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# PART 1 ## Subclasses
##### A collection of subclasses that were created after the completion of the main module!
##### "Never Trust a Thin Lipomancer" *-Archlipomancer Drake Schaefer-*
##### 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 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) ___ ##### 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) ___ ##### 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)
\pagebreakNum ## Artificer ### Butcher Butchers are more than chefs. They are gourmands who channel their culinary prowess into gruesome invention. With magic-infused blades, indestructible stomachs, and an insatiable appetite, these artificers carve their way through foes and feast on the spoils. #### Butcher Spells |Level|Spells| |:---:|:-----:| |3rd|Belch, Conjure Food, Cullinary Persuasion| |5th|Belly Drum, Gluttonous Enlargement| |9th|Greater Belch, Stout Form| |13th|Leeching Hunger
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, Softskin| |17th|Bellyport, Primal Belch| #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with cook’s utensils. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Flesh Heap Also at 3rd level, you know to get an effective mound of meat, a butcher needs little more than an apron and a thick belly. You can use your weight points (maximum of 5) to calculate your AC in place of your Dexterity modifier, your stomach capacity is increased by 2 x your artificer level, and you become immune to foodborn illness. In addition, you gain proficiency in a one-handed martial weapon of your choice. You can use your Intelligence modifier for attack and damage rolls. #### Fresh Meat Lastly at 3rd level, you can hurl your chosen weapon to drag in prey. As an action, you can throw your weapon gained from Flesh Heap toward a target you can see within 30 feet of you. If the target is no larger than one size category larger than you, they must make a strength saving throw against your artificer spellsave DC. On a failure, they take damage equal to a damage roll from your Flesh Heap weapon and are pulled to the nearest available space within 5 feet of you. Once you successfully use this feature, you must complete a short or long rest before using this feature again. You can spend a spellslot of 1st level or higher to use this feature again, if you have no available uses. \columnbreak #### Extra Attack Starting att 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you are at or above 25% stuffing or inflation, you may replace one of your attacks with a casting of the Belch cantrip. #### Gorge Starting at 9th level, your appetite becomes a deadly weapon. When you reduce a creature to 0 hit points with a melee weapon attack, you can use your reaction to devour that creature. You may use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest. #### Satisfaction of the Gourmand Also at 9th level, your fullness fuels your magic. If you have at least 25% stuffing, you may instantly convert that stuffing to fattening in order to cast Greater Belch without expending a spell slot. Once you use this feature, you must finish a long rest before you can do so again. #### Dismember At 15th level, your taste for fresh meat drives your grip to be nearly inescapable. When you successfully pull a creature using your Fresh Meat feature, you may choose to grapple and restrain it as part of the same action. While a creature is grappled in this way, the first time you hit it with an attack on each of your turns, the hit is treated as a critical hit. Once you use this feature, you must finish a long rest before you can use it again. \pagebreakNum ## Barbarian ### Path of the Arrogant Athlete Strength isn’t just about lifting boulders — it’s about making sure everyone around you knows you could cram them in a box if you wanted to. Barbarians who follow this path weaponize their size, strength, and cocky attittude to push others around, keep the spotlight on themselves, and make sure no one forgets who’s in charge. Whether you’re shoving rivals into strange chests with teeth or smothering them into silence, your raw physical dominance keeps everyone in line. #### In Your Face When you choose this path at 3rd level, you learn to use your cockiness to gain what you want. You gain proficiency in your choice of either Persuasion or Performance if you did not already have them. Additionally, your Primal Awareness can also apply to Persuasion or Performance checks. Some features from this subclass may call for a saving throw. It is calculated as follows:
**Bullying Save DC** =
8 + your proficiency bonus +
your Weight Points (maximum of 5)
#### Meat Shield Also at 3rd level, your sheer bulk and hardened body make you a walking wall. While raging and not wearing light or medium armor, you can add your Charisma modifier to your AC and to damage rolls you make with unarmed strikes. #### Stuffed ‘n’ Muffled Starting at 6th level, your massive body becomes a suffocating wall of dominance. While raging and you have a target grappled or smothered, they are treated as if they were silenced, rendered unable to cast spells with verbal components or verbally communicating in any intelligible way. At 14th level, you can also be a more soothing presence for those closer to you. You can choose for targets effected by this feature to be forced to make a Charisma saving throw against your Bullying Save DC; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, you can suppress any effect causing a target to be charmed of frightened for the duration of your rage, regardless of if you are still grappling them or not. When this effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. #### Center of Attention Starting at 10th level, your sheer cocky confidence and brute presence make it hard for foes to focus on anyone but you. When you enter rage, you can force a target within 30 that can see you to make a wisdom save, or be charmed by you for the duration of your rage. Any time they take damage they can repeat the save, ending the effect on a success. While charmed in this way they must use their speed to move as close to you as possible in the most direct path that does not put them in direct harm, and have disadvantage on attack rolls against anyone but you. \columnbreak #### Top Dog Starting at 14th level, you’ve perfected the art of literally throwing your weight around. Whenever you make an unarmed strike against a creature that is no larger than one size category than you, you can choose to throw the target in 10 feet in a direction of your choice. If they collide with an object they must make a Constitution saving throw, or take 1d8 damage, based on what they collided with (DMs choice), taking half on a success. If they collide with another creature, both creatures must make the Constitution saving throw or take 1d8 force damage, taking half on a success. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) You regain one use when you complete a short rest and all uses when you complete a long rest. \pagebreakNum ### Path of the Forcefeeder Some barbarians hunger for battle, but others hunger for dominance. The Path of the Forcefeeder follows an ancient instinct, one that prizes dominance, power, and control through consumption. These barbarians stuff their enemies until they are fit to burst, making a show of who is calling the shots, even going so far as to make meals of the battlefield. One unwilling mouthful at a time. Whether they feed out of twisted mercy or cruel intent, forcefeeders know one truth. Nothing asserts control like feeding someone so full they're left completely at your mercy. #### Feeder's Discipline When you follow this path at 3rd level, you embrace your primal urge to see others stuffed to fullness. You gain the Food Fighting style. In addition, you gain proficiency in your choice of Nature, Survival, or Persuasion. When using this skill to forage, hunt, or acquire food, you can roll the check as though you were benefiting from your Primal Knowledge feature. At 10th level, you gain proficiency in one additional skill from the same list. #### Food and Blades Also at 3rd level, your primal drive allows you to wield both food and blade in tandem, able to quickly shove meals into a target's mouth between your flurry of blades. While raging, you can change your rage damage to Stuffing if you have the food available. Additionally, once per turn, when you shove or grapple a creature, you can deal stuffing damage equal to your rage damage bonus. #### Gutbuster Starting at 6th level, your forcing targets to eat leaves them vulnerable to simply take the feeding, whether they want it or not. Once per turn, when a creature would take overstuffing damage from stuffing you cause, you can force that creature to have disadvantage on its saving throw against that damage. Additionally, you gain proficiency in the feeding skill if you did not already have it. #### No Isn't An Answer Starting at 10th level, you can use your action to goad a creature of your choice within 15 feet of you who can see or hear you to keep eating, regardless of how full they are. The target must make a Wisdom saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure they have the ravenous condition for 1 minute. At the end of each of their turns, they can reroll the saving throw, ending it on a success. When ravenous from this feature, overstuffing damage does not count as a 'directly harmfull' action. You must complete a short or long rest before you can use this feature again. Additionally, attacks you make against targets with the ravenous condition that would deal stuffing are made with advantage. \columnbreak #### Waste Not Want Not Starting at 14th level, when food isn't available, you make do with whatever’s at hand. While you are raging, you can treat any Medium or smaller object as suitable food for the purposes of your features. Additionally, if a creature has been reduced to 0 hit points and is within your reach, you can attempt to feed their body to another creature as part of one of your features. This follows the normal rules for a Devour Contest while replacing the attack from your Food Fighting Fighting style. \pagebreakNum ## Bard ### College of the Enabler An Enabler does not merely fight alongside their allies; they encourage them. Where others see danger in ravenous allies, these bards see potential. They seek out those with bottomless appetites and voracious needs, knowing that only the biggest eaters will satisfy your desire for the fattest, hungriest allies the world will ever see. #### Assist Gluttony When you join this college at 3rd level, you adopt the mindset of ensuring your allies always eat their best. When you use the bellyrub action on a creature, they gain a bonus to their next eating, overstuffing, or indigestion check. This bonus is equal to your Charisma modifier (minimum of 1) When this feature causes a creature to succeed on an appropriate check, they cannot benifit from it again until they complete a short or long rest. #### Encouraging Touch Also at 3rd level, part of your performance is giving the gluttons you sorround yourself with a gentle caress to help aid their overburdened stomachs. When you grant an ally a use of your Bardic Inspiration, you can perform the Belly Rub action on a creature within range of you as part of the same bonus action. This can include yourrself. #### Amplify Digestion Starting at 6th level, your touch itself causes your wonderful gluttons to tear through their unreasonable meals with ease. When a creature uses your Bardic Inspiration, they can add the number rolled to their next instance of digestion damage within 1 minute. In addition, you learn the Roil and Digestive Aid cantrips. These cantrips are treated as Bard cantrips for you and do not impact your number of cantrips known. If you already know these cantrips, you learn another cantrip of your choice from those available to Bard. #### Room for Seconds Starting at 14th level, a simple affectionate bellyrub can free up a pleothora of room to keep a glutton eating. You can use the Belly Rub action as a bonus action. In addition, when you use the Belly Rub on a creature, you can choose to have them instantly digest 5 stuffing into fattening, or deal digestion damage to a single creature they have devoured equal to a roll of your Bardic Inspiration die. You can cause digestion with this feature a number of times equal to your Charisma Modifier (minimum of 1) and regain two expended uses when you complete a short rest, and all uses when you complete a long rest. \columnbreak ### College of Flattery Bards of this college know the weight of a word is heavier than iron. With just the right turn of phrase, they can make an ally feel invincible, or a foe feel seen in all the wrong ways. Their compliments swell more than egos. They literally fatten bodies and sweet-talk their way to dominance in social circles and battlefields alike. #### Weighted Words When you join this college at 3rd level, you're able to honey your words and cater them to targets, ESPECIALLY those of larger walks of life. You gain proficiency in persuasion if you did not already have it. When you roll a Persuasion or Deception check on a target that possesses any weight points, you may add their weight points to your roll if they are not actively hostile or suspicious of you. If they have weight concealed, it is not considered part of the roll unless you are able to decipher how much is concealed. #### Heavy Praise Also at 3rd level, your words imbue allies with confidence in their body and abilities. When a creature succeeds a d20 roll when they used the benifit of your bardic inspiration, they gain a bonus to their next skill check, attack roll or saving throw before the end of their next turn. The bonus is equal to their weight points (maximum equal to your charisma modifier). #### Sticks and Stones Starting at 6th level, your insults sting especially hard given your usual compliments. When you successfully deal psychic damage to another creature, you can add your Charisma modifier to the damage of a single roll of the spell. This causes them to either gain or lose fattening (you choose) equal to the damage dealt. If it is from a spell that would effect multiple creatures, you may only choose one creature that took damage to gain this effect. You can use this feature 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. #### You're Flabulous! Starting at 14th level, a simple compliment can rocket their confidence and boost their performance. When a creature you can see within 60 feet fails a saving throw, fails a skill check, or misses with an attack roll, you can use your reaction to call out to them to boost their confidence. If the target can hear you, they may immediately add their current weight points (maximum of 4) to the failed roll, potentially turning failure into success. \pagebreakNum ## Blood Hunter
### Order of the Portly Philosopher Some embrace forbidden truths. Eccentric, lipomantic ideologies passed down through the ages; darks art almost lost to time. While most Blood Hunters hone their bodies into weapons, these philosophers expand theirs into conduits of taboo enlightenment. Their fattened flesh is a doctrine, and their size a symbol of their conviction. By following the tenets of dark, bloated wisdoms, they consume the profane, command with presence, and overwhelm darkness with indulgent tenacity.
##### Portly Philosophy Spellcasting | Level | Cantrips Known | Spells Known | Spell Slots| Slot Level | |:---:|:---:|:---|:---:|:---:|:----:| | 3rd | 2 | 2 | 1| 1 | | 4th | 2 | 2 | 1| 1 | | 5th| 2 | 3 | 1| 1 | | 6th| 2 | 3 | 2|1 | | 7th| 2 | 4 | 2| 2 | | 8th| 2 | 4 | 2| 2 | | 9th| 2 | 5 | 2|2 | |10th| 3 | 5 | 2|2 | |11th| 3 | 6 | 2 |2 | |12th| 3 | 6 | 2|2 | |13th| 3 | 7 | 2|3 | |14th| 3 | 7| 2 |3 | |15th| 3 | 8| 2 |3 | |16th| 3 | 8| 2|3 | |17th| 3 | 9| 2 |3 | |18th| 3 | 9| 2 |3 | |19th| 3 | 10| 2 |4 | |20th| 3 | 11| 2|4 |
#### Pact Magic When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. The spells you can learn can be found on the Portly Philosophy spell list. ##### Cantrips You two cantrips of your choice from the Portly Philosophy spell list. You learn an additional Portly Philosophy cantrip of your choice at 10th level. ##### Spell Slots The Portly Philosophy Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. ##### Spells Known of 1st Level and Higher At 3rd level, you know two 1st-level spells of your choice from the Portly Philosophy spell list. The Spells Known column of the Portly Philosophy 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 Portly Philosophy spells or cantrips you know and replace it with another spell from the warlock 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 Hemocraft modifier
**Spell attack modifier** =
your proficiency bonus +
your Hemocraft modifier
\pagebreakNum #### Growing Idologies When you join this order at 3rd level, you've dedicated your body, mind, and blood to a lipomantic school of thought drawn from the teachings of gluttonous patrons and grotesque philosophies. Each ideology offers a dark reflection of power, mass, and control that invites you to not just study, but embody the ideal. Choose one of the following Ideologies to follow. Your choice grants features at 3rd level and influences the effects of some subclass features. ___ **Realm Eater.** You follow the beliefs of a demonic glutton who devours the wicked so utterly that even their souls cannot escape. You study this ideology to gain the power to consume the very essence of evil. Your hunger is righteous, merciless, and never satisfied. ___ **Celestial Mass.** You follow the teachings of a star-sized colossus, a being who grew so vast that it became its own world. You believe true power is visual. That enemies should fear you the moment your silhouette blocks the sun. Mass and visage is authority. ___ **Blubbery Scale.** Your philosophy is modeled after the draconic sovereigns of unimaginable size and greed. You believe to lead is to feast, and your expanding bulk is the herald of your command. Armies of willing minios to serve at your side and feed evil to you. ___ **Infernal Baker.** You’ve studied the forbidden culinary arts whispered among the fiends of legend. Your ideology is one of irresistible temptation, where food is both a weapon and a promise. A monster can do no harm when too bloated to retaliate. #### Focus of Size Starting at 3rd level, your following of lipomantic philosophy has unlocked secrets to emulate their abilities as you delve deeper into these beliefs. You can use a weapon effected by your crimson rite as a spellcasting focus for your Blood Hunter spells, and you learn how to replicate a pact boon based on your chosen influence. This pact uses your Hemocraft modifier instead of Charisma. ___ **Realm Eater.** *Pact of Soul Trapping.* Evil souls should not be allowed to hide secrets related to their acts. Your body is a perfect conduit to extract this truth. ___ **Celestial Mass.** *Pact of the Belt.* Visual presentation is important and augments your ability to command authority and respect. To be in charge, you must look your best. ___ **Blubbery Scale.** *Pact of Hands.* The souls of the damned should serve a greater purpose- you. Commanding those fallen to you is far from immoral if they were harming others. ___ **Infernal Baker.** *Pact of the Delivery.* A good chef is never left unpreparred. You must always be well-stocked and ready to tackle any threat with aplomb. \columnbreak #### Bloating Frenzy Starting at 7th level, martial prowess and magical combat can benefit eachother. When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your cantrips that has a casting time of an action. #### Misunderstood Rituals Also at 7th level, you learn an additional ritual spell based on your patron. This spell is always known and preparred without impacting your number of Blood Hunter spells known. ____ **Realm Eater.** Expand Stomach
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____ **Celestial Mass.** Transfer Fat ____ **Blubbery Scale.** Unseen Servant ____ **Infernal Baker.** Conjure Food #### Deeper Focus Starting at 11th level, your study deepens to embrace the darkest depths of lipomantic philosophy. You gain an additional invocation. It must have the prerequisite of having the pact boon of one of patron you took, and your Blood Hunter level is used to meet any level requirements. When you gain a level in Blood Hunter, you may change the invocation gained for one that also meets these requirements. #### Unleash Size Starting at 15th level, you embrace the one common lipomanticy philosophy between all teachers. Grow. Damage of your Crimson Rites causes targets hit by them to gain fattening for twice the damage dealt by your crimson rites. #### Bloated Enlightenment Starting at 18th level, you unlock the abilities of those you draw your ideologies from. You gain a class feature from the warlock subclass matching your ideology. Your Hemocraft modifier replaces the modifier used for each of these features, and anything from them that would use your warlock level instead uses yoru blood hunter level. ___ **Realm Eater.** *Fueled By Greed.* You use a weapon imbued with your Crimson Rites instead of a soul lantern for this feature. ___ **Celestial Mass.** *Size Control.* Weight Siphon is instead your Transfer Fat spell, if it would be higher than 20%. ___ **Blubbery Scale.** *Mantle of Voracity.* Instead of damage dealt by Bloating Breath, it is when you apply one of your Blood Curses. ___ **Infernal Baker.** *Finesse of the Kitchen.* \pagebreakNum
### **Portly Philosophy Spell List**
##### Cantrips (0 Level) - Appeal
ExD&D
- Bellyache Bash - Bloating Uppercut - Conjure Ingredient - Elemental Stomach
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- Growl
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- Lick - Lipomantic shock - Prestidigitation - Roil
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- Toll the Fed - Transmute to Treat ##### 1st Level - Absorb Elements - Command - Conjure food - Exercisism
ExD&D
- Expand Stomach
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- Fat Syphon - Ravenous Bite - Resize
ExD&D
- Satisfying Haze - Shape Fat - Spell Snack - Transfer Fat - Unseen Servant - Xibal's Arcane Torrent \columnbreak ##### 2nd Level - Alter Self - Balthazar's Forceful Belch - Belly Drum - Control Fat - Dietary Curse
ExD&D
- Hungering Whip - Girth Ward - Gluttonous Enlargement - Locate Object - Size Snap - Sympathy Gain
ExD&D
- Steal Fat ##### 3rd Level - Abyssal Stomach - Create Food and Water - Fear - Hungering Aura - Lipomantic Lightning - Raul's Spectral Bodyslam - Size Ball - Size Envy ##### 4th Level - Conjure Feast - Girth of Lethargy - Lipomantic Voodoo doll - Locate Creature - siphon Weight - Softskin - Voracious Conduit
##### Additional options! If there are other spells you feel fit the philosophy of your chosen inspiration, feel free to discuss with your DM alternative spell choices! This is a homebrew subclass for a third party class, afterall! As this is a document made for D&D 2024, I advise discussing with your DM to have Meapon Masteries added to Blood Hunter. I've found that without them, Blood Hunter struggles to keep up with mother martials, and adding them, as well as not restricting their fightign style choice, helped significantly! Consider these choices as I'm sure they'll help your players enjoy the class more! ##### Crimson Rites ***Rite of Size.*** Your rite damage is fattening damage.
