creator but can’t speak
- Proficiency Bonus your proficiency bonus
- Stomach Capacity 100% stomach capacity
Immutable Form. The Bone Golem is immune to any spell or effect that would alter its form.
Rotting Touch The Bone Golem's weapon attacks deal your choice of its native type or necrotic
Antimagic Instability The Bone Golem is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Bone Golem must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Unyielding loyalty The Bone Golem will ignore any action that directly defies the order of it’s creator, and the orders of it’s always hold priority over the orders of others. It also uses your proficiency bonuses for anything it would add its proficiency bonus to.
Actions
Bite Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 10 (2d6 + 3) peircing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Devour. The Golem attempts to devour a creature with an Eating (Strength) check contested by their Athletics or Strength
Stitchable Features
| Feature | Fragment Cost | Druid level | Effect |
|---|---|---|---|
| Innate Spellcasting (3/Day) | 1 | 2 | The Bone Golem can innately cast Witchbolt (Wisdom spell save DC), requiring no material components. Its innate spellcasting ability is WIS. |
| Abyssal Fins | 3 | 2 | The Bone Golem gains skaletal fins, giving it a swim speed equal to it’s movement speed. |
| Speedy | 1 | 2 | The Bone Golem’s speed increases by 10 feet. |
| Pestilent Fangs | 3 | 2 | The Bone Golem’s Bite attack deals an additional 1d4 poison damage, and the target must succeed in a DC 10 Constitution Save or be poisoned. The poisoning fades on its own after a number of turns equal to your Wisdom Modifer, or until they succeed in the Constitution save, which they may repeat at the beginning of each of their turns. |
| Ravenous | 2 | 2 | The Bone Golem had advantage on Voracity (Devouring) skill checks if no creatures are Bellied by them. |
| Ghoulish Flight | 4 | 5 | The Bone Golem gains skeletal wings that afford it a flight speed equal to it’s Movement Speed, and the ability to hover in place. |
| Banshee Wail (3/Day) | 6 | 5 | The Bone Golem may use it’s action to let out a ghastly, soul chilling wail. Creatures in a 20 foot cone in front of the Bone Golem must make a Constitution Saving Throw contested by the Bone Golem’s Wisdom Spell Save DC, dealing 3d6 Thunder damage and inflicting Frightened on the creature until the beginning of the Bone Golem’s next turn on a fail, or half as much and no Frightening on a success. |
| Necrosis Breath (Recharge 5-6) | 4 | 5 | As an action, the Bone Golem exhales a plume of necrotic energy in a 20-foot cone. Each creature in that area must make a Dexterity saving throw agaisnt the Bone Golem’s Wisdom Spell Save DC, taking 2d8 Necrotic damage on a failed save, or half as much damage on a successful one. |
| Distendable Stomach | 2 | 5 | The Bone Golem is considered to be one size large for the pourpose of determining its Stomach Capacity. |
| Scrappy | 2 | 5 | The Bone Golem gains an extra set of claw-like limbs. When the Bone Golem hits a creature with a natural weapon attack, it can use a bonus action to attempt to grapple the target. |
| Multiattack | 4 | 5 | The Bone Golem makes two attacks. |
| Innate Spellcasting (1/Day) | 5 | 11 | The Bone Golem can innately cast Inhale (Wisdom save DC), requiring no material components. Its innate spellcasting ability is WIS. |
| Sturdy Bones | 4 | 11 | The bones making up the Bone Golem are sturdier than usual. The Bone Golem gains +2 AC. |
| Ethereal Sight | 7 | 11 | The Bone Druid gains vision that is impossible to fool. It gains 30 feet of blindsight, which is also Truesight and can see through regular and Magical Darkness in full color. |
| Bone Titan | 8 | 17 | The Bone Golem increases in physical size. It is now considered Huge, and gains additional HP equal to twice it’s level. The Bone Golem’s weapons roll 1 additional die for damage and it’s attacks deal double damage to structures and ignore damage thresholds. |
| Gluttonous Demise | 9 | 17 | Instead of fully digesting prey, when a creature Bellied by the Bone Golem is reduced to 0 HP, it’s mass in converted into volatile necrotic energy that accumulates in the Bone Golem’s Stomach. The Bulk of fully Digested prey lingers indefinitely until the Bone Golem dies, where upon it explodes. All creatures in a 15 foot radius centered on the Bone Golem at the time must make a Constitution Saving Throw agaisnt the Bone Golem’s Spell Save DC, taking 1d10 Necrotic damage per point of Bulk in the Bone Golem’s Stomach on a fail, or half as much on a success. This explosion also occurs if the accumulated Bulk in the Bone Golem’s Stomach is more than double it’s Stomach Capacity. In either case, the explosion kills the Bone Golem. |
| Modular Construction | 10 | 17 | The Soud Stitching on the Bone Golem is easy to take apart. As an action on their turn, the creator of the Bone Golem can add, remove, or swap any stitchable feature for a new one, consuming the required amount of Soul Stitches as needed. The initially spent Soul Stitches are not refunded in the process |
Fighter
Bouncer Archetype
A living barricade. A titanic guardians whose belly is a fortress no sane person would want to end up in. A bouncer doesn’t just turn away rowdy guests- they swallow them whole and keep them isolated to teach them a lesson. Their gut is the velvet rope and the crowds must play by their rules.
Originally Belly Warden Archetype
Bouncer Save DC
Some features of this subclass will call for a saving throw. The DC is calculated as follows:
Bouncer Save DC
Big Bellied Bouncer
When you take this archetype at 3rd level, your belly becomes both a shield and weapon- the first and last line of defense against troublemakers. You gain proficiency in the eating skill and your stomach capacity increases by twice your fighter level. When you have Devoured creatures, the stuffing they contribute for weight points is calculated differently. You instead gain 1 additional weight point for every Medium or larger creature you have Devoured.
In addition, when you hit a creature with a Size Attack, you can force the target to make a strength saving throw. On a fail they are knocked prone, grappled or shoved up to 10 feet in a straight line away from you. If the target is shoved and hits a wall or other solid obstacle, it takes 1d6 bludgeoning damage.
Starting at 5th level, when you take the Attack action, you can replace one of your attacks with a Size Attack.
