Primal Gourmand

hit points

  • hit dice: 1d10 per gourmand level
  • hit points at 1st level: 10 + your constitution modifier
  • hit points at higher levels: 1d10 (or 6) + your constitution modifier per barbarian level after 1st.

proficiencies

  • armor: light armor
  • weapons: simple weapons, nets
  • tools: Chef Tools, Camping kit
  • saving throws: strength, constitution
  • skills: choose two from Acrobatics, Athletics, Deception, Intimidation, Medicine, Nature, Perception, Stealth, Survival

equipment

You start with the following equipment, in addition to the equipment granted by your background:

a Net (a) two handaxes or (b) any simple weapon an explorer's pack and four javelins

The Primal Gourmand
Level Proficiency Bonus Features Bite Damage Adaptive Mutations Residual Mutations 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Ravenous Hunger, Genetic Assimilation 1d8 3 1 2
2nd +2 Gourmand Archetype, Consumption 1d8 3 2 3
3rd +2 Gourmand Adaptation 1d8 4 2 4 2
4th +2 Ability Score Improvement 1d10 5 2 4 3
5th +3 Extra Attack, Consumption Talent 1d10 5 2 4 3 2
6th +3 1d10 5 3 4 3 3
7th +3 Gourmand Adaptation 1d10 6 4 4 3 3 1
8th +3 Ability Score Improvement 1d10 7 4 4 3 3 2
9th +4 Consumption Talent 1d10 8 4 4 3 3 3 1
10th +4 1d10 9 5 4 3 3 3 2
11th +4 Gourmand Adaptation 2d6 9 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 2d6 9 6 4 3 3 3 2 1
13th +5 Consumption Talent 2d6 9 6 4 3 3 3 2 1 1
14th +5 2d6 10 7 4 3 3 3 2 1 1
15th +5 Gourmand Adaptation 2d6 11 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 2d6 11 8 4 3 3 3 2 1 1 1
17th +6 Consumption Talent 2d8 12 8 4 3 3 3 2 1 1 1 1
18th +6 2d8 13 9 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Gourmand Pinicle 2d8 13 9 4 3 3 3 3 2 1 1 1
20th +6 Perfect Evolution 2d8 13 9 4 3 3 3 3 2 2 1 1

class features

as a Primal Gourmand, you gain the following class features:

Ravenous Hunger

You gain a bite attack you are proficient in that deals 1d8 damage + strength modifier. Your extreme hunger has manifested in the ability to enlarge your maw much further then natural for your species. The jaw of the gourmand is able to extend to accommodate swallowing creatures up to 3 sizes smaller whole.

Genetic Assimilation

You gain a unique sustance form the flesh of others, called essence and you may use it to power your mutation. A creature grants 1 essence per HD. The gormand loses all essence not expended at the end of a long rest. The gourmand heals 1 hp per essence lost due to a long rest. during a short rest they may loose half their current essence to recover 1/4 their max health.

Essence can be used to power mutations listed below. If the mutations cost is paid it becomes a adaptive mutation. Adaptive mutations are lost when making a long rest. As a free action you may dismiss an adaptive mutation. Adaptive mutations can be gaining a adaptive mutation takes 1 round and you must spend the cost provided in the mutation's description.

Residual mutations are mutations that last through a long rest. Thy are not lost unless you fail to consume enough essence with in a week of leveling up to pay the residual cost. You may opt to loose a residual mutation during a short rest. You can only gain residual mutations if you have an open residual mutation slot and enough essence during a short rest.

Gourmand Archetype

The groumand developes their talents a step further taking them down one of the paths that lead to legend.

Consumption

Starting at the 2nd level the gourmand gains a new method a inflicting their enemies with harm to facilitate the feast.

Gourmand Adaptations

Starting at the 3rd level and every four levels after gain an additional benefit form your archetype.

Consumption Talent

Starting at the 5th level and every four levels after the gourmands method of gaining essence improves as listed in their entries.

Gourmand Pinicle

At the 19th level the gourmand gains the final talent that exemplifies their path to power.

Perfect Evolution

At the 20th level the gourmand no longer loses genetic material upon resting. Residual mutations take 1 round to manifest and cost half as much. Adaptive mutations can be assumed as a free action, regardless of who's turn it is.

Blood Thirster

The true lords of the moon are those that crave the sanguine.

