ExpanD&D

WG/BE/EXP themed D&D Content, because we've all got kinks and I like homebrew. Credit for any and all artwork belongs to the respective artists, I'm merely using it to help spice up an otherwise boring series of pages and rules, and I've attempted to leave watermarks present when possible. - Storymaker, Creator

WARNING: Mature content ahead.

Table Of Contents

General Rules

Bulk

Bulk is an optional mechanic designed to simulate the effect of a creature's increased weight becoming a hindrance to their mobility and flexibility, whether it be from muscle, fat, food stuffing, or liquid bloat. When a character's personal weight surpasses their bulk threshold, they begin to experience negative effects.

Bulk Threshold

A character's bulk threshold is calculated similarly, but not quite the same, as their Carrying capacity, or more specifically, their Push, lift, and drag capacity. Multiply the combination of the character's Strength and Constitution scores by 15 to determine their Bulk limit. This is the maximum weight a character's body can reach before their sheer size begins to impede them. Higher Bulk penalties include the penalties from the lower levels as well.

Burdened. If a character has exceeded their Bulk limit, they are considered Burdened. The character has disadvantage on checks made to resist gaining levels of Exhaustion.

Impeded. If a character has reached a weight of 1.5 times their Bulk limit, they are considered impeded. Their natural movement speed is cut in half and they have disadvantage on Athletics and Acrobatics checks, and on Dexterity Saving Throws. The speed reduction does not affect magical movement speeds, such as that granted by the fly spell.

Immobilized. If a character has reached a weight of 2 times their Bulk limit, they are considered immobilized. The character is considered Restrained by their own body.

Size and Mobility. Similarly to carrying capacity, a creature's size affects their Bulk limit. Larger creatures can weigh more without being impeded, while Tiny ones can weigh less before they reach their limit. For each size category above Medium, multiply the creature's bulk limit by eight. For each size category below medium, divide the creature's bulk limit by two.

Powerful Build. The Powerful Build racial feature, and feats and abilities such as brawny that cause a character to be considered 'a size larger' for the purposes of carrying capacity double the creature's bulk limit.

OPTION: Gritty Realism. For a more realistic approach to weight hindrance, instead of adding STR and CON to determine Bulk limit, take the average of the two stats and multiply by 25 instead of 15.

Optional Rule: Clothing and equipment tearing

Often times, someone increasing drastically in weight will suffer some problems maintaining their wardrobe. This can be problematic when someone suddenly and drastically increases in weight in the middle of a fight and finds that their armor suddenly no longer functions as such.

While magical armor grows or shrinks to fit the wearer no matter the size, Non-magical armor is sized to the individual it is intended for at time of purchase typically, and has a limited elasticity.

Clothing. Clothing is often the most flexible of outfits, as it does not need the rigidity of armor. While it may become more and more revealing, it will typically at least retain structural integrity with up to 200 pounds of excess weight.

Light Armor. The stretchiest of the armor classes, can withstand strain of someone up to 150 pounds heavier than the person it was measured for before bursting.

Medium Armor. While it offers more protection than Light Armor, Medium Armor is less flexible, and can only take up to 100 pounds of excess weight before tearing.

Heavy Armor. Heavy armor is the most durable and defensive armor available, but also the least stretchy. Heavy Armor can only take 50 pounds of extra weight before splitting at the seams.

Resizing and Elasticity

When a character outgrows or possibly even undergrows their armor or clothing, they may wish to hold on to it and have it resized. The rules for having equipment refitted are on Page 144 of the Player's Handbook, but the character may also wish to have some additional elasticity added to the armor.

Elasticity. Making a suit of armor more elastic can cost anywhere between 10 and 40% of the armor's price, similar to resizing. Once a suit of Armor or Clothing has been given Improved Elasticity, it can handle double the amount of extra weight before becoming unwearable as a normal suit of armor of its type.

Emaciation

In a setting where a character's weight is regularly tampered with, becoming too large is not the only issue. Emaciation is an optional mechanic to deal with the situation of a character losing an inordinate amount of weight.

Emaciation Threshold

A character's Emaciation threshold is the base weight of their race, as seen in the Player's Handbook on page 121. As a character drops below their minimum weight, they can experience a number of problems as listed below. The higher levels of Emaciation penalty include the penalties from the lower levels as well.

Malnourished. If a character is below their Emaciation Threshold, they are considered Malnourished. The character has disadvantage on checks made to resist gaining levels of Exhaustion.

Scrawny. If a character is below three quarters of their Emaciation Treshold, they are considered Scrawny. They have disadvantage on Strength and Constituion checks and saving throws.

Emaciated. If a character is below one half of their Emaciation Threshold, they are considered Emaciated. Their maximum Hit Points are reduced by half. A character's weight cannot drop below this point without loss of vital body mass, as most of what remains is bone and organ tissue.

Gaining and Losing Weight Naturally

Included later in this document are a number of subclasses, spells, and magic items that can supernaturally or magically alter a character's weight, but these are all special abilities that not every character will have access to. The oldest and most typical method of gaining weight is simple gustatory excess. Included below are optional rules governing the natural process of an adventurer putting on and taking off weight. These rules are optional, and those who would rather not do the extra bookkeeping they impose are welcome to determine their own narratively appropriate method of determining natural weight gain or loss.

Diet and Exercise

In this simplified system, the two things that matter most in determining if a character loses or gains weight are Diet, the quality and quantity of the food the character intakes, and Exercise, the level of activity with which the character burns that intake. According to the Player's Handbook page 150, 1 day's worth of rations weighs roughly 2 lb., and Page 185 states that any character needs one pound per day to stave off starvation, implying that on an average day of adventuring, an Adventurer will maintain their body weight fairly evenly on 2 lb. of average-quality food.

Diet Points

Diet Points are a numeric measure of the 'weight' of food in a character's system: How much energy and fat they contain to contribute toward an Adventurer's day. For simplicity, we will divide food into three categories.

Slimming. This food is either of low quality or simply does not provide much energy or fat content. Slimming food counts for half the Diet points that Average food does.

Average. Most standard fare; breads, lean meats, etc. are Average. They provide 1 diet point per 1 lb. of food consumed.

Fatty. Dessert foods, highly fatty meats, cheeses, and other decadent food is considered Fatty, and provides double the Diet points that Average food does.

Exercise

Exercise is a determination of activities that burn through diet points, expending the energy they provide throughout the day. The below list of activities that burn diet points is not necessarily all-inclusive, and the DM may rule that a particular activity was vigorous enough to burn a diet point if they wish.

Battle. A single battle typically burns 1 diet point. Especially quick and easy battles might burn less, especially long and taxing ones might burn more.

March. Four hours of marching on a road typically burns 1 diet point. Marching through difficult terrain burns diet points at double the rate.

Workout. One hour of vigorous, straining workout burns 1 diet point.

This system assumes that an average day of adventuring usually includes a good amount of horseback or carriage riding, which is not as strenuous, with a few hours of walking or marching and usually one average fight in a day, meaning it would burn around 2 diet points on average, worth 2 lb. of Average food. Conversely, a slow day of mostly walking around might only burn 1 Diet Point, meaning they only require 1 pound of Average food to maintain their weight.

Weight gain and loss

When the body sets down to rest is when it goes about repairing itself and distributing any spare energy left over, so in this system, the day's points are tallied up when the party takes a Long Rest. If the character's Diet Points added via food and subtracted via Exercise total up 0, then they maintain roughly the same weight they had previously. If the total Diet Points remaining is more than 0, the character gains 1 lb. of fat per leftover Diet Point. Conversely, if the character has burned more points via Exercise than they have taken in via food and the Diet Point total is less than 0, they lose 1 lb. per Diet Point they are missing.