***Rite of Bloat.*** Your rite damage is inflation damage. ##### Blood Maledict **Blood Curse of Burdening**
ExD&D
As a bonus action you can mark a target within 30 feet with a Lipomantic curse that will cause them to grow fatter the more they move. Until the end of your next turn, every foot the target moves, voluntarily or otherwise, will cause the creature to gain fattening equal to the distance moved. Additionally, every 5 feet traveled causes the target to take 1d4 points of Force damage. **Amplify.** You can amplify this curse to give the target a push immediately after the curse takes effect. The target must make a Constitution Saving Throw against your Hemocraft DC or be pushed a number of feet in a direction of your choice equal to five times your Hemocraft Modifier (minimum 5 feet.)
\pagebreakNum ### Order of the Portly Privateer Some Blood Hunters do not skulk in shadows or haunt forgotten roads. Instead, they take a blood oath and ship to make the seas safe by any means necessary. Members of the Order of the Portly Privateer are a state-sanctioned predator, allowed to raid, commadeer, and consume in the name of their kingdom. They intimidating presence on the sea will keep even the most unruly vessels in line, lest they fall to the Portly Privateer's rule. #### Large and in Charge When you choose this order at 3rd level, sailors recognize you as a captain who eats well and has the authority to command. You gain proficiency in the Eating skill and with Navigator’s Tools. In addition, your bulk limit increases by an amount equal to 5 × your fighter level. #### Belly of Bounty Also at 3rd level, you remind the unruly riffraff of the sea that they meerly feed the system that keeps them in line. Whenever you shove, grapple, knock a creature prone, or devour a creature, you gain temporary hit points equal to 1d10 + your weight points. Starting at 10th level, you can also add your weight points to the damage of your Crimson Rites, up to a maximum equal to your Hemocraft modifier. #### Overbearing Presence Starting at 7th level, the law speaks louder when wielded by a heavy hand. You add your weight points (maximum of 3) to the saving throw DC of your Blood Curses. #### Piracy's Reward Starting at 11th level, a single swallow seals their fate, removing their threat from the seas entirely. When you reduce a Medium or smaller creature to 0 hit points with a melee weapon attack or unarmed strike, you can use your reaction to instantly devour them. You can use a use of your Blood Maledict to increase the size of creature you can instantly devour to large. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Enforcer's Shout Starting at 15th level, your gluttonous bellow rings like a cannon, signifying your command of the seas. When you use your Blood Maledict or Crimson Rite features, you can unleash a deafening, domineering roar. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw against your Hemocraft save DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds, it becomes immune to this feature until it finishes a long rest. The DC for this feature increases by 1 for every 10% stuffing you currently have, to a maximum of 3. \columnbreak #### Admiral’s Rule Starting at 18th level, you no longer need to ration your indulgence as you can enforce order in the seas without fear or folley. You gain immunity to the frightened condition. In addition, so long as you are not over your stomach capacity, you can use your Piracy's Reward feature without expending its use. \pagebreakNum ## Cleric ### Culinary Domain For most deities, devotion is best expressed with prayer. For your clergy, it’s a perfectly plated dish, seasoned with flare, presence, and panache. Clerics of the Culinary Domain exalt food as a sacred art form; each bite a hymn, every banquet a rite. They inspire awe, gluttony, and reverence with divine presentation with both quality and quantity. Whether calling down divine chefs or cursing foes with eternal hunger, they serve the will of a higher kitchen that will represent with nothing less than the best chefs the world can offer. #### Culinary Spells |level|Spells| |:---:|:---:| |3rd| Food Burst, Culinary Persuasion, Tantilizing Treat, Dietary Curse
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, Hungering Whip | |5th| Overabundance
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, Gorging Bewilderment| |7th| Conjure Feast, Guardian Chef| |9th| Feeder Frenzy, Girth of Lethargy | #### The Art of Presentation When you join this domain at 3rd level, you gain proficiency in Chef's Utinsils. If a charisma check would involve food, you can use Chef's Utinsils (Wisdom) to make the check instead. You may also use your Chef's Utinsils as a holy symbol for your Cleric spells and features. #### Garnished to Taste Also at 3rd level, with a wave of your Chef's Utinsils, you can create a divine meal fit to catch anyone's eye. As an actin, you flourish your Chef's Utinsils and spend a use of your channel divinity to cast either Tantilizing Treat or Culinary Persuasion at their base level without expending a spellslot. Starting at 10th level, the level they are cast at is equal to your Wisdom Modifier. #### Room for Dessert Starting at 6th level, you refuse to leave a dish unfinished, and will force a creature to make space for seconds. When a creature within 60 feet of you takes damage, you can free some extra space in their stomach, no action required. The target immediately digest an amount of stuffing into fattening at the normal conversion rate, rounded down (minimum of 1% fattening). The amount they convert is up to your Wisdom score (minimum of 10). You can use this a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. \columnbreak #### Divine Filling (Optional) Starting at 7th level, the damage of your Divine Strikes is stuffing instead of Radiant or Necrotic. #### Pantheon's Platter Starting at 17th level, your culinary prowess can allow you to prepare a meal fit for the gods themselves. You learn the Curstein's Feast spell and always have it preparred without impacting your number of spells known. You can cast it once at its base level without expending a spell slot or material components. You must complete a long rest before you can do so again. \pagebreakNum ## Demonologist ### Mastery of the Depths The shadowed waters of the abyss whisper to you, driving an intense, endless hunger. Their ravaging currents drag others down, eager to crush them beneath the waves and drown them in the inky dark within you. Through this unholy connection, you command the hunger of the deep and wield its power to engulf, devour, and swallow the damned. #### Depths Spell List |Level |Spells| |:---:|:-----:| |3rd |Create or Destroy Water, Frog's Tongue (a shadowy tentacle of water)
D&Dinner
, Rime's Binding Ice, Gluttonous Enlargement| |5th |Devouring Grasp, Tidal Wave| |7th |Control Water, Evard's Black Tentacles| |9th |Cone of Cold, Voideater's Grasp (appears as tentacles)| #### Corrupting Gush When you embrace this mastery at 3rd level, the chill of the Shadowsea seeps into your flesh, ready to spread its inky reach. You learn the Ray of Frost cantrip without impacting your number of Demonologist cantrips known. Once per turn, when you deal cold damage to a creature, you can invoke the Shadowsea’s pull. The target has its Athletics and Acrobatics checks reduced by 1d6 until the end of your next turn, and a slick puddle of demonic water forms beneath its feet. This puddle remains for 1 minute before evaporating. At 10th level, the reduction increases to 1d8, and at 14th level it increases to 1d10. You can invoke this power a number of times equal to your Intelligence modifier and regain all expended uses when you complete a long rest. #### Hungering Depths Also at 3rd level, your innards open to the fathomless dark, churning with hunger like the deep sea itself. You gain proficiency in the Eating skill if you didn't already have it, and your digestion damage deals your choice of Cold or Acid damage. #### Shadowy Innards Starting at 6th level, the swirling hunger of the abyss reinforces your body. As a bonus action you can augment your flesh with the watery abyss for 1 minute. For the duration, you can use your Intelligence modifier to calculate your stomach AC instead of constitution and when you generate a soul shard from a creature that dies within 15 feet of a source of water, you can choose to automatically devour their remains. You must complete a short or long rest before you use this again. \columnbreak #### Insulating Depths Starting at 10th level, the abyss rewards your hunger, strengthening you with every swallow. Whenever you deal digestion damage, you gain temporary hit points equal to your Intelligence modifier and resistance to Acid and Cold damage. #### Drag Under Starting at 14th level, the black waters hungrily answer your call like a raging undertow. You learn the Bellyport spell without impacting your number of Demonology spells known. When you successfully devour a creature using Bellyport, a puddle of dark, demonic water appears in the space the creature occupied for 1 minute. You may choose to maintain concentration on the spell for up to 1 minute. While concentrating in this way, you can recast Bellyport without expending a spell slot, targeting a creature within 15 feet of a puddle of water. You may continue dragging creatures into your depths until you reach or exceed your stomach capacity, at which point the spell ends. You can cast Bellyport this way once and regain the ability to do so when you complete a long rest. \pagebreakNum ## Dracomancer ### Study of the Blubbery Scale Most dracons fixate on energy, terror, or dominion. A rare few take a path far stranger... many of the oldest and most dangerous dragons are not lean- quite the opposite, actually. Some wyrms hoard not just gold, but mass, turning themselves into bloated blobs of magic and scale. It's a psychological need to grow, but as a consequence they gain immense power to match the size, capable of great feats of magic despite their lack of ability to fly... or even move. A scholar seeing this may turn their nose in disgust but this magic calls to some dracomancers, driving a hunger for that very same growth. #### Blubbery Scale Spell list |Level|Spells| |:---:|:---:| |3rd|Alter Self, Fat Syphon| |5th|Command, Steal Fat| |9th|Size Ball, Fear| |13th|Arcane Eye, Siphon Weight| |17th|Drain, Girth of Lethargy| #### Bloating Breath When you begin this study at 3rd level, you learn to replicate the ability of bloating others to immobility with a draconic belch. As a bonus action, you can exhale lipomantic energy in a 15-foot cone in front of you, forcing targets in the area to make a constitution saving throw. On a failed save, they take 2d6 fattening damage. This increases to 3d6 at 10th level, and 4d6 at 15th level. The lipomantic magic lingers as a miasma for 1 minute, turning the area into difficult terrain. When a creature starts its turn the area or enters the miasma for the first time, they automatically gain 2d6 fattening. You can use this once, regaining the ability to do so again when you complete a short or long rest. Starting at 7th level, you can expend a spellslot of 2nd level or higher to use it if you have no remaining uses. #### Lipomantic Study Also at 3rd level, your studies shift inward to learn this size-fueled magic yourself. You gain proficiency in the eating skill and when you deal damage with a Dracomancer spell, you can choose to change one of the damage types it deals to fattening \columnbreak #### Bloated Hide Starting at 7th level, your body begins to reflect the the blubbery, scaly hides you study. You become immune to the immobilized condition and you can subtract your weight points from bludgeoning, slashing, and piercing damage (maximum of 3). However, to maintain this blubbery hide, you now need to eat significantly more food daily. If you do not convert at least 25% stuffing during a long rest, you gain a flaw for the following day. Roll a 1d4 to determine this flaw. |d4|Flaw| |:---:|:---:| |1|I get easily frustrated while not actively eating.| |2|Everything is beginning to look edible- even those foes we're facing.| |3|I feel like my allies would actually be quite delicious...| |4|I see food, I eat food. No questions.| #### Greed of the Dragon Also at 7th level, your study incorporates effortlessly stealing weight to grow your own hoard. When a creature would gain weight from the lingering miasma of your Bloating Breath, you can choose to instead steal weight from them. #### Aura of Voracity Starting at 15th level, your insight to the draconic nature causes your presence alone to awaken draconic hunger in others. When you damage a target with your bloating breath, you may use your reaction to cause them to make a wisdom saving throw. On a fail they gain the ravenous condition. As part of this reaction, you can issue a command to order them to eat a target of your choice. This lasts for 1 minute and they can repeat the save at the end of each of their turns, ending the effect on a success. #### Part of the Hoard Starting at 20th level, your research reaches its final conclusion that consumption is the purest form of growing your hoard, and consequentially magic. When a creature drops to 0hp in your bloating breath you can choose to quickly inhale to instantly devour them, no action required. Additionally, When you do this or when a creature drops to 0hp inside of your stomach, you can regain a spellslot of a level, up to your Intelligence modifier. When you regain a spellslot this way, you may not do so again until you complete a long rest. \pagebreakNum ## Druid ### Circle of Morels Fey are drawn to beauty, mischief, and, most importantly, abundance. Druids of the Circle of Morels cultivate that abundance in the form of fairy rings and within these rings, the veil between worlds thins, bringing forth invisibility, illusions, and gluttonous joy. With a sly smile and a handful of plump toadstools, these druids twist minds, fatten bellies, and revel in fey festivities that blur the line between hallucination and reality. #### Morels Spell List |level| Spells| |:----:|:-----:| |3rd |Faerie Fire, Resize
ExD&D
, Invisibility, Misty Step| |5th |Overabundance
ExD&D
, Plant Growth| |7th |Halucinatory Terrain, Greter Invisibility| |9th |Commune With Nature, Teleportation Circle| #### Bonus Proficiency When you join this circle at 3rd level, you gain proficiency in the Feeding skill. #### Fairy Rings Also at 3rd level, you can create a ring of delicious mushrooms that will call forth the power of the fey to that location for you to use. As a bonus action you can spend a use of wild shape to create a ring of mushrooms on the ground in the space you used this feature. Each circle creates a number of edible mushrooms equal to your druid level. A mushroom can be eaten as a bonus action and heals you for 1 hit point and causes 1 fattening, but will provide enough nutrients to count for a normal day's needs. You can also gather and hold one as a free action so long as you have a hand free. While in the circle , you can cast invisibility as a bonus action, or as part of creating the circle, without verbal components. The first time you do this you can also cast it without expending a spellslot, but must create a new ring before you can cast it this way again. Starting at 10th level, invisibility gained through your Fairy Rings no longer takes your concentration, though you will still need to make concentration checks as if you were concentrating on it. If you begin concentrating on another spell, the concentration saves for your invisibility are the same as the new spell you concentrate on. \columnbreak #### Capricious Spores Starting at 6th level, you can cause your mushrooms to have just enough toxins to influence the minds of the others. While Invisible, instead of a feeding check you can attempt to feed it to another creature using a melee spell attack. If you successfully feed the mushrooms to another creature, you can use a spellslot of 1st level or higher to make it just toxic enough to cause the target to Hallucinate. They must make a wisdom saving throw against your Druid save DC. On a failure they gain the effects of a random spell from the following list for 1 minute, without requiring concentration from you. However, if they take any damage the effect immediately ends. Roll a d4 to determine the spell's effect they gain. Feel free to discribe the halucinations in any way you please, what is listed is meerly a suggestion. |d4|Replicated Spell| |:---:|:----:| |1 |Tasha's Hideous Laughter as they hear their allies' flatulence| |2 |Size Envy on the fattest nearby creature they see| |3 |Phantasmal Force as they see a landscape of food| |4| Maddening Hunger
D&Dinner
as their allies begin to look like confections| Only one target can be under the effect of Capricious Spores at any given time. If you want to apply it to a new target, the effect of the previous immediately fades. #### Fey Cunning Starting at 10th level, your abilities make you more slippery and agile. While you are invisible, you have advantage on saving throws aainst spells and spell-like effects. If your invisibility ends, you maintain this bonus until the end of your next turn. #### Mushroom Dance Starting at 14th level, your mushrooms beging to radiate the juiblance of the fey as if it was the gatering for festivities. You know the spell Otto's Irresistable Dance without impacting your number of spells known. If a target is within 10 feet of your Fairy Rings, you can cast this spell on them without breaking your invisibility or expending a spellslot. You must complete a long rest before you can cast it without expending a spellslot again. While effected by Otto's Irresistable Dance from this feature, at the start of their turn they are compelled to consume one of the mushrooms from your Fairy Ring and you can choose for it to gain the effects of Capricious Spores without expending a spellslot. They automatically fail the saving throw when eaten because of this feature. If the effect gained would cause them to fall prone, they ignore that part in leu of dancing. Afterall, the fey do love their festivities. \pagebreakNum ## Fighter ### Admiral of Excess Archetype Sometimes a captain is more than just a fighter- they are a swaggering tyrant whose girth and greed dominate the seas and ship alike. They take what they want with the same voracity as a pirate captain seizing treasure, leaving their enemies cowering beneath their widening shadow. Their belly is both their weapon and their throne, a living banner of indulgence and authority. To cross them is to be crushed, swallowed, or broken under the weight of their overwhelming appetite for power. #### Large and in Charge When you choose this archetype at 3rd level, your girth is not just a weapon- it’s the banner which you enforce your rule. You gain proficiency in the Eating skill and with Navigator’s Tools. In addition, your bulk limit increases by an amount equal to 5 × your fighter level. #### Belly of Bounty Also at 3rd level, every victory feeds you, growing your strength and waistline. Whenever you shove, grapple, knock a creature prone, or devour a creature, you gain temporary hit points equal to 1d10 + your weight points. Starting at 10th level, you can also add your weight points to the amount you heal when using your Second Wind feature. #### Overbearing Presence Starting at 7th level, your gut and your glare press harder than any blade. You add your weight points (maximum of +3) to the saving throw DC of your shove and grapple attempts. #### Captain’s Share Starting at 10th level, nothing proves your dominance more than swallowing a fallen enemy whole where all can see. When you reduce a Medium or smaller creature to 0 hit points with a melee weapon attack or unarmed strike, you can use your reaction to instantly devour them. If the creature is Large, you must make an Eating (Strength or Dexterity) check, DC 10 + the creature’s CR (minimum 1), to successfully devour it quickly. Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak #### Seaworthy Shout Starting at 15th level, your gluttonous bellow rattles bones, your bulk breaks wills, and no crew dares defy their Admiral. When you use your Action Surge or Second Wind features, you can unleash a deafening, domineering roar. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds, it becomes immune to this feature until it finishes a long rest. The DC for this feature increases by 1 for every 10% stuffing you currently have, to a maximum of +3. #### Admiral’s Rule Starting at 18th level, your gluttony is endless and your reign unshakable. You gain immunity to the frightened condition. In addition, so long as you are not over your stomach capacity, you can use your Feast of Victory feature without expending its use. \pagebreakNum ### Banquet Host Archetype A host is one who inspires great appetites around the table. The mere presence of one at a banquet is enough to cause others to gorge well past their limits. A lone host is a skilled eater on their own, but a gathering is where they are at their strongest; enabling all and serving as a culinary inspiration to all who hear their dinnerbell. #### Dinnerbell When you choose this archetype at 3rd level, you learn how to inspire others to encourage them to make room for a second course. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one gains temporary hit points equal to your fighter level, provided that the creature can see or hear you. Additionally, you and the targets who gained temporary hit points from your Dinnerbell feature can increase their stomach capacity, bulk limit, or inflation limit (you choose when using this feature) by the amount rolled until they complete a short or long rest. If a creature gains a benifit from this feature a second time, you can choose to them to gain a higher capacity, if the amount rolled is higher, or to replace the benifit with a different capacity increase. #### Host Proficiency Also at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Insight, Intimidation, or Persuasion. Additionally, you gain proficiency in your choice of Eating or Feeding. #### Royal Appetites At 7th level, you can encourage others to eat, regardless of how full they may be. When stuffing is caused on a creature that you can see or hear within 60 feet, be it damage or no, you can cause one of the folliwng effects: - You cause disadvantage on a saving throw to avoid an effect that would cause stuffing. - You can grant advantage on an attack roll that would cause stuffing, or an eating skill check. - You can cause a target to automatically succeed a constitution saving throw against overstuffing damage. When you do this, they are immune to the damage. You can use this effect twice, regaining one use when you complete a short rest and all uses when you complete a long rest. #### Inspire Binging Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one eating or feeding check (no action required), provided that it can see or hear you. When doing this, they have advantage on the check and can have a critical success on a 19 as well as a 20. Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. \columnbreak #### Bulwark of Bulk Beginning at 15th level, your success as a gourmand can inspire an ally, at an amount proportional to your girth. When you decide to use Indomitable to benefit an saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you. If that creature can see or hear you, it can roll its next saving throw at advantage and add your weight points to the roll. #### Endless Banquet Starting at 18th level, a satisfying meal will always inspire you to eat more. When a creature within 60 feet of you that you can see or hear has a critical success on an eating or feeding check, you regain one use or your Second Wind and increase your stomach capacity, bulk limit, or inflation limit by an amount equal to a roll of your second wind, no action required.
