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# Related Documents ##### This module is created as an extension of other modules and uses mechanics as well as a handful of spells from other documents. They will be cited and links to the associated modules are listed on this page.
#### Aeiroth Gluttony Rules The main module that all these attack to is called [Aeiroth Gluttony Rules](https://www.gmbinder.com/share/-O4GI9I0PVitzGYn5AV5)! It is the main rules which are referrenced in this document, and many spells fitting a fattening, vore, and inflation theme. ___ #### Aeiroth Elemental Expansion There are spells for some subclasses that come from the [Aeiroth Elemental Expansion module](https://www.gmbinder.com/share/-O19kyLBnSd6HZxzwxzh)! It is an under construction list of spells and subclasses designed to expand on magics that are already around. Ice, Lightning, Magma, Earth, Wind, and Water. There's more to casting than fireball and this module aims to give you a plethora of options.
Spells coming from that module will be marked with (AEE) ___ #### Aeiroth Extra Classes There are classes and spells used that come from a table conversion of third party content! They can be found in [Aeiroth Extra Classes](https://www.gmbinder.com/share/-O87inmo6Vpq0476Xgts). Demonologist, Priest, Grave Knight, and Survivalist come in as more setting appropriate versions of the classes found in the Champions of Azeroth module by Reddit user Silverblade1234.
Spells coming from that module will be marked with (AEC) ___ #### Aeiroth Spell Compendium There are spells for some subclasses that come from the [Aeiroth Spell Compendium module](https://www.gmbinder.com/share/-O4unNw5pKjLLWR78G3D)! It is a small collection of rules used for the Aeiroth table and some spells here are listed from that module.
Spells coming from that module will be marked with (ASC) ___ #### ExpanD&D and Dungeons & Dinners Conversion I have a list of spells from ExpanD&D and Dungeons in dinners so they can be made compatible with my table. [ExpanD&D/Dungeons & Dinners Conversion](https://www.gmbinder.com/share/-OOPJPLus0jiZ7U3Sx3F).
Spells coming from that module will be marked with (ExD&D) or (D&Dinner) ___ #### Balthazar's Grimoire of Gorging A secondary module for the Aeiroth Gluttony Rules with additional spells, feats, and subclasses known as [Balthazar's Grimoire of Gorging](https://www.gmbinder.com/share/-OEkjzkAWXfcHQ07sW2m).
Spells coming from that module will be marked with (BGoG)
\pagebreakNum ### Costume Artist, Artificer A master of magical couture- an artificer whose creations turn the act of dressing up into a performative art. Whether stitching glamour into a masquerade mask or sewing shadow into a cloak, their designs enhance the wearer’s presence and confidence and allow them to truly assume the role of their costume... sometimes a little too well. Over time, their costumes begin to go from loose to form-fitting, and not from shrinking when being washed. #### Tools for Customization When you adopt this specialization at 3rd level, you gain proficiency with Weaver's Tools. If you already have this proficiency, you gain proficiency with another set of artisan's tools of your choice. #### Costume Maker Spells |Level|Spells| |:---:|:----:| |3rd|Appeal, Disguise Self, Resize
ExD&D
| |5th|Enhance Ability, Nystul's Magic Aura| |9th|Heavy Transport
ExD&D
, Cause Fear| |13th|Lipomantic Voodoo Doll, Polymorph| |17th|Seeming, Slavering Beast
ExD&D
| #### Masquerade Magic Also at 3rd level, you begin to create elegant, terrifying, and fashionable costumes. Over the course of an hour, you can create an elaborate, magical costume with the appearance of your choice. You can have a number of magical costumes equal to your intelligence modifier. If you make a new costume, you must choose one of the old costumes to lose its magic. As a bonus action, you can infuse magic into a worn costume of your creation to grant bonuses based on its appearance for 1 hour. While benefiting from the infused costume, they may use your intelligence modifier to rolls to specific skill checks, listed in the table below. You can buff a costume once, regaining the ability to do so when you complete a short or long rest. You can also buff a costume by casting a spellslot of 1st level or higher. You can refresh the duration by reinfusing the costume. |Appearance|Benefits| |:---:|:-----:| |High Society|Deception, History, Persuasion, and Musical Instruments| |Horrific|Athletics, Intimidation, Nature, and Survival| |Festive|Acrobatics, Animal Handling, Performance, Sleight of Hand| |Professional|Arcana, Medicine, Religion, and Artisan's Tools| |Criminal|Deception, Insight, Stealth, and Thieve's Tools| \columnbreak #### Upgraded Ensembles Starting at 5th level, your mastery of magical couture allows you to weave stronger enchantments into your costumes so long as they have extra fabric to fit the magic into. Your costumes count as valid items for your Artificer Infusions that can be applied to armor, shields, or wearable equipment such as boots, gloves, or cloaks. While a costume is infused by either one of your Infusions or your Masquerade Magic feature, it fits to a larger frame, snug and perfectly fitting. When the costume is removed, the wearer retains this magical corpulence, gaining fattening equal to your Artificer level. If it is infused multiple times before the costume is removed, the fattening gained is cumulative. In addition, when you infuse a costume with Masquerade magic, they gain temporary hit points equal to 1d8 + your Intelligence modifier. If used with a spellslot, the temporary hit points increases by 1d8 per extra slot level above 1st, up to a maximum of 5d8. #### Grand Masquerade Starting at 9th level, your mastery of costuming grows the strength of your infusion. You can now use your Masquerade Magic feature twice, regaining all expended uses when you finish a short or long rest. In addition, while a creature is benefiting from your Masquerade Magic, they add half their proficiency bonus (rounded down) to any ability check that uses a skill or tool associated with their costume’s appearance. #### Sturdy Fabrics Starting at 15th level, your costumes radiate protective magic that cushions the body. While a creature has temporary hit points granted by your Masquerade Magic feature, it has resistance to damage from weapon and spell attacks. However, the wearer of the costume gains fattening equal to half the temporary hit points lost. \pagebreakNum ### Path of the Hungering Lycan, Barbarian A beast slumbers in the center of a ravaged camp, stomach towering above them as the bandits that inhabited the camp thrash within their belly. They let loose a satisfied belch before reverting to their normal humanoid form, their hunger finally satisfied. As the barbarian sleeps off their monstrous feast, a thick layer of flab settles upon their prodigous frame. But come morning, the hunger will return, and the cycle begins anew. #### Lycanthropic Appetite When you choose this path at 3rd level, your hunger becomes a weapon. You gain proficiency in the Eating skill. Additionally, your bite counts as a natural weapon that you can use to make unarmed strikes. On a hit, you deal 1d8 + your strength modifier piercing damage. #### The Beast Within Also at 3rd level, when you enter Rage, you undergo a feral transformation, taking on a ravenous lycanthropic form. The form has an appearance of your choosing, such as a werebear or werewolf. While raging, you have the Ravenous condition. However, you can choose to suppress the effect that could cause you to see allies as potential food, and when you hit a creature with a natural weapon, you can use your bonus action to make a Devour check against that creature. #### Predator’s Terror Starting at 6th level, the sight of your gluttonous feast strikes terror into those around you. When you successfully Devour a creature while raging, choose one creature that can see or hear you within 30 feet. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Weight Points or Constitution modifier, whichever is higher) or become frightened of you until the end of your next turn. While frightened in this way, the creature’s speed becomes 0 as they freeze in fear. #### Tame the Beast Starting at 10th level, you have tamed the gnawing hunger within, bending it to your will as a tool. You can choose to retain the transformation from your Ravenous Transformation feature even after your Rage ends. This form lasts until you finish a long rest, though you no longer have the Ravenous condition while in it. However, while maintaining this form, you must consume twice the normal amount of food each day to sustain your monstrous appetite. In addition, while transformed, you have advantage on Eating checks that aren’t part of a Devour attempt, and you are immune to foodborne illness or poisoning from ingested substances. \columnbreak #### Predatory Senses Also at 10th level, While in your Beast Within form, you gain advantage on Perception checks based off of smell, and creatures you can smell within 30 feet can’t benefit from being invisible to you. #### Eternal Feast Starting at 14th level, your hunger has become nearly bottomless as your body tears through meals with terrifying efficiency. While raging you add your Strength modifier to digestion damage dealt. In addition, when you complete a short rest while in your Beast Within form, you can convert an amount of stuffing to fattening equal to 5 x your Constitution modifier. \pagebreakNum ### College of the Campfire, Bard "Within the dark of night, a ravenous beast stalked their next meal. Slowly, they creep closer- claws ready, teeth glistening, and saliva dripping in ravenous anticipation. When the moment came, they bare their fangs, and with an unbound hunger they lunge!" As the bard's voice trails off into the night, the listeners scream in terror. The firelight goes out, one listener faints, and they all turn to see their own companions not as friends, but the slavering monster from the tale. #### Storywriter When you join this college at 3rd level, you specialize in writing and telling stories of the most horrific kind. You gain proficiency in Caligrapher's Tools and learn your choice of the Create Bonfire or Dancing Lights cantrip without impacting your nubmer of Bard cantrips known. #### Dead Man's Tale Also at 3rd level, you can tell a story so terrifying that it leaves foes terrified of the potential for truths hidden within the tales. As a amgic action, you can expend a use of your Bardic Inspiration to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a fail, they become frigtened of you for 1 minute. At the end of each of their turns they may repeat the saving throw, ending the effect on a success. #### Frightful Embelishment Starting at 6th level, you can quickly improvise stories about your allies to overexaggerate the most horrific of their escepades. You may now tell your Dead Man's Tale as part of giving a Bardic Inspiration to an ally. When used in this way, the frightened creature is instead frightened by the ally who was given the Bardic Inspiration. In addition, if a creature is immune to the frightened condition, on a failed save against a spell or feature from you that would cause the frightened condition, they instead take psychic damage equal to a roll of your Bardic Inspiration Die. #### Beastly Reputation Starting at 14th level, your stories become so well-crafted that you can have foes believe their own allies are ravenous beasts. As an action, you can choose a creature within 30 feet of you that you can see. A number of creatures of your choice, up to a number equal to your Charisma modifier, within 30 feet of the target that can see or hear it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature perceives the target as if it has the ravenous condition and becomes frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you must finish a long rest before you can use it again. In addition, you’ve grown accustomed to staring terror in the face. You have advantage on saving throws made to resist the frightened condition. \columnbreak ### Midnight Domain, Cleric When the pale moon reaches its roundest, the clergy take to the world below. Their prayers are not whispered in temples but howled beneath the stars. Through their rituals, beasts of shadow and hunger rise to serve. They are shepherds of monstros appetites that feast endlessly under the light of the full moon #### Midnight Spells |Level|Spells| |:---:|:----:| |3rd|Alabaster's Phantasmal Wolf
BGoG
, Cause Fear, Dietary Curse
ExD&D
, Moonbeam| |5th|Stout Form, Phantom Steed| |7th|Fount of Moonlight, Polymorph| |9th|Awaken, Slavering Beast
ExD&D
| #### Feast of the Moon When you join this domain at 3rd level, you call upon the power of the night to bless those who willingly embrace monstrous hunger. As an action, you can expend a use of your channel divinity to choose up to three willing creatures of your choice (this may include yourself) within 30 feet. Each creature transforms into a blubbery, hulking, monstrous version of themselves for 1 minute. While transformed they gain the following benefits: - Their strength score increases by 2, up to a maximum of 20. - They count as one size larger for grappling, shoving, or devour attempts. - They gain temporary hit points equal to your Wisdom modifier every time they eat food or successfully devour a creature. #### Supernatural Resistance Also at 3rd level, your form is bound by the night- unchanging and at your control. You have advantage on saving throws against being transformed, cursed, or possessed. You also become immune to lycanthropy. #### Benediction of Gluttony Starting at 6th level, your divine influence urges on and fuels the hunger of the monstrous. Whenever a creature within 30 feet of you that is transformed makes an Eating (Query) check, you can use your reaction to grant that creature a bonus to the roll equal to half your cleric level (rounded down). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Monster Master Starting at 17th level, your ability to call on and enable monsters is unparalleled. You learn the True Polymorph spell and always have it preparred without impacting your number of Cleric spells preparred. If you true polymorph an unwilling creature into a Lycanthropic creature, such as a Werewolf or Werebear, they are charmed by you for the duration. \pagebreakNum ### Mastery of Voodoo, Demonologist Demons are creatures of flesh, sin, and hunger, easily made malleable to a will strong enough to twist them. Those who master this bizarre voodoo bind fiends into puppets that form a fattened mockery of mortals, stitching their essence together with traits of gluttony and greed. When you curse through your doll, your victim doesn’t feel just pain, but the cost of indulgence itself. #### Voodoo Spells |level|Spells| |:---:|:----:| |3rd|Bloating Hex, Commant, Control Fat, Sluggish Manipulation| |5th|Fast Friends, Gorging Bewilderment| |7th|Lipomantic Voodoo Doll, Locate Creature| |9th|Dominate Person, Girth of Lethargy| #### Voodoo Minion When you embrace this mastery at 3rd level, you learn to sculpt your will into an effigy of demonic flesh. As an action, you summon a Tiny fiend that acts as your voodoo doll which takes on a form resembling someone you know and can be reshaped as a free object interaction. The demon cannot be sacrificed with Path of Sacrifice and does not gain