Size Categories and Exercise

After determing the creature's total exercise for the day, divide that number in half for each size category the creature is below small, and multiply that number by 8 for each size category the creature is above medium. It takes less effort to maintain a tiny size, and more for one of extreme proportions.

Gluttony and Gorging

How much can I eat or drink in one sitting? When do I start being painfully full? These questions have different answers depending on your DM, but here we will attempt to establish some optional rules to help make it uniform.

Eating your fill

There is a certain amount that a character can always eat without pushing the limits of their stomach. A character can passively eat a number of pounds of food in one meal equal to their Constitution Save bonus (minimum 1). They can also consume twice their Constitution Save bonus in cups of liquid (minimum 2).

Stuffing yourself

Sometimes a character is driven, by sexual arousal, magical persuasion, or competitive spirit, to eat beyond the point of fullness. To push the limits of their stomachs, a character can make a Constitution saving throw. The number of additional pounds of food the character can eat past the point of fullness is equal to the resulting check minus 10 (minimum 0.), and twice that amount for additional cups of drink. If the result is 0, the character cannot eat or drink another bite.

Overindulging

If a character is forced to eat or drink more than their Constitution save will allow, they take 1d4 points of Bludgeoning damage for each pound of food or two cups of drink they consume past their stuffing limit.

Digestion

A character frees up a number of pounds of food from their stomach each hour equal to their Constitution modifier (minimum 1.)

Size Categories and stomach capacity

After determining a creature's stomach capacity, divide the creature's stomach capacity in half for each size category the creature is below small, and multiply by 8 for each size category above medium. The same is true for stuffing yourself.

Size Categories and Digestion

After determining a creature's digestion rate, divide the creature's digestion rate in half for each size category the creature is below small, and multiply by 8 for each size category above medium.

Optional rule: Eating Skill

If the players and DM like, characters could add the Constitution (Eating) skill to the list of possible skill proficiencies, and add it to every class's list of possible starting skills. If they do, then a character can use their Eating skill bonus for their full limit and use an Eating check to stuff themselves.

Other than this, the Eating skill would normally be used to stomach bad tasting, dangerous, or otherwise difficult to eat food and drink.

This allows Rogues to show off their true inner glutton even if they don't have a high Con score, by gaining Expertise in the Eating skill.

Optional System: Muscle Bulk

Sometimes size doesn't always come in the form of fatty, jiggling mass. Sometimes it comes in the form of insurmountable muscle and bulk. The current bulk system rules make no differentiation between pounds of muscle and fat; gaining one or the other is equally capable of putting you over your bulk limit, and this works well, as often mass an efficiency are not one and the same, and too much muscle is just as capable of restricting a character as too much fat. Below is an optional system for differentiating pounds of muscle from pounds of fat, as well as for putting on muscle weight by itself. Feel free to use as much or as little of this system as you like in conjunction with the rest of this document.

Base Weight

The base weight of a race (the base weight listed in the Player's Handbook on page 121) is considered to be one half vital body mass such as bone and organ matter, one quarter muscle mass and one quarter body fat. This total counts toward both your Bulk limit and your Flex limit.

Gaining and losing muscle

Coinciding with the diet and exercise rules, building muscle requires fuel and work to accomplish. A day of little work is more likely to build fat than muscle, and a day of hard work but no food will only serve to lose weight. To that end, a character can choose to gain muscle instead of fat when their diet and exercise calculations at the end of the day would result in them gaining weight, but only up to a number of pounds equal to the number of points of exercise they achieved, plus their Strength Modifier. For instance, a character with 20 Strength who undergoes 8 hours of vigorous workout, coupled with 31 or more diet points of food may choose to gain up to 13 pounds of muscle rather than fat. Any excess beyond the maximum amount of muscle gained will still gain the remainder as fat. Mark fat and muscle as separate trackers, both in the character's initial weight and any weight they gain after character creation. Using these rules, only fat plus the character's base weight for their race counts toward your bulk limit and only muscle plus the character's base weight for their race counts toward your flex limit as listed below.

Muscle is significantly harder to lose than fat is. Only 1/4th of any weight lost in one long rest or effect that causes a creature to lose weight can be muscle mass, unless the creature has no more fat to lose, at which point all of the lost weight is muscle.

Effects of Muscle

Every 100 pounds of muscle a character has above their base weight increases their carrying capacity and bulk limit by 10 pounds. This is applied after any modifiers to bulk limits such as the Brawny feat, but before any Size modifiers.

Flex Limit

Similar to Bulk limits, the flex limit is the point at which your sheer amount of muscle mass begins to hamper your ability to move freely. Multiply the combination of the character's Strength and Dexterity scores by 15 to determine their Flex limit.

Clumsy. If a character has exceeded their Flex limit, they are considered clumsy. The character has disadvantage on Dexterity(Sleight of Hand) checks.

Lumbering. If a character has reached a muscle mass of 1.5 times their Flex limit, they are considered lumbering. They have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws

Musclebound. If a character has reached a muscle mass of 2 times their flex limit, they are considered hulking. The character has disadvantage on initiative rolls, automatically fails any Dexterity based ability checks or attack rolls, and has their movement speed reduced to 5 feet.

Muscle and Size Categories

Muscle rules, as they are derived from the fat rules, follow the same general guidelines for increasing and decreasing in size as the base rules do.

Optional System: Increasing Size Category

Contained below are optional rules pertaining to the situation of a character becoming so large with sheer mass that they begin to take up the space of a creature larger than they originally are. Depending on your Dungeon Master, creatures may or may not gain any of the other benefits of size increases for taking up more space by being exceptionally fat.

Small Creatures

Small creatures begin to take up the space of a Medium creature when their total weight breaches 300 lbs., and then proceed to follow normal size increases with other creatures from then on.

Medium to Large

Small and medium creatures that reach a total weight of over 1300 lbs. begin to take up the space of a Large creature.

Large to Huge

Small, Medium, and Large creatures that reach a total weight of over 10,400 lbs. begin to take up the space of a Huge creature.

To Infinity and Beyond

For each size category above huge a creature might possibly reach from sheer fat, multiply the threshold of the previous size category by 8.

Race content

This section contains content relating to races and subraces.

New Race: Fatspawn

Food, banquet halls, feasts, tricks and indulgence. A life of excess, gluttony, gorging, or constantly battling an unnatural hunger. These are the hallmarks of the fatspawn. The gluttonous folk know well their parentage; somewhere in their lineage is the energy or essence of a powerful outsider, a creature of gluttony-- A Fatling or Fatcubus, more likely than not--, woven by magic or more carnal methods into their bloodline. Their natural hunger and propensity for enormity are not in their control, but are constants that they will have to either embrace or battle for the entirety of their lives.

Gluttonous Nature

Fatspawn are often from human bloodlines, and they often share a good number of human traits. However, in their past there is the imprint of a powerful creature of gluttony-- Usually a fiend--, and that mark shows clear upon their bodies. Many fatspawn share several traits with their otherworldly ancestors; curling horns, faintly glowing eyes, or unnatural skin tones are just as common as not, leading many fatspawn to be mistaken for tieflings until the other impact of their heritage is revealed. All Fatspawn have an impressively large appetite, and a propensity for putting on body fat. Their features can run the gamut from fey to fiend, depending on their heritage, but the strangely thin and elegant look to their face, despite the body fat most accumulate gives to them creates a distinct look that helps one tell a Fatspawn from a regular fey-touched or Tiefling. While cursed with hunger and a nack for getting fat, they also seem to be blessed with the trait of the mass they build being spread to 'all the right places', as many humans would put it.