Time Out
Also at 3rd level, you can keep rabblerousers “on reserve” instead of finishing them off. When a creature Devoured by you is reduced to 0 HP, you may choose to hold them in your stomach as an unconscious hostage, rather then fully digesting them. The creature is immediately stabilized, but unconcious, and does not regain hit points. You can hold a creature in this way for a number of days equal to twice your Constitution modifier (minimum 2).
For each day that creature spends outside your belly, you regain 1 day’s worth of storage time. When you run out of time, the creature is instantly digested.
Throw 'Em Out
Starting at 7th level, you can eject a swallowed troublemaker in the most violent way possible. As an action, you can regurgitate a creature you have Devoured, hurling it at a creature you can see within 30 feet. The target must succeed on a Dexterity saving throw. On a failed save, both creatures take damage equal to what your Size Attack would have done before spitting the creature up and are also pushed back by 5 feet per weight point you have.
Body Slam
Starting at 10th level, you’ve perfected the art of weaponizing your bulk to pin down a troublemaker that dared to try and run from the consequences of their actions. On your turn, when you declare a size attack, but before any rolls are made, you may choose to lunge at the target. As long as there is at least 5, but no more than 20 feet of traversable, non-difficult terrain between you and the target, you may close the distance without consuming movement speed or provoking opportunity attacks.
If you deal damage with this attack, you deal additional Bludgeoning damage equal to your weight points and immediately make a devour check on the target or force the target to make a Strength saving throw or become Smothered by you.
Meat Shield
Starting at 15th level, you know how to punish unruly guests with the attacks of their allies trying to rescue them. As a reaction to being targeted, but before any attack rolls or saves are made, you may choose to fully direct any incoming damage to a a creature that is Devoured or Grappled by you. In doing so, the creature suffers the damage instead of you.
You can use this feature once, regaining the ability to do so when you complete a long rest.
VIP Storage
At 18th level, you’ve mastered the art of deep-belly holding, storing troublemakers out of reach until you decide they've learned their lesson. While a creature is Devoured by you, at 0HP, and Stable, you may use your action to send them into a deep storage within your body via absorption, digestion, hammer space, or any other means that fits your character. While stored this way, they cannot be regurgitated, they do not count against capacity, they become immune to all external effects, are not counted in any effects that would interact with bellied creatures and they cannot be removed from you unwillingly by any means short of wish. You can store up to 3 creatures this way. If you want to store another creature this way, you must clear room on your waistline for them.
A creature stored this way remains conscious and now adds their weight to your minimum weight. Each creature you have stored, instead of adding a weight point, increases the tier of damage die for your Size Attacks by 1 (d8 > d10 > d12 > 2d6).
As an action when you have a creature in deep storage, you may have them reenter/reform into your regular stomach at 0hp and stabilized.
Once you move a creature to or from storage, you cannot do so again until you finish a short rest.
Monk
Warrior of the Belly Drum
Some monks channel their spirituality with chants, bells, or gongs- but you channel yours through drumbeat. Your tradition teaches that rhythm is life; every heartbeat, every step, every rumble is a sacred percussion. By striking drums- or even the taut swell of a full stomach- you send waves of power through yourself and your foes. These monks are feared and revered as walking war drums, blending feast and fight into one resounding rhythm.
Originally Way of the Hungry
Belly Drum Adept
When you embrace this tradition at 3rd level, you gain proficiency in the Drums and your choice of either Eating or Feeding. Additionally, for you, a creature's stomach can function as a Drum if the creature has at least 1 weight point.
Internal Resonance
Also at 3rd level, you learn to drum on a full stomach, sending reverberations through its contents. As a bonus action, you can spend 1 ki point to empower your unarmed strikes until the end of your next turn. While empowered, your attacks ignore the full cover caused by a creature being Devoured, allowing you to strike the prey in their stomachs without harming the predator. Unarmed strikes made in this way deal your choice of bludgeoning or thunder damage.
Echoes of Digestion
Starting at 6th level, your strikes resounds like an ancient war drum, its rhythm carrying through predator and prey alike. When you activate Flurry of Blows, you also gain the benefits of Internal Resonance. Additionally, while under the effects of Internal Resonance, you gain the following benefits:
- You add your Wisdom modifier to your stomach AC and checks to avoid indigestion.
- Whenever you deal thunder damage with an unarmed strike, all creatures of your choice within 10 feet of the predator’s stomach take thunder damage equal to your Wisdom modifier.
Thunderous Descent
Starting at 11th level, you can turn your falling momentum into a crushing drumbeat. When you fall onto a creature while using Slow Fall, you may spend 1 ki point to make a Devour check as part of the descent, adding +1 to the roll for every 10 feet you fell.
Voracious Tempo
Starting at 17th level, your hunger keeps perfect time with the rhythm of battle. When you successfully Devour a creature on your turn, you can spend 2 ki points to instantly move up to half your base speed toward another and make an unarmed strike as part of this movement, without provoking attacks of opportunity.
Paladin
Oath of Voracity
Many times those that would commit heinous acts have stolen your needs right out of your mouth. You cannot allow others to suffer this fate- those who would rob others of their needs and rewards should be punished, quashed, and consumed to ensure they never commit these vile acts again.
Originally Oath of Indulgence
Tenets of Voracity
Deny no Meal. Those who would not rob otheres of their rewards, should be allowed to feast.
Satisfy Your Hunger. A full stomach is a simple, but just and valuable reward.
Have Your Fill. An empty stomach is a grievous offense. Do not allow this to happen to any good soul.
Protect the Vulnerable. Not everyone is as stoic and defensible as yourself and may need protection from those who would rob them. You should not let them be robbed as you were.
| Level | Spells |
|---|---|
| 3rd | Conjure Food (Stuffing Only), Muncher's Mark |
| 5th | Comfort/Agitate, Enhance Ability |
| 9th | Medicinal Acid, Size Envy |
| 13th | Instant Digestion, Locate Creature |
| 17th | Inhale, Corpulent Counterstrike |
Aura of Voracity
When you take this oath at 3rd level, you can reward predators and protect prey alike, allowing their just rewards to come more easily. As a bonus action, you present your holy symbol and use a charge of your Channel Divinity to activate an Aura of Voracity. Each creature of your choice that is Devoured by another creature or has another creature currently Devoured by it within 30 feet of you gains the effects of the Bless spell for the next minute. While benefiting from Bless cast in this way, a creature also add your Charisma modifier to saves against indigestion or their struggle attempts.