benefit from Path of Supremacy. It has an AC of 14 + your Intelligence modifier (minimum of 1), hit points equal to twice your Demonologist level, a speed of 30, and immunity to all conditions. You can dominate the minion as a bonus action, forcing it to move and act as you direct. While dominated, it has darkvision 60 ft., and can telepathically relay what it sees and hears. Whenever you cast a spell on your turn, you can cast it as if you were in the minion's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest. The demon stops being controlled if it is ever more than 1,000 feet away from you, if someone casts Dispel Magic on it, if you die, if you stop controling the demon as a bonus action, or you finish a long rest, where it will crumble to ash and return to the Abyss. #### Flesh Puppet At 6th level, you’ve learned to use your demonic doll to seize control of flesh. As a Magic action, you may expend a use of your Voodoo Minion to attempt to control a Large or smaller creature within 30 feet of your minion. The creature must succeed on a Wisdom saving throw against your Demonologist spell save DC, or become controlled by you. Your demon changes its appearance to look like them. You immediately force the creature to move up to half its speed and either interact with an object, make one attack, or perform a Devour check. The control then ends, and you may revert your demon’s form. \columnbreak #### Pain Made Plenty Starting at 10th level, you can use your mastery of voodoo to redirect magic from yourself to your minion. When you take damage, you can use your reaction to reduce it by an amount equal to your Intelligence modifier. When you do, the creature your demon currently resembles gains fattening equal to your Intelligence modifier. #### Threads of Indulgence Starting at 14th level, your magic transcends distance, able to manipulate them so long as you can sculpt their visage. Your Flesh Bound Puppet feature can target creatures of Huge or smaller size. In addition, you can cast a spell on your Voodoo Minion to cause it to apply to the creature it looks like, so long as they are on the same plane of existance as you. The spell automatically hits the demon or it automatically fails the saving throw. The target creature takes half the spell’s damage as fattening damage instead of its normal effect. If the spell already deals fattening damage, the target gains an additional of fattening amount equal to the spell’s damage. This effect cannot apply conditions other than Immobilized or Ravenous. Once you've cast a spell in this way, you cannot do so again until you finish a long rest. \pagebreakNum ### Circle of the Gourd, Druid Those of the Circle of the Gourd walk the line between harvest and horror, bringing life and death alike into the rich bounty of autumn. Their magic turns death into delicious life, ensuring that every patch flourishes under their care. Some say these druids always have a secret recipe in mind, always using only the freshest pumpkins that are are never far from their spellwork. #### Gourd Spells |Level|Spells| |:---:|:----:| |3rd|Entangle, Searing Smite, Ikoyn's Ripe Refreshment
BGoG
, Pyrotechnics| |5th|Melf's Minute Meteors, Plant Growth| |7th|Fount of Moonlight, Gluttonous Gambit| |9th|Immolation, Wrath of Nature| #### Seed of the Gourd When you join this circle at 3rd level, your magic takes root within the cycle of decay and regrowth, allowing you to weave flesh and vine to bring a rich Autumn harvest. As a bonus action, you can use a charge of your Wild Shape for one of the following features: **Jack-o'-lantern Doppleganger.** Your body transforms into a small-sized pumpkin with stray vines and a carved face that is lit with a candle that sheds dim light for 10 feet. The pumpkin has a movspeed of 10 feet, 5 hit points, and 10 AC, you retain your mental ability scores, proficiencies, and class features, but you cannot speak or cast spells. You are indistinguishable from a normal jack-o'-lantern, able to hide in plain sight unless something actively sees you move. In order to be identified as something other than a simple pumpkin, a creature must use an action to make an Investigation(Intelligence) check against your spellsave DC, identifying that there is something unusual about the pumpkin on a success. The disguise counts as being wild shaped for determining the time it lasts. **Death into Harvest.** You transform a corpse of a medium or smaller creature within 60 feet of you into a ripe, juicy pumpkin attached to the vines growing from the ground. The pumpkin is the size and weight of the corpse transformed and treated as a regular plant. However, if identified or looked at under detect magic, it will be shown as a magical plant created via necromancy. If a spell such as revivify or raise dead is used on the creature’s remains, or if the magic is targeted by dispel magic, the caster must succeed on a spellcasting ability check against your spell save DC. On a failure, the attempt fails and the corpse remains a pumpkin. \columnbreak #### Pumpkin Patch Starting at 6th level, you can cause vines to rapidly grow from gourds, ensnaring those caught. As a magic action, you can expend a spellslot of 1st level or higher to target a gourd within 30 feet of you to cause it to surge a collection of dangerous, ensnaring vines. The area within a 10 foot radius of the gourd becomes non-magical difficult terrain and a number of creatures equal to your Wisdom modifier must succeed a Dexterity saving throw or become restrained by the vines. A restrained creature can use its action to make an Athletics(Strength) or Acrobatics(Dexterity) check against your spell save DC, freeing itself on a success. If the vines, or any restrained creature, take fire damage, the vines wither and burn away, ending the effect immediately. When this happens, all creatures restrained by the vines take 1d6 fire damage. #### Creeping Vinewalk Starting at 10th level, your bond of the harvest has deepened to the point where you can move through dense growth as easily as open ground. You can move through nonmagical difficult terrain created by plants, vines, or other natural growth without expending extra movement. In addition, your speed can’t be reduced by magical or nonmagical plant effects, such as Entangle, Plant Growth, or your own Pumpkin Patch. In addition, While in your Jack-o’-Lantern Doppelganger form, your movement speed becomes equal to your normal walking speed while you are within 10 feet of plant life, such as tall grass or near bushes. #### One With the Harvest Startign at 14th level, you can ripen flesh as easily as fruit, bringing the harvest not just to the dead but to the living. You learn a unique version of the Flesh to Stone spell called Flesh to Gourd, which doesn’t count against your number of spells known or prepared. Flesh to Gourd functions identically to Flesh to Stone, except the target’s body slowly transforms into a ripe pumpkin instead of stone. A creature that fails its final saving throw is transformed into a pumpkin, becoming an inanimate plant object until the effect is ended. You can cast Flesh to Gourd without expending a spell slot or material components. When you do so, you can target each creature restrained by your Pumpkin Patch instead of a single creature. Once you use this feature this way, you must complete a long rest before you can use it again. \pagebreakNum
### Glutton Phantom, Fighter Some warriors feed on fright, just as they do a buffet. A Glutton Phantom grows their body through illusion and trickery as their bloated shadow grows with every terrified scream. On the battlefield, their visage warps into something horrendouss with a boundless appetite and an inescapable presence.