> ##### Banarette > This is my own take on how to make Banarette fighter decent with a fattening twist and preserving its original role. \pagebreakNum
### Cosmic Bulwark Archetype The greater the mass, the greater the force of attraction. Like the swollen mass of a star, your sheer girth exerts a gravitational field that warps the fabric of the battlefield around you. You draw foes closer, fling them to the void, or collide with and subsume them. Your mass is the immovable anchor that stabilizes your allies, and pulls foes to their doom. While the thought of any one person being the center of the universe may seem laughable, you aim to challenge that.
##### Cosmic Bulwark 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 |
\pagebreakNum #### Spellcasting When you em 3rd level, you can augment your combat techniques with the ability to cast spells. ##### Cantrips You learn two cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level. ##### Spell Slots The Cosmic Bulwark 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 Wizard spell list. The Spells Known column of the Cosmic Bulwark 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 Wizard spells or cantrips you know and replace it with another spell from the Wizard 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 Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
\columnbreak #### Orbital Snare Also at 3rd level, your magic is fueled by your own personal gravitational pull. Once per turn, when you deal damage to a creature with a spell, weapon attack, or unarmed strike, you can force the target to move 5 feet closer to you or 5 feet directly away from you. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one use whenever you finish a short rest, and all expended uses when you finish a long rest. #### Stellar Infusion Starting at 7th level, you can augment your martial prowess by quickly weaving spells. When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. #### Gravitational Slingshot Starting at 10th level, your gravitational presence grows strong enough to propel targets across the battlefield. As a bonus action, you can expend one use of your Gravitational Tug to pull an ally within 15 feet of you into your orbit, then slingshot them to a space of your choice within 60 feet. If you choose a space occupied by another creature, the ally collides with them. The creature must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to 1d8 per weight point you possess (maximum 3d8) and be pushed up to 5 feet into an adjacent space. On a success they take half damage and the thrown target is deposited in an empty space within 5 feet of the chosen point. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Cosmic Rebound Starting at 15th level, when you take a moment to catch your breath, you can focus your gravity with little effort. When you use your Second Wind feature, you can also use Gravitational Tug on a target within 30 feet without expending a use. When you do so, the target must succeed on a Strength saving throw against your spell save DC or be pulled or pushed 5 feet (your choice). #### Event Horizon Starting at 18th leve,l you gain an aura of permenantly increased gravity, seemingly impossible to escape. At the start of your turn, you can choose a number of targets equal to your intelligence modifier. The range of this effect is an emmenation for 5 x your weight points feet around you. They must make a Strength saving throw against your spellsave DC, or have their movement speed halved until the start of your next turn. You must complete a short or long rest before you can use this feature again. \pagebreakNum ## Monk ### Warrior of Spiritual Voracity Monks of this tradition are chosen, or perhaps cursed, by an ancient, gluttonous spirit with an endless hunger. Unlike their disciplined kin, Spirit Eaters do not seek to transcend the material world. They embrace it, feast on it, and gorge themselves upon the echoes of the dead. Through this mystical voracity, they grow mighty, swallowing strength, memories, and voices from the fallen. Even as the souls pass on, they will always carry a part of the spirit with them as they grow more powerful with every soul they hold. #### Spirit Feast When you join this tradition at 3rd level, your are infused with the voracity of an ancient, primal spirit that hungers for the souls of the fallen. When you reduce a creature to 0 hit points, you can spend 1 focus point to consume a portion of their spirit, no action required. When you do, you gain temporary hit points and stuffing equal to your Wisdom modifier + one roll of your Martial Arts die. 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. The spirits are stored within your belly, allowing you to draw strength from them. The souls are released when you complete a long rest as you digest part of what you captured. #### Manifest the Damned Starting at 6th level, you are able to speak directly to the souls you've tasted. You can cast Speak with Dead without components, targeting a spirit you’ve consumed. The spirit manifests visibly beside you as a ghostly projection. The spirit is released after the questions are asked, passing into the afterlife and instantly converting the stuffing you gained by eating it to fattening (minimum of 1%). Once you use this feature, you must complete a short or long rest before you can use it again. At 14th level, when you use this feature, you may ask a number of additional questions equal to your Wisdom modifier. As a spirit may be resentful of being consumed and pushed further into compliance, they may resist and answer additional questions in half-truths, attempting to misdirect your question to a potentially misleading answer. \columnbreak #### Spiritual Assimilation Starting at 11th level, your growing form becomes partially spectral, woven from the fragments of consumed spirits. When you gain temporary hit points from Spirit Feast, you can choose to enter a ghostlike state that reflects the traits of the soul you've devoured. This state lasts for 1 minute or until you lose those temporary hit points, and grants the following benefits: - You ignore difficult terrain and ground-based hazards, such as caltrops or Spike Growth. - You can pass through creatures and objects as if they are difficult terrain. If you lose the temporary hitpoints and return to normal, you are shunted to the nearest space within 5ft and take 4d8 force damage. - You are resistant to all damage except Radiant, Psychic, or Thunder damage. - Your creature type is Undead and you can see into the Ethereal Plane. Once this feature ends, the spirit is released to the afterlife and you convert the stuffing they granted into fattening (minimum of 1%). #### Guardians From the Gorged Starting at 17th level, the devoured souls that make up your waistline have become a part of you and will defend you as if they would defend themselves. You can spend 3 focus points to cast Spirit Guardians as a bonus action, using your Wisdom modifier for the spellcasting ability for this spell. The spirits will only deal necrotic damage. In addition, every spirit you have devoured via Spirit Feast will cause it to deal an additional 1d8 damage. Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 5 focus points to use it again. \pagebreakNum ## Priest ### Clergy of Hunger Devotion to pleasure isn’t quiet prayers or gentle guidance. It’s the embrace of forbidden urges, the glorification of ravenous desire, and the thrill of watching your deepest, darkest fantasies made real. These priests stoke appetites that can’t be sated and encourage passions meant to be kept in the dark. Whether it’s pinning a thrashing foe to a burning pillar or coaxing them into the jaws of something bigger and hungrier, they treat temptation as holy and indulgence as worship. #### Hunger Spell List |Level|Spells| |:----:|:----:| |3rd| Aganazzar's Scorcher, Feast of Greed| |5th| Ashardalon's Stride, Maddening Hunger
D&Dinners
| |7th| Instant Digestion
D&Dinners
, Wall of Fire| |9th| Bellyport, Flame Strike| #### Firey Words When you join this clergy at 3rd level, your tongue burns with the honeyed heat of temptations. You gain proficiency in Persuasion and the Trident. #### Spear of Flame Also at 3rd level, you begin to practice the art of binding hungers. When you hit a creature with a thrown weapon attack and that creature is within 10 feet of a Medium or larger object, you can expend a spell slot of 1st level or higher to impale them against that object. The creature becomes restrained for up to 1 minute. While restrained by this feature, or one of your Priest spells, the creature takes 1d4 fire damage at the start of each of its turns. This damage increases to 1d6 at 6th level, 1d8 at 10th, and 1d10 at 14th. #### Pleasure Dome Starting at 6th level, you can conjure a blazing arena of hunger and taboo spectacle, making a show of the gluttony of those inside. As a Magic action, you create a circular ring of infernal pillars in a 10-foot radius that lasts for 1 minute. The pillars count as Medium objects for the purpose of your Spear of Flame feature, allowing you to pin creatures against them. Targets of your choice can freely move and cast spells through the boundary, but others must succeed on an Athletics or Acrobatics check against your Priest spell save DC whenever they try to enter or leave the dome. Inside this fiery stage, targets of your choice can make Devour or Feeding checks as a bonus action. You can use this feature once, regaining the ability to do so when you finish a short or long rest. Starting at 14th level, you can use it twice between rests. \columnbreak #### Appetizing Words Starting at 14th level, your Power Words drip with infernal promise that stokes one's carnal hungers. When you cast a Power Word, you can choose a creature within 30 feet that can see or hear you, including yourself. That creature gains advantage on the next Eating or Feeding check it makes within the next minute. #### Feast of Flame Starting at 18th level, you can awaken the deepest burning hungers, turning your Pleasure Dome into a crucible for the ultimate pleasure over those who lack the will to indulge. All creatures with the devoured condition of your choice within your Pleasure Dome take an extra 1d10 + your Charisma modifier fire damage whenever they take digestion damage or damage from your Spear of Flame. Once you use this feature, you cannot use it again until you complete a long rest. \pagebreakNum ## Psion ### Corrupting Mind A psychic nudge, prodding at the back of the mind. "A second helping wouldn’t hurt…" At first, it is easy to ignore as little more than a passing thought, a harmless indulgence. But over time, those whispers grow into a demanding shout, driving one down a path of unrestrained gluttony. Those under your urging develop a want - no - NEED to gorge themselves without limit or shame. You whittle their minds down to become little more than hungry beasts at your command, ready to consume anything or anyone that gets too close. #### Corrupting Spell List |level|Spells| |:---:|:----:| |3rd|Detect Favorite Food, Tantilizing Confection
BGoG
, Dietary Curse
ExD&D
, Suggestion| |5th|Maddening Hunger
D&Dinner
,Gorging Bewilderment| |7th|Gluttonous Gambit,Food Coma
D&Dinner
| |9th|Geas, Slavering Beast
ExD&D
| #### Whispers of Indulgence When you embrace this archetype at 3rd level, you can spread thoughts of greed and gluttony onto others with ease. When a target fails a saving throw against one Psion Spells you can force a creature to spend their bonus action and speed to consume any available food for the duration of the spell. They must continue using their speed and bonus action to eat until they have gained stuffing equal to a roll of your Energy Dice. You can do this a number of times equal to your Intelligence modifier, regaining one use when you complete a short rest and all expended uses when you complete a long rest. #### Soothing Reinforcement Also at 3rd level, as a bonus action, you can expend a use of your Psionic Energy Die to use the belly rub action as a bonus action. When you do so, they add a roll of one of your psionic energy dice to the roll of their next Eating check or saving throw against Indigestion. #### Overwhelming Appetite Starting at 6th level, you can simply emplant thoughts into a creature to lull them into a mind-numbing hunger. As a magic action, you can expend one Psionic Energy Die to attempt to drive a creature within 60 feet that you can see to hunger beyond reason. They must make a Intelligence saving throw against your Psion spellsave DC. On a failure, they gain the ravenous condition for 1 minute. They can repeat the saving throw on each of each of their turns, ending the effect on a success. In addition, if something would cause you to gain the ravenous condition, you can use your reaction to expend one Psionic Energy Die to force a creature of your choice within 60 feet that you can see to make the saving throw in your place, causing them to gain the Ravenous condition instead. #### Voyeristic Satisfaction Starting at 10th level, seeing others driven to intense hunger leaves you with a fortifying sense of satisfaction. When a creature within 60 feet of you gains stuffing, you gain temporary hit points equal to your Intelligence modifier. If they gain stuffing while under the ravenous condition, you add a roll of your Psionic Energy Die to the temporary hit points gained. #### Gluttonous Thrall Starting at 14th level, you implant thoughts deep into the subconcious that drive one to eat at even the smallest provocation. You can cast Gaes without expending a spell slot by instead expending four Psionic Energy Dice. When you cast Gaes without expending a spell slot using this feature, you can modify the spell so that if they take psychic damage while under its effect, they must make an Intelligence saving throw against your Psion spellsave DC. On a failure, it gains the Ravenous condition for 1 minute. \pagebreakNum ## Pugilist ### Bloated Behemoth Fight Club The building shakes as the wrestlers slam themselves against eachother. The walls crumble as two behemoths complete to shove eachother from the ring. As one is thrown out of the building, a room-filling behemoth trembles and wobbles toward them as they let a loud belch, one arm raised in victory. This fight club is a group of fighters who can turn themselves into gigantic, fattened behemoths to stomp around and shake the building in a show of dominance. #### Ring Filler When you join this fight club at 3rd level, you fight not with just knockouts, but growing large enough to shove opponents right out of the ring. As a bonus action, you can expend 2 Moxie point to surge yourself with size, loosing a loud bellow as you make a gesture to the crowd that can be heard up to 90 feet away. For 1 minute, ur until you fall unconcious, your size increases by one category, up to a maximum of Huge, and your weight Category also increases by one category, up to a maximum of Huge. You also has Advantage on Strength checks and Strength saving throws and your weapon attacks with Pugilist weapons and Unarmed Strikes deal an extra 1d4 damage on a hit. Consider what the bellow and gesture are. Work with your DM to determine how your posturing plays out, or you could roll 2 d4s to choose from the following list: |d4|Bellow|Gesture| |:---:|:---:|:---:| |1|Thundering belch|Drumming your stomach| |2|Battle cry|Arms raised over your head| |3|Personal catchphrase|Rude hand gestures| |4|Taunting laughter|Violent stomping of the feet| You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you complete a long rest. #### Shattering Stride Starting at 6th level, your steps tremor through the ground, shaking and shattering the earth under every step you make. While enlarged with your Ring Filler feature, your walking speed is increased by 10 and the ground you walk over is considered non-magical difficult terrain until it is repaired or resurfaced. The sound of your stomps is both audible, and can be felt by up to 30 feet away, causing you to automatically fail any stealth checks againt creatures that are touching the ground or can hear you. \columnbreak #### Giant's Intimidation Starting at 11th level, your rapid growth can be terrifying to others, and seeing them cower gives you more motive to grow. When you use your Ring Filler feature, you can posture towards one creature that can see and hear you specifically. They must make a Wisdom saving throw, DC = 8 + your proficiency bonus + your Weight Points (maximum of 5). On a fail they are frightened of you until your next turn and the Moxie points from using Ring Filler are not expended. If you successfully frighten a creature with this feature, the 1d4 extra damage from Ring Filler is increased to 1d6. #### Begone, Shrimp! Starting at 17th level, you can flick away those who try to oppose you as effortlessly as squashing a bug. When you successfully hit a creature with an unarmed strike, you can expend 1 Moxie point to launch them with the full force of your weight. So long as you weigh more than the creature, they must make a Strength Saving throw, DC = 8 + your proficiency bonus + your Weight Points (maximum of 5). On a fail they are knocked prone and pushed a number of feet up to 5 times your weight points. You must complete a short or long rest before you can use this feature again. \pagebreakNum ### Booze Guzzler Fight Club "Alright! Which of you Scrawny lightweights is UUURP!! next?!?" A lumbering, hulking, and rather drunk brawler steps into the ring, bottle of liquour raised on one hand while the other smacks the side of his bare, rounded beer gut. While many may see little more than a booze-filled brute, the truth is they are practiced fighters, adept in quick movement and a sturdy stance. They use their dense beer bellies to soak powerful blows and retaliate in kind, using carefully measured drinks to numb pain, limber their movement, and increase their focus. They are not some simple-minded drunken brawler, they are a fight club of trained brewmasters that will happily share a round of drinks with the opponent they just crushed. #### Booze-fueled Brawler When you join this fight club at 3rd level, you learn to fight your best when you are under the influence of strong alcohols. You gain proficiency with brewer's supplies. In addition, when you complete a long rest you can mix alcohol and spices you have available to make potent cocktails. You can mix 2 cocktails of your choice from the following options and when you drink them as a bonus action, they give you their benefits for 1 minute. You can mix an additional cocktail over the duration of a short rest. ___ **Numbing Daiquiri.** You have advantage on Strength and Constitution checks. In addition, when you take damage, you can use your reaction to loudly belch, dealing Thunder damage to all creatures in a 15-foot cone front of you equal to a roll of your Fisticuffs die + your weight points. ___ **Limbering Martini.** You have advantage on Dexterity checks. In addition, when a creature you can see hits you with an attack, you can use your reaction to roll your fisticuffs die and subtract the result from the creature's attack roll. You can use this reaction after the creature makes its attack roll, but before the DM determines whether the attack hits or misses. ___ **Dwarven Coffee.** You have advantage on Intelligence and Wisdom checks. In addition, when a creature you can see forces you to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to roll your fisticuffs die and add the result to the saving throw. You can use this reaction after you make the saving throw, but before the DM determines whether the save succeeds or fails. If you drink a cocktail while already under the effects of a different cocktail, the previous one ends and the new cocktail takes effect. You can benifit from your cocktails a number of times equal to your constitution modifier and you regain all expended uses when you finish a long rest. #### Blubbery Chin Also at 3rd level, alcohol naturally causes calories to linger on your waistline, but a well-padded gut can easily be used for protection. When you expend a Moxie point, you can add your Weight Points (Maximum of 4) to your AC until the start of your next turn. \columnbreak ##### Tipsy Charm Starting at 6th level, your drunken speech is somewhat charming, in a way, and you can use that to talk your way into another round. While under the effects of one of your cocktails, you can choose to add your weight points (maximum of 4) to your choice of Persuasion or Intimidation skill checks. #### Tipsy Dodge Also at 6th level, you are constantly stumbling over your own feet, tripping and swaying as a response to blows coming your way. While under the effects of one of your cocktails, when a ranged or melee weapon attack misses you, you can move up to half your speed without provoking attacks of opportunity. Once you use this feature, you cannot use it again until the start of your next turn. #### Invigorating Burn Starting at 11th level, the burn of alcohol fuels your drive to fight, and every gulp reinvigorates you. When you drink one of your cocktails, you regain Moxie points equal to your Weight Points (maximum equal to your constitution modifier). You cannot use this feature again until you complete a short or long rest. #### Maximum Tolerance Starting at 17th level, your constant exposure to intoxicants has left you with an absolutely insane tolerance to booze and other similar toxins. You gain the following benefits: - You are resistant to poison, acid, and necrotic damage - You add your Weight Points against saving throws to avoid the poisoned condition - You are immune to foodborn illness - You gain an additional hit points equal to your Pugilist level. When you gain a new level in pugilist, you gain 1 additional hit point. \pagebreakNum ## Ranger ### Monster Tamer Rangers who walk this path form unbreakable bonds with the beasts that lurk beyond civilization. These primal handlers don’t just track monsters. They raise them, fight alongside them, and even feed the bandits who dared to ambush you to them. Through primal training, brute instinct, and ancient ritual, a Monster Tamer calls forth a creature tied to the wild places they’ve walked, forging a bond thicker than blood. As their companion grows in hunger and power, so too does the tamer's command over tooth, claw, and belly. #### Monster Tamer Spells |level|Spells| |:----:|:-----:| |3rd|Command| |5th|Locate Animals and Plants| |9th|Maddening Hunger