Aura of Digestion
Starting at level 7, your presence alone can allow your allies to reap the rewards of their voracity or protect the vulnerable from being consumed by greed. You and all friendly creatures within 10 feet of you add your Charisma bonus to any digestion damage they deal. Additionally, when a Devoured creature within your aura takes digestion damage, you may use your reaction to reduce that damage by twice your charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Voracious Vigilance
Starting at 15th level, you can quickly protect the vulnerable and immediately reap the reward for your vigelance. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a Devour attempt against that creature.
Avatar of Voracity
Starting at 20th level, you assume the ideal form if you were never robbed of your spoils that causes your Oath. As an action, you can assume the form of a master of Voracity for 1 minute, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately majestic, or dressed in the finest clothing. For 1 minute, you gain the following benefits:
- You use the sum of both your Strength or Dexterity (whichever is higher) and Charisma to Devour checks
- You count as 1 size larger for the purpose of determining Stomach Capacity
- Your digestion damage increases by 2 dice with each round, instead of 1
Once you use this feature, you can’t use it again until you finish a long rest.
Priest
Clergy of Gastric Caress
A powerfull warrior stands tall, proud, and very, very wide. An entire battlefield lays felled by their hand. Or more appropriately, their maw as entire armies fall to their stomach. A priest stands next to them with one hand on their gut, blessing their stomach with divine energy so they can continue their voracious rampage in service of their clergy.
Originally Feast-aid Domain
Gastric Caress Spells
| level | Spells |
|---|---|
| 3rd | Conjure Food, Expand Stomach, Feast of Greed, Unburden |
| 5th | Abyssal Stomach, Acidify |
| 7th | Freedom of Movement, Gluttonous Gambit |
| 9th | Bigby's Hand, Bellyport |
Digestive Restoration
When you join this clergy at 3rd level, your divine touch can soothe a glutton's tortured stomach. When you cast a spell on a creature, you can choose to aid their digestion. The next time they deal digestion damage or roll an eating check, they gain temporary hit points equal to 1d6 + your Charisma modifier. You can do this a number of times equal to your Charisma modifier, regaining all uses when you complete a long rest.
Divine Feeder
Also at 3rd level, you gain proficiency in the Feeding skill. Additionally, you can use the Belly Rub action as a bonus action a number of times equal to your Charisma modifier, regaining all expended uses on a long rest.
Calming Supression
Starting at 6th level, you can not just soothe a glutton's stomach, but also put any creatures inside into a painless slumber. As an action, you can touch the stomach of a creature, choosing a number of creatures they have devoured, up to your Charisma modifier, to fall unconscious. They stay unconscious for 8 hours, divided evenly among all creatures, rounded down. Every time they take digestion damage, they can make a Wisdom saving throw, waking up and ending the effect on them on a success. Alternatively, you can choose to convert 25% stuffing to fattening instantly. You can use this once at 6th level and twice at 14th level. You regain all expended uses when you finish a short or long rest.
Words of Digestion
Starting at 14th level, your words of power encourage digestion so your gluttons can continue to eat happily. After invoking a Word of Power that benefits an allied creature, they can choose to either convert 5% stuffing to fattening or add an additional damage die to your next instance of digestion damage.
Divine Iron Stomach
Starting at 18th level, you can give a glutton's stomach a divine fortification. When you complete a long rest, you can spend an hour at the start of the day to tend to their stomach and fortify it, granting it the following benifits until it falls unconscious, it is dispelled or they die:
- Their stomach AC is increased by 1
- They have resistance to overstuffing damage and bludgeoning, piercing, and slashing damage from creatures they have devoured
- They can reroll 1s on digestion damage, but must use the new result
You must complete a long rest before you can use this feature again.
Pugilist
Crowdpleaser Fight Club Pugilist
In the center of the ring stands a mountain of a fighter, sweat glistening across their rotund frame as the crowd howls in anticipation. His opponent struggles before disappearing into the fighter's gullet with a final gulp. The victor throws his head back with a triumphant belch as the audience roars. With a slap of their thrashing stomach they make it jiggle and sway like a trophy on display. This isn’t just a brawl- it’s a spectacle, and the bigger it gets, the louder the world cheers.
Originally Way of the Bellydancer
Crush the Ring
Starting at 3rd level, yu learn to weaponize your bulk, slamming foes with the raw weight in your stuffed gut. While you have at least 10% stuffing, once a turn, you may replace one of your unarmed strikes with a Size Attack. For every 10% additional stuffing, it deals an additional point of damage, up to a maximum equal to your Charisma modifier.
In addition, you gain an additional amount of Moxie points equal to your Charisma modifier (minimum of 1).
Devour for Entertainment
Also at 3rd level you gain proficiency in Eating. You also gain proficiency in Performance. If you already have Performance proficiency, you may instead gain another proficiency from those available to Pugilist.
Gutbash
Starting at 6th level, you turn your belly into a wrecking ball, sending foes sprawling with the force of your slam. if you have at least 25% stuffing, when you make a Size Attack, you can spend 1 moxie point to force the target to make a Strength Saving Throw (DC = 8 + your Strength modifier + your proficiency bonus) or fall prone and be knocked back by 10 feet.
In addition, when you opt to use Haymaker, you can instead replace unarmed strikes with devour checks at disadvantage.
Showstopper
Also at 6th level, when you strut, slosh, and boast, even hardened warriors can’t help but stare in awestruck wonder. You begin to perform for 1 minute and at the end of the dance, anyone in the area that watched the whole performance makes a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). The DC increases by 1 for each weight point you have, up to a maximum of +3. On a fail, they are charmed, during which they do nothing but stare in awe at your grandeur. This effect ends on a target after 10 minutes, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. On a success, the target is not charmed but has no indication you attempted to charm them.
Once you use this feature, you can't use it again until you finish a short or long rest.
Belly Block
Starting at 11th level, you catch blows with your gut like a padded shield, then punish your prey by crushing them from the inside. As a reaction to being hit with a melee spell or weapon attack, you can spend 1 moxie point to use your stomach to block the damage. The damage reduction is equal to a roll your fisticuffs die + your Pugilist level + your weight points (maximum of 4).
If you reduce the damage to 0, you can redirect the damage. Choose a creature you have devoured to take damage equal to two rolls of your Fisticuffs die plus your Charisma modifier. The damage is the same type dealt by the attack.