##### Glutton Phantom Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:--:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th| 2 | 4 | 3 | ─ | ─ | — | | 6th| 2 | 4 | 3 | ─ | ─ | — | | 7th| 2 | 5 | 4 | 2 | ─ | — | | 8th| 2 | 6 | 4 | 2 | ─ | — | | 9th| 2 | 6 | 4 | 2 | ─ | — | |10th| 3 | 7 | 4 | 3 | ─ | — | |11th| 3 | 8 | 4 | 3 | ─ | — | |12th| 3 | 8 | 4 | 3 | ─ | — | |13th| 3 | 9 | 4 | 3 | 2 | — | |14th| 3 | 10| 4 | 3 | 2 | — | |15th| 3 | 10| 4 | 3 | 2 | — | |16th| 3 | 11| 4 | 3 | 3 | — | |17th| 3 | 11| 4 | 3 | 3 | — | |18th| 3 | 11| 4 | 3 | 3 | — | |19th| 3 | 12| 4 | 3 | 3 | 1 | |20th| 3 | 13| 4 | 3 | 3 | 1 |
#### Spellcasting When you embrace this archetype at 3rd level, you begin to create illusions around you and can influence the minds of those who gaze upon you. ##### Cantrips You learn two cantrips of your choice from the Illusion and Enchantment schools. You learn an additional Illusion or Enchantment cantrip of your choice at 10th level. ##### Spell Slots The Spellcasting table shows how many spell slots you have. You regain all expended slots when you finish a Long Rest. ##### Spells Known of 1st Level and Higher At 3rd level, you know two 1st-level spells of your choice from the Illusion and Enchantment schools. The Spells Known column of the Spellcasting table shows when you learn more spells of your choice of 1st level and higher. Additionally, when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the Illusion or Enchantment spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\pagebreakNum #### Hungering Visage Also at 3rd level, you can assume a bloated silhouette of gluttony and dread. As a bonus action you can assume a frightening form, taking the appearance you choose, that lasts for 1 hour, until you are incapacitated, or until you dismiss it (no action required). While in this form, when you take the Attack action, you can force a number of creatures of your choice that you can see within 30 feet, up to a number equal to your Weight Points, to make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes psychic damage equal to your Charisma modifier and becomes frightened of you until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Growing Terror Finally at 3rd level, whenever a creature fails a saving throw against your Hungering Visage feature or one of your Illusion or Enchantment spells, you gain fattening equal to your Charisma modifier. #### Phantom Feast Starting at 7th level, your victims can see your true nature, endlessly hungry and eager to swallow them whole like the shadow of night. When you use your Second Wind, you can unleash a psychic vision of your terrible hunger upon one creature you can see within 30 feet. That creature must succeed on an Intelligence saving throw or take psychic damage equal to half your fighter level (rounded up) and become frightened of you until the end of your next turn. Once you use this feature, you can’t target the same creature with it again until you finish a long rest. #### Bulk of the Beast Starting at 10th level, your silhouette darkens as your hunger seeps into your very shadow. You gain the Voracious Fighting Style if you don’t already have it. If you already have it, you gain another fighting style of their choice. Your Weight Points increase by 1 once you have accumulated a total of 25 or more combined fattening and/or stuffing. #### Insatiable Visage Starting at 15th level, your hunger is no longer a mask, but instead your nature. You can now use your Hungering Visage feature a number of times equal to your Charisma modifier. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest. In addition, you learn the Abyssal Stomach spell without impacting your number of spells known. #### Eternal Damnation Starting at 18th level, your gluttonous illusion becomes an eternal truth. While you are conscious, you remain in your Hungering Visage form indefinitely. In addition, while in this form, you are immune to the charmed and frightened conditions. \columnbreak ### Warrior of the Night, Monk While most monks seek enlightenment through calm reflection, some find it within silence. They move unseen through shadowed halls and moonlit forests, searching for victims to immobilize the instant they are out of their allies' sight. To these hunters, darkness is not a veil to hide behind, but a companion that moves with them, bringing shadows that weigh down those who stand against them. #### Eyes in the Dark When you embrace this tradition at 3rd level, your training has attuned your senses to thrive in the dark. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. #### Weighted Ambush Also at 3rd level, you’ve learned to channel your focus your energy into an immobilizing blow when your prey can’t see it coming. While you are in dim light or darkness and activate Flurry of Blows, you can choose to make a single unarmed strike instead. On a hit, this attack deals an additional 2d8 fattening damage. This damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 17th level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one use when you complete a short rest, and all uses when you complete a long rest. #### Heavy Lunge Starting at 6th level, you’ve learned to turn isolation into a chance to strike, leaping toward victims that linger within the dark's reach. When you use your Weighted Ambush feature while you are in bright light, you can choose a creature within dim light or darkness as the target. As part of the same attack, you can move up to half your speed toward that creature without provoking opportunity attacks. If the attack hits, you have advantage on the next melee attack you make against that creature before the start of your next turn. #### Weight of the Night Starting at 11th level, your strikes begin to leave targets with the heavy weight of the night. Whenever you spend focus to use a Monk feature, the damage type of your unarmed strikes becomes fattening until the start of your next turn. In addition, you add your Wisdom modifier to the damage of Weighted Ambush #### Alone in the Dark Startign at 17th level, hen you strike, the shadows themselves close in to trap your prey. When you use your Weighted Ambush or Heavy Lunge feature, you can spend 1 additional Focus point to cause the dim light within 15 feet of the target to become magical darkness while you are standing within it. You can see through this magical darkness with your darkvision, and creatures that rely on sight can’t see through it unless they can also see through magical darkness. \pagebreakNum ### Oath of the Pale Flame, Paladin A grim arbiter who tends the eternal balance of life and death. The belief that every soul saved is a debt that must be paid. The pale flame of the soul burns as a reminder that to light a new candle, you must first burn the wick of the old. #### Tenets of the Pale Flame **Protect the Embers.