Natural Thrillseekers

Many Fatspawn, especially those whose appearances could pass for more human, have a natural habit of ending up at the center of attention, as those who give in to their gluttonous nature have a propensity for becoming partyers or entertainers. Those whose features are less natural in appearance often satisfy that urge by adventuring or wandering, seeking the thrill of foreign lands where their looks mean little to those they only see for a brief time.

Nonetheless, underneath the typically exhuberant exterior is often a lonely soul. With no real homeland and a constant urge to dive deep into gluttony, Fatspawn, especially those who would rather fight their nature than succumb to it, often must make their own way in the world and must be strong to keep themselves afloat. Even those who would embrace their hedonism must be able to support the expenses of such a lifestyle.

Fatspawn names

Like their less gluttonous cousins, the Tieflings, Fatspawn names are often a reflection of culture, otherworldly heritage, or a taken virtue name. As such, the list of Tiefling names are also valid as a list of Fatspawn names, with these notable additions to the list of "Virtue" Names:

"Virtue" Names: Embon, Excess, Fast, Feast, Glutton, Hedon, Moderation, Ravenous, Restraint, Thrill, Weight.

Fatspawn Traits

Fatspawn share a number of racial traits owing to their heritage.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Fatspawn mature at the same rate as humans but live a few years longer.

Alignment. Fatspawn tend toward extremes of law or chaos. Whether they accept their nature or attempt to control it, the decision often leans them toward Lawful or Chaotic alignments.

Size. Fatspawn are about the same size as humans, but tend to be much heavier in weight. Your size is Medium

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your otherworldly lineage, you have excellent 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.

Enduring Stomach. You have resistance to damage caused by ingested substances, such as poisoned food or drinks, or caused by overeating.

Natural Glutton. You have proficiency in the Eating skill.

Heritage of Hunger. Your nature is one influenced by supernatural gluttony. You have disadvantage on checks and saves made to resist food or drink when it is offered, even when eating would push you past your natural full limit, but in return you have some of the abilities of your otherworldly kin. You know the Sex Appeal cantrip. Once you reach 3rd level, you can cast Stretch Stomach once per day as a 2nd level spell. Once you reach 5th level, you can also cast the Abyssal Stomach spell once per day. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and your choice of Infernal, Abyssal, or Sylvan.

Class Content

This section contains content relating to classes and sub-classes

New Barbarian Path: Path of Crushing Flesh

Also known the path of the Blubbernaut by those who are less fearful of these massive barbarians than they should be, the path of Crushing Flesh is a path of barbarians who use their excessive weight to form a pillowy bulwark between the enemy and their allies, and to crush those who would stand against them beneath their titanic weight.

Crushing Flesh DC

Some of the Path of Crushing Flesh abilities call for a saving throw. The saving throw DC for these abilities is

8 + your Proficiency Bonus + your Constitution modifier

Fleshy Bulwark

At 3rd level, when you take this path, your rage is augmented by a surge of supernatural flesh. While raging, your body swells outward with fat that, while visually impressive, does not actually affect your body weight. You are treated as being one size category larger than normal while raging. Additionally, while raging or not, allies that are of a size smaller than yours gain the benefits of 3/4ths cover from enemy attacks that cross over your space to reach them.

Flesh Boulder

Additionally at 3rd level, while raging you can plow down anyone in your path as you charge across the battlefield. While raging, you can choose to barrel aside any creature smaller than you in size category by attempting to enter their space. That creature must make a Strength Saving throw or be knocked prone, taking 1d4 bludgeoning damage as you barrel over them. On a success, they instead prevent you from entering their space.

You may use this ability a number of times on each turn equal to your Constitution modifier (minimum 1.)

Flesh Juggernaut

At 6th level, your unstoppable momentum makes you difficult to slow when you are on the warpath. While raging, you cannot be restrained or have your movement reduced by nonmagical means, including difficult terrain or hindrances of your own bulk, and attacks of opportunity are made against you at disadvantage.

Earth Shatter

At 10th level, you have gained the ability to concentrate your weight into one point powerfully enough to shake the earth. As a bonus action while raging, you can choose to fall prone to force all creatures of your choice within 60 feet of you to make a Strength saving throw or fall prone, taking 2d4 + your

Constitution modifier in bludgeoning damage as well.

Creatures that are already prone automatically take the full damage of Earth Shatter, and must make a Constitution saving throw or be Stunned until the end of your next turn and take an additional amount of Bludgeoning damage equal to your Barbarian level. On a successful save

You may use this ability a number of times equal to your Constitution modifier (minimum 1). You regain these uses after a short or long rest.

Additionally, the damage of your Flesh Boulder ability increases to 2d4 + your Constitution modifier.

Fatty Titan

At 14th level, you are an unstoppable force of weight, and all of your abilities are improved. You gain all of the following changes to your other primal path abilities

  • Your Fleshy bulwark ability increases your size by two categories instead of one.

  • Your Flesh Boulder has no limit to how many times a turn it can be used.

  • Your Flesh Juggernaut ability now extends to magical effects as well, and while raging you ignore any and all effects of being over your bulk limit

  • Your Earth Shatter ability has its range increased to 120 feet.

Additionally, once per short or long rest, you may use your reaction to negate a critical hit that is made against you by a melee attack or melee spell attack, turning it into a regular hit. When you do so, the creature that made the attack against you takes bludgeoning damage equal to the amount of damage you would take, before resistance or immunity applies, as your bulk rebounds the force of the critical hit back into them.

New Barbarian Path: Path of the Predator

Barbarians of the path of the predator nurture a voracious hunger that drives them to incredible feats of gluttony. They have built their muscles, stomachs, and predatory senses all for the purpose of devouring whole enemies roughly their own size.

Feral Jaws

Starting when you choose this path at 3rd level, you gain a bite attack. The bite attack is considered a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Also, if you take the attack action to grapple and successfully grapple your target, you can use your bonus action to attempt to bite them.

Swallow Whole

Also starting at 3rd level, you can attempt to swallow your enemies whole. If you hit a creature of your size or smaller with your bite attack while you are grappling them, you can use your reaction to attempt to swallow them whole. Make a Strength (Athletics) check, opposed by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is swallowed and the grapple ends. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside your stomach, and it takes 2d6+Constitution acid damage at the start of each of your turns. When you take the attack action on your turn, you may exchange any of your attacks to automatically deal this acid damage again instead. You can have only one creature swallowed at a time.

If you take damage over the course of a round, at the start of your turn, you must make a Constitution saving throw (DC 10 or half of the total damage you had taken since the end of your last turn, whichever is higher) or regurgitate the creature, which falls prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 5 feet of movement, exiting prone.

If a creature dies while in your stomach, they qualify as Fatty food weighing 1/10th of their actual weight. Any inedible items, such as weapons or armor, that were on the creature are coughed up when the creature dies. Any consumable items are immediately consumed on death, their effects activated.

Durable Rage

Beginning at 6th level, your rage also renders you more capable of shrugging off blows and retaining your physical constitution. While raging, you have advantage on Constitution checks and Constitution saving throws.

Indomitable bulk

At 10th level, your sheer power allows you to move even when others would be completely immobilized. Your Bulk Capacity and Carrying Capacity are doubled, and you never lose movement speed from being Encumbered or Impeded by your Bulk.

Also, while raging, you do not suffer damage from eating past your full limit.