Distracting Thrashing
Starting at 17th level, the sight of your belly churning with captives is so mesmerizing that foes fumble their strikes. While you have at least 1 creature devoured, all hostile creatures within 30 feet that can see your belly are distracted by its sloshing, and their attacks suffer from their inattention. Weapon and Spell attacks against you deal reduced damage, equal to your Charisma modifier.
Rogue
The Parasite
Most rogues prefer to slip behind a guard or into a treasury. Some slip into ansuspecting gullet. To them, the maw of a beast or the gut of a giant isn’t a trap- it’s a door. The goal? To thrive in the suffocating dark and carve up enemies from their most vulnerable place- from within their own body.
Sneaky Stomach Diver
When you take this archetype at 3rd level, while others panic inside a predator, you remain calm, slipping into the crevaces of their stomach like it’s a hiding place you’ve used a hundred times.You gain resistance to Acid damage. Additionally, you are only considered Grappled while Devoured by a hostile creature, instead of restrained.
In addition, while Devoured by another creature, you may choose not to leave a visible impression on the outside of the predator, though you still take from their stomach capacity.
Symbiotic Parasitism
Also at 3rd level, while some parasites linger and harm, you can slip away just as swiftly as they arrived and without harming your host. You may enter or exit a willing creature’s stomach as a bonus action. You are not blinded or restrained while devoured by a friendly creature and when you escape from the stomach of a friendly creature, until the end of your next turn, you don’t need advantage on the attack roll to use your Sneak Attack as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Invasion
Starting at 9th level, you’ve refined your technique: instead of waiting to be swallowed, you make it happen. You may use an action to force feed yourself to a hostile creature, Contesting your Feeding (Dexterity) skill check against their Athletics or Acrobatics check. On a loss, you land prone on a space adjacent to the creature. On a Success, you become forcibly Devoured by them. While Devoured by a hostile creature, you are no longer considered blinded and can make sneak attacks without needing advantage, so long as you don't have disadvantage. If the creature you are Devoured by tries to Regurgitate you agaisnt your will, you may roll a Strength or Constitution saving throw (DC = 8 + the creature's Constitution modifier + their proficiency bonus). On a loss, you are regurgitated as normal. On a success, you remain Devoured. After 1 minute, you automatically exit the creature's stomach, being deposited prone within 5 feet of them, or if the creature teleports, you are left where they teleported from.
Resisient Parasite
Starting at 13th level, you’ve grown hardened by countless battles spent swimming in digestive acid. When something deals acid damage to you, you can force them to roll the dice twice and deal the lower result.
Invasive Master
Starting at 17th level, no belly can shake you loose, no magic can scatter you from your chosen lair, and your influence over them is at an all time high. If a creature teleports with you in their stomach, you automatically travel with them and you may stay inside a creature with Invasion until they are successful regurgitating you.
In addition, as a bonus action, you can tickle the inside of a creature to stimulate their appetite. They must make a Wisdom saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or gain the ravenous condition. They can repeat the save at the end of each of their turns, ending the effect on a success and becoming immune to the effect until they complete a short or long rest.
Sorcerer
Tarrasque Bloodline
Some sorcerers are born from draconic mingling, others from shadow or storm... But you? you stem from something far rarer. Some thing fiersome. Something... apocalyptically ravenous. Somewhere in your ancestry, the blood of the Tarrasque itself was spilled and intertwined within mortal flesh. A primordial beast within brimming with not just arcane power, but the insatiable hunger and indestructible vitality of the world’s greatest predator.
Tarrasque Spell List
| level | Spells |
|---|---|
| 3rd | Absorb Elements, Thunderwave, Amplify Acids, Unburden |
| 5th | Acidify, Thunder Step |
| 7th | Leeching Insides, Stoneskin |
| 9th | Inhale, Destructive Wave |
Unstoppable Regeneration
When your bloodline manifests at 3rd level, the immortal vigor of a Tarrasque mends wounds before they can claim you, and each step of your growth swells that resilience. You gain proficiency in the Eating skill and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result.
Power Siphon
Also at 3rd level, you channel the same primal law that governs the Tarrasque; all prey is fuel for your might. When you cast a sorcerer spell of 1st level or higher, each creature devoured by you takes Digestion Damage equal to The Spell Slot Level + Your Charisma Modifier. Creatures reduced to 0 Hit Points this way are instantly digested and converted to fattening. For each creature damaged this way, your spell DC increases by 1, to a maximum of +1, until the start of your next turn. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll.
Arcane Stomach
Starting at 6th level, the Tarrasque’s otherworldly physiology asserts itself, granting you an impossible, otherworldly anatomy. Upon successfully devouring a creature, you may choose to send them to this secondary stomach. This stomach can only hold one creature at a time, regardless of their size. This stomach and its prey are considered on a different plane for the purposes of targeting, but still count towards your capacity. Prey that hit 0 HP in this stomach are instantly digested into fattening and restore 1 sorcery point per 10% stuffing you would have gained. You can gain a number of sorcery points this way no higher than half your sorcerer level.
Additionally, when a creature in your arcane stomach takes digestion damage, you can reroll up to 2 of the damage dice, but must use the new roll.
Monstrous Form
Starting at 14th level, your mortal guise begins to buckle under the strain of your heritage. You learn the Enlarge/Reduce spell without impacting your number of Sorcerer spells known. You can cast it at its base level without expending a spellslot, but when done this way you may choose only the “Enlarge” option, and may only target yourself.
Titan’s Grasp
Starting at 18th level, the hunger of a world eater consumes hesitation itself. When you make a successful Melee Spell Attack against a creature smaller than you are, you can spend one sorcery point to attempt a devour check as part of casting the spell.
Warlock
The Cosmic Hunger
The universe is ever-expanding, but in its dark reccesses lurk hungers that would see it collapse in upon itself. You draw power from one such maw- the endless void that pulls all things toward oblivion. Its whispers echo in the pit of your stomach, its gravity swirls about your bloated frame, and through you, it feeds. And as it feeds, it grows.