** Guard the fragile flame of life, but never forget that its warmth is fleeting. When a flame burns too bright, it must be tempered. When light wanes, it must be rekindled. ___ **Walk Without Fear.** The night is your cold veil while the souls of the damned guide your way. ___ **Souls Due.** Life cannot be spared without cost. When lives are saved, at least one must be surrendered. ___ **Venerate the Flame.** Death is not cruelty, but purpose. Release the restless and remind the living that warmth comess from passing. #### Pale Flame Spells |level|Spells| |:---:|:---:| |3rd|Armor of Agathys, Hellish Rebuke| |5th|Heat Metal, Warding Bond| |9th|Speak With Dead, Spirit Guardians| |13th|Death Ward, Fire Shield| |17th|Antilife shell, Raise Dead| #### Balance the Scales When you take this oath at 3rd level, you accept that life is never free andt must always be balanced by death. Whenever you heal a creature with a spell or your Lay on Hands feature, choose another creature within 30 feet. You can expend a use of your channel divinity to balance life and death. The target must make a Charisma saving throw against your Paladin save DC. On a fail, they take necrotic damage equal to the amount of healing done, up to a maximum equal to twice your Paladin level. On a success, they take half damage. #### Grim Veil Starting at 7th level, your own heat steals the warmth from others around you. When a creature within 15 feet of you rolls to regain hit points, or a creature rolls to heal them, you can use your reaction to force that creature to roll again and use the lower result. #### Flame for Flame Starting at 15th level, your own flame lashes out when other flames cause it to flicker. When a creature within 10 feet of you deals damage to you, it takes necrotic damage equal to your Charisma modifier. \columnbreak #### Soul's Due Starting at 20th level, the balance of life and death is not meerly protected by you, but enforced. When you are reduced to 0 hit points or are kileld outright, you are instead reduced to 1 hit point and immediately transform into an avatar of death for up to 30 seconds, with an appearance of your choosing. While in this form, you gain the following benefits. - When a creature within 30 feet of you recieves healing, a creature of your choice within 30 feet takes necrotic damage equal to your Charisma modifier for each instance of healing caused. - You are immune to all damage. - You are immune to the effects of non-magical difficult terrain. If target that reduced you to 0 hit points dies, the form ends and you regain hit points equal to twice your Paladin level. However, if that creature does not die, when the duration ends you die and cannot be resurrected by any means short of the Resurrection spell, or other similarly powerful magic. If you survive after this feature ends, you cannot benefit from it again until you complete a long rest. \pagebreakNum ### Cryptid Hunter Conclave, Ranger Some hunters track beasts, some track treasure. You track the nightmares- creatures that often strike fear into mortals. Meals to be earned, stalked, and consumed. You urge your coven to share your gluttony and desire to strike fear into the hearts of those that haunt the material plane. #### Cryptid Hunter Spells |level|Spells| |:---:|:----:| |3rd|Detect Evil and Good| |5th|Nystul's Magic Aura| |9th|Bloating Scyth| |13th|Locate Creature| |17th|Dispel Evil and Good| #### Hunter Becomes the Hunted When you take this archetype at 3rd level, you see otherworldly creatures not as threats, but as meals. You learn the Muncher's Mark
D&Dinners
spell. When used on an aberration, fiend, fey, or monstrosity you can cast it at its base level without requiring your concentration. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you complete a long rest. #### Savory Decleration Starting at 7th level, you can announce your love for the taste of specific types of creature. When you successfully devour a creature marked by your Muncher's Mark or Hunter's Mark, you can expend a spellslot of first level or higher as a reaction to announce your taste for their creature type. A number of that creature type equal to the spellslot level spent, up to a maximum to your Wisdom modifier, within 30 feet that can see of hear you must make a Wisdom saving throw or become frightened of you for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success. #### Daily Cravings Starting at 11th level, you develop an insatiable craving for specific types of creatures. When you complete a long rest, choose a creature type from aberration, fiend, fey, or monstrosity. Until you complete a long rest, you have a craving for that type of creature. While you have this craving, you have advantage on Devour checks against them. In addition, you can choose a number of creatures equal to your Wisdom modifier to also gain a craving of their choice. #### Predator’s Retaliation Starting at 15th level, your hunger is ready to instantly direct towards a meal in waiting. When an aberration, fiend, fey, or monstrosity damages you or an ally, you can use your reaction to cast Muncher’s Mark at its base level on them without expending a spell slot. \columnbreak #### Feast of the Pack Also at 15th level, your coven strikes and consumes together, fear becoming the weapon shared among the pack. You can allow an ally within 60 feet to benefit from Savory Decleration so long as the creatures that would gain the fear can see or hear you. \pagebreakNum
### Mischeif Maker, Rogue There are many kinds of fae that roam the world. Tricksters, dancers, thieves... But the fey who taught you their secrets are of a more indulgent breed. The grand, royal archfey that trick others into giving them their food and tempting mortals to feast until they can no longer move. They weave indulgence and trickery into an art form to get what they want done, leaving anyone who fall for their tricks a bloated mess, unable to fight back.