D&Dinner
| |13th|Locate Creature| |17th|Hold Monster| #### Monstrous Companion Starting at 3rd level, you form a deep, hungering bond with a monstrous beast of your choosing. As part of a 1-hour ritual you summon a creature born of the environment you summoned it it. Work with your DM to determine its appearance and how to match it to the region it was summoned from. The beast uses the Slavering Beast stat block. Once summoned, the beast remains by your side until it dies, or until you die. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored. You can also perform the summoning ritual again when you complete a long rest to call forth a new beast if your previous companion is lost entirely. In Combat, the beast acts on your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to make a Monsterous Bite. If you have the Incapacitated condition, the beast acts on its own. If you reach a level in this class that grants you an Ability Score Improvement, you also increase one of your companion's ability scores by +1, to a maximum of 20. #### Monster's Rampage Starting at 7th level, your connection with your monstr allows you to push it into a frenzy. When you take a Bonus Action to command your companion to take an action, you can also command it to take the Dash, Disengage, Dodge, or Devour action using its Bonus Action. Additionally, its Monsterous Bite feature deals your choice of piercing of force damage. You can command your companion to take the Devour action this way a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. \columnbreak #### Monsterous Bond Starting at 11th level, the bond between you and your companion grows into something fierce and feral. When you command your monster to take the Monsterous Bite action, they can use it twice. It can replace the second bite with a single use of Monster’s Hunger, targeting a creature that is prone or affected by your Hunter’s Mark. In addition, when you gain a feat, feature, or spell that would effect your digestion damage or eatin checks, it applies to both you and your monster. #### Monsterous Ascension Starting at 15th level, your companion has grown bloated with mass power, evolving into something truly terrifying. Your Monstrous Companion gains one general or origin feat of your choice, so long as it means any prerequisites for the feat, using your level for level requirements. Additionally, the amount of consumption ts has done has provided enough sustinence to cause it to grow to the large size category. ___ > ## Slavering Beast >*Medium monstrosity, neutral* > ___ > - **Armor Class** 10 + weight points (minimum of 1) + your wisdom modifier > - **Hit Points** 5 + five times your ranger level (the beast has a number of hit dice [d8s] equal to your ranger level) > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (0)| >___ > - **Skills** Eating (Constitution) > - **Senses** Passive perception 17 > - **Languages** can understand languages you speak, but cannot speak > - **Proficiency Bonus** Your Proficiency Bonus > ___ > ***Primal Bond.*** Add your Proficiency Bonus to any ability check you are proficient in or saving throw the monster makes. > > ___ > > ### Actions > ***Monsterous Bite.*** *Melee Attack Roll:* Bonus equals your spell attack modifier, reach 5 ft. *Hit:* 1d8 + 2 plus your Wisdom modifier Piercing damage. If the monster moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature. > > ***Monster's Hunger.*** The monster makes a devour check on a creature marked by your hunter's mark or knocked prone. \pagebreakNum ## Rogue ### Blubbery Bandit What others view as goofy and childish, you view as an efficient use of resources. You forego stealth in favor of simply hiding your valuables in plain sight. Using your flab to conceal goods, weapons, and even allies if you have the space, is an incredibly effective method to sneak things around where many would never think, or have the audacity, to look. Why be sneaky when you can clean a shop of valuables, walk out with a whistle, and nobody being any the wiser? #### Folds of Holding When you choose this archetype at 3rd level, you are especially talented at stashing gold among the excess flesh of your body, using them as nooks and crannies that few would even suspect to look under. So long as you have at least 1 weight point, ou can stow a number of number of tiny objects under your folds equal to 1 + your weight points. In addition, you can also stow a number of gold equal to 25 times your weight points. In order to complete a long rest, you will need to remove all currently stowed objects, or creatures at later levels, from your Folds of Holding in order to get a restful sleep. #### Sausage Fingers Also at 3rd level, even if stealth isn't your strongsuit, quick hands certainly are. You gain proficiency in the Sleight of Hand skill and can make a Sleight of Hand check to pick a creature's pocket. If you succeed, you have advantage on the next attack roll against them and can stow the item or gold within your Folds of Holding as part of the same bonus action. Afterwards, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you pick a different creature's pocket. #### Quick! Hide Under My Belly! Starting at 9th level, you've become more adept at hiding valuables among your flab, though you have gotten skilled enough to hide a Kobold or Gnome on occasion. You can now stow a single small object so long as you have at least 2 weight points. Alternatively, you can attempt to stow a small creature using your bonus action, so long as you are a higher weight category than them. If they are unwilling, they must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become smothered by you for the duration, can share your space, and you are not needed to be considered prone to continue the smother. Creatures smothered in this way are automatically considered Hidden. At 13th level, you can attempt to do this with a medium sized object or creature, or 2 small creatures, instead, so long as you have at least 3 weight points and are a larger weight category than them. In order for another creature to realize they are there, they must succeed an Investigation check against the same DC. \columnbreak #### Flabby Reveal Starting at 13th level, you can surprise foes by revealing you were hiding an ally under your flab. As a reaction, you can unveil a creature hidden under your flab, depositing them in a nearby space within 5 feet of your choice and granting you and the creature, if they were willing, advantage both your and their next attack roll against a target that can see them. Alternatively, you can unveil a weapon from your flab to grant you advantage on your next attack roll against a creature that saw you draw it. Once you gain advantage on a creature from this feature, you may not gain it again until the following dawn. #### Now You See Them, Now You Don't! Starting at 17th level, simply falling over onto someone unlucky enough to be in your way can hide them within your flab. When you smother a creature, you can automatically stow them in your Folds of Holding if you have space to do so. In addition, when you make a Size Attack, it uses your Dexterity modifier to calculate attack and damage rolls, and you can add the weight points of any creatures (minimum of 1 per creature), that you have stowed to the damage roll of Size Attacks. If you successfuly hit with a size attack, you can attempt to smother the creature as part of the same action. \pagebreakNum
### Bounty Bloater They prefer their targets alive, but too fat to flee, too sluggish to fight, or too embarrassed to be anything but compliant. A bounty hunter silently watches as their target collapses under their own astronomical weight. Then, like a whisper, they roll them away to face justice. To the public, they are myth. To bounty boards, a last resort. To the bloated marks left stuck in alleyways or bound helplessly in a prison of their own flesh, they are a name that will never be forgotten.
##### Bounty Bloater 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 |
\pagebreakNum #### Spellcasting When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. ##### Cantrips You learn two cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level. ##### Spell Slots The Bounty Bloater Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. ##### Spells Known of 1st Level and Higher At 3rd level, you know two 1st-level spells of your choice from the Wizard spell list. The Spells Known column of the Bounty Bloater 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 Wizard spells or cantrips you know and replace it with another spell from the Wizard 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 Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Bloating Blades Also at 3rd level, you can coat a weapon in lipomantic magic to immobilize your marks. As a bonus action, you can use a spellslot of 1st level to coat a one-handed weapon in arcana. You are considered proficient in this weapon, it is considered a rogue weapon for you, and sneak attacks made with it cause targets to fatten equal to half the damage dealt from your sneak attacks. Additionally, you gain proficiency in improvised weapons and, if they are usable with one hand, they have the finesse property. \columnbreak #### Prize Hauler Starting at 9th level, you can expertly restrain and move around your marks to collect your bounty. You can attempt to bind and restrain a target without them needing to be incapacitated as long as they are above their bulk limit. If they have the immobilized condition, you can choose to automatically succeed. You can also roll an immobilized creature as a bonus action, allowing you to move them with you as if you were grappling them. #### Fattening Toxins Starting at 13th level, your lipomantic magic is infused into the poisons that coat your blade. When you use the Poison option of your Cunning Strike, the target gains 3d6 fattening at the start of each of its turns while it has the poisoned condition. If this would push a target past their bulk limit, they automatically fail the saving throw to avoid the immobilized condition. #### Crushing Custody Starting at 17th level, you can weaponize your bloated bounties to smother potential rescuers into submission. If you roll an Immobilized creature into the space of another creature, they must make a Strength saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or gain the smothered condition until the immobilized creature is moved off of them. \pagebreakNum ### Muffling Bellows Rogue Some assassins rely on poisons, shadows, or manipulative subtlety. You, however, are a glutton. You consume your targets whole, silencing their struggles within your stomach. With every muffled belch, you drown out the scene of the crime even as it shatters the ears of those foolish enough to be too close. To witnesses, your assassinations vanish without sound, save for the echos of your satisfaction. #### Bonus Proficiency When you take this archetype at 3rd level, your stomach quite frenquently hungers for vast quantities of food. You gain Proficiency in the Eating skill and your stomach capacity increases by an amount equal to your Rogue level. #### Gastric Silencing Also at 3rd level, your silence isn’t the absence of noise- it’s the sound of your victims disappearing into your gullet and a muffled belch only audible to those nearby. You gain a pool of Muffling Dice equal to the number of dice you roll for Sneak Attack. You can expend one Muffling Die to add it to a damage roll that deals digestion damage. You regain one Muffling Die whenever you finish a short rest and all expended Muffling Dice when you finish a long rest. As an action, you can expend 2 Muffling Dice to cast pass without trace or silence. You also learn the Belch cantrip. When you choose this subclass, select Intelligence or Wisdom as your spellcasting ability for it. #### Belch Within Silence Starting at 9th level, even when the world can’t hear you, the pressure of your indulgence resounds like thunder within the dark. Creatures you choose can hear and speak normally while within your silence spell, though the effect still blocks sound beyond its area. In addition, when you successfully devour a creature, you can use your reaction to cast your Belch Cantrip. If you are within silence or darkness, it resonates within the zone instead of its 15 foot cone, changing its damage type to force damage, but is not audible outside of the zone. #### Indulgent Echoes Starting at 13th level, your stomach becomes a war drum, every slosh and churn building pressure for the explosive belch to come. You gain a new option for your Cunning Action- Slosh. If you have at least one free hand, you can use your bonus action to violently shake your stomach. For every 5% of your stuffing capacity you currently have, you can roll one of your Sneak Attack dice, up to the number you would normally roll for Sneak Attack. The next time you cast your Belch cantrip before the end of your turn, add half the total rolled to the damage dealt. In addition, when a creature succeeds on the saving throw against your Belch cantrip, it takes half damage instead of none. \columnbreak #### Deafening Belch Starting at 17th level, the satisfaction of a truly titanic belch doesn’t just rattle the air, it leaves your victims stunned, deafened, and terrified. When a creature fails its saving throw against your Belch cantrip outside of an area of silence, you can expend one Muffling Die to also deafen the creature for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \pagebreakNum ## Shaman ### Elemental Earthbreaker Stone and earth is heavy, as are you to match. The ground yields beneath your feet, a conduit to use your excessive mass to shape the world to your liking. A simple stomp of your foot can cause the ground to tremble, sending echoes through the earth that reverberate through stone and skull alike. #### Earthbreaker Spells |level|Spells| |:---:|:----:| |3rd|Earth Tremor, Earthen Spike
AEC
, Seismic Upheaval
AEC
, Steal Fat| |5th|Erupting Earth, Meld Into Stone| |7th|Heavy Bond, Stone Shape| |9th|Fissure
AEC
, Wall of Stone| #### One With the Earth When you take this archetype at 3rd level, you attune to the earth under your feet, becomeing one and embracing its ideals of unyielding weight and strength. You gain proficiency in your choice of either the Athletics, Survival, or Nature skills. If you are already proficient in these skills, you may choose a different proficiency from those available to Shaman. In addition, you learn the Mold Earth cantrip without impacting your number of Shaman cantrips known. #### Craggy Ridge Also at 3rd level, your weight moves seamlessly from your body to the earth, allowing you to shift and shape it as you see fit. As a magic action, you can stomp your foot on the ground to cause the earth in an up to 15-foot long, 5-foot wide line directly in front of you to erupt into a craggy spire. Any creature caught in the line must make a Dexterity saving throw or take 1d10 force damage. If a creature is at the end of the line, they take an additional 1d4 force damage per weight point you have (maximum equal to your Wisdom modifier) and are knocked prone on a failed save. On a success, they take half damage and suffer no further effects. The damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th (4d10) level. The line becomes difficult terrain until a minute is spent clearing the rubble. You can use this feature twice and regain all expended uses when you complete a long rest. If you have no remaining uses, you can expend a spellslot of level 2 or higher to regain one use (no action required) #### Aftershock Starting at 6th level, the ground stays trembling after every step you make as well as every spell you cast. Whenever you target a creature with a spell that has a casting time of 1 action, you can cause an echo to emmenate for 5 feet from your target. You may also choose one creature hit by your Craggy Ridge to emit an echo. Creatures of your choice hit by the echo must make a Constitution saving throw or take damage equal to your Wisdom modifier + your weight points. \columnbreak #### Totemic Reverberation Starting at 14th level, your weight begins to cause your totems to resonate with your heaving stomps. Whenever you would be able to cause an Aftershock, you can cause all active totems to emit an echo with an increased emmenation of 10 feet. You must complete a short or long rest before you can use this feature again. #### Shatter Earth Starting at 18th level, you have grown as strong and heavy as stone itself, able to shatter the ground with ease. You learn the Earthquake spell without impacting your number of Shaman spells known and can cast it once without expending a spell slot, regaining the ability to do so when you complete a long rest. When a target fails the saving throw to avoid falling prone from the Earthquake spell, you can choose for them to release an echo as per your Aftershock feature. \pagebreakNum ## Sorcerer ### Demonblood Sorcery You are infused with demonic blood, fueled by the latent magic. Whether it be having consumed the meat of a fiend, or a born as a spawn of the demon lords themselves, this profane, repulsive magic is stuck with you, fueling you. Walking a constant line of insanity and greatness, you wield demonic magics with ease, growing their strength with every bit of magic consumed. #### Demonblood Spells When your magic fully manifests at 3rd level, you learn to channel the profane magic tied to specific demon lords. Choose two of the following Demonblood Spell Lists, listed at the bottom of the page: Yeenoghu, Juiblex, Realm Eater, Demogorgon, Lolth, or Orcus. The spells in the chosen lists are added to your Sorcerer spell list and do not count against your number of spells known. You may replace one of these spell lists by performing a one-hour ritual involving the blood of a demonic creature, corrupted entity, or follower of a demon lord. During the ritual, you consume the blood to realign your essence. If your DM is willing when you consume the blood of a different lord, work with your DM to determine appropriate spell lists if consuming blood sourced from a demon lord not listed. #### Arcane Cravings Also at 3rd level, your hunger for arcane energy becomes insatiable. Once per turn, when you deal damage to a creature within 5 feet of you using a sorcerer spell, you regain hit points equal to 1d4, and you gain fattening equal to the amount healed. The amount healed increases to 1d6 at 5th level, 2d4 at 11th, and 2d6 at 17th. If the creature is a fiend, you may add your Charisma modifier to the amount healed. #### Warped Flesh Starting at 6th level, your blood constantly warps your flesh in reaction to magic. When you take a magic action to cast a spell of 1st level or higher, you can choose to gain one of the following benefits.