Drink of Life

While grappling a creature you may make a bite attack as a bonus action. If the bite is successful you attach to the target in a vital area draining its blood. Each round you are attached the target takes bite damage and must make a constitution save or gain one level of exhaustion. The save DC is 8 + your strength modifer + your proficiency bonus.

By expending a slot as a bonus action, gain regeneration equal to level to the slot expended until end of encounter.

Sanguine Flow

Starting at the 5th level and every four levels after the gourmand may choose to inflict additional levels of exhaustion, the target saves against each level of exhaustion. At 5th up too 2 levels, at 9th up too 3 levels, at 13th up too 4 levels, and 17th up too 5 levels.

Lord of Life

At the 20th level the gourmand no longer loses genetic material upon resting. Residual mutations take 1 round to manifest and cost half as much. Adaptive mutations can be assumed as a free action, regardless of who's turn it is.

Carrion Scavanger

The taste of decayed flesh is something you just cant resist.

Rot Glands

The gourmand has developed a unique culture of enzymes, bacteria, and fungi that abnormal rates of decay in flesh they have bitten. Thier tastes shift to favor food with a decay present. When making a bite attack if you deal damage to the target they must make a constitution save or be aflicted with your rot glands. The DC is 8 + your constitution modifer + proficeincy bonus. The bite deals 1d6 poison damage at the start of the targets turn. The infection lasts your constitution modifer rounds. Any magical healing ends the effect as does a medical check against the save DC. Any creature that dies while effected by rot grants its essesnce to the groumand instantly.

By expending a slot the gourmand can enhance their rot to cause the victims greater distress. When inflicting rot you may, as a bonus action expend a slot to cause 1 level of exhaustion per odd slot level.

Primal Rot

The gourmands rot becomes more voracious, and its damage increases by 1d6 at 5th and additional d6 every 4 levels.

Rot Carrier

The gourmand becomes immune to disease, but can still be a carrier.

Undying Rot

At the 20th level the gourmand no longer loses genetic material upon resting. Residual mutations take 1 round to manifest and cost half as much. Adaptive mutations can be assumed as a free action, regardless of who's turn it is.

Iron Chef

You are a master of preserving the flavor and taste of the kill, but most of all you have mastered granting your allies the benefits of the kill.

Apex Predator

The primal essence of the hunt pervades your being and you partake in the more primal side.

Swallow

While grappleing a creature 3 sizes smaller than you, you can make a bite attack, if the attack hits, the target takes the bite damage and is swallowed. Swallowing the target ends the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes acid 2d6 damage at the start of each of the gourmand's turns. If the gourmand takes 5 times class level damage or more on a single turn from a creature inside it, the gourmand must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within in the gourmand's reach. If the gourmand dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

The stomach of the gourmand is a strange multi dimensional space and contains acids and enzymes. The gourmand's stomach distends while it contains a creature but only so much as is noticeable, no mechanical change. Any creature inside does not count against their carry capacity. When a creature is swallowed the gourmand can expend a spell slot to empower his acids increasing the damage by 2d6 per slot level. This increase lasts until they either cut their way out or die. If a creature dies in the gourmand's stomach it's genetic material is subsumed by the gourmand and the gourmand may use it to power mutation.

Predator Senses

Starting at the 3rd level you gain advantage on any check to notice a creature you have met before.

Survival Instinct

At the 7th level you do not grant disadvantage when your are flanked and on successful dexterity save for half you instead take no damage.

Predator Tracking

At the 11th level you gain the ability to locate a target you currently are following the tracks of, by expending a 5th level or higher slot as a 1 minute action. This ability allows you to find the shortest, most direct physical route to the target creature on the same plane of existence. If your target is on another plane of existence the ability fails. The effects durration is based on the slot used, 5th last 24 hours,

For the duration, as long as you are on the same plane of existence as the target, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Huntsmaster

At the 15th level you gain advantage to all strength and dexterity checks vs a creature you tracked.

Primordial Predator Senses

At the 19th level your senses are truely extraoridanry finding the smallest changes in enviorment. Your passive perception and survial are 18 + skill bonus.

Primal Gape

Starting at the 5th level and every four levels after you can effect a creature one size category larger then your previous limit with your swallow ability. At 5th your size -2, at 9th your size -1, at 13th the same size as you, and 17th one size larger then you.