Cosmic Hunger Spells
| level | Spells |
|---|---|
| 3rd | Magnify Gravity, Absorb Elements, Levitate, Vortex Warp |
| 5th | Hammerspace, Slow |
| 7th | Astral Digestion, Gravity Sinkhole |
| 9th | Inhale, Far Step |
Extra-Dimensional Stomach
When your patron entrusts you at 3rd level, your stomach is no longer bound to mortal flesh and bone as it stretches into a pocket of cosmic density. You may choose to deal Force damage when you deal Digestion Damage to creatures Devoured by you instead of your native damage type. Your stomach is now considered a separate plane of reality for the purposes of detection and location. You can choose weather your fullness manifests on your figure, though you are not immune to the resulting weight or overstuffing.
Additionally, the Spells Gravity Fissure, Reverse Gravity, Dark Star, and Ravenous Void are added to the warlock spell list for you.
Gravitational Appetite
Also at 3rd level, the void within you radiates a faint pull, a constant reminder of the hunger that shapes your flesh. Your belly constantly emits a perceptible but negligible gravity well that pulls nearby tiny object towards you if they are not being worn or carried. As an Action, on your turn, you may intensify this gravity well for 1 minute. For the duration, you emmenate a gravitational tug within 15 feet of you. All tiny objects that aren't being worn or carried, automatically being devoured at the end of your turn. Tiny and small creatures must make a Strength saving throw against your Warlock spellsave DC or be pulled 10 feet towards you and take 1d6 force damace. The radius of this effect increases by 5 feet and the damage by 1d6 at 6th and 14th level.
You must complete a short or long rest before you use this feature again.
Singularity’s Rise
Starting at 6th level,your mass and your patron’s power entwine, allowing you to treat weight as a suggestion rather than a rule. When you cast a spell of 1st level or higher, you may drift aloft, gaining a flying speed for a number of rounds equal to the slot’s level.
While flying in this way, you are too dense to be shifted. You are immune to the immobilized condition and effects that alter your weight or gravity. If your flight ends while you’re airborne, you fall as normal. You must land and remain grounded for 1 round before you can invoke this effect again.
Slavering Singularity
Starting at 10th level, your hunger deepens into a snapping maw of gravity itself. You gain one additional use of Gravitational Appetite between per short or long rest. When creating a gravity well, you may instead form it on a point you can see within 60 feet, manifesting a miniature black hole. Both wells can exist at once, but each must be created with its own action.
Your grasp also sharpens, granting you a +2 bonus to Eating checks made against creatures caught within your gravity wells.
Waistline Wormhole
Starting at 14th level, by sheer will, you may tear open a rift between the material world and your inner void.You can force a creature within range of one of your Gravity Wells to make a Charisma saving throw or become instantly devoured by you.
Once you successfully use this feature, you must complete a long rest before you can use it again.
Warlock Invocations
Pact of the Maw
You gain a natural Bite weapon that deals 1d6 piercing damage. If you already have a bite weapon, then the damage increases by 1 dice step. You can use your Charisma ability score instead of Strength when rolling for attack and damage rolls with your natural weapon.
Invocations that would benefit Pact of the Blade may also benefit Pact of the Maw.
Far Bite
pre-requisites: bite weapon
As a magic action, you can project a mirage of your fangs to chomp down on foes for 30 seconds. Your bite attacks now have the reach property. You must finish a long rest before you can use this feature again.
Wizard
School of Arcane Ingestion
At first it is a curious trick- a hand that whisks morsels to the mouth. However, as their power grows it changes from simple hands to arcane snares, and even full teleportation. At the height of their craft, an Ingestor can fold space itself to appear outside another creature, devouring them in an instant.
Originally Tele-Belly
Hungry Hands
When you take this tradition at 3rd level, your arcane touch is never far from your stomach allowing you to snatch up morsels and feed yourself with a thought. You learn the Mage Hand cantrip if you don’t already know it. When you cast it, or as a bonus action for the duration, you can target an unattended object within range. If the object is Tiny or smaller, not held, worn, or secured, and could normally be manipulated by Mage Hand, the hand swiftly feeds it into your mouth.
You also gain additional spells at the listed wizard levels. These spells are always prepared and don’t count against your number of prepared spells.
| Level | Spells |
|---|---|
| 3rd | Belch |
| 5th | Frog's Tongue |
| 7th | Greater Belch |
| 9th | Inhale |
Grasping Maw
Also at 3rd level, our hunger lashes outward as a spectral maw, dragging creatures toward your gullet. As an action, you conjure a magical maw that lunges in a 5-foot by 30-foot line. It strikes the first creature in its path, ignoring invisibility but respecting cover. Make a melee spell attack against that creature; on a hit, the target takes 1d8 force damage.
If the attack hits, the maw may immediately attempt a devour check on the target. Make an Intelligence (Arcana) check for this devour attempt. The maw is considered the same size as you for this attempt. On a success you gain one success for a devour contest and the target is pulled within 5 feet in front of you, partially inside your mouth as the contest continues.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses after a long rest. You can expend a spell slot (no action required) to regain one expended use.
Safety Swallow
Starting at 6th level, you weave hidden snares of arcane hunger, pulling allies to somewhat relative safety in your stomach when they're in danger.
During a short rest, you can create a number of Tripwire Nodes equal to your Intelligence modifier. Each node has a simple trigger condition, such as “When this creature takes poison damage” or “When this creature uses Second Wind.”
You may apply each node to a willing creature by touch. A creature can only host one node at a time, and a node lasts until the creature finishes a long rest.
When its condition is met, the creature is instantly teleported into your stomach and is immune to digestion damage for 1 minute. At the end of that time, they are expelled into an unoccupied space within 5 feet of you or you may end the effect as a bonus aciton, expelling them instantly.
A node ends without activating if:
- You create new nodes.
- You dismiss them (no action required).
- The creature is more than 90 feet from you.
Gluttonous Surge
Starting at 10th level, every successful swallow ripples with arcane power, fueling your spells. When your Grasping Maw successfully devours a creature, you cause a surge of magic that turns into a single-use spell slot. As part of the same action used for the Grasping Maw, you may use this spell-slot to cast one of the additional spells granted by Hungry Hands.
The slot’s level is 1 for every 10% stuffing the creature would grant, with a maximum equal to your intelligence modifier.
This spellslot gained is lost if not immediately used.
Devouring Warp
Starting at 14th level, you can fold space itself to swallow a creature whole. When you teleport or reform into the same space as a creature of your size or smaller- such as by casting Misty Step or Dimension Door, or ending Gaseous Form- you may attempt to instantly devour that creature.