##### Mischeif Maker Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:--:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th| 2 | 4 | 3 | ─ | ─ | — | | 6th| 2 | 4 | 3 | ─ | ─ | — | | 7th| 2 | 5 | 4 | 2 | ─ | — | | 8th| 2 | 6 | 4 | 2 | ─ | — | | 9th| 2 | 6 | 4 | 2 | ─ | — | |10th| 3 | 7 | 4 | 3 | ─ | — | |11th| 3 | 8 | 4 | 3 | ─ | — | |12th| 3 | 8 | 4 | 3 | ─ | — | |13th| 3 | 9 | 4 | 3 | 2 | — | |14th| 3 | 10| 4 | 3 | 2 | — | |15th| 3 | 10| 4 | 3 | 2 | — | |16th| 3 | 11| 4 | 3 | 3 | — | |17th| 3 | 11| 4 | 3 | 3 | — | |18th| 3 | 11| 4 | 3 | 3 | — | |19th| 3 | 12| 4 | 3 | 3 | 1 | |20th| 3 | 13| 4 | 3 | 3 | 1 |
#### Spellcasting When you embrace this archetype at 3rd level, you begin to create illusions around you and can influence the minds of those who gaze upon you. ##### Cantrips You learn the Minor Illusion cantrip and two cantrips of your choice from the Illusion school or that cause Stuffing, Fattening, or Inflation. You learn an additional Illusion or Enchantment cantrip of your choice at 10th level. ##### Spell Slots The Spellcasting table shows how many spell slots you have. You regain all expended slots when you finish a Long Rest. ##### Spells Known of 1st Level and Higher At 3rd level, you know two 1st-level spells of your choice from the Illusion and Enchantment schools. \columnbreak The Spells Known column of the Spellcasting table shows when you learn more spells of your choice of 1st level and higher. Additionally, when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the Illusion or Enchantment spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma or Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma or Intelligence modifier
\pagebreakNum #### Fairy Form Also at 3rd level, the fey have taught you the secret of transformation. As a bonus action, you can use your Cunning Action to assume the appearance of a small fey creature of your choice for 1 minute or until you are incapacitated or end it (no action required). You retain your game statistics, but can be no larger than small in size. While in Fairy Form, you gain the following benefits. - You gain a flying speed equal to your speed and can hover, but if you end your turn higher than 10 feet off the ground, you immediately descend safely to the ground. - You have advantage on Feeding (Query) ability checks. - You are proficient with improvised weapons that are made of food or considered edible. - Improvised food weapons you wield gain the finesse property and deal 1d4 stuffing damage, increasing to 1d6 at 9th level and 1d8 at 13th level, but are eaten by the target in the process of dealing damage. - The damage of your Sneak Attack is changed to your choice of Fattening or Inflation, you choose when you enter Fairy Form. You can use this feature a number of times equal to your chosen Spellcasting Ability modifier, regaining all uses when you complete a long rest. #### Magic Fingers Starting at 9th level, you become more adept at quickly weaving spells to augment your trickery. You can cast the Minor Illusion cantrip using your Cunning Action. In addition, you can expend a spellslot of 2nd level or higher to regain a use of your Fairy Form if you have none available (no action required). #### Crazed Feeder Starting at 13th level, your fey-like need for trickery twists into near madness. While in your Fairy Form, you have advantage on attack rolls against creatures with the immobilized condition or are over their stomach or inflation capacity. #### Stomach Buster Starting at 17th level, you can infuse your strikes with magic that draws all food to the mouth of your oh so hungry victims. When you successfully land a Sneak Attack, you can expend a spellslot of 1st level or higher to change the damage of your sneak attack to force damage and cause stuffing equal to the amount of food within 30 feet of you, including any you may have stored in your bags. The amount of stuffing cannot exceed the force damage dealt and all food present for this ability is consumed by the target. \pagebreakNum ### Living Blob Sorcerery, Sorcerer A mass of liquefied flesh and shifting slime. No longer are you held back by the restraints of a prison of flesh- you are hunger given shape. You dissolve, digest, and consume everything you touch, growing your power with every step you take. Those who meet your gaze see their reflection ripple upon a surface that hungers, ready to assimilate them into The Blob. #### Living Blob Spell List |level| Spells| |:----:|:----:| |3rd|Chromatic Orb, Bloating Hex, Acid Arrow, Girthy Grip| |5th|Abyssal Stomach, Sticky Bomb
BGoG
| |7th|Vitriolic Sphere, Sludge Surge
BGoG
| |9th|Bellyport, Corpulent Counterstrike| #### Slavering Biomass When you take this archetype at 3rd level, your body begins to lose its shape, dissolving into a gelatinous mass of bubbling flesh. Your creature type becoems Ooze, you gain resistance to Acid and Poison damage, and you can no longer be prevented from speaking by having your mouth full. In addition, when you gain stuffing, you can choose to instantly convert half the amount to fattening at the normal rate. #### ASsimilate Clutter Also at 3rd level, your body eagerly dissolves anything it touches, melting down the world around you to feed your expansion. You can choose for non-magical objects that are not worn or carried and weighs less than you, or corpses, to be sucked into your body when you make contact with them, granting you stuffing based on the objects weight. You can assimilate a number of items this way equal to half your Sorcerer level (rounded down), regaining all expended uses when you complete a long rest. #### Mass Infusion Starting at 6th level, your flesh and magic have become one, allowing you to draw upon your own mass to increase your spells' potency. When you cast a spell with a casting time of one action that deals damage, you can add a portion of your own bodymass to add additional fattening damage to one damage roll of the spell, equal to your Charisma modifier. You lose fattening equal to the amount of damage added with this feature. \columnbreak #### Rapid Dissolution Starting at 14th level, the slimy mass that composes your body tears through flesh and stone alike with ease, rapidly converting anything you touch into more or yourself. You can cast Abyssal Stomach on yourself at will. However, when used as a reaction to taking stuffing damage, it only halves the damage instead of granting immunity to it. In addition, you ignore resistance to acid damage and when you roll acid damage, you can treat any 1 on a damage die as a 2. #### Become the Blob Starting at 18th level, you finally shed the final bindings of a mortal body, becoming a perfect, hungering mass. As a bonus action you can spend 4 sorcery points to sacrifice your form and become an amorphous mass for 1 minute. While in this form, you gain the following benefits: - Your equipment melds into your form but is not dissolved. - You can squeeze through any space as narrow as 1 inch. - You are immune to the grappled, prone, and stunned conditions. - You ignore nonmagical difficult terrain and can climb vertical surfaces or ceilings at your normal speed. - You gain immunity to acid and poison damage. - You gain resistance to bludgeoning, slashing, and piercing damage. \pagebreakNum ### The Cauldron patron, Warlock Those who draw power from a cauldron make their pacts with the ancient spirits of appetite. Hags, fiends, and witches who boil both magic and flesh within their bubbling pots. All power comes from the feast; to feed, to fatten, and to devour. Table welcomes all, but beware what you eat lest you never seek to leave their hospitality. #### Cauldron Spell List |level|Spells| |:---:|:-----:| |3rd| Dancing Lights, Hearty Tonic, Tasha's Caustic Brew, Dietary Curse
ExD&D
, Flock of Familiars| |5th| Bestow Curse, Bloating Scythe| |7th| Alluring Feast
ExD&D
, Hallucinatory Terrain| |9th| Teleportation Circle, Warren's Withering Scowl
BGoG