Gluttonous Frenzy

At 14th level, you can push your body to incredible limits, swallowing legions of enemies whole. While raging, you can have a number of creatures swallowed at one time equal to your Constitution modifier (minimum 1.) In addition, whenever you fail the Constitution saving throw to not regurgitate a creature you have swallowed, you only regurgitate the most recent creature to be swallowed.

New Bardic College: College of Seduction

Bards of the college of Seduction make perfect use of their bodies and their magic to manipulate others to doing just what they want. Expanding bosoms and bottoms, giving just the right amount of curve or just the right kind of wink, and using their natural force of personality to overpower the wills of others is standard practice for these cunning individuals.

Bodyshaper

When you join the college of Seduction at 3rd level, you learn to shape your body to your needs. By expending one of your uses of Bardic Inspiration as a bonus action, you can transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You cannot make yourself appear as a member of another race, but you can make yourself appear as a member of the opposite sex. These changes last until you are killed or choose to revert the changes as a bonus action.

Mark of Seduction

Starting at 6th level, you can mark an individual, rendering them more susceptible to your seductive wiles. As an Action, you can touch a creature you can see within 5 feet of you. That target must succeed a Wisdom saving throw. If it fails, you automatically assume a body shape considered attractive by your target, and the target is charmed by you. The target remains charmed so long as you maintain that body shape, up until your next long rest, when the effect ends. Once you use this ability, you cannot do so again until you finish a long rest.

Kiss of the mind's eye

At 14th level, you have the ability to glean information from a creature by intimate contact, such as a kiss. As an action, you can kiss or otherwise intimately make contact with another creature, which must make a Charisma saving throw. If it fails, You can learn the answer to one question of your choice from the target by skimming his mind for those thoughts or memories. If a creature succeeds the saving throw, they cannot be affected by this ability again until you finish a long rest.

New Blood Hunter Order: Order of the Liposanguinor

Note: This Subclass uses the Blood Hunter class created by Matthew Mercer, which can be found on DM's Guild for a Pay What You Want price.

Vampirism is a deadly threat, and the Liposanguinor, a Vampire that not only drains blood, but body mass as well, is a rare but potent threat. An order has arisen from the blood hunters who, like their cousins in the Order of the Lycan, seek to tame this deadly curse to aid in their battle against darkness, even at the cost of both their humanity and their waistline. The arcane rituals of the Order of the Liposanguinor afflict the blood hunter with a more tame version of the curse, giving them less of the powers of a Liposanguinor, but also less of the banes. members of this order also are unable to raise other Liposanguinors outside of a ritual known as the Rites of Blooding, where a neophyte Blood Hunter is inducted into the order.

Dark Adaptation

While you are not hindered by sunlight, your true powers awaken in the dark. Starting when you choose this archetype at 3rd level, you gain Darkvision out to 120 feet, and have advantage on any Wisdom (Perception) checks made while you are in dim light or darkness.

You do, however, have vulnerability to Radiant damage, and qualify as Undead for effects that deal additional damage to the Undead, such as Holy Water or a Paladin's Divine Smite.

Additionally, any Blood Hunter powers with variable effects or DCs based on your Wisdom modifier now use your Charisma modifier, as your vampiric nature has merged with your Blood Hunter abilities.

Rites of Blooding

Also at 3rd level, your vampiric transformation has melded with your rituals as a Blood Hunter. You gain a claw attack and a bite attack, each of which are unarmed attacks that deal 1d4 Slashing or Piercing damage, respectively. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Additionally, when you use your Attack action to grapple and successfully grapple your opponent, you may attempt to bite them as a bonus action.

Bite attacks against a willing creature, a creature that is grappled by you, or a creature that is incapacitated or restrained, deal an amount of additional Necrotic damage equal to your Rite Damage Die. You regain hit points equal to the necrotic damage dealt this way, and the target loses an equal number of pounds of mass, and you gain the same number of pounds of fat.

Also, you can transfer fat to your bite targets. As an Action, you can bite a willing target and, instead of dealing damage, transfer any amount of pounds of fat from your body to the target's.

Your Unarmed strike damage increases to 1d6 at 6th level, 1d8 at 11th, and 1d10 at 16th level.

Deathly Grace

At 7th level, you have awakened more of your Vampiric abilities. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and while you have an active rite on your unarmed strikes, they are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Vampiric Fortitude

Starting at 11th level, your Otherworldly toughness has fully set in. You gain resistance to necrotic damage, and while in dim light or darkness you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Vampiric Charm

At 15th level, you have awakened the Vampire's latent ability to charm with a glance. Target one humanoid you can see within 30 feet. If the target can see you, it must make a Wisdom saving throw (DC 8 + your proficiency + your Charisma modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and is a willing target for your bite attack.

Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Once a creature succeeds the saving throw, they cannot be charmed again by this feature for 24 hours. Otherwise, the effect lasts 24 hours or until you are killed, are on a different plane of existence than the target, or you take a bonus action to end the effect.

Once you use this ability, you must complete a short or long rest before doing so again.

Unholy Regeneration

At 18th level, you have reached the pinnacle of your melding of Liposanguinor and Blood Hunter. At the start of your turn, if you have at least 1 hit point and aren't in sunlight or running water, you regain hit points equal to your Constitution modifier. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Additionally, any necrotic damage you deal, not just with your bite's natural necrotic damage, heals you for the amount of damage dealt and causes you to gain an equivalent number of pounds of fat.

Liposanguinor's Gift

Also at 18th level, you are no longer negatively impacted by being above your Bulk Threshold.

New Cleric Domain: Hedonism Domain

Gods of pleasure and Hedonism - Sune, Sharess, Hedone, Dionysus, and others- value the satisfaction of desires and the pursuit and spread of pleasure and beauty to all as one of the most divine pursuits. Clerics are of a god of hedonism seek to spread pleasure and fulfillment to those around them, and are a beacon of joy, happiness, and gratification. Sometimes they need to force someone to enjoy themselves or stop hindering the enjoyment of others, however.

Hedonism Domain Spells
Cleric level Spells
1st Burn Fat, Charm Person
3rd Stretch Stomach, Weighing Ward
5th Abyssal Stomach, Overabundance
7th Sexual Hypnotism, Create Fattening Food and Drink
9th Amazonian Figure, Fat Surge

Pleasurebringer

When you choose this domain at 1st level, you gain the Sex Appeal cantrip if you don't already know it. You also gain proficiency with Cooking Utensils.

Touch of Pleasance

Also at 1st level, you can use your touch to soothe the pain and unpleasantness in others. As an action, you can touch a creature you can see to remove one of the following conditions: Blinded, Stunned, Frightened, or Deafened.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Feast of Gluttony

Starting at 2nd level, you can use your Channel Divinity to create food items.

Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a large amount of food and drink. The food is completed at the end of the rest.

You can create an amount of pounds of food equal to four pounds of food of any type per point of your Wisdom modifier (minimum 1.). Any food or drink created this way disappears at the end of your next long rest if not eaten.

Feast of Magic

At 6th level, when you use your Feast of Gluttony feature, you can imbue any of the food or drink that you make with spells you have prepared. Expend one spell slot of the appropriate level for each spell you wish to imbue into food or drink. The spell must have a range of touch or greater and target only one creature. When the imbued food is consumed, the spell is triggered targeting the consumer. If the spell involves an attack roll, you must make it when a creature eats it. One piece of food can have only a single spell placed on it at a time with this feature. Any food created using this feature expires 24 hours after being made, the magic dissipating.

Strike of Pleasure

At 8th level, your strikes can inspire pleasure and pain in equal measure. Once on each of your turns when you hit a creature with a weapon attack, you can cause the creature to make a Wisdom saving throw against your Spell DC. On a failure, the creature is stunned until the end of their next turn as their body is wracked with incredible pleasure.