The target must succeed on a Dexterity saving throw against your spell save DC. On a failure, the creature is instantly devoured by you as you appear in their space. On a success, you are shunted to the nearest unoccupied space and take 1d10 force damage.
Once you successfuly devour another creature with this feature, you can’t use it again until you finish a short or long rest.
Feats
Predator Feats
Insatiable Hunger
Prerequisites: Level 4+, eating Proficiency
You are naturally insatable, unable to settle with an empty stomach. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20.
- You count as 1 size larger for the purpose of determining your Stomach Capacity.
- While there are no creatures devoured by you, you have advantage on devour checks.
Boiling Insides (Powerful Digestion in main module)
Lead Belly
Prerequisites: Level 4+
Your stomach is resilient and hardened, padded by excessive adipose. You gain the following benefits.
- Increase your Constitution by 1, up to a maximum of 20.
- You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures devoured by you and your stomach AC is increased by your weight points up to a maximum of 1. The stomach AC maximum increases to 2 when you reach 10th level, and 3 when you reach 14th level.
Hardy Stomach
Prerequisites: Level 4+
Your practice of overconsumption has led you to thrive off of more lively meals. You gain the following benefits.
- Increase your Constitution by 1, up to a maximum of 20.
- You have advantage on saving throws to avoid indigestion.
- When you succeed on a saving throw against indigestion, or a creature fails a struggle check, you gain temporary hit points equal to your Constitution modifier.
Soothing Stomach (in Grimoire of Gorging)
Feisty Feasts (Baked into Hardy Stomach)
Agile Predator (Redundant)
Stomach of Holding (In main module)
Inescapable Prison (in main module)
Arcane Prison (In main Module)
Second Maw (a Pact Boon in Grimoire of Gorging)
Ambush Predator
Prerequisites: Level 4+
You practice the art of catching meals off guard to down them quickly and quietly. You gain the following benefits.
- Increase your Dexterity, Intelligence or Wisdom by 1, up to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can make devour checks on creatures you are hidden from without needing to grab them first.
- You gain one additional success on the first devour check you make on a creature you are hidden from.
Hypnotic Digestion
Prerequisites: Level 4+, a spell or feature that causes the Charmed condition
Your stomach itself is able to haze and dull the minds of those inside it. You gain the following benefits.
- Increase your Intelligence, Wisdom, or Charisma by 1, up to a maximum of 20.
- When your digestion damage would normally end the Charmed condition on a creature charmed by you, they instead repeat the saving throw against the charmed condition.
- Creatures devoured and charmed by you do not make struggle attempts, and will take the belly rub action on you.
Wonderous Stomach
Prerequisites: Level 8+
Your gut can assume the magic properties of the items rattling around inside. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20.
- You can safely swallow and store magical items in your stomach without injury or damaging the item.
- While a magic item is bellied by you, you can choose to treat the item as if you have it equipped. However, doing so requires attunement to the item, even if it would not normally require attunement.
- If the item is a weapon, modifiers apply to your Size Attacks instead.
Mystic Stomach
Prerequisites: Level 4+ pact magic or spellcasting
Your belly has become so suffuse with magic that it has become a viable vector for your magic.. You gain the following benefits.
- Increase your Intelligence, Wisdom, or Charisma by 1, up to a maximum of 20.
- If you cast your spells using an Arcane focus, you may choose to swallow and digest your Arcane Focus to convert your belly into an Arcane Focus. This lasts until you cast a spell using a different arcane focus.
- You can safely swallow the material components to spells you know without contributing to your stomach capacity, harming yourself or digesting them. As long as you have these components in your stomach, you can cast spells as normal. Materials consumed by the spells will vanish as normal.
- When casting spells with your stomach, you may use your weight points to determine spell attack rolls and save DCs (minimum of 1, maximum of 3) instead of your spellcasting modifier.
Prey Feats
Escape Artist
Prerequisites: Level 4+
You make an exceptionally fiesty meal, able to wiggle your way free with ease. You gain the following benefits.
- Increase your Dexterity, Constitution, or Charisma by 1, up to a maximum of 20.
- You gain proficiency in your choice of the Athletics or Acrobatics skill. If you are already proficient in both of these skills, you choose one to add double your proficiency bonus to checks you make with it.
- You have advantage on checks made to struggle while devoured.
- You no longer suffer disadvantage on attack rolls caused by the blinded appleid by being Devoured.
- You gain resistance to Acid damage
Struggler (Baked into Escape Artist)
Gastronaut (Gastromage in main module)
Hard to Swallow (Dense)
Prerequisites: Level 4+
You are an expert at finding ways to make yourself more of a mouthful... or perhaps you are just more to digest than you look. You gain the following benefits.
- Increase your Constitution by 1, up to a maximum of 20.
- You count as 1 size class larger for the purposes of the number of successful devour it takes to devour you.
- When you would be reduced to 0 HP while devoured by another creature or when taking Acid damage, you can make a Constitution saving throw with a DC equal to half the amount of Digestion Damage you just sustained. On a success, you are reduced to 1 HP instead, even if you were already at 1 HP. Each use of this ability inflicts a -1 penalty on your constitution save modifier which persists until you complete a long rest without being devoured by a hostile creature.
Gastric Deviance (baked into Hard to Swallow/Dense)
Belly Fanatic (Encourager in main module)
Belly Diver (redundant & baked into Escape Artist)
Early Exit (Redundant)
Hard-Shelled Snack
Prerequisites: Level 4+, proficiency in leatherworker's tools, tinker's tools, or blacksmith tools, and light, medium, or heavy armor training
Seeing others getting eaten has inspired you to learn how to tinker with gear to prevent this. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20.
- When you complete a long rest, you may spend 1 hour to enhance a set of armor you are proficient with, provided you have materials from the appropriate tools to do so. While wearing the armor enhanced by you, a creature is insulated from acid damage they receive. This benefit on armor fades when you complete a long rest, where you will need to make touch ups to refresh the benefit.
- The roll of damage is reduced by an amount equal to your proficiency bonus.
This feat can be taken one additional time to gain an additional two damage types resisted from your choice of fire, cold, necrotic, poison, or lightning and you can augment a second set of armor when you complete a long rest.
Compact
Prerequisites: Level 4+
You can quickly dive down gullets with minimal effort. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20.
- You count as 1 size smaller for devour contests.
- You have advantage on checks to feed yourself to other creatures.