Mutations

Mutation Name

Short fluff description


  • Cost: Amount of genetic material required for adaptive benefit.
  • Residual Cost: Amount of genetic material required each level to maintain a risidual mutation.
  • Prerequisite: The creature that was consumed must have had the triats listed for its essence to be used for a mutation.
  • Benefit: What the mutation does.
  • Empower: How the benefit is changed by adding magical energy via expending slots.
  • Special: Any

Acidborne Bile

Your skin sethes a sticky slime that neutralizes acid it contacts.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have acid resistance or immunity
  • Benefit: Gain acid resistance.
  • Empower: When affected by a acid effect ignore the effect by expending a spell slot matching the level of the effect. A mundane acid is treated as a spell of 1/2 its number of damage die.

Aether Dampening Skin

Your skin becomes more translucent and has random flows of energy dance through it.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have force resistance or immunity
  • Benefit: Gain force resistance.
  • Empower: When affected by a force effect ignore the effect by expending a spell slot matching the level of the effect. A mundane force is treated as a spell of 1/2 its number of damage die.

Badger Claws

Your front apendates take a wider shape and nails gorw toucher and pointed.


  • Cost: class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have a burrow speed
  • Benefit: Gain burrow speed 20 ft. Any tunnnel you form maintains its shape and can be used by others of your size or smaller.
  • Empower: By expending a slot gain burrow speed equal to 10ft per slot level. Addtionally they can now burrow through solid rock.

Blacken Soul

Your eyes take on a dead light, glowing an unnatural color.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have necrotic resistance or immunity
  • Benefit: Gain necrotic resistance.
  • Empower: When affected by a necrotic effect ignore the effect by expending a spell slot matching the level of the effect. A mundane necrotic is treated as a spell of 1/2 its number of damage die.

Breath Gland

You grow a gland containing elemental energies or gases


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have breath weapon
  • Benefit: Gain the breath weapon the genetic material's creature determines damage type and shape. Length is 15ft for cone or 30ft for line. The damage is determined by slot expended.
  • Empower: Expend slot to use breath. Breath deals 2 die of damage per level. Every odd level past the 1st the range doubled.

Choker's Grasp

Your arm bones become springy and hands grow larger more able to grasp things.


  • Cost: class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Grab or special ability to benefit grappling.
  • Benefit: Gain proficiency bonus to any check related to grappling.
  • Empower: By expending a slot, as a bonus action, to gain a special bonus to your next grapple, effect last to the end of the grapple. 1st level slot: you may perform a grapple without gaining the grappled condition yourself. 2nd level slot: As 1st and you gain a +1 shield bonus to AC from the grappled creature. 3rd level slot: As 2nd but bonus is +2. 4th level slot: As 3rd and may deal bite damage as bonus action. 5th level slot: As 4th and damage is doubled for first 4 instances of damage. 6th level slot: As 5th but doubled damage has no limit. 7th: As 6th and damage is triple base for first 4 instances of damage. 8th level slot: As 7th but tripled damage has no limit. 9th: As 8th and attempt to kill the target they are grappling as an attack action, the target must constitution save vs 10 + your grapple bonus or die instantly.

Combat Instinct

Your body has become abnormally sensitive to danger.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have positive initiate bonus.
  • Benefit: Gain initiative proficiency.
  • Empower: When initiative is rolled you may instead spend a slot to treat your roll as 6 + twice the level of the slot (max 20). If a 8th level slot is spent you negate the surprised condition on you and your adjacent allies. If a 9th level slot is used: As 7th and the first round everyone but the gourmand is surprised but they do not lose the surprised condition at the end of the first round. On the second round the surprised condition functions as normal check for surprise if no one was attempting to hide their presence then the second round only the gourmand is not surprised.

Draconic Hide

Your skin grows thick and scaly.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have physical resistance or immunity
  • Benefit: Gain physical resistance.
  • Empower: When affected by a physical effect ignore the effect by expending a spell slot matching the level of the effect. A mundane physical damage is treated as a spell of 1/2 its number of damage die.

Eldritch Converter


  • Cost: 2 x class level
  • Residual Cost: 8 genetic material
  • Prerequisite: Must have spell-like abilities, or the abiltiy to cast spells.
  • Benefit: Convert 4 genetic material into 1 spell slot level.
  • Empower: None
  • Special: This can be taken once per bonus action you have.

Elastic Structures

Your rigid internal structure gain a elastic quality reducing the negative effects of sound.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have thunder resistance or immunity
  • Benefit: Gain thunder resistance.
  • Empower: When affected by a thunder effect ignore the effect by expending a spell slot matching the level of the effect. A mundane thunder is treated as a spell of 1/2 its number of damage die.