| #### Bonus Proficiency When your pact manifests at 3rd level, your patron grants you the art of luring others to the feast. You gain proficiency in the Performance skill. If you already have this proficiency, you gain another proficiency of your choice from those available to warlock. #### Curse of the Cauldron Also at 3rd level, every bite taken from your hand causes great lethargy. Whenever you use your action to cause a creature to eat food created by you or gain stuffing, you cn use your bonus action to give them a Stuffing Curse. They must make a Wisdom save against your Warlock spellsave DC. On a failed save, they gain fattening equal to your Charisma modifier + your Warlock level, their movespeed is halved until the start of your next turn, and they have disadvantage on the next Dexterity saving throw they make before the start of your next turn. On a success, they take half the fattening but suffer no further effects. You can apply this curse a number of times equal to your Charisma modifier. You regain one use when you complete a short rest, and all uses when you complete a long rest. #### Bubble of Flight Starting at 6th level, you can flutter toward a source of your power, leaving lethargy in your path. As a bonus action, you can magically transform into a small bat and immediately move up to 30 feet in a straight line toward a cauldron, pot, or kettle that you can see (including magical ones). This movement does not provoke opportunity attacks. Once you reach the destination, you turn back to your previous shape. Each creature in the path must succeed on a Dexterity saving throw or gain fattening equal to your Charisma modifier (minimum 1). You can use this feature once, regaining the ability to do so when you complete a short or long rest. \columnbreak #### Toil for the Body Starting at 10th level, the one who stirs their pot is protected from magic. Your form cannot be changed against your will. In addition, Whenever you finish a short or long rest, you can conjure a small meal from a cauldron, pot, or kettle. A number of creatures equal to your Charisma modifier who share in the meal gain temporary hit points and fattening equal to your Charisma modifier. #### Trouble of the Brew Starting at level 14, the cauldron boils over with power aplenty. You learn the Tasha's Bubbling Cauldron spell and can cast it without expending your Mystic Arcanum. You must complete a long rest before you can cast it this way again. Any potions consumed from your Bubbling Cauldron cause the drinker to gain fattening equal to half your Warlock level. \pagebreakNum ### Sucromancer, Wizard A baker that picked up a spellbook instead of a recipe book. A candy maker with a strong inclination for magic. A sucromancer is a mage that conjures sugary confectionaries. They are masters of caramelizing with fireballs, their ice knives being creamy and sweet, and energizing their allies with the energy within extra sugar. Infusing sugar into magic can energize the weary and aleviate fatigue. However, what goes up on a sugar high, must come down. #### Sugarry Savant When you join thsi tradition at 3rd level, you’ve learned to distill pure arcane energy into tangible treats. You learn the Conjure Food spell and always have it preparred without impacting your number of Wizard spells preparred. When you cast Conjure Food it always deals stuffing damage. In addition, you gain a number of charges of sweets equal to your wizard level. As a bonus action, you can spend charges to create a number of sweets, as per the Conjure Food spell, equal to your Intelligence modifier ad one charge per sweet created. #### Energy Boost Also at 3rd level, your sweets grant enough energy to jolt even the weariest adventurer back to life. When a creature eats food created by you, you can choose to increase their movespeed by 5 and treat their exhaustion as one level lower for 1 hour. When the effect ends, they must make a constitution saving throw (DC = 10 + their level of exhaustion) or gain a level of exhaustion. They must complete a long rest before they can gain this benefit again. #### Sugar Rush Starting at 6th level, you can supercharge an ally with sugary energy, energizing every muscle extreme pep. You learn the Haste spell and always have it preparred without impacting your number of Wizard spells known. You can expend one charge of your sweets to cast it on an ally without expending a spellslot. Instead of being stunned at the end of the duration, they gain a level of exhaustion. Once you use thsi feature, you cannot use it again until you complete a short or long rest. #### Hyperactive Starting at 10th level, your pratice has left your body constantly infused with magical sugar that constantly keeps you energized. Your are immune to having your speed reduced by any means other than the immobilized condition or being above your attuned weight. You are also immune to non-magical difficult terrain and treat your exhaustion as one level lower. #### High Calorie Ingredients Starting at 14th level, you can infuse extra high-calorie sugar into your sweet treats that can clump up even the strongest of foes. When you deal stuffing damage to a creature, you choose cause them to gain fattening equal to the damage dealt and slow their movespeed by 10 until the start of your next turn. You can use this a number of times equal to your Intelligence modifier. You regain one use when you complete a short rest, and all uses when you complete a long rest. \pagebreakNum
# Additional Feats to enhance your roleplay with a fattening twist!
### Slender *prerequisite: level 4+* ___ You are slender and nimble, able to swiftly move through the bloated crowds. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - When you take the Dash, Disengage, or Dodge action, you can roll an Acrobatics check, DC 12 + your weight points. If you succeed, you can move through the space of a creature that is at least 1 weight or size category larger than you. ### Beast Feeder *prerequisite: level 4+* ___ You know that food is a language shared between all kinds. You gain the following benefits: - Increase your Strength or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You can add your Weight Points to checks to interact with animals, as long as you use food as part of the check. - You add your Weight Points to saving throws to fight off diseases or resist the poisoned condition. ### Arcane Appetite *prerequisite: proficiency in the Eating skill, the ability to cast 3+ level spells, level 4+* ___ You've developed a taste for consuming vast amounts of magic. You gain the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You learn the Dispel Magic spell. Its spellcasting ability modifier matches the ability score increased by this feat. You can cast Dispel Magic once without expending a spellslot, regaining the ability to do so when you complete a long rest. Whenever you dispel a magical effect, you gain stuffing equal to twice the spell level dispelled. \columnbreak ### Powerlifter *prerequisite: attunement to Hefty or larger, level 4+* ___ Your body is a temple built upon hardy meals and powerful dedication. You gain the following benefits: - Increase your Strength or Constitution score by 1, to a maximum of 20. - You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once on each of your turns when you hit a creature with an unarmed strike, you can add your weight points (maximum of 4) to the damage dealt. - Your carrying capacity, as well as the weight you can push, drag, or lift, is treated as though your Strength score were increased by your current weight points. ### Flatterer *prerequisite: level 4+* ___ You are an expert in talking up allies and enemies alike to get what you want. You gain the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once per short rest, when you succeed on a Charisma skill check, you can grant an ally advantage on their next Charisma check. ### Glutton for Knowledge *prerequisite: proficiency in the Eating skill, level 4+* ___ Hours spent in the library, happily snacking while you study has caused you to gain the following benefits: - Increase your Intelligence of Wisdom score by 1, to a maximum of 20. - You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - When you roll an intelligence check, you can choose to eat a satisfying meal as part of the check. If you eat at least 1 stuffing, you can add 1d4 + your weight points to the check. You must have the food on hand and available. Once you use this feature, you cannot use it again until you complete a short or long rest. \pagebreakNum ### Gut Feeling *prerequisite: level 4+* ___ You know that the a relaxing meal can allow people to show their deepest feelings without word. You gain the following benefits: - Increase your Wisdom or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once per long rest, when you share a meal lasting at least 10 minutes with a creature, you can learn their emotional state, level of exhaustion, or whether they are under a magical effect that alters mood, hunger, or causes the charmed condition. You also gain advantage on Insight checks made against that creature for the next 24 hours. ### Looming Predator *prerequisite: Proficiency in the Eating skill, level 4+* ___ You use your Size and Appetite to terrify others. You gain the following benefits: - Increase your Constitution or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You learn the Growl
D&Dinner