\columnbreak **Swollen Bulk.** Gain temporary hit points equal to twice the spell’s level. ___ **Oozing Hide.** Until the start of your next turn, attackers have disadvantage on the first attack made against you. ___ **Colapsing Maw.** The next creature you damage with a melee spell must succeed on a Strength saving throw or you gain one successful devour attempt against them. ___ **Flesh Whip.** As a bonus action to lash a creature within 15 feet. It must succeed on a Strength saving throw or be pulled 10 feet toward you and take necrotic damage equal to your Charisma modifier. #### Abyssal Overflow Starting at 14th level, your swollen magical form struggles to contain the energy you absorb; it erupts when prodded too violently. When you take damage from a creature within 30 feet of you, you may use your reaction to release a backlash of corrupt magic. The creature that damaged you must make a Constitution saving throw or take necrotic damage equal to half your sorcerer level + your Charisma modifier. On a success they take half damage. You then fatten equal to the damage dealt. You can use this reaction a number of times equal to your Charisma modifier, regaining all uses when you complete a long rest. #### Demonic Manifestation Starting at 18th level, you can create an avatar of the blood and magic that courses through you. You learn the Summon Gluttony Demon spell without impacting your number of spels known. You can spend 5 sorcery points to cast it without expending a spellslot. When you do so, it is a physical manifestation of your own magic, and will obey you without question. Once you cast it without expending a spellslot, you must complete a long rest before you cast it this way again.
| Level | Yeenoghu|Juiblex|Realm Eater|Demogorgon|Lolth|Orcus| |:---:|:-----------:|:----:|:-----:|:----:|:----:|:----:| | 3rd | Vicious Mockery, Tasha's Hideous Laughter, Invisibility|Slime Burst, Grease, Melf's Acid Arrow|Lick, Ravenous Bite, Hungering Whip|Mind Sliver, Command, Detect Thoughts|Infestation, Dissonant Whispers, Spider Climb|Toll the Dead, Ray of Sickness, Blindness/Deafness| | 5th | Fear |Gaseous Form| Hungering Aura|Clairvoyance| Vampiric Touch|Animate Dead| | 7th | Dominate Beast |Blight|Voracious Conduit |Evard's Black Tentacles|Polymorph|Blight| | 9th |Dominate Person| Cloudkill | Voideater's Grasp|Telekinesis|Insect Plague|Negative Energy Flood|
\pagebreakNum ## Survivalist ### Path of Monster Hunting Those who walk this path set their sights on titanic prey- beasts so massive their footsteps shake the earth. With keen eyes and sharpened instincts, they track, trap, and carve the impossible, turning danger into dinner. Whether it’s the roasted haunch of a rampaging chimera or a stew brewed from ooze-slick entrails, they fuel allies strength through monstrous meals. To them, no creature is too fearsome to fell or too foul to fry. #### Big Game Hunter When you choose this specialization at 3rd level, you follow the path of tracking massive game- beasts capable of leveling entire towns. You gain proficiency in the Nature skill, if you did not already have it. If you did have it you may gain another skill from those available to Survivalist. In addition, you gain proficiency in your choice of either Cook's Utinsils, Eating, or Feeding. #### Monster Hunting Lore Spells Your training with tracking rare, gigantic creatures gives you the ability to cast the following spells. |Survivalist Level| Spells| |:-------:|:-----:| |3rd| Ensnaring Strike| |5th| Find Steed| |9th| Feign Death| |13th| Galder's Speedy Courier| |17th| Legend Lore| #### Field Prep Also at 3rd level, you can use the corpse of a fallen creature to create a gigantic, nourishing meal. Over the duration of a short rest, you can use the corpse of a fallen beast, dragon, fiend, ooze, or monstrosity to prepare a meal for your party. You can cook a meal to prepare an amount of food in stuffing equal to your wisdom modifier x your Survivalist level, that you divy up among the party. The amount of stuffing you can cook will be no higher than the amount of stuffing the creature(s) may provide. If the food is not eaten before you complete a long rest, it instead becomes a number of rations equal to the amount of stuffing it would have been. Any creature who consumes at least 1% of the stuffing during the short rest gains one of the following benefits. They will use your level and wisdom modifier to determine their bonuses. \columnbreak - **Fiend.** You gain resistance to fire damage and advantage on saving throws against being frightened or charmed. - **Dragon.** Once per turn, when you hit with a weapon attack or spell, you can add extra damage to a single damage roll equal to your Wisdom modifier. - **Monstrosity.** You gain temporary hit points equal to your Survivalist level when initiative is rolled. - **Ooze.** Your ignore the effects of non-magical difficult terrain, and you have advantage on saving throws to avoid being grappled or restrained. - **Beast.** Your speed increases by 5 ft, and you can Dash as a bonus action once per turn a number of times equal to your wisdom modifier. ___ These benefits last until you finish your next short rest or until you have completed 10 rounds of combat, whichever comes first. #### Better on a Full Stomach Starting at 7th level, you can cater to big folks who enjoy big meals, leaving them full and strong. While a creature is benefiting from your Field Prep feature, they may add a bonus equal to their Weight Points (maximum of +3) to ability checks or saving throws they make. #### Waste Not Also at 11th level, while many find it repulsive, you've learned to make due with what's available. You can attempt to prepare a Field Prep meal from Aberrations or Fey. To safely render the meat edible, you must succeed on an Intelligence (Nature) check with a DC equal to 10 + the creature’s CR (minimum DC 11). On a failure, the food is rendered completely inedible, and consuming it results in consequences at the DM’s discretion. When successfully prepared, the meal grants you one of the following benifits, based on the creature(s) used. - **Aberration.** You have advantage on Intelligence (Arcana) checks, and your weapon and spell attacks deal an additional 1 psychic damage. - **Fey.** You have advantage on Charisma (Deception) checks, and can reroll a failed death saving throw a number of times equal to your Wisdom modifier. #### Giant Slayer Starting at 15th level, your mastery of hunting gigantic beasts can extend to all creatures. As a bonus action, you can activate this feature for the enxt minute. When you deal damage to a creature of Large or larger with a weapon attack, you can add your Wisdom modifier to the damage roll. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ## Warlock ### The Admiral Patron To serve the Admiral is to pledge your life to excess under the crushing weight of authority. The vast, bloated captain sits upon a throne of treasure, surrounded by endless banquets and servile crews whos laughter rolls like thunder across a sea of flab. Those who bind themselves to him become his crew, heirs to his legacy of gluttony and domination. His bargains are simple. Serve, grow, and take what you want- for the Admiral has no use for the meek or the thin as a successor. #### Admiral Spells |level|Spells| |:---:|:----:| |3rd|Tantilizing Confection
BGoG
, Grease, Enlarge/Reduce, Rope trick| |5th|Size Envy, Tidal Wave| |7th|Conjure Feast, Control Water| |9th|Dominate Person, Maelstrom| #### Bonus Proficiencies When your patron fully entrusts you at 3rd level, the Admiral’s generosity is measured in tankards and barrels; for drink is as sacred as steel upon his decks. You gain proficiency in Brewer's Supplies and can use them as a spellcasting focus for your warlock spells. #### Liquid Courage Also at 3rd levels, before you can command a fleet, you must prove yourself worthy by serving the crew. You learn the Hearty Tonic and Prestidigitation spells without impacting your number of warlock spells or cantrips known. You can cast the Hearty Tonic spell at its base level a number of times equal to your Charisma modifier without expending a spell slot. You regain all expended uses when you complete a long rest. #### Rebounding Bulk Starting at 6th level, a toast can swell your crew’s bellies and hurl enemies across the deck. Whenever you or an ally gain temporary hit points from your Hearty Tonic, they gain extra fattening equal to your Charisma modifier and can force a creature within 5 feet of them to make a Charisma saving throw against your warlock Spellsave DC or be shoved directly away from them by 10 feet. \columnbreak #### Weight of Authority Starting at 10th level, you've grown immovable, impossible to ignore, and heavy with the right to command. You can add your weight points to Intimidation checks against creatures that weigh less than you. Additionally, you also cannot be moved against your will, knocked prone, or grappled by a creature that weighs less than you, though you can still take damage from features that may cause these effects. #### Admiral’s Claim Starting at 14th level, just like your patron, you can bind spirit and flesh alike into your service, as any true Admiral would. When a creature within 30 feet of you dies, you can use your reaction to either claim a portion of their spirit to gain 4d8 temporary hit points or cast Dominate Person without expending a warlock spellslot. Once you successfully this feature, you cannot use it again until you complete a long rest. \pagebreakNum ### Gravely Hunger Patron The afterlife hungers- constantly. The grave constantly seeks more bodies to feed it, to feed the earth, to grow its armies. Your patron is a mysterious force tied to this grave, and it enfuses into your very body, granting you this unending hunger. However, the nature of still living, causes you to hunger for anything that can fit within your jaws. But as long as you keep fed, the source of this bizarre power stays fueled. #### Undying Hunger Spell list |Level | Spells| |:----:|:---:| |3rd | Spell Snack, Ray of Sickness, Gluttonous Enlargement, Silence| |5th | Grater Belch, Speak with Dead| |7th | Heavy Bond, Death Ward| |9th | Contagion, Bellyport| #### Hunger of the Grave Starting at 3rd level, the grave has bestowed upon you the hunger of the dead and a stomach that can cause cause and absorb rot and decay. You learn the Digestive Aid cantrip, which counts as a warlock cantrip for you. You also are immune to foodborn illness and you can choose for your digestion damage to deal either Acid or Necrotic damage. When you use Digestive Aid on yourself, its casting time is changed to one action and it deals 1d8 necrotic damage to any targets you have devoured on a failed constitution saving throw, half on a success. After using it to relieve stuffing, you can release a necrotic breath in a 15-foot cone in front of you as a bonus action. Every target in the cone must make a constitution saving throw. The breath deals 1d10 necrotic or poison damage (your choice) on a failed save, half as much on a success. The damage of this feature in creases by 1d8 and 1d10 when you reach 5th, 11th, and 17th level in this class. Additionally, when you use Digestive Aid on yourself, roll 1d20. On an 11 or higher, you can benifit from it again before you complete a short rest. Each consecutive roll to use it again after the first roll, you suffer a -2 penalty to the roll. #### Defy Hunger Starting at 6th level, you can give yourself vitality when you eat or when you help someone else eat. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1) when you succeed on an eating or feeding check, or a saving throw to avoid indigestion or overstuffing. When you use this feature, you instantly convert an amount of stuffing to fattening equal to the amount healed. Once you use this feature, you can't use it again until you finish a short or long rest. \columnbreak #### Ever-lasting Appetite Beginning at 10th level, you can stay functioning so long as you are indulging your undying hunger. Eating is considered an activity you can perform during a short or long rest and still gain the benefits of a rest. When you finish a long rest, stuffing gained from eating is still converted to fattening. If you spend the entirety of a long rest eating, you gain 1d8 + your warlock level in temporary hit points. #### Indestructible Waistline When you reach 14th level, the hunger of the grave effuses every aspect of your being as it grows to its peak, constantly fueling and reconstructing you as long as you consume. On your turn, you can use a bonus action to convert stuffing into fattening or relieve inflation and regain hit points equal to 2d8 + your warlock level. The amount of stuffing or inflation you relieve is equal to the amount healed. Additionally, you can regrow limbs and body parts by consuming an amount of food equal to the amount of flesh lost. Once you use this feature, you can't use it again until you finish a short or long rest.