- When you feed yourself to a willing creature, you can choose for their digestion damage to not effect you and you can peek out of their mouth to maintain vision on anything in their line of sight. This effect lasts for 1 minute or until the creature regurgitates you.
Subclass Feats
Artificer
Blast Furnace
Prerequisite: level 9+ Stomach Forge Artificer
You learn to release your internal heat in one giant explosion. You gain the following benefits:
- Increase an ability score of your choice by 1, up to a maximum of 20.
- As either part of the action when you activate your Blazing Furnace feature, or as an action while the feature is in effect, you may choose to push your internal forge to it’s limits, unleashing the stored blaze all at once.
You release a wave of flames over a 15 foot radius centered on you. Creatures within the radius not devoured by you must make a Constitution saving throw against your Artificer Spell Save DC, taking a number of d8s of fire damage on a failed save and half as much on a success.
The number of d8s rolled equals 3 times the number of rounds left in the full duration of your Blazing Furnace feature.
For each d8 rolled, you deal 1d6 fire damage to one prey Devoured by you. If their are no prey devoured by you and you still have d6s left to roll then you suffer the remaining fire damage. Fire damage dealt to you in this way ignores resistances and treats immunity as resistance.
Barbarian
Rapid Acids
Prerequisite: level 8+ Path of the Consumer Barbarian
You learn to release your internal heat in one giant explosion. You gain the following benefits:
- Increase your Strength or Constitution by 1, up to a maximum of 20.
- When you successfully devour a creature, you can use your reaction to roll a number of Digestion dice equal to your Rage Bonus, and deal the resulting damage to the newly devoured prey.
- When you target a creature you have Devoured with Weaponized Digestion, you can treat any 1 or 2 on a damage die as a 3.
Body of the Beast
Prerequisite: level 8+ Path of the Primordial Hunger Barbarian
Your Body has grown more tolerant to your voracious tendencies and has begun to accommodate. You gain the following benefits:
- Increase your Strength or Constitution by 1, up to a maximum of 20.
- Your stomach capacity increases by 2.5 times your Barbarian level (rounded down)
- While raging, you can use strength for indigestion rolls and to calculate your stomach AC.
Bard
Hazy Belch
Prerequisite: level 8+ College of Eructation Bard
Your belches have grown potent (or pungent) enough to linger long after teh sound has faded. You gain the following benefits:
- Increase your Constitution or Charisma by 1, up to a maximum of 20.
- When you cast Belch, Greater Belch, or Primal Belch, you may choose to expel a denser, longer lasting miasma in place of the usual damage. Spells cast in this way only roll half their initial number of damage dice, but hang in the air as a cloud of gastric smog that covers an area. Creatures that start their turn within the area must roll a Constitution saving throw against your Bard Spell save DC. On a fail, they suffer the other half of damage dice that the spell would have dealt normally. The duration of and area covered by the smog depends on the spell used to create it.
| Spell | Area Covered | Duration |
|---|---|---|
| Belch | 10 ft cube | 30 seconds |
| Greater Belch | 15 ft cube | 1 minute |
| Primal Belch | 20 ft cube | 2 minutes |
This smog can be cleared by strong winds or by Dispel Magic. To clear the fog, Dispel Magic must be cast at the same or greater level than the spell cast to create the fog. You can use your bonus action to move the cloud up to 15 feet in a straight line in a direction of your choosing.
Once you use this feature, you msut complete a short or long rest before you can use it again.
Blood Hunter
Damning Strike (Haymaker)
Prerequisite: level 8+ Order of the Greedy Soul Blood Hunter
Your belches have grown potent (or pungent) enough to linger long after teh sound has faded. You gain the following benefits:
- Increase your Strength, Dexterity, Constitution, Intelligence, or Wisdom by 1, up to a maximum of 20.
- When you make an attack action with a weapon which you have a weapon masteyr learned, you may forgo extra attack in favor of a single devasting strike. You must declare this before any rolls are made and you cannot make additional attacks except for Attacks of Opportunity until the start of your next turn. On a hit, the attack deals an amount of damage equal to the sum of all the damage rolls of the attacks you lost, plus additional force damage equal to a roll of your Hemocraft die, and is knocked prone. If you roll a natural 20 to hit, you deal triple the number of dice rolled instead of double.
This attack automatically maximizes the bonus from your Slavering Gaze feature.
Cleric
Ravenous Aura
Prerequisite: level 8+ Voracity Domain Cleric
Your inspire gluttony en masse, encouraging the crowds to gorge to their heart's content. You gain the following benefits:
- Increase your Constitution, Wisdom, or Charisma by 1, up to a maximum of 20.
- You gain a new use for Ravenous Boon. As a magic action, choose a point you can see within 15 feet of you. A number of creatures equal to your Wisdom modifier in a 15 foot radius sphere centered on this point gain the benefit of your Ravenous Boon feature.
Demonologist
Abyssal Wrecking Ball (Dance Team)
Prerequisite: level 8+ Mastery of the Black Maw Demonologist
The weight of all within your shard of the Abyss can strike with the force of the Abyss itself. You gain the following benefits:
- Increase your Constitution or Intelligence by 1, up to a maximum of 20.
- You can store one additional creature with Dimensional Storage.
- You learn the true Strike cantrip without impacting your nubmer of Demonologist cantrips known, its damage type is either Acid or Necrotic instead of Radiant (you choose when casting the cantrip), and your Size Attacks are a suitable weapon for True Strike.
Drujid
Frugal Stitching
Prerequisite: level 8+ Circle of the Boneyard Druid
Your belches have grown potent (or pungent) enough to linger long after teh sound has faded. You gain the following benefits:
- Increase your Constitution, Intelligence or Wisdom by 1, up to a maximum of 20.
- All Soul Stitch costs on the Stitchable Features table are reduced by 1, to a minimum of 1.
Morphic Biology
Prerequisite: level 8+ Circle of the Chimera Druid
You can call upon ambient natural magic to attempt to force your body to take on a new shape. You gain the following benefits:
- Increase your Strength, Dexterity, or Wisdom by 1, up to a maximum of 20.
- You can call upon ambient natural magic to attempt to force your body to take on a new shape even when your personal arcane reserves don’t allow for it.
As an action, you can roll a Wisdom Saving throw against your own Spell Save DC. On a success, you can swap out one of the Chimera Form attributes you are currently using with any other attribute you are not using without needing to expend Wild Shape charges.