Faceless Stranger

You mutate into the appearance of another.


  • Cost: 1/2 chosen creatures genetic material
  • Residual Cost: All chosen creatures genetic material
  • Prerequisite: None
  • Benefit: You take the likeness of the chosen creature, this change is purely cosmetic and functions solely as a disguise. If taken as adaptive mutation you gain the likeness until the next rest. You cannot benefit from any other mutation while in the form, or from any racial traits you have youself.
  • Empower: By expending a slot gain traits based on the creature you have taken the likeness of. If taken as a adaptive mutation the slot is expended when the form is taken. If taken as a residual mutation the slot is spent at the end of every long rest, and last until the end of the next long rest. A 2nd level slot grants the benefits of alter self spell, but the form must be that of the creature. A 4th level slot grants the benefits of polymorph spell, but the form must be that of the creature. A 9th level slot grants the benefits of shapechange spell, but the form must be that of the creature.

Fins of the Laviathan

A dorsal fin and webbing forms between your digits.


  • Cost: class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have a swim speed
  • Benefit: Gain twice your normal athletics bonus for swim checks. Swim checks take the same action as walking.
  • Empower: By expending a slot gain swim speed equal to 10ft per slot level.

Frightening Presence

Wicked growths or an imposing form enhance your ability to strike fear in your enemies.


  • Cost: 1/2 class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have proficeiny intimidate.
  • Benefit: Increase itimidate proficiency by 1 step.
  • Empower: By expending one slot you may gain a frightening presence with a range of 5ft times slot level squared. The DC is 8 + your intimidate bonus. Empower benefits last till the next rest.

Legendary Action [Chosen Action]

Your greatness take form.


  • Cost: 1/2 class level
  • Residual Cost: 10 genetic material
  • Prerequisite: Must have legendary actions
  • Benefit: Gain the ability to make the chosen legendary action. The action is chosen upon taking this mutation.
  • Empower: Utilizing the legendary action requires a sepll slot 1/3 your class level to be expended. Max level 9. Min level 1.
  • Special: This can be taken multiple times granting a new legendary action each time.

Legendary Reistance [Chosen Action]

Your perfection is uncathed by the attaks of others.


  • Cost: 1/2 class level
  • Residual Cost: 10 genetic material
  • Prerequisite: Must have legendary actions
  • Benefit: As a reaction once per long rest succeed on a failed save.
  • Empower: As a reaction on a failed save, expend a slot to succeed on a failed save. You must expend a slot of a level equal to 1/3rd the level/CR of the creature rounded up.

Magical Consumption

You grow organs capable of consuming magical energy.


  • Cost: 1/2 class level
  • Residual Cost: 10 genetic material
  • Prerequisite: Must magical abilities or spell casting
  • Benefit: When you fail to save vs a spell, you may consume the effect by making a dispel check per the spell dispel, as a reaction. The roll is made with just constitution modifier. consumed magic
  • Empower: 1st level slot: Use constitution ability check. 2nd level slot: As 1st and gain a slot 1/2 the level of the consumed effect. 3rd level slot: As 2nd and applies to magical abilities. 4th level slot: As 3rd and gain a slot at 1/3th level of the consumed effect. 5th level slot: As 4th and can be used when anyone in 30ft fail a similar save. 6th level slot: As 5th and gain a slot at 1/4th level of the consumed effect. 7th level slot: As 6th and range increases to 60ft. 8th level slot: As 7th and gain a slot at 1/5th level of the consumed effect. 9th level slot: As 8th and range increases to 120ft.

Magical Rejection Field

You grow organs capable of repelling magical energy.


  • Cost: 1/2 class level
  • Residual Cost: 10 genetic material
  • Prerequisite: Must magical abilities or spell casting
  • Benefit: Gain advantage on saves vs spells and magical effects.
  • Empower: If both rolls would have succeded, you may expend an equal level slot, as a reaction, to reflect the effect back on the source. A magical effect's level is 1/2 the HD of the source creature, to a max of 9.

Nails Like Razors

Your nails grow hard and sharp akin to claws.