> ##### Undying > This is my own take on how to make Undying Warlock decent with a fattening twist and preserving its original role. \pagebreakNum ## Wizard ### Lipomancer, Variant Using body mass to power spellcasting is a rare and poorly understood art. Those who branch this path are often on the larger size themselves from converting magic into mass on their own body to protect themselves, or to have extra for converting body mass to magic to fuel their spellcasting. However they choose to practice, it's an esoteric and no doubt heavy school of magic. #### Lipomancy Savant When you join this school at 3rd level, choose two Wizard spells that cause creatures to gain fattening or otherwise effects a creature's weight, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that cause creatures to gain fattening or otherwise effects a creature's weight to your spellbook for free. The chosen spell must be of a level for which you have spell slots. #### Metabolic Magic Also at 3rd level, you’ve learned how to discharge magic of spells as weight into other creatures. Whenever you cast a spell of 1st-level or higher, you can choose a creature within 30 feet of you, including yourself, to gain fattening equal to your Intelligence modifier x the spell's level. An unwilling creature must succeed on a Wisdom saving throw against your wizard spell save DC to resist this effect. #### Counting Calories Starting at 6th level, you store excess arcane energy as calories that you can infuse into your spells. For every 10 fattening you gain, you gain one charge of stored calories. The maximum number of charges you can have at once equals your Intelligence modifier, and whenever you finish a long rest, your stored calories resets to 0. Whenever you deal damage to a creature with a wizard spell, you can spend 1 stored calories charge to cause that creature to gain fattening equal to the damage taken. In addition, your bulk limit increases by an amount equal to 5 x your Wizard level. #### Armor of Adipose Starting at 10th level, your body is fortified by your own body weight. You can use your weight points to calculate your AC in place of your dexterity (maximum of 5). In addition, when you use your Arcane Recovery feature, you receive 1 temporary hit point per every 5 fattening you have, up to a maximum equal to your Wizard level. #### Augmenting Flab Starting at 14th level, you can burn fat to amplify the potency of your magic. Whenever you cast a wizard spell of 1st level or higher, you can choose to spend a calorie charge to increase the level of the spell cast by 1. Once you spend a number of calorie charges with this feature equal to half your wizard level, you must finish a long rest before you can use it again. \pagebreakNum ### Calorieweaver One bite is all it takes. One bite and you are too large to ever walk again. The calorieweaver can turn arcane magic into pure caloric intake, causing even the smallest of snacks to turn into an explosive amount of weight gained. To be on their badside is to leave your waistline at the great risk... Of course, that could even be said about being their allies as well. #### Calorie Savant When you join this school at 3rd level, choose two Wizard spells that deal stuffing damage or manipulate food, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that deal stuffing damage or manipulate food to your spellbook for free. The chosen spell must be of a level for which you have spell slots. #### Caloric Overload Also at 3rd level, your magic begins to cause food to overflow with calories, decimating the waistlines of those that eat them. When a creature within 60 feet of you that you can see gains stuffing, you can expend a spellslot of 1st level or higher to augment it to cause fattening as well. They must succeed on a charisma saving throw against your Wizard spellsave DC. On a fail, they gain 1d8 fattening per spellslot level expended, up to a maximum of d8s equal to your intelligence modifier. Alternatively, as an action, you may expend a spellslot of 1st level or higher to infuse all food in a 5-foot cube within 60 feet or you with overwhelming calories. For the next hour, any creature that consumes this food gains twice as much fattening as stuffing. Starting at 10th level, the d8s become d10s, and at 14th level they become d12s. #### Weighted Overlord Starting at 6th level, calories begin to flow through the weave around you, settling on your waistline just as well as others. Once per round, when a creature within 30 feet of you gains fattening, you can choose to gain half the amount of fattening yourself, no action required. You can use this a number of times equal to your Intelligence modifier (minimum of 1), regaining all expended uses when you complete a long rest. In addition, whenever you deal stuffing damage to another creature, or take it yourself, you gain temporary hit points equal to your weight points (maximum equal to your intelligence modifier). #### Latent Calories Starting at 10th level, you can store the sheer amount of extra caloric in a small bead to use as you see fit. Before you complete a long rest, you can store up to 50 of your own fattening in a small bead. The bead can be given to others and consumed as a bonus action or you may even force feed it to others. When eaten, the creature gains all the fattening stored within the bead. Eating the bead yourself will only return half the fattening used for it (rounded down). If you attempt to make a bead without the other bead being first consumed, the old bead simply crumbles to dust. #### Lord of Lard Starting at 14th level, your ability to manipulate calorie count grow stronger, more enduring, flabbier. The range for Weighted Overlord increases to 45 feet and you regain all expended uses when you use your Arcane Recovery feature. Additionally, the amount you can store in a bead with Latent Calories increases to 100 fattening. \pagebreakNum ### Gastroarcanist Masters of manipulating the digestive system, Gastroarcanists study the intersection of magic and digestion, manipulating stomachs as conduits for their spells. These wizards form magical bonds with others' appetites, amplifying their digestive power. They augment the gastric systems of other creatures to enable them as fierce weapons, or a safe haven for a quick place to hide. #### Arcane Digestion When you take this subclass at 3rd level, your studies of magical consumption allow you to magically alter the nature of a creature's digestion. You learn the Gluttonous Roar cantrip, which does not count against the number of wizard cantrips you know. Additionally, as a bonus action, you can touch a willing creature and alter the damage type of its digestion damage. Choose one of the following damage types: acid, fire, poison, lightning, necrotic, thunder, or cold. The creature’s digestion damage changes to the chosen type until it finishes a long rest or until you change it again. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining one use when you complete a short rest, and all expended uses when you finish a long rest. If you use this feature on yourself, your Gluttonous Roar cantrip also changes to match the chosen damage type. #### Gastric Tether Also at 3rd level, you can form a magical connection with the stomachs of creatures around you, enhancing their digestive systems and allowing you to manipulate their contents. When a creature you've effected with Arcane Digestion within 30 feet of you that you can see deals digestion damage at the end of their turn or has 10% or more stuffing you can form a magical tether to its stomach (no action required). While connected, you can cast touch spells on creatures swallowed by the predator as long as they are within 30 feet and visible to you, and the predator's digestion damage die increases by one tier (d4 → d6 → d8 → d10 → d12 → 2d6). You may be connected to only one creature at a time using this feature. If you form a new connection, the previous one fades. The connection ends early if the creature moves more than 120 feet away from you, falls unconscious, or dies. Starting at 10th level, you may be connected to up to two creatures at once, but if you attempt to connect to a third, you must choose which connection to end. \columnbreak #### Masterwork Metabolism Starting at 6th level, your connection to gastromancy allows you to amplify its effects, overcoming resistance and sharing the rewards. While you are connected to a creature using Gastric Tether, digestion damage it deals ignores resistance to its damage type. Additionally, you ignore resistance to the damage their digestion deals because of Arcane Digestion and you add your Intelligence modifier to the damage of your Gluttonous Roar cantrip. Finally, when a creature you are connected to gains fattening from converting stuffing into fattening, you gain half the amount of fattening they gain, rounded up. #### Transmutative Ingestion Starting at 10th level, your mastery of arcane digestion allows you to pull allies into a safer location or seal the fate of one unlucky enough to have drawn your ire. You learn and always have the Bellyport spell preparred without impacting your number of wizard spells known. Additionally, when you or a creature you can see takes damage that would reduce it below half its hit point maximum, you can use your reaction to cast Bellyport on them. The teleportation lessens the impact of the triggering damage, halfing the amount taken. When you use this feature, you can cast Bellyport without expending a spellslot, but you must complete a long rest before you can cast it without expending a spellslot again. #### Culinary Convergence Starting at 14th level, you can channel your spells through the digestive tracts of others, allowing your power to flow through the bonds you’ve formed. When you cast Gluttonous Roar or a spell with a range of touch, you can choose to have its point of origin originate from any creature you are connected to via Gastric Tether, instead of yourself. The spell still uses your spell attack modifier and save DC. Additionally, when you cast Gluttonous Roar, all creatures currently affected by your Arcane Digestion feature can use their reaction to deal one roll of their digestion damage die to up to two creatures they have devoured. \pagebreakNum ### Ghastly Glutton A wayward specter trapped within the body of a tyrant, forcing them to eat and ignore their responsibilities as a ruler. A cooperative mage joining together with their allies to augment their gluttony to greater heights. The school of Ingestion is an enigmatic art, specializing in entering the body and mind of another to gorge while only one will need suffer any consequences. #### Possession Savant When you choose this tradition at 3rd level, you gain proficiency in the Eating and Insight skills. #### Invasive Voracity Also at 3rd level, you can invade a creature’s body and gorge through them. As a bonus action, choose one creature within 30 feet of you that you can see. That creature must succeed on a Charisma saving throw against your spell save DC or become possessed by you for up to 1 minute. A creature can willingly fail this saving throw. While possessing a creature you can cast as normal, but are limited by their senses and body functions and you cannot force the creature to move. For the duration, the following rules apply: - At the start of each of the possessed creature’s turns, you can cuase it to take fattening damage equal to your Intelligence modifier, and you gain the same number of temporary hit points. - You are considered to have full cover and in the same space as the creature. However, if the possessed creature takes damage from a source other than yourself, the damage is split evenly between both of you. The possessed creature can immediately repeat its saving throw when this occurs, ending the effect on a success. - You cannot force them to take any action what would be directly harmful to themselves. - As a magic action to force it to make a weapon attack or Devour check. Use your Intelligence modifier for attack and damage rolls, and for Devour checks. If you are proficient in Eating, you may add your proficiency bonus to Devour checks made in this way. - If the possessed creature successfully devours another creature while possessed, the digestion damage is treated as if you are digesting them instead. - The possessed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success and shunting you out into the nearest unoccupied space. When the possession ends, you may choose for any creatures or objects devoured by the host during that time to be considered to have been devoured by you instead. Any fattening or inflation gained during the duration can be divided between you and the host as you choose. You can successfully use this feature once and must complete a long rest before you can use it again. If you have no remaining uses, you can expend a spellslot of level 2 or higher to use it again. \columnbreak #### Overfed Conduit Starting at 6th level, your invasive magic grants you a greater control over your possessions as your magic causes them to grow larger under your grip. Whenever you cast a spell while possessing or charming a creature, they gain fattening equal to twice the spellslot level expended. Additionally, on your turn, you can cause a creature you have possessed to move up to half its speed without provoking attacks of opportunity and if they have a feature that allows them to make multiple attacks when taking the attack action, you can force them to attack twice instead of once while possessed. #### Endless Banquet Starting at 10th level, your domination over others’ bodies grows more gluttonous and enduring, so strong that it can leap from one hungry body to another. Your Invasive Voracity's duration increases to 10 minutes. In addition, if a creature manages to force you out of the possession early, you may use your reaction to choose another target within 15 feet to possess for the remaining duration. However, if they succeed the saving throw you are shunted to the nearest unoccupied space next to them, knocked prone, and take 5d8 force damage. #### Bloating Burst Starting at 14th level, when you leave the body of a possessed creature, you can discharge magic in a violent surge. As you exit, you may expend a spell slot of a level up to your Intelligence modifier (minimum of 1). Each creature of your choice within 15 feet of where you emerge must succeed on a Constitution saving throw. On a failure, they take 1d6 force damage per level of spellslot expended and gain fattening equal to half the total fattening the host accumulated during your possession. On a success they take half damage and gain half the amount of fattening. You may use this feature once, regaining its use when you complete a short rest. \pagebreakNum
# PART 2 ## Spells
##### Additional Spells that did not make it into the main module in time
##### "Look what I can do!!!." *-Ziggs Bronzethorn, before accidentally blowing up a guard tower*
\pagebreakNum #### Arcane Communion *Transmutation Cantrip* ___ - **Casting time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous or 1 minute - **Classes:** Bard, Demonologist, Sorcerer, Warlock, Wizard ___ You channel the weave and ley lines around you, allowing them to be visible and interact with the world. You create one of the following effects within range: - You create an instantaneous, harmless sensory effect, such as a motes of magic, colorful mists to fill the air, crackling sparks, or otherworldly humming. - You change the appearance of a candle, torch, or a small campfire- such as making the flames roar, change color, or even look as if made of liquid. - A mote of iridescent light points to a nearby source of powerful magic. - Leylines within range briefly reveal themselves as they flicker with otherworldly light. #### Incite Pleasure *Illusion Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Cleric, Priest, Sorcerer ___ You stimulate the senses of a creature you can see within range. Choose the effect from the options below. The target will feel one of the following sensations for the duration. - They feel as though someone is vigorously massaging their neck, back, or stomach. - They feel as if they have eaten well past their stomach capacity. - They begin to smell their favorite food as if it was nearby. - They feel pressure relief within their stomach whenever they speak, or otherwise vocally make any noise. - You incite another physical sensation that the DM agrees is appropriate. You can cause one additional sensation, that targets either that creature or another creature when you reach 11th level. #### Puff *Evocation Cantrip* ___ - **Casting time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ A gust of wind shoots forth into the mouth of a creature you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Inflating damage, and it can’t take reactions until the start of its next turn. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Slippery Peel *Conjuration Cantrip* ___ - **Casting time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a banana) - **Duration:** Instantaneous - **Classes:** Artificer, Bard, Druid, Sorcerer, Warlock, Wizard ___ You quickly conjure a banana peel under the feet of a creature you can see. The target must make a Dexterity saving throw. On a fail, they fall prone and take 1d6 bludgeoning damage. Creatures without limbs touching the ground are immune to this spell. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Slovenize *Enchantment Cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Psion, Sorcerer, Warlock, Wizard ___ You assault the mind of a creature within range for the duration. Choose an effect from the options below. The target must make a Wisdom saving throw or perform one of the following effects. These actions do not impact their ability to use a weapon, cast spells, or otherwise do their normal actions. - The creature drools uncontrolably. - The creature belches periodically, often during speaking. - The creature's stomach begins to periodically growl loudly, as if they hadn't eaten for several days. - The creature is compelled to scratch their stomach, chest, or hindquarters. - You cause another slovenly behavior that your DM agrees is appropriate. The creature performs one additional effect on a failed save when you reach 11th level. \pagebreakNum #### Blubbery Bash *1st level Transmutation* ___ - **Casting time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous - **Classes:** All casters - **Prerequisite:** Attunement to Hefty or larger weight category ___ Your puff out your belly in an attempt to bash a creature. You may move up to ten feet towards a creature, without provoking attacks of opportunity, as part of casting this spell. Make a melee spell attack against a creature you can see. On a hit, the target takes 2d8 bludgeoning damage, is pushed ten feet away from you, and you take the space it was previously in. If the creature is hit into a wall or other vertical surface, it takes an additional 1d8 bludgeoning damage. If the creature is hit into another creature, they must both make a Strength saving throw. On a failure, the creature goes prone. **At Higher Levels:** The initial damage increases by 1d8 for each slot level above 1. When cast using a spellslot level of 4 or higher, you can also smother a creature instead of knocking them back. #### Poof! *2nd level Illusion* ___ - **Casting time:** 1 reaction, which you take in response to a hostile creature moving within 10 feet of you - **Range:** Self - **Components:** V - **Duration:** 1 round - **Classese:** Bard, Demonologist, Sorcerer, Warlock, Wizard ___ A momentary poof of smoke obscures you as you disappear into thin air. You become invisible until the end of your next turn or until you make an attack roll, deal damage, or cast a spell. #### Abyssal Accumulation *4th level Transmutation* ___ - **Casting time:** 1 bonus action - **Range:** self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes - **Classes:** Demonologist, Dracomancer, Sorcerer, Warlock, Wizard - **Prerequisite:** Some connection to the abyss ___ You infuse yourself with your innate abyssal magics, transforming you into a bloated, fattened demonic version of yourself. For the duration of the spell, you are considered a fiend, your weight and size category both increase by 1, and you can ignore your bulk limit for the duration. Any attack you make that deals acid, cold, fattening, lightning, necrotic, poison, psychic, or thunder damage when you hit a creature within 10 feet of you, you deal an additional 3d4 psychic damage and cause the target togain fattening equal to half the total damage taken. **At Higher Levels:** The damage increases by 2d4 for every two slot levels above 4. \pagebreakNum #### Instant Audience *4th level Illusion* ___ - **Casting time:** 5 minutes - **Range:** self (120-foot range) - **Components:** V, S - **Duration:** 4 hours - **Classes:** Artificer, Bard, Cleric, Demonologist, Priest, Warlock, Wizard ___ You conjure an partially audience. Every minute for the next five minutes, 1d6 people will enter the room you are in from a doorway or other entrance within 120 feet of you. They appear to be a mix of people appropriate for the circumstances and location, though you may specify what they look like if you wish. They will act to your direction, in a way appropriate to the environment, such as applauding, hushed murmurs, or jeering, but they have no knowledge that you yourself do not already have. They stay for the duration of the spell, or until you dismiss them as an action, where they will get up and leave the room over the next minute. The members of the audience do not fight in any manner and have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner. To identify if the audience members are real, a creature can use their action to make an Intelligence (Investigation) check against your spellsave DC. #### Role Reversal *4th level Conjuration* ___ - **Casting time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous - **Classes:** All casters - **Prerequisite:** Being taught the technique by another creature that knows it ___ You point at a creature and utter a word to cause predator and prey switch roles. Choose a creature that is currently devoured by another creature you can see. The 2 creatures switch positions, with the second creature being devoured by the first. If a creature is unwilling, they may make a Wisdom Saving Throw. If either creature succeeds, the spell fails. **At Higher Levels:** When cast with a spellslot of level 6 or higher, other creatures devoured by the original predator are safely deposited in the nearest available space from the swapped creature. \columnbreak #### Bloating Artillery *5th level Evocation* ___ - **Casting time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Dracomancer, Sorcerer, Wizard ___ You create a spectral barrage of 6 fattening blasts. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6 + 2 fattening damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. **At Higher Levels:** You fire one additional bolt per spellslot level above 5. #### Reform *5th level Necromancy* ___ - **Casting time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a diamond worth 300g, which the spell consumes) - **Duration:** 1 hour - **Classes:** All casters - **Prerequisite:** Being taught the technique by another creature that knows it ___ You focus on creature you have digested or one digested by another creature. Provided that the humanoid has been dead for no longer than 10 days and you can recall their name, a pseudonym, or appearance, your body slowly reconstructs their body in yours or the target's stomach. After the spell ends, you or they can regurgitate the body fully reformed. The reformed creature recalls its life and experiences and retains the capabilities it had. The DM can choose if magical items and valuables are reformed as well. #### Bite of the King *8th level Transmutation* ___ - **Casting time:** 1 action - **Range:** touch - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Demonologist, Sorcerer, Warlock, Wizard ___ Your mouth opens impossibly wide and attempts to engulf a huge or smaller creature. Make a melee spell attack against one creature dealing 4d12 piercing on a hit. They must then make a Strength saving throw to struggle against your maw. On a failure, the creature is instantly devoured and is compressed inside your stomach. On a success they are not devoured. The devoured creature contributes 1/10th of it’s weight to your stomach capacity, and you have immunity to overstuffingstuffing damage that would be caused by creatures eaten with this spell. While inside, the creature takes 4d12 acid damage at the start of each of your turns. While inside your stomach, the creature makes all its attacks against a stomach AC of 20. If a creature in your stomach is reduced to 0 hit points, they are digested immediately and all the weight of that creature and non-magical equipment they wear is instantly digested into fattening. \pagebreakNum #### Power Word Explosion *8th level Evocation* ___ - **Casting time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous - **Classes:** Sorcerer, Wizard ___ You speak a word of power that ignites one creature you can see within range, creating a fiery explosion. If the target has 150 hit points or fewer, a massive explosion radiates out from their position causing them to take 8d6 fire and 6d8 force damage. Additionally, any creature within 15 feet of that creature must make a Dexterity Saving throw. On a failure, they take the same damage. On a success, they take half damage. If a creature is reduced to 0 hit points by this spell they and any non-magical objects they were carrying are left as nothing but scattered ash. \pagebreakNum