Once a creature has been affected by this feature, they cannot be affected again until you finish a Long Rest.

Icon of Excess

At 17th level, you have become the icon of your deity's hedonism. You are immune to being Charmed, you cannot gain levels of Exhaustion, you no longer have a Bulk Threshold or a Fullness capacity, and you no longer need to breathe. Instead of sleeping, you can spend the time during a Long Rest that you would be sleeping enjoying delicious food and achieve the same benefits.

New Druid Circle: Circle of the Harvest

Some druids would rather share nature's bounty with as many as they can. They help nature grow strong and numerous plants, which they then use to craft delicious delicacies to help show what bounty the earth can bring. And when others still refuse to respect the power of nature, they bring to bear the danger that gluttony and misuse can bring. This is the Circle of the Harvest; the satisfaction of plenty for their allies, and the terrible penalty of overindulgence for their enemies.

Harvest hand

At 2nd level, you gain proficiency in Cooking Utensils, which you can use to turn various plants into druidic versions of any non-meat food of any quality. Over the course of a Long Rest, provided the land has plants of any kind, you can produce any amount of non-meat food with a value in Silver Pieces equal to or less than the result of a Cooking Utensils check, without expending any resources. This food lasts for 8 hours before expiring.

Growing Touch

When you choose this circle at 2nd level, you gain the ability to trigger rapid growth in crops and plants with just a touch, shaping them into weapons or shields to protect you. Once per turn, you can use this feature as either an action or a reaction. As an action, you can imbue a plant with aggressive life, causing it to attack a creature you can see within 60 feet. Make a ranged spell attack roll. On a hit, the target takes Bludgeoning damage equal to your Druid level plus your Spellcasting Modifier, and their movement speed is reduced by half for their next turn as the plants cling to them.

As a reaction, you cause plants to spring to your defense, imposing disadvantage on one attack roll targeting you.

Plant Transmutation

At 6th level, you can use your touch to immediately turn a nonmagical plant into food, en vice versa. As an Action, you can perform one of the following abilities

Plant to Food. You can turn one nonmagical plant you touch into an amount of food equivalent to its weight, by turning a tree into chocolate or a bush into a stack of apples, for instance.

Food to Plant. You can turn any amount of food into a plant of equivalent weight that grows in a pattern of your choice, such as turning 10 pounds of rations into a 10-pound ladder of vines to climb a wall.

You can use this feature a number of times equal to your Wisdom modifier between Long rests.

Food Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Sweet Pudding, a Food Elemental, a Cake Golem, or a Feeder.

Harvest's Wrath

At 14th level, you can call down the wrath of the harvest upon a target, forcing them to feel the penalty of their overindulgence. As an Action, which can be performed while in a wild shape, you can force a target you can touch to make a Constitution save against your Spell DC. On a failure, any food in their stomach has its weight multiplied by 10, and they take 1d6 Bludgeoning damage for each of your levels in Druid. Once you have used this ability, you must complete a Long rest before you can do so again.

New Fighter Archetype: Battle Chef

The Battle Chef intends to master both food and combat in equal measure, brewing dishes to help prepare one for battle and mastering a martial regiment that balances fat and muscle into one well-oiled machine.

Master Chef

Starting when you choose this archetype at 3rd level, you gain proficiency with Cook's Utensils and Brewer's supplies, and may add double your proficiency bonus to checks made to create food or drink with them. You may also craft Magical food abd drink items and potions with your Cook's Utensils and Brewer's supplies.

Guts

Also starting at 3rd level, you gain a number of Guts points equalto your Wisdom modifier (minimum 1.) You can guts points to perform various Battle Chef features. An attack can only be affected by a single Battle Chef feature that modifies an attack. You can regain spent guts points in the following ways:

Critical Hit. Each time you score a critical hit with an attack while in the heat of combat, you regain 1 spent guts point. Critical hits gained outside of die rolls (via enemy conditions) do not generate grit.

Killing blow. Each time you reduce a dangerous creature (DM's discretion) to 0 hit points with an attack and kill or knock them unconscious, you regain 1 spent guts point.

You also regain all spent guts points after finishing a short or long rest.

Belly Bump

Beginning at 3rd level, you can spend 1 or more guts points before a melee attack to follow it up with a blow from your body. If the attack hits, you create an opening that allows you to thrust your target directly away from you 10 feet per point of guts spent on the attack.

Quick Snack

When you reach 7th level, you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn.

Burning Oil

Starting at level 7, you've learned to quickly coat your weapon in burning oil between attacks. You can spend 1 or more guts points before making a melee attack roll. If the attack hits, you can roll one additional d6 of fire damage per guts point spent when determining damage of the attack.

Chef's Specialty

By 10th level, you have established a healthy knowledge of ingredients and their special magical properties. You can spend 1 guts points before making a melee attack roll to use one of these ingredients to augment the attack, either by eating it, coating your weapon with it, or attempting to use the opening of the attack to force your opponent to eat it. If the target cannot eat, any specialties that require the target to eat something have no additional effect.

Specialty DC = 8 + your Proficiency bonus + your Wisdom modifier

Bloating Bean. On a hit, force the target to eat a bloating bean. They must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn due to the uncomfortable bloating, gassy sensation.

Slippery Grease. Coat your weapon in slippery grease that splashes onto the opponent's hands. On a hit, the target must make a Dexterity saving throw or drop 1 held item of your choice.

Zephyrleaf. Eating this lightly magical leaf fills your body with excess wind that is very quickly released, but allows you to move forward and retreat after an attack too swiftly to be tracked. Increase your melee reach by 5 feet for this attack.

Frost Oil. Coat your weapon with this frigid oily substance. On a hit, the target must make a Constitution saving throw or have its movement speed reduced by half on its next turn.

Culinary Teamwork

Starting at 15th level, you can use Belly Bump, Burning Oil, or Chef's Specialty to augment the melee attacks of an ally within 5 feet of you, if you are also adjacent to the enemy they are attacking.

Third Wind

By 15th level, you've learned of a variety of energy and stamina restoring herbs and spices. You can spend 1 guts point as a bonus action to regain hit points equal to 1d10 + your Fighter level.

Leadberry

At 18th level, you can use the leadberry. The leadberry is a dangerous creation of a variety of magical and very fattening ingredients that can lend temporarily incredible momentum to your attacks, but also leaves a hefty aftermath. As a bonus action, you can eat the leadberry, causing your attacks to score a critical hit on a roll of 18-20 for the next minute. After the minute is over, you gain 1d100 pounds of fat. Once you have used this ability, you can't do so again until you finish a long rest.

Thunderous Critical

Upon reaching 18th level, whenever you score a critical hit on a Melee weapon attack, the force of your weight radiates out from the point of impact, causing enemies within 5 feet of the target to take half the resulting damage of the Critical hit.

New Fighter Archetype: Knights of the Steel Harvest

The Knights of the order of the Steel Harvest are renowned for their roundness, but also for their unstoppable nature on the field of battle. The order itself owns a number of keeps throughout the land that it uses to train new members of the order in their particular fighting style. Knights of the order hold true to the idea that one does not need a shield to protect from impact if their body can serve as an additional layer of protection, and so cultivate a heavy, rotund body, along with the strength and skill underneath to wield it, to augment their heavy armor while wielding two-handed weapons of great heft to their utmost effect.

Restriction: Knighthood

Knights of the Steel Harvest are tied to a specific order of knights.

Superheavy Knight serves as the generic name for the archetype for use in campaigns that do not feature this particular order.