  • Cost: 1/2 class level
  • Residual Cost: 3 genetic material
  • Prerequisite: Must have a claw attack.
  • Benefit: Gain the ability to make 2 claw attacks dealing 1d4 slashing and peircing damage. You have proficiency with the attacks.
  • Empower: As a bonus action expend a slot. 1st level slot: Gain advantage on your next attack and is magic. 2nd level slot: Gain advantage and increase damage die by 1 step, for all claw attacks made until the end your next turn. 3rd level slot: As 2nd but makes claws +1 and lasts 3 rounds. 4th level slot: As 3rd but lasts until next rest. 5th level slot: As 4th but makes claws +2. 6th level slot: As 5th and damage increase an additional step. 7th level slot: As 6th but makes claws +3 8th level slot: As 7th and damage increase an additional step. 9th level slot: As 8th and double your reach.

Powerful Legs

Your skin becomes scally red and black guarding form the flames.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have athletics proficiency
  • Benefit: Your long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.
  • Empower: Expend a slot to multiply the distance of the next jump by 2^slot level. Regardless of distance you take no fall damage when landing from this jump.

Regal Splendor

Your form and natural pois breed a air


  • Cost: 1/2 class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have proficeiny diplomacy.
  • Benefit: Increase diplomacy proficiency by 1 step.
  • Empower: By expending one slot you may gain a regal presence with a range of 5ft times slot level squared. The DC is 8 + your diplomacy bonus. Empower benefits last till the next rest.

Salamander Scales

Your skin becomes scally red and black guarding form the flames.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have fire resistance or immunity
  • Benefit: Gain fire resistance.
  • Empower: When affected by a fire effect ignore the effect by expending a spell slot matching the level of the effect. A mundane flame is treated as a spell of 1/2 its number of damage die.

Span of Roc

Enourmous wings sprout form you back.


  • Cost: class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have a fly speed
  • Benefit: You no longer suffer fall damage and can glide 20ft per 5ft of downward movement.
  • Empower: By expending a slot gain fly speed equal to 10ft per slot level.

Splendor of the Phoenix

Your body radiates a glow of purity.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have Radiant resistance or immunity
  • Benefit: Gain Radiant resistance.
  • Empower: When affected by a Radiant effect ignore the effect by expending a spell slot matching the level of the effect. A mundane Radiant is treated as a spell of 1/2 its number of damage die.

Thick Hide

Your skin thickens, has small plates appear on it, or any number of abnormal coveerings.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have natural armor
  • Benefit: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • Empower: Increase AC by 1 per 2 slot levels.

Thunderbird's Plumage

Your skin grows magnificent plumage of midnight blue discharging random shocks of lightning.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have lightning resistance or immunity
  • Benefit: Gain lightning resistance.
  • Empower: When affected by a lightning effect ignore the effect by expending a spell slot matching the level of the effect. A mundane lightning is treated as a spell of 1/2 its number of damage die.

Towering Form

You grow in size


  • Cost: 4 x class level
  • Residual Cost: 20 genetic material
  • Prerequisite: Must be of a size larger than you
  • Benefit: Size category increases by 1 step.
  • Empower: By spending atleast a 3rd level slot increase in size by 1 step per 3 spell levels.

Unassuming Guise

You become meek unnoticed among those around you.


  • Cost: 1/2 class level
  • Residual Cost: 6 genetic material
  • Prerequisite: Must have proficeiny bluff.
  • Benefit: Increase bluff proficiency by 1 step.
  • Empower: By expending one slot you may gain a unassuming presence with a range of 5ft times slot level squared. The DC is 8 + your bluff bonus. Empower benefits last till the next rest.

Viper's Blood

Your blood gains a slight green ting as it becomes partially innured from poison effects.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have poison resistance or immunity
  • Benefit: Gain poison resistance.
  • Empower: When affected by a poison effect ignore the effect by expending a spell slot matching the level of the effect. A mundane poison is treated as a spell of 1/2 its number of damage die.

Walrus Blubber

Your body distributes an uncommon amount of fat under your skin forming a protective layer.


  • Cost: 1/2 class level
  • Residual Cost: 4 genetic material
  • Prerequisite: Must have cold resistance or immunity
  • Benefit: Gain cold resistance.
  • Empower: When affected by a cold effect ignore the effect by expending a spell slot matching the level of the effect. A mundane cold is treated as a spell of 1/2 its number of damage die.

Rule Variants

Universal Material

With this rule variant any genetic material can be used for any mutation, regardless of original creature traits. While this allows for more freedom of mutations it may require level restrictions on when some mutations can be taken.

DM's applying such limitations should reference similar creatures and when they gain the abilities.