and its spellcasting ability modifier matches that increased by this feat. You also add your Weight Points (maximum of 3) to its save DC. ### Forensic Taste *prerequisite: Proficiency in the Eating or Feeding skill, level 4+* ___ Your sense of smell and taste have grown stronger from your avid eating. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once per short or long rest, when you search for something that has a smell or taste, you can focus your senses to heighten your awareness. You gain advantage on the Investigation check, and add your current weight points (maximum of 3) to the roll. \columnbreak ### Comfort Feeder *prerequisite: proficiency in the Feeding skill, level 4+* ___ You heal through comfort food and a caring bellyrub. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You learn the Conjure Food spell. Its spellcasting ability modifier matches that boosted by this feat and its damage type is Stuffing. You can cast it without expending a spellslot once, regaining the ability to do so when you complete a long rest. When cast in this way, you may choose to target an ally, granting them temporary hit points and stuffing equal to the roll on the d8. ### Earth Eater *prerequisite: proficiency in the Eating skill, level 4+* ___ You have developed a literal taste for the land. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You can safely consume natural materials such as loose earth or wood. It does not count as daily nourishment, but still causes stuffing. - Once per long rest, you can gain a burrow speed of 5 feet for 1 minute. While burrowing, you gain 1 stuffing per foot moved. ### Hunger Sense *prerequisite: Proficiency in the Eating skill, level 4+* ___ Your constant hunger strengthens your senses. You gain the following benefits: - Increase your Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - So long as you are not over your stomach capacity, you have advantage on perception checks based on smell or taste and can take the Search or Study action as a bonus action, so long as you use smell or taste. \pagebreakNum ### Stage Filler *prerequisite: attunement to Hefty or larger, level 4+* ___ Your size and swagger grants you exceptional presence on the stage. You gain the following benefits: - Increase your Dexterity or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once per long rest, you may perform for a crowd for coin, incorporating your girth as part of the act. Roll a DC 15 Performance check. On a success, you gain d8s in GP equal to your weight points. If your DM allows standard performances for coin, you may add this amount to the normal proceeds. ### Pleasently Plump *prerequisite: proficiency in either the Eating or Feeding skill, level 4+* ___ Your presence is naturally warm and welcoming. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Once per long rest, you can offer a creature to share a meal. If they accept, they regard you as a friendly acquaintance for the duration of the meal. While eating, you may add either your weight points or theirs to Charisma checks made to influence them (your choice). ### Faith in Appetite *prerequisite: proficiency in the Feeding skill, level 4+* ___ You revere overindulgence and embracing excessive appetite. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - After a meal, you can utter a blessing or prayer. If a creature who partook in the meal consumed at least 5 stuffing during the meal, they gain advantage on their next saving throw before the end of their next short rest. \columnbreak ### Sticky Fingers *prerequisite: level 4+* ___ Your nimble fingers have learned to seek out tasty treats. You gain the following benefits: - Increase your Dexterity or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - When attempting to steal potions or foodstuffs, you may make a Sleight of Hand check as a bonus action. ### Silencing Maw *prerequisite: proficiency in the Eating skill, level 4+* ___ You strike quick and silently, your prey disappearing without trace. You gain the following benefits: - Increase your Dexterity score by 1, 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. - Once per long rest, you can roll a Devour check on a target you are hidden from without needing to reveal your location. On a success, they are instantly devoured and you remain hidden. ### Big Game Gourmand *prerequisite: level 4+* ___ You thrive by eating what some others wouldn’t dare to touch. You gain the following benefits: - Increase your Constitution or Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You gain immunity to foodborn illness. - As part of a short rest, you can eat part of a slain beast, humanoid, or monstrosity. You can add your weight points to the health healed with each hit die rolled (maximum of 4). \pagebreakNum
### Thank you for the support!
None of the modules I've made for the Aeiroth setting would be possible without Glitches and his original creation! Credit for the original world goes to him! However, it also wouldn't be possible without you who continue to support my work! If you want to help support and allow me to continue making content for the Aeiroth universe, feel free to [Buy me a coffee!](http://ko-fi.com/fatshep)
### Art Credits
Cover Art done by [Syc](https://www.furaffinity.net/user/syc/)
Graphic Embelishments, Cover font by [myself](https://www.furaffinity.net/user/rhodesiansax/)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
##### Additional thank yous to Storycrafter, creator of ExpanD&D. Your work is what originally inspired me to craft my own ruleset so thank you for the contributions you've made to the Weight Gain D&D audience! Also special thanks to Voracious8, creator of Dungeons and Dinners for creating an excellent vore module which some aspects of this module's rules are based off of! One more big thank you to Glitches for creating the Aeiroth universe! \columnbreak
##### Other contributions! Playtesting this module has been entirely community done so if you have art, subclasses, spells, feats, or items you would like to contribute yourself, you can feel free to message me over discord via the [community server](https://discord.com/invite/CJ6UZPu) a note on [Furaffinity](https://furaffinity.net/user/rhodesiansax) or a DM on [Bluesky](https://bsky.app/profile/drakebigshep.bsky.social)! If you submit homebrewed content that I feel fits well I will be more than happy to give it a look over and add it in! Thank you to members of my community that have played and helped test subclasses, participated in games, and overall been great to have around! Additional thank you to those whom have allowed your characters to be featured as splash art in any of the modules! ##### Community Games for this module have been held through my public discord server, [The Dog Egg Daycare](https://discord.com/invite/CJ6UZPu). If you want to hang with other fatfur enjoyers, ttrpg enjoyers, maybe talk to me personally, or be a part of this fun group of heavy dice rollers, feel free to check it out! ##### If you want to help support... Assembling this has been a VERY large solo project that has taken personal time in spades to have set up. If you like the module and would like to provide support, please consider a donation on [Ko-Fi](https://ko-fi.com/fatshep)! Any support given helps allow me the flexibility to put work into this and any future modules and is greatly appreciated, but not mandatory!