Protective Padding

The Knights of the Steel harvest pride themselves on their defensive layer of fat underneath their heavy armor, though those less committed to this style might attempt to substitute this with heavy cloth or thick leather instead.

Beginning when you take this archetype at 3rd level, while wearing heavy armor and not wielding a shield, you may add half your Constitution modifier (minimum 1) to your armor class.

At 15th level this bonus increases to add your entire Constitution modifier to your armor class.

Fat Tactics

At 7th level, you have learned the secrets the knights employ to not only maintain their physique, but also employ it on the battlefield.

You gain proficiency in the Eating skill.

Whether you already had proficiency in the Eating skill or not, you gain expertise in it as well.

Additionally, while wearing heavy armor and not using a shield, you may attempt to shove or knock an enemy prone as a bonus action.

Tireless

At 10th level, your body has been honed to be a bottomless well of stamina to call on in times of need.

You are no longer negatively affected by being burdened or impeded by your bulk limit, and whenever you roll initiative and do not have the use of your second wind ability remaining, you regain the use of it.

Heavy Strikes

At 15th level, you have learned to put your weight behind each of your blows. While wearing heavy armor and not using a shield, you can add your Constitution modifier to the damage roll of one of your weapon attacks. You may use this ability once on each of your turns.

Iron Fortitude

At 18th level you have become a true bastion of durability.

While wearing heavy armor and not using a shield, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally, being Immobilized by your bulk limit no longer restrains you, but rather only reduces your movement speed by 10 feet, to a minimum of 5 feet a round.

New Fighter Archetype: Lipomantic Rune-Knight

Lipomancy is a powerful school of magic, and its energies can be turned to a variety of purposes. The more martial minded have formed the techniques of the Lipomantic Rune-knight, who use the lipomantic energies of their own body fat to power magical runes etched into their weapons and armor, making them heavyset rune knights of terrifying capacity.

Rune Knight DCs

Some of the abilities of the Lipomantic Rune-Knight call for saving throws. The DC for these saving throws is 8 + Proficiency bonus + your Intelligence modifier.

Rune-Carving

Beginning when you take this archetype at 3rd level, you may carve a set of runes into a suit of armor and a single weapon of your choice over the course of a long rest. Once inscribed, the runes flare to life with lipomantic power, enabling the abilities of your archetype to be used with them so long as you are wielding them.

Additionally, your weapon is considered magical for the purposes of overcoming damage resistance, and your armor is considered magical for the purposes of resizing to fit you or effects that would ignore or damage nonmagical armor.

You may only have one set of armor and one weapon inscribed with runes at a time. When you choose a new set of armor or new weapon, the runes on the previous item go inert.

Feasting Strike

Also at 3rd level, you can use your rune-carved weapon to draw mass into yourself to fuel your other abilities.

When you hit an enemy with a weapon attack using your rune-carved weapon, you can declare the attack to be a Feasting Strike. The target takes an amount of Necrotic damage equal to your Intelligence modifier (minimum 1), and you gain an amount of pounds of fat equal to the total damage dealt by the attack.

You can use this ability a number of times equal to your Intelligence modifier (minimum 1.) You regain all expended uses when you finish a short or long rest.

Lipomantic Burst

At 7th level, the runes on your armor can be used to thrust attackers away from you. When you are hit with a melee attack, you can use your reaction to deal 1d10 + your Intelligence modifier in force damage to your attacker, and force your attacker to make a Strength Saving throw or be pushed 20 feet directly away from you and knocked prone.

Using this ability drains 1d10 pounds of fat from your body, and once used cannot be used again for a number of rounds equal to 7 - your Proficiency bonus.

Rune-blast

At 10th level the runes on your weapon allow you to blast targets with raw power drained from your body. You can replace any of your weapon attacks using your rune-carved weapon with a rune-blast attack.

A rune-blast attack is a ranged spell attack which uses your Intelligence modifier, and has a range of 60 feet. On a successful hit, the target takes damage equal to the damage die of your weapon plus your Intelligence modifier in force damage, and you lose an equivalent number of pounds of fat.

Runic Shift

At 15th level you can use the runes on your armor to enhance your mobility on the battlefield. As a bonus action, you can increase your movement speed by 10 feet until the end of your turn, and you can move through solid objects and the spaces of other creatures until the end of your turn without expending additional movement. Ending your turn inside an object causes you to take 2d10 points of force damage and immediately move to the nearest unnocupied space.

Using this ability drains 1d10 pounds of fat from your body, and once used it cannot be used again for a number of rounds equal to 7 - your proficiency bonus.

Lipomantic Conduit

At 18th level, you improved the potency of your Lipomantic runes, granting the following additional effects to your rune-carved equipment.

  • When you kill an enemy with your rune-carved weapon, you automatically gain 1d10 pounds of fat and regain half as many hit points.

  • Your rune-carved armor grants you resistance to your choice of acid, cold, electricity, or fire damage. You can change the resistance of your armor over the course of a long rest.

  • You can use a bonus action to cause your rune-carved weapon and/or your rune-carved armor to appear on your person, equipped and ready for battle.

  • While wearing your rune-carved armor, you suffer no ill effects of being over your bulk limit.

New Monastic Tradition: Way of the Sated Fist

Monks of the way of the sated fist place the idea of satisfaction and fullness as one of the highest states of being a mortal can achieve. To this end, they often glut themselves on whatever food and drink they can get their hands on, growing wide and heavy, often with a mixture of fat and muscle, as a result. They devised this martial style to help combat the inhibiting nature of such a figure.

Weighty Stance

Starting when you choose this tradition at 3rd level, you learn to use the weight difference between yourself and your opponent to your advantage, no matter who is heavier or lighter. Whenever you hit a creature with a melee attack, you may use your bonus action for one of the following effects:

• If the target weighs less than you, you may make a Strength (Athletics) check, opposed by their Strength (Athletics) or Dexterity (Acrobatics). On a success, you enter the target's space, pinning them beneath your bulk and rendering them restrained until you are no longer in their space. The target may use their action to attempt to escape as if escaping a grapple. On a success, they escape from under your bulk and shift to a space adjacent to you.

• If the target weighs more than you, you can push them 5 feet in a direction of your choice by slamming your weight into them.

In addition, you may add your Wisdom score to your Strength and Constitution scores for determining your Bulk Threshold.

Fullness of Body

Also at 3rd level, you can use your Ki to enhance the growth of your body. By spending 1 Ki point as an action you can instantly convert any food in your stomach into fat, adding the combined weight of all food in your stomach to your body weight and rendering your stomach empty. '

Iron Flesh

At 6th level, you gain the ability to steel your flesh against damage. As a reaction to taking damage, you can gain resistance to all damage until the start of your next turn, including the triggering damage. You must finish a long rest before you can use this feature again.

Hungering Fist

Beginning at 11th level, you can draw energy from your opponent to fuel your weight and vitality. Whenever you critically hit an opponent with an unarmed strike, you regain a number of Hit Points equal to 1d8 + your Constitution modifier, and gain an equal number of pounds of fat on your body, and your target loses the same amount of weight.

Immobilizing touch

At 17th level, you gain the ability to exponentially multiply the body weight of a target to render them immobile. When you hit a creature with an unarmed strike, you can spend 3 ki points to force your target to make a Constitution saving throw. If it fails, the creature is restrained as it balloons in weight to immobility. The creature remains restrained until its weight has been reduced to a manageable level. As an action, you can touch a creature immobilized by this ability and spend 3 ki points to remove the weight the ability had added, allowing them to move freely again.