Fighter
Where Do You Think You're Going? (Opportunistic Grapple)
Prerequisite: level 8+ Bouncer Archetype Fighter
You can call upon ambient natural magic to attempt to force your body to take on a new shape. You gain the following benefits:
- Increase your Strength, Dexterity, or Wisdom by 1, up to a maximum of 20.
- You may use your reaction to make a grapple or smother attempt against an adjacent creature when they miss an attack on you.
- When you attempt to make an unarmed strike for a grapple as an attack of opportunity, you still deal the damage of your unarmed strike.
Monk
Intense Echoes
Prerequisite: level 8+ Warrior of the Belly Drum Monk
The slap of your palm echoes through a hungry stomach, resonating long past a single strike. You gain the following benefits:
- Increase your Dexterity, Constitution, or Wisdom by 1, up to a maximum of 20.
- The duration of your Internal Resonance feature increases by number of rounds equal to your Wisdom modifier (minimum of 1) and you can choose to end it early (no action required).
- While Internal Resonance is active, you gain a blindsight of 10 feet.
Paladin
Decree of Digestion
Prerequisite: level 8+ Oath of Voracity Paladin
You can call for the swift consumption of those owed, and protection of those robbed. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, up to a maximum of 20.
- Any time you evoke your Aura of Voracity, you may choose to mark a number of creatures equal to your Charisma (minimum of 1) within 60 feet of you. Creatures marked in this way either gain resistance to digestion damage, or you can treat any 1 on a damage die on digestion damage as a 2 (you choose the benefit) for the duration.
Sturdy Baricade
Prerequisite: level 8+ Oath of the Fortress Paladin
Your blubbery hide can bounce blows off to protect allies further. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, up to a maximum of 20.
- Whenever you use you Wide Stance feature, you reduce the incoming damage by 1d6 + your weight points before the damage is divided between you and the creature you are defending. This increases to 1d8 at 11th level, and 1d10 at 17th level.
Priest
Aura of the Iron Belly
Prerequisite: level 8+ Clergy of Gastric Caress Priest
Your blessings spread and strengthen the stomachs of those around those you bless. You gain the following benefits:
- Increase your Constitution or Charisma by 1, up to a maximum of 20.
- When you activate Digestive Restoration, you and all friendly creatures within 10 feet of you gain a +1 bonus to indigestion rolls and to stomach escape DC until the end of your next turn.
Rogue
Leech
Prerequisite: level 8+ The Parasite Rogue
As your host restores themselves, you take some of the gain for yourself. You gain the following benefits:
- Increase your Dexterity or Constitution by 1, up to a maximum of 20.
- While devoured by a hostile creature, any time that creature receives healing from any source, you gain temporary HP equal to the amount the predator is healed by.
Uncanny Gut (Baked into the subclass)
Sorcerer
Arcane Gluttony
Prerequisite: level 8+ Tarrasque Bloodline Sorcerer
As your host restores themselves, you take some of the gain for yourself. You gain the following benefits:
- Increase your Constitution or Charisma by 1, up to a maximum of 20.
- You are considerd 1 size larger for determing your Stomach Capacity.
- Your Arcane Stomach feature now apply to your physical stomach. You gain 1 sorcery point for every 25% stuffing digested, but can gain a number of sorcery points no higher than your Proficiency Bonus.
Warlock
Curse of Gravitation
Prerequisite: level 8+ Cosmic Hunger Warlock
Your curses cause gravity to act wildly around the victims, pulling them towards the ground rapidly. You gain the following benefits:
- Increase your Constitution, Intelligence or Charisma by 1, up to a maximum of 20.
- You learn learn the Hex Spell without impacting your number of Warlock spells known. If you already knew it, you instead learn a 1st level spell of your choice from the warlock spell list.
- When you cast a spell using an action that inflicts some kind of curse, you can force them to make a Charisma saving throw against your Warlock Save DC. If the spell has a casting time of 1 bonus action, you can use this as part of the same bonus action. On a fail, they are ensnared by gravitational fluctuations for the duration. Creatures ensnared lose flight and climb speed, and if they are airborn when ensnared they fall to the ground and take twice the amount of normal falling damage.
- While your Gravitational Appetite and Slavering Singularity wells are active, creatures cursed by you are automatically ensnared for the duration, even when outside the range of these features.
Wizard
Belly Network
Prerequisite: level 8+ School of Arcane Ingestion Wizard
As your host restores themselves, you take some of the gain for yourself. You gain the following benefits:
- Increase your Constitution, Intelligence or Wisdom by 1, up to a maximum of 20.
- You gain a number of charges of Lesser Bellyports equal to your Intelligence modifier. You can use a charge to use either benefit of this feature, and regain all expended uses when you complete a long rest.
- As a Magic Action, you can teleport devoured creatures among you and friendly creatures of your choice within 60 feet of you.
- You learn the Misty Step spell if you did not know it already and it is always preparred without impacting your number of Wizard spells known. When you cast this spell, you may also target any creature that is currently devoured by you or an ally, and teleport them to any location within 30 feet of their original location, which may include the stomach of a willing creature. If you attempt to teleport a creature into the stomach of an unwilling creature, they must make a Wisdom Saving throw agaisnt your Wizard Spell Save DC. On a success, the cast fails.
Additional selections
Meta-Magics
Gastro Spell
When casting a spell that targets a specific creature, you may spend 1 sorcery point to allow the spell to target creatures with the devoured condition as if they had no cover and were standing in the predator's space.
Fighting Styles
Weight Throwing
When you use your action to successfuly devour a creature, you may use your bonus action to attempt to grapple or smother another creature within range.
Glutton Punisher
You gain a +2 bonus to attack and damage rolls made against a predator that has devoured other creatures. If you exceed their armor class by 5 or more, they must make a constitution saving throw to avoid indigestion.
Artificer Infusions
Dragging Weapon
pre-requisite:, level 6+ Artificer
Item: any weapon with the reach or ranged weapon property
This weapon gains a +1 bonus to attack and damage rolls you make with it and, when you successfully hit an attack with this weapon, the target is pulled 5 feet closer to you.
Trap Jaw
pre-requisite:, level 6+ Artificer
Item: any helmet that covers the jaw
When you fail a devour check against a target within 5 feet of you, you can make an unarmed strike to grapple the target using your Intelligence modifier for the attack roll and save DC.