# PART 3 ## Feats
##### Feats designed to augment a fatty playstyle.
##### "Well, if you've got it, flaunt it!." *-Maestro Akalis-*
\pagebreakNum #### Absorbent Belly *Prerequisite: Level 4+* ___ You have learned to manipulate a creature's digestion to rapidly accelerate it to being near instantaneous. - You increase an ability score of your choice by 1, up to a maximum of 20. - You learn the Abyssal Stomach spell. Its 1 action casting time use changes to a bonus aciton instead. You can use it on yourself once without expending a spell slot, and regain the ability to do so when you complete a long rest. When you empty a creature's stomach, they gain 1 temporary hit point per 5% stuffing reduced, up to a maximum equal to twice your proficiency bonus. #### Aesthetic Eye *Prerequisite: Level 4+* ___ You have a deep insight into personal preferences, able to perceive subtle cues about others’ tastes. 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, you add double your proficiency bonus to checks you make to discern personal preferences or aesthetics. - You can attempt to read a creature's preferences -appearance, clothing, or body types- for presentation via subtle cues in their behavior and grant yourself advantage on the roll. You must complete a long rest before you can use this feature again. #### 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 #### Arcane Cannibal *Prerequisite: Level 4+, Spellcasting* ___ You draw power from the magical energy of slain foes, gaining the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - As a magic action, you can bite a target within 5 feet of you. Make a melee spell attack on a creature within range. On a hit you deal 1d6 + the spellcasting ability modifier increased by this feat in force damage. This damage increases by 1d6 when you reath 5th, 11th, and 17th levels. This functions as a cantrip for features that allow you to replace an attack with a cantrip - Whenever you use your action to cast a spell of 1st level or higher and it causes a creature you can see to drop to 0 hit points, you can use your reaction to regain an expended spell slot of a level up to half your proficiency bonus(rounded down). This can be used once and you regain the ability to do so when you complete a long rest. #### Augmented Satisfaction *Prerequisite: Level 4+, eating proficiency* ___ You have expanded your palate and knowledge of food. You gain the following benefits. - Increase your Constitution or Wisdom score by 1, to a maximum of 20. - You gain proficiency with cook’s utensils. If you are already proficient, you add double your proficiency bonus to checks you make with them. - As a bonus action, you can taste an edible substance and determine whether it is spoiled, poisoned, or otherwise dangerous. Additionally, when you consume a meal or take time to enjoy your fullness during a short rest you can grant yourself temporary hit points equal to the amount of stuffing you have when you complete the short rest (before any conversion applies), up to a maximum of your character level. This feature can only be used once per long rest. #### 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. \pagebreakNum #### Beer Gut *Prerequisite: Level 4+* ___ Your weight is focused strongly on your middle, causing a rounded, middle-heavy waistline. You gain the following benefits. - Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20. - You gain resistance to poison damage and make saving throws against the poisoned condition or to avoid conditions that would cause you to be considered drunk (if your table uses rules for it). - When taking overstuffing or bludgeoning damage, you can subtract your weight points (maximum of 3) from the damage rolled. #### Bellydrum *Prerequisites: level 4+, Belly Armor feat or a feature that uses weight points to calculate your AC* ___ Your hide is tough like the skin of a drum, allowing you to withstand the art of using yourself as a drum of war. You gain the following benefits. - Increase an ability score of your choice by 1, up to a maximum of 20 - As a bonus action, you drum loudly on your stomach. You take 1d6 force damage per weight point (up to a maximum equal to your proficiency bonus), that cannot be reduced in any way. In exchange, for a number of rounds equal to your Constitution modifier, you can add your weight points (up to a maximum equal to your proficiency bonus) to damage rolls for weapon and spell attacks, if you did not already. In addition, for the duration your size attacks critically hit on a 19 as well as a 20. #### 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). \columnbreak #### Bloating Venom *Prerequisites: Level 4+, An ability or spell that deals poison damage or proficiency in the poisoners kit* ___ Flavor You gain the following benefits. - Your constitution, dexterity, or intelligence score increases by 1, up to a maximum of 20. - Whenever you deal poison damage, the target gains inflation percentage equal to the poison damage dealt. - Whenever a creature within 30 feet of you starts their turn while inflicted with the poisoned condition, they gain inflation equal to a number of d4s equal to your proficiency bonus. #### Bottom Heavy *Prerequisite: Level 4+* ___ Your bottom heavy build serves as like an anchor and always provides an ample cushion to sit on. You gain the following benefits. - Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. - You have advantage on saving throws that would knock your prone or move you against your will. This does not apply to the saving throws to avoid being knocked prone by the immobilized condition. - You gain resistance to fall damage. #### Bottomless Pit *Prerequisite: Level 4+* ___ Your stomach has stretched, growing constantly hungrier and tougher You gain the following benefits. - Your constitution score increases by 1, up to a maximum of 20. - Your stomach capacity increases by 25 and your inflation limit by 50. You can take this feat up to two times. - You gain advantage on constitution saving throws either against overstuffing damage or indigestion, you choose when you select this feat. #### 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. \pagebreakNum #### Cushioning Form *Prerequisite: Level 4+* ___ Your flesh is extremely soft and comforting. You gain the following benefits. - You increase an ability score of your choice by 1, up to a maximum of 20. - A number of allies equal to your weight points can rest on you for the duration of a short rest, assuming you do not move. Each creature resting on you heals an additional hit die, not adding their constitution modifier, without needing to expend it. Additionally you heal for an additional 1d4 hit points per creature resting on you. Other creatures may only benefit from this effect once before needing to complete a long rest. - If they complete a long rest while resting against you, they gain temporary hit points equal to your weight points when you began the long rest. #### Distracting Presence *Prerequisite: Level 4+, Charisma 13+* ___ You know how to use your bulk to intimidate others or draw attention. You gain the following benefits. - Increase your Strength or Charisma score by 1, to a maximum of 20. - You gain proficiency in the Intimidation skill. If you are already proficient, you add double your proficiency bonus to checks you make with it. - As a reaction, when a creature within 15 feet of you attacks an ally, you can puff out your stomach to bellow or posture to impose disadvantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus per long rest and whenever you use it, you gain a number of d4s in inflation equal your proficiency bonus. #### 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. \columnbreak #### 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. #### Fantastic Curves *Prerequisite: Level 4+, at least one of either the Bottom Heavy, Beer Gut, or Warrior's Bust feat* ___ If you've got it, flaunt it. You gain the following benefits. * Increase your an ability score of your choice by 1, to a maximum of 20. * As a bonus action, you can make a charming gesture at a creature of your choice, using one of the body part from the prerequisite feat you have. They have disadvantage on their next attack roll before the start of your next turn. You may do this a number of times per day equal to your proficiency modifier. * You learn the Charm Person spell without impacting your number of spells known. Its spellcasting ability modifier is Constitution, Intelligence, Wisdom, or Charisma. You choose when selecting this feat. You can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest. You can also cast it using spellslots you have. #### Fast Metabolism *Prerequisite: Level 4+* ___ Your stomach is always able to digest food at an incredible rate. You gain the following benefits. * Increase your Constitution or Strength by 1, to a maximum of 20. * When you complete a short rest, you can convert all stuffing to fattening as if you completed a long rest. * When you would take overstuffing damage, as a reaction you may expend a hit die, and roll it. You instantly digest a number of pounds of food equal to the roll plus your constitution modifier, converting it to fattening. You can use this a number of times equal to your Constitution modifier, regaining all expended uses when you complete a long rest. \pagebreakNum #### 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. #### 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. #### 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. \columnbreak #### Grazing Gluttony *Prerequisite: Level 4+* ___ You have a bad habit of eating slowly and mindlessly, causing you to eat past your limits without much notice. You gain the following benefits: * Increase your Constitution by 1, to a maximum of 20. * You gain proficiency in the Eating skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * If you spend the duration of a short rest prone while eating, you can roll a number of d4s equal to your proficiency bonus. You gain this much stuffing without triggering overstuffing rolls and you can add your weight points to the amount healed with your hit dice. #### 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. #### 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 #### 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. #### Mind Over Matter *Prerequisite: Level 4+* ___ You’ve learned to use sheer force of will to push through when stuffing yourself silly. You gain the following benefits. * Increase your Intelligence or Wisdom by 1, to a maximum of 20. * When calculating your stomach capacity, or rolling a saving throw against overstuffing, you use your Intelligience or Wisdom (you choose when you select this feat) instead of Constitution. * If you would go unconscious from overstuffing damage. You can choose to not be knocked unconcious and left at 1hp. You must finish a long rest before you can do so again. #### 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). \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. #### Shield Bash *Prerequisites: Level 4+, Shield training* ___ Flavor You gain the following benefits. - Increase Strength or Dexterity by 1, to a maximum of 20. - You can ram a creature with your shield. Once a turn, when you use at least 5 feet of movement to get within range of a creature, you can make an attack with your shield. On a hit you deal 1d6 + your strength modifier in bludgeoning damage. For each weight point you have, you add an additional d4 to the damage. If you weigh more than the target they must take a strength save (DC=8+your proficiency bonus+your strength or Dexterity modifier) or fall prone. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest. #### 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. \pagebreakNum #### 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. #### 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. #### 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. #### Warrior's Bust *Prerequisite: Level 4+* ___ You are rather top heavy with a healthy busom that strains most tops you donn. You gain the following benefits. - Increase your Constitution, Intelligence, or Charisma by 1, to a maximum of 20. - You can store a number of tiny objects equal to your weight points (minimum of 1) within the valley of your chest, able to pull them out as a free action, instead of using your interact action. - When you smother a target that is charmed by you, you can choose for the damage from smothering to not break the charm. \pagebreakNum
# PART 4 ## Species Options
##### I know people love to make their fursona in D&D so I see you, furries! ##### Also some extra, more eccentric races to be the oddball in your party!
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## Varient Species Options Alternatives to standard D&D species to fit that more specific vibe you're looking for! Whether wanting to play your fursona without needing to reflavor (I see you, furries) or just looking for another beasty to spice up your party comp, you got options!
### Bloodwater Locathah Unlike their more peaceful cousins, the Bloodwater Locathah adapted to their hardships not with peace and understanding, but rebelion and and violent revolt. They use their powerful jaws to rend and tear those that would subjugate and opress them. - **Alignment.** Caring little for the laws of the land that allowed them to be subjugated, most bloodwater Locathah are wild and unruly opportunists and lean towards chaotic allignments. - **Creature Type.** You are a Humanoid. - **Languages.** You can speak, read, and write Common and one other language of your choice that your DM agrees is appropriate for your character. - **Size.** Bloodwaters stand between 6 and 7 feet tall and average about 325 pounds. Your size is Medium. - **Speed.** Your base walking speed is 25 feet, and you have a swim speed of 40 feet. - **Natural Armor.** You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can wear a shield and still gain this benefit. - **Keen Senses.** You have profiency in Perception and advantage on perception checks that rely on smell. - **Leviathan Jaws.** Your powerful jaws can be used as a natural weapon. You can make unarmed strikes with your bite. On a hit, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike. - **Leviathan Rend.** You can crush your jaws down harder than normal, rending bone and flesh. Once per turn, you can cause creature to take an additional 1d8 slashing damage from your Leviathan Jaws feature. At 5th level this increases to 2d6, 2d8 at 11th, and 4d6 at 17th. You can use this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. - **Semi-Aquatic.** You can breathe air and water, but if you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour. \columnbreak ### Planescharger Giff Unlike their boisterous cousins, Planeschargers are contemplative and duty-bound. They prefer to act as anchors in the chaos of planar life, standing guard, ready to protect those in need. Still, when the charge is sounded, few sights are as terrifying as a rhino-like warrior blazing through the battlefield. - **Allignment.** Steady and observant, the Planeschargers stand vigelant to protect those in need. They are often lawful and good in alignment, though some going against the grain to do what needs to be done is not unheard of. - **Creature Type.** You are a Humanoid. - **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate. - **Size.** Planeschargers stand between upper 6 feet to lower 7 ft and weigh an average of 410 pounds. You are Medium - **Speed.** Your walking speed is 35 feet. - **Astral Charge.** Your connection to the Astral Plane enables you to charge forth with otherworldly might. When you hit a target with a weapon attack or unarmed strike after moving at least 10 feet towards them, you can cause the target to take an extra 1d8 force damage. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest. - **Defensive Stance.** Sturdy and stalwart, you are a master of standing your ground in spite of all odds. Once a turn, when you take damage from an attack roll, you can reduce the damage by an amount equal to your Constitution modifier. - **Sturdy Build.** You can add your Constitution modifier to strength-based ability checks and saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. \pagebreakNum ### Frostblood Aarakocra Oft in the cold, frigid climates, violent windstorms rage that prevent flying creatures from taking to the skies. Those that are unable to fly learn other methods of locomotion. In the case of Frostblood Aarakocra, they swim better than most others could hope. They form large colonies on icy shelves of frozen wastes where they create vast communities that thrive in the costal environments in the icy tundra. - **Alignment.** Jovial and family-driven, Frostblood Aarakocra lean toward good alignments. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Frostblood are between 4-5 feet tall, averaging 100 pounds. You are Small or Medium, you choose when you select this race. - **Speed.** Your walking speed is 25 feet. You have a Swim Speed of 40 feet. - **Gifted Fisherman.** You are naturally adept at diving for fish. You have proficiency in the Survival skill and have advantage to checks to hunt for food by fishing. - **Cold Acclimation.** You are unaffected by the effects of Extreme cold, as described in chapter 5 of the Dungeon Master’s Guide. Additionally, you have resistance to cold damage - **Boreal Magic.** You learn a cantrip of your choice from Ray of Frost, Druidcraft, Light, or Guidance. You choose Wisdom, Intelligence, or Charisma for the modifier. \columnbreak ### Brine-kreen Skittering across reef walls and deep sea beds, the Brine-kreen thrive where the sun fades away into the black abyss of the ocean- a world more alien than the Far Realm. While strange and enigmatic, these crustacian-like people are generally a good-natured, adventurous folk, often times willing to take on journeys that even the most steeled of hearts would avoid. - **Alignment.** Brine-kreen are very stalward and resilient, but lean toward no alignment in particular. - **Creature Type.** You are a Monstrosity. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Brine-kreen are between 4.5-5.5 feet tall, averaging 140 pounds. You are Medium. - **Speed.** Your speed is 30 feet. - **Deep Sea Dweller.** You gain a swim speed equal to your speed and have advantage on Survival ability checks made in aquatic environments. - **Darkvision.** You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - **Secondary Arms.** You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, or pick up or set down a Tiny object. - **Chitinous Armor.** While you aren’t wearing armor, your exoskeleton gives you a base Armor Class of 13 + your Constitution modifier. \pagebreakNum ### Lifeblood Grung Eons ago, a small group of grung made a profound sacrifice of forsaking the venom that once defined them. They offered their toxic blood in exchange for the blessing of life, allow them to regrow limbs they've lost and maintain their bodies depite all odds. Now, they exist to preserve life, using their primordial blessing to survive against all odds and aid others with their gifts. - **Alignment.** Lifeblood grung are often peaceful and strive to use their regenerative abilities to help others. They lean toward good alignment. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Grungs stand between 3.5 and 5 feet tall and range about 40-100 pounds. Your are either Small or Medium. - **Speed.** Your walking speed is 30 feet. You also have a swim speed equal to your speed. - **Amphibious.** You have large, visible gills that allow you to breathe air and water. - **Sensory Frills.** Your large frills allow you to sense your environment better. You gain proficiency in your choice of either Perception or Survival. - **Regenerative Blood.** Your body naturally regrows over time. When a die is rolled to heal you, including your own hit dice, you can reroll a 1, but must use the new result. You can reroll a number of dice this way equal to your proficiency modifier + your Constitution modifier, regaining all uses when you complete a long rest. Starting at 10th level, if you lose a limb that does not lead to a fatal wound, such as losing a head, you will regrow the limb over the next 1d4+3 days. - **Life's Blessing.** You learn the Cure Wounds spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (you choose when you select this species). \columnbreak ### Ryushin Changeling Similar to what one would usually expect of a changeling, the Ryushin keep their identities secret, though unlike most changelings, their is more for cultural like. A tanuki-like people born of spirits and magic, they dwell in deliberate exclusion. When forced to live among outsiders, they rely on illusions and disguise to slip beneath notice. Only when among their people do they lower the facade. Vigilant and elusive by nature, the Ryushin guard the secrets of their people with unwavering devotion, believing that silence, misdirection, and subtlety are the key to their survival. - **Alignment.** Ryushin live by a strict code of secrecy and are almost always highly Lawful. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Ryushin stand between 5 to 6 feet and average 160 pounds. - **Speed.** Your speed is 30 feet. - **Superb Acting.** Your affinity for blending in allows you to hide in plain sight. You gain proficiency in your choice of either Deception or Performance. - **Mystic Blood.** You learn the Minor Illusion cantrip and always have that cantrip known. When you reach 5rd level, you learn the Alter Self spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose when you select this species). - **Master of Disguise.** As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. \pagebreakNum ### Bearded Dragonborn Some speculate them as the draconic descendants of brown dragons, others a creature that crawled out of the sand. Regardless of where they originated from, they are a lizard-like people that thrive in the heat of the desert, rarely ever seen outside the roiling sandy hills of the desert. With tight-knit societies, they live by a strict code and form small clans that focus on their own practice within society, often leery and quick to disengage from those not part of their clans. - **Alignment.** With their strict societal structure, most Bearded Dragonborn are very lawful. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Bearded Dragonborn are between 5-6 feet tall, averaging 170 pounds. You are Medium. - **Speed.** Your speed is 30 feet, and you have a climbing speed equal to your speed. - **Skittish.** You can take the Hide action as a bonus action. You can do this a number of times equal to your Constitution modifier. You regain all expended uses when you complete a long rest. - **Desert Resilience.** You are unaffected by the effects of extreme hold, as described in chapter 5 of the Dungeon Master’s Guide. Additionally you have resistance to fire damage - **Natural Armor.** You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. - **Desert Insight.** Thanks to your desert ancestry, you gain proficiency with two of the following skills of your choice: Intimidation, Investigation, Nature, Perception, Acrobatics, or Survival. \columnbreak ### Wooly Loxodon In the far north of the arcic tundras, a woolen-wrapped warrior stands tall, fresh hunt slung over their shoulder. Their village is nestled in the basins of a frigid valley for now, hidden in sight from the world as their people welcome them and their spoils. A fire for the elders to tell stories to the children, a comfortable animal-skin tavern, and easy to move equipment makes up their home, the nomadic people happy in their lives as hunter gatherers, enjoying a simple life in the icy landscape thye call home - **Alignment.** Loxodon are strict hunter gatherers, following a code of conduct for the strength of the tribe, therefore are very often lawful. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Loxodons are between 7 and 8 feettall and average 350 pounds. Your size is Medium. - **Speed.** Your speed is 30 feet. - **Powerful Build.** You can take the Hide action as a bonus action. You can do this a number of times equal to your Constitution modifier. You regain all expended uses when you complete a long rest. - **Arctic Fortitude.** You are unaffected by the effects of Extreme cold, as described in chapter 5 of the Dungeon Master’s Guide. Additionally, you have resistance to cold damage - **Natural Armor.** You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. **Choose Either Boreal Magic, or Arctic Insight** - **Boreal Magic.** You learn a cantrip of your choice from Ray of Frost, Druidcraft, Light, or Guidance. You choose Wisdom, Intelligence, or Charisma for the modifier. - **Arctic Insight.** You gain proficiency in the Survival skill. \pagebreakNum ### Force Dragonborn Dragonborn that are descendant from the elusive force dragons, they possess scales that glisten with an ethereal sheen, reflecting light in a subtle yet mesmerizing pattern that seems to ripple and dance like the stars in the night sky. They often tend to isolate themselves, hiding away in their studies to the arcane to gain greater understanding on the mysteries of the cosmos. - **Alignment.** Your alignment varies little from many dragonborn, although you value isolation. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** You are similar to most other dragonborn. Your size is Medium. - **Speed.** Your speed is 30 feet. - **Breath Weapon-** When you take the Attack action on your turn, you can replace one of your attacks with a breath attack in a 15-foot cone. Each creature in that area must make a Dex save (DC = 8 + your Con modifier + your PB).