New Sacred Oath: Oath of Strength

The oath of strength is one called upon when tremendous challenges require tremendous force to overcome. Paladins who take up this oath devote themselves to becoming icons of power, bulwarks of strength, and a wall between the weak and those who would choose to threaten them. These Paladins -- Sometimes called Crusaders or Warseekers-- take the field of battle with fervor and zeal, their bodies growing more imposing the longer they stand against their foes as divine power surges through them.

Tenets of Strength

The exact words of the Oath of Strength vary from order to order, but they all share the same four central tenets. They are often tattooed on the shoulders and back of those who take the oath.

Protect the weak. Your strength is a divine blessing that not all can possess. Use it in the defense of those who lack that strength.

Rise to a challenge. Any who doubt your strength must be shown the truth. Any true challenge laid down must be answered.

Pursuit of strength. To protect more innocents, we must seek more strength to better ourselves. Always seek to grow more powerful, but do so wisely.

Seek great resistance. Seek the greatest among your foes to prove your might. Their underlings will cower before you when you have broken their general.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Titan of Fortitude. You can use your Channel Divinity to grow in size and strength. as an Action, you can increase your size by one size category and gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. For the duration, you may add your Charisma modifier (minimum bonus of +1) to damage rolls of your Melee Weapon Attacks. These benefits last for 1 minute.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Taunt the Unholy. As an action, you present your holy symbol and speak an inflammatory prayer inciting the ire of your foes. Each enemy that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on all attack rolls against targets other than you for a number of rounds equal to your Charisma Modifier (minimum 1 round).

This effect ends early if you fall unconscious.

Aura of Might

Starting at 7th level, you emanate a bolstering aura that fortifies your strength and the strength of your allies. You and friendly creatures within 10 feet of you have advantage on Strength Saving Throws, and their Bulk limit increases by one quarter of its normal amount (rounded down).

At 18th level, the range of this aura increases to 30 feet.

Divine Bulwark

Starting at 15th level, you can use your divine magic to redirect blows away from your allies and toward yourself. As a reaction, used in response to an ally within 5 feet of you being attacked, you can redirect the attack toward yourself.

Divine Behemoth

At 20th level, you gain the ability to manifest true divine strength. As an action, you can magically become a divine behemoth, gaining the following benefits for 1 minute:

• Your Size is increased by one size category, and all Melee Weapon Attacks you make deal an additional d4 damage.

• Your Melee Weapon Attacks deal double damage to objects and structures.

• You cannot be charmed, restrained, paralyzed, or petrified.

Once you use this feature, you can't use it again until you finish a long rest.

New Sacred Oath: Oath of Protection

Paladins of the Oath of Protection have devoted their life to protecting others. Growing their own form, they create of themselves a wall, to protect innocents and their allies. Focused on defense and control of the battlefield, they are a force to be reckoned with on the battlefield.

Tenets of Protection

A paladin of the Oath of Protection unflinchingly puts their life on the line to protect innocents:

Guard the Weak. You are their shield. Guard your allies; absorb the hits so that they don’t have to.

Stand Strong. Never let yourself be cowed by those who would put you aside.

Build the Wall. You are the barrier that protects your wards. Never pass up an opportunity to fortify your form.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells
Paladin level Spells
3rd heavy smite, shield
5th increase ability, weighing ward
9th aura of vitality, spirit guardians
13th softskin, guardian of faith
17th amazonian figure, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Seismic Step. As an action, the paladin slams their foot into the ground, sending a shockwave through their vicinity. All enemies within 20’ make a Strength saving throw with a DC equal to 8 + proficiency build + the paladin’s Strength modifier. A creature that fails may be moved up to 10’ in any direction at the paladin’s discretion, and is knocked prone. You can end this effect on your turn as part of any other action.

If you fall unconscious, this effect ends.

Body Block. As an action, the paladin calls out their enemies, using their unmissable figure to draw the ire of their foes. The paladin may choose a number of targets within 30’ up to their Charisma modifier. A chosen target receives disadvantage if they attack any target other than the paladin. The effect lasts for a number of rounds equal to the paladin's proficiency bonus, or may be ended as an incidental on the paladin’s turn.

The effect also ends if the paladin falls unconscious.

Aura of Protection

Starting at 7th level, your very presence seems to make your companions hardier and more resistant to injury. Allies within 10 feet of you recieve a +1 bonus to their AC and saving throws while you are conscious. If you are Impeded, the bonus increases to +2; and if you are Immobilized, the bonus increases to +3.

At 18th level that range of the aura extends to 30 feet.

Unyielding Stance

Starting at 15th level, the paladin becomes nearly impossible to shift against their will. While their feet are planted, they cannot be moved or knocked prone.

Stalwart Bastion

Starting at 20th level, as an action the paladin becomes a unstoppable force on the battlefield. For one minute, the paladin gains the following benefits:

  • They may ignore all penalties associated with bulk limits
  • They gain advantage on all Strength and Constitution checks and saves
  • They gain resistance to all forms of damage
  • As a bonus action, they may perform their Seismic Stomp without expending a use of their Channel Divinity.

Once used, this ability cannot be used until the paladin has completed a long rest.

New Fight Club: Salt and Ceremony

Note: This Subclass uses the Pugilist class created by SterlingVermin, which can be found on DM's Guild for a Pay What You Want price.

While the art has evolved for combat, taking on both armor and a more aggressive stance, the Salt and Ceremony fight club originates in a more traditional and ceremonial form of wrestling combat. As such, practitioners of this fight club tend to have at least a faint sense of honor and tradition, though many have simply turned to the style as a method of throwing their weight around; quite literally, as the fight club focuses on forceful blows backed by the weight of fat and muscle that most practitioners build during training.

Ceremonial Salute

Starting when you choose this fight club at 3rd level, you gain proficiency in the Performance skill.

As a Bonus action, you can expend 1 moxie point make a shout, salute, or other gesture of respect to one target within 30 feet of you that can see and hear you. The target must make a Wisdom saving throw. On a failure, your attack rolls against that target gain advantage until the end of this turn, as your imposing presence shakes them to the core. Undead and Constructs are immune to this effect.

The Save DC for all Salt and Ceremony abilities is calculated as follows:

Salt and Ceremony DC = 8 + your Proficiency bonus + your Wisdom modifier.

Weight Advantage

Starting at 6th level, you use the bulk that you have built during your training to your advantage. You are treated as one size larger than normal for the purposes of grappling, and creatures of a size smaller than this modified size have disadvantage on checks made to escape your grapples.

Crushing Weight. As a bonus action, you can spend 1 moxie point to crush a creature you are grappling, dealing your Fisticuffs die + your Strength modifier in bludgeoning damage.

Strike Rebound. When a creature strikes you with a melee attack, you can use your reaction to spend 1 moxie point and force the target to make a Strength Saving throw. On a failure, they are pushed 10 feet away from you after the attack, and take Bludgeoning damage equal to your Constitution modifier.

Hold Ground. When an effect would attempt to forcibly move you, you can use your reaction to spend 1 moxie point to gain advantage on any rolls made to resist the effect.

Iron Stomach

Starting at 11th level, you have hardened body and soul into a perfect machine. You have resistance to poison damage and advantage on saving throws against poison, you have advantage on Constitution(Eating) checks and your full capacity for eating is doubled, and the DC of your Salt and Ceremony abilities increases by 2.

Ring Toss

At 17th level, you can hurl even the heaviest of targets with your sheer strength and determination. When you make an attack against a creature you are grappling or who is grappling you, you can expend 3 moxie points to make it a Ring Toss. If the attack hits, the grapple ends as the creature is thrown a number of feet in a direction of your choice equal to the result of a roll of your Fisticuffs die plus your Strength modifier, is knocked prone, and must make a Constitution saving throw or be stunned until the end of their next turn.