On a failed save, the creature takes 1d8 force damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - **Draconic Resistance.** You have resistance to force damage from spells and magical effects. - **Innate Magic.** Starting at 3rd level, you can cast the Disguise Self spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \columnbreak ### Magma Dragonborn Black scale plates with glowing red flowing between them like magma through the cracks in stone. Magma dragonborn contain an internal heat that makes them warm to the touch, able to breathe liquid fire in a destructive explosion from their jaws. To stand in front of one is to feel as if you stand in front of a volcano itself. - **Alignment.** Your alignment varies little from many dragonborn, although magma tend to lean chaotic. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** You are similar to most other dragonborn. Your size is Medium. - **Speed.** Your speed is 30 feet. - **Breath Weapon.** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of volcanic energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).
On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 Bludgeoning when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - **Volcanic Ancestry.** You trace your ancestry to a volcanic dragon, granting you resistance in your choice of either Fire or Poison damage. - **Secondary Breath Weapon.** At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Once you use your Secondary Breath Weapon, you can’t do so again until you finish a long rest. Whenever you use this trait, choose one: ___ **Crystalizing Breath** Each creature in the cone must succeed on a Strength saving throw or become restrained by hardened obsidian until the start of your next turn. ___ **Toxic Breath** Each creature in the cone must succeed on a Dexterity saving throw. On a failed save, the creature spends its action that turn coughing and gasping for clean air. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. \pagebreakNum ### Solar Dragonborn A walking sun, the light that shines and fills the room. A solar dragonborn draws from the blinding light of stars to illuminate the world. With glistening golden scales and a radiant visage, they light up darkness and form a beacon. Paradoxically, they tend to keep to themselves, preferring warm environments away from others where they can bathe in light in peace. - **Alignment.** Solar dragonborn tend to favor isolation and individuality. They are usually Neutral alignments - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** You are similar to most other dragonborn. Your size is Medium. - **Speed.** Your speed is 30 feet. - **Miniature Daylight.** You know the Light cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Solar Magic trait. - **Draconic Resistance.** You have resistance to Radiant damage. - **Solar Magic.** Starting at 3rd level, you can cast the Guiding Bolt spell with this trait. Starting at 5th level, you can also cast the Flaming Sphere spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \columnbreak ### Lunar Dragonborn Drawing strength from the darkness of night, these dragonborn stalk through the shadows of the world. They slink from shadow to shadow, lurking out of sight. With dark, silvery scales, some parts of their body almost seem to darken and lighten, mirroring the phases of the moon. They often times will hide themselves among others, silently waiting to embrace the night. - **Alignment.** The quiet isolation of the night drives you to secrecy and isolation. They are rarely chaotic in alignment. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** You are similar to most other dragonborn. Your size is Medium. - **Speed.** Your speed is 30 feet. - **Darkvision.** You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - **Night Stalker.** You gain proficiency in your choice of Stealth or Survival. - **Lunar Magic.** Starting at 3rd level, you can cast the Sleep spell with this trait. Starting at 5th level, you can also cast the Darkness spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \pagebreakNum
## Additional Species Options Hey, wanted to play a Walrus? A whale? Gorilla? Yeah, I see you, furries. Here's some additional options to fill out your beastfolk roster!
### Pangolier Native to the southern jungles, they are a hardy race that often spends most of their lives in isolated villages. Building strong communities, they tend to stay neutral to conflicts of the outside world that do not involve them and placing great personal importance on a peaceful existence. - **Alignment.** Due to their isolated nature, Pangolier tend to lean toward neutral alignments. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Pangolier are between 3-5 feet tall. You are Medium or Small. - **Speed.** Your walking speed is 30 feet. - **Claws.** You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. - **Natural Armor.** Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. - **Darkvision.** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - **Nocturnal.** Pangoliers are naturally used to being awake while other creatures sleep. During a long rest, you can spend up to four hours performing light activities, such as reading, eating, or standing watch. - **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell. \columnbreak ### Ymiron Native to costal regions, mostly in the far north, Ymiron are a proud, ancient race of seal and walrus-like humanoids. They stand tall with bulky frames and a strong sense of community, often wary of outsiders that may pose a threat to their way of life. As such they are somewhat nomadic, finding safer homes if danger begins to show; it is not uncommon for them to take to lives on the seas as sailors, preferring to dock in ports instead of permenant settlements. - **Alignment.** Ymiron are naturally aggressive and territorial. As such, they are rarely neutrally aligned. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Ymiron are exceptionally large and bulky, towering between 6-7 feet with an average weight of 520 pounds. - **Speed.** Your speed is 25 feet and you have a swim speed of 40 feet. - **Thick Fat.** Ymiron are naturally thick and blubbery, granting them resistance to both Cold and Fire damage. - **Belly Slide.** You can use your bonus action to go prone and slide on your belly, allowing you to move up to half your movespeed without provoking opportunity attacks negating the speed penalty from being prone until the start of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you complete a long rest. - **Bellowing Voice.** With loud, booming voices you are able to get your messages across loud and clear. You gain proficiency in your choice of either Performance or Intimidation. \pagebreakNum
### Thalassans Born of rolling tides and songs carried through the waves, Thalassans are a race of seafaring cetacean-like people who shape their lives around the rhythm of the tides. They hold fast to the codes and traditions that have shaped their families together for generations. Most never stray far from the sea, treating shores, docks, and ships as their home. - **Alignment.** Dogmatic and strict to the code of their people, Thalassans are usually lawful. However, the exceptions to the rule often end up deffering wildly chaotic. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Your size is determined by your subrace. - **Speed.** Your speed is 25 feet and you have a swim speed of 40 feet. - **Echolocation.** As a bonus action you let out a noise to measure your surroundings, granting yourself blindsight of 60 feet until the end of your next turn. This is usable a number of times equal to your proficiency bonus and you regain all expended uses when you complete a short or long rest. - **Water Dweller.** Your amphibious nature allows you to thrive in aquatic environments. You can hold your breath for up to four hours.
#### Wavecarvers Sleek, quick-witted, and always in motion, Wavecarvers thrive in lively coastal pods that value teamwork above all else. - **Size.** Wavecarvers average 5-6 feet and an average of 170 pounds. Your size is medium. - **Social by Nature.** Wavecarvers often travel in large packs where they watch eachothers' backs. You can use the Help action as a bonus action, and its range increases to 10 feet. - **Wave Breacher.** Swimming quickly enough to breach waves is naturally flashy and efficient. You gain proficiency in your choice of either Acrobatics or Performance. \columnbreak #### Bathyalborne Broad, insulated by dense blubber, and unphased by cold or pressure, they move with a lumbering grace suiting for their immense strength. - **Size.** Bathyal are exceptionally large and bulky, averaging 6.5-7.5 feet and average of 427 pounds. Your size is medium. - **Insulating Blubber.** Bathyalborn are naturally thick and blubbery, granting them resistance to Cold damage. - **Depths Diver.** Deep water builds natural toughness to crushing weight. You have Advantage on ability checks and saving throws to end the Grappled condition. You also count as one size larger when determining your carrying capacity. \pagebreakNum ### Maruvon Wanderers of the wide horizons, born to open skies and endless plains. They thrive where the land stretches far and the roads run long with powerful legs that carry them at a bounding leap across deserts, grasslands, and canyon lands. They are easygoing and carefree, scrappy and jovial by nature. - **Alignment.** Due to their nomadic and carefree nature, they tend to lean away from lawful alignments. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Maruvon are between 5-6 feet tall, averaging 150 pounds. You are Medium. - **Speed.** Your walking speed is 30 feet. - **Springy Stride.** As a bonus action, you can rapidly hop a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - **Powerful Legs.** Your powerful kicks can be used as a natural weapon. You can make unarmed strikes with your feet. On a hit, your kicks deal bludgeoning damage equal to 1d6 + your Strength modifier. - **Athletic Build.** Maruvon are naturally strong and athletic. You gain proficiency in the Athletics and Survival skills. - **Nomadic.** You are exceptionally well-adapted to traversing arid climates with minimal food and water. You cannot be exhausted by walking or running long distances. In addition, you have advantage on saving throws to avoid exhaustion in hot, arid climates. \columnbreak ### Bristlebacks This race of boar-like people trains day and night to protect their sacred lands from harm, even incorporating thorns into the hides on their backs for protection. From young ages they are taught shamanistic ways and trained to protect them and their people. Those who leave their communities often adapt a mindset of only becoming less violent, but by nature they will fight tooth and nail for their beliefs. - **Alignment.** Bristlebacks are very aggressive and often will wage war over the smallest provocation. They lean towards evil or chaotic alignments. Though, neutral alignments are common in those that leave their tribes. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and Druidic. - **Size.** Maruvon are between 5-6 feet tall, averaging 220 pounds. You are Medium. - **Speed.** Your walking speed is 30 feet. - **Spiny Back.** You have a +2 AC to attacks of opportunity when you leave a creature's melee range. - **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - **Trained for War.** You have proficiency in medium armor and one martial weapon of your choice. - **Shamanistic Tradition.** Bristlebacks hold solid to an ancient tradition of spiritual practice. You gain proficiency in your choice of either Religion or Nature. \pagebreakNum ### Simari An enigmatic people, long since having isolated themselves within the distant plane of Limbo. Some say they were apes that evolved only the mind, diverging from other primates. Some say they are simply apes that learned to speak. Regardless of their ancestry, their minds are keen, detached from the material, and and they are far more advanced than would appear at first glance. - **Alignment.** Due to their isolation and discipline, they Simari are almost always Neutral or Lawful alignments. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Maruvon are between 6-7 feet tall, averaging 320 pounds. You are Medium. - **Speed.** Your walking speed is 30 feet. - **Echoes of Limbo.** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
Starting at 3rd level, you can cast the Dissonant Whispers spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast Dissonant Whispers or Detect Thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. - **Mental Detachment.** You are naturally skilled at guarding your own mind and emotions as well as reading ill intent to detach yourself. You gain proficiency in your choice of either Insight or Deception and have advantage on saving throws against effects that would read or alter your thoughts, memories, or emotions. - **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift \columnbreak ### Equar Tracing their lineage to ancient centaurs, the Equar follow in their footsteps as a proud, nomadic people. Stillness is spiritual malaise, isolation is misery. They thrive best when traveling with their kin in a constantly changing landscape. While forming placid societies, the Equar are no pushover when provoked with their natural toughness well known among those that attempt to take advantage of their peaceful nature. - **Alignment.** Due to their nomadic and peaceful nature, they Equar lean towards good allignments. - **Creature Type.** You are a Humanoid. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Maruvon are between 6-7 feet tall, averaging 250 pounds. You are Medium. - **Speed.** Your walking speed is 30 feet. - **Gallop.** You can take the Dash action as a bonus action. You can do this a number of times equal to your Constitution modifier. You regain all expended uses when you complete a long rest. - **Equine Build.** You count as one size larger when determining your carrying capacity and the weight you can push or drag. - **Natural Affinity.** Your distant fey ancestry gives you an intuitive connection to the natural world and the animals within it. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. - **Powerful Kicks.** You have devestating kicks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage. - **Bulldozer.** While grappling a creature that is your size or smaller, you do not need to spend extra movement speed to move them. Additionally, you can use your Constitution modifier instead of Strength for the ability modifier used in determining your Unarmed Strike save DC. \pagebreakNum ### Bonseant Not all treants that walk the world are lumbering giants of the forest. Some take up the roles of travelers and adventurers, opting for a life among the forests of the world isntead of their trees at home, spending less time still and growing and more time experiencing the wonders the world has to offer. While smaller than Treants, the Bonseant make up for this with a fierce drive to enjoy new experiences and spreading the forest throughout the world - **Alignment.** Bonsiant have a taste for adventure and haven't quite yet developed a worldview yet. They are almost always neutral alignment. - **Creature Type.** You are a Plant. - **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. - **Size.** Bonseants, while shorter than a Treant, still stand tall, between 6.5 and 7.5 feet and average 300 pounds. Your size is Medium. - **Speed.** Your speed is 25 feet. - **Woodland Affinity.** You proficiency in the Nature skill and have advantage on Survival checks made in forest environments. - **False Appearance.** While motionless, you are indistinguishable from a small, but otherwise normal tree. - **Forest Magic.** You know the Druidcraft cantrip and can cast it without verbal components. Starting at 5th level, you learn the Speak with Plants spell and can cast it once without Verbal or Material components or expending a spellslot. Once you cast Speak With Plants with this feature, you can’t cast that spell with it again until you finish a long rest. You can also cast those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). - **Thick Bark.** While not wearing armor, your AC is 13 + your Constitution modifier. You may use a shield and still be granted this bonus. \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! Thank you, y'all are the best!
### Art Credits
Graphic Embelishments, Cover Art by [myself](https://www.furaffinity.net/user/rhodesiansax/)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
##### Additional thank yous
to Storycrafter, creator of [ExpanD&D](https://www.gmbinder.com/share/-Lfv0g4Ne6syYWaLHkbx). Your work is what originally inspired me to craft my own ruleset so thank you for the contributions you've made to the Weight Gain D&D audience! Also special thanks to Voracious8, creator of [Dungeons and Dinners](homebrewery.naturalcrit.com/share/pGR6T-jqwtHW) for creating an excellent vore module which some aspects of this module's rules are based off of! One more big thank you to Glitches for creating the Aeiroth universe!
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##### Other contributions! Playtesting this module has been entirely community driven so if you have art or ideas you would like to contribute yourself, you can feel free to message me over discord via the [community server](https://discord.com/invite/CJ6UZPu) a note on [Furaffinity](https://furaffinity.net/user/rhodesiansax) or a DM on [Bluesky](https://bsky.app/profile/drakebigshep.bsky.social)! Credit will always be given as well as consent to use any creations by others! If you submit homebrewed content that I feel fits well I will be more than happy to give it a look over and add it in! Thank you to members of my community that have played and helped test subclasses, participated in games, and overall been great to have around! Additional thank you to those whom have allowed your characters to be featured as splash art in any of the modules! ##### Community Games for this module have been held through my public discord server, [The Dog Egg Daycare](https://discord.com/invite/CJ6UZPu). If you want to hang with other fatfur enjoyers, ttrpg enjoyers, maybe talk to me personally, or be a part of this fun group of heavy dice rollers, feel free to check it out! ##### If you want to help support... Assembling this has been a VERY large solo project that has taken personal time in spades to have set up. If you like the module and would like to provide support, please consider a donation on [Ko-Fi](https://ko-fi.com/fatshep)! Any support given helps allow me the flexibility to put work into this and any future modules and is greatly appreciated, but not mandatory! ##### Make sure to check out [Balthazar's Grimoire of Gorging, Volume 1](https://www.gmbinder.com/share/-OEkjzkAWXfcHQ07sW2m)