New Ranger Archetype: Siege Master

This archetype is designed using the Revised Ranger from the Unearthed Arcana

In a world of widening waistlines, sometimes the mobility of the Ranger's Path becomes threatened. But the defenders of the world will not halt for a mere impedence of the flesh. Instead they adapt, honing their style to fit their new nature. To that end come the siege masters. Warriors of the longest range, the Siege Masters need not rush across the battlefield to chase down their target. Instead, they need only find the highest vantage with the best view, and rain death down upon their enemies with their specially constructed weapons.

Siege Warfare

At 3rd level, when you choose this archetype, you gain proficiency in Tinker's tools and "Siege" weapons. Over the course of a long rest, by paying half of the weapon's cost in materials, you may transform any two-handed ranged weapon into a "Siege" version of the weapon. Siege weapons are not martial weapons, and those who do not have proficiency in Siege weapons suffer disadvantage on attack rolls when attempting to wield them. In exchange, every Siege weapon has its range increments doubled from its previous incarnation, and have the siege property, which means that the weapon deals double damage to objects and structures.

Steady Stance

Also at 3rd level, you can take a steady stance to improve your aim. As a bonus action on your turn, you may add half your proficiency bonus (rounded down) to your attack rolls until the end of your turn. You may only use this ability if you have not moved during your turn, and you may not move during your turn after using this ability.

Take Aim

At 5th level, if you use your Steady Stance ability before making a ranged attack, you also gain advantage on the attack roll.

Vital Shot

At 7th level, when you use Steady stance before an attack roll, you may declare that attack to be a Vital Shot using one of the effects listed below. On a hit, you may add your Proficiency bonus to the damage roll of the attack, and may add one of the following effects to the attack as well.

Head Shot. The target suffers a 1d8 penalty on all of its attack rolls and ability checks until the end of your next turn.

Heart Shot. The target must make a Constitution saving throw against your Spell Save DC or be stunned until the end of their next turn.

Gut Shot. The target takes additional damage equal to your Proficiency bonus at the end of each of its turns for the next 1d6 rounds. This damage does not stack with itself.

Heavy Ammunition

At 11th level, you have further augmented your siege weapons to pierce the toughest of hides. Any damage dealt by a siege weapon you attack with ignores damage resistance to piercing damage.

Piercing Shot

At 15th level, your shots lose almost no momentum when punching through thick materials. When wielding a Siege weapon, you ignore half and three quarters cover, and may make attacks against targets behind full cover as if they had three quarters cover (which you do not ignore).

Additionally, you can declare one attack to be a piercing shot. Instead of making an attack roll, each creature in a straight line that ignores cover between you and a point you choose up to the weapon's maximum range away must make a Dexterity Saving throw against your spell DC, taking the weapon's damage on a failure or half as much on a success. You may use this portion of this ability a number of times equal to your Proficiency bonus. You regain expended uses of this ability at the end of each of your long rests.

New Ranger Archetype: Wild Walker

This archetype is designed using the Revised Ranger from the Unearthed Arcana

Some Rangers are more in tune with the bestial aspects of nature than others, going so far as to take the traits of animals for themselves. These beings are Wilderness Stalkers, and as they grow in power, their forms become more alien from the race they call their own, taking on instead the aspects of the beast.

Lesser Adaptation

When you take this archetype at 3rd level, you choose one of the following benefits, and gain the appropriate animal trait.

Predator's Sight. With the eyes of a wolf, hawk, or other predator, you gain advantage on Wisdom (Perception) checks that rely on sight, and can use your eyesight to see signs of weakness. With a bonus action, you can scan a target you can see within 60 feet and learn one of the following traits: Their AC, their movement speed, or if they have any special senses.

Runner's Grace. With the long legs of a deer, a rabbit, or another swift beast, your movement speed increases by 10 feet, and you can add 10 feet to the distance of your long jump checks and 5 feet to your high jump checks.

Stalker's camouflage. With the darkened hide of a panther or the camouflage of a chameleon, you have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured by the shdows of trees, foliage, morning mist, or similar natural phenomena.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Adaptation

At 7th level, you gain one of the following defensive animal traits of your choice,

Armored Hide. With the hide of an armored beast, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage against a single attack of your choice.

Defensive quills. You gain spines, quills, or other sharp protrusions on your body to repel attackers. Any creature that strikes you in melee takes Piercing damage equal to your Proficiency bonus.

Weather Adaptation. You gain resistance to your choice of either Fire, Electicity, Cold, or Acid damage, with an adaptation corresponding to your choice.

Mobility Adaptation

At 11th level, you gain one of the following animal traits to assist with your mobility.

Wings. With the wings of an aerial creature, you gain a fly speed equal to half of your walking speed.

Climbing adaptation. With spider arms, a prehensile tail, or other climbing adaptation, you gain a climb speed equal to your walking speed, and you can use your bonus action to attempt to trip a target. Make a Strength (Athletics) check opposed by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is knocked prone.

Digging Claws. With the tunneling claws or mandibles of a burrowing creature, you gain a burrow speed equal to your walking speed.

Superior Adaptation

At 15th level, you gain one of the following bestial traits of your choice

Constrict. With the body of a snake or the tail of a massive beast, you can use your bonus action to make a melee attack roll against a target within melee range. On a hit, the target is grappled and takes 2d6+Strength Bludgeoning damage. Until the grapple ends, the target is restrained, and you can use your bonus action on subsequent turns to deal the constrict damage again.

Magic Resistance. With the bark of a dryad or the adaptation of a mystic beast, you gain advantage on saving throws against spells and other magical effects.

Frightful Presence. With the demeanor of a mighty dragon or other fearsome beast, enemies that start their turn within 30 feet of you and can see you must make a Wisdom Saving throw against your Spell DC or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

New Roguish Archetype: Essence Thief

The Essence thief believes that even if they aren't the best, they can just take the traits that make someone else the best instead. They drain some of the essence of individuals they touch with their magic, taking on their physical traits as they glide across the battlefield, accumulating power.

Essence Theft

Beginning at 3rd level, you gain the ability to steal some of your victims' essence with but a touch. You can steal essence from a hostile creature using a Dexterity (Sleight of Hand) check opposed by their Strength (Athletics) check or Dexterity (Acrobatics) check, or as a result of dealing sneak attack damage to them. You can also steal essence from a non-hostile creature using a Dexterity (Sleight of Hand) check opposed by their Wisdom (Perception) check.

On a success, choose two Attributes. For the next minute, ability checks using those attributes have advantage, and the target has disadvantage on ability checks using those same attributes. These stolen attributes might manifest on your body as simple glowing marks, or they might manifest as suddenly appearing muscle, sexual characteristic mass, body fat, height, or other traits which do not count against your character's total weight or other characteristics. After the minute is over, these attributes recede as they are expended.

This ability's duration increases to an hour at 17th level.

This ability can be used a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest.

Essence Devour

Also at 3rd level, the rogue can choose to drain some of the essence from a creature they kill and make it their own. Unlike Essence Theft, this drain is permanent. Whenever the rogue kills a creature, they can choose to gain weight (fat or muscle) or height (Which cannot increase their size category) in any combination from the creature, up to a number of pounds of fat or inches of height equal to 1d10 + your Charisma bonus + your Rogue level, distributing across their body as they like, with every one point being worth a pound of mass and every 5 points being worth an inch of height. This essence does not have as much flashy potential, but has a practical application: The rogue can expend body mass or height to fuel temporary proficiency with the skills and tools they are not currently proficient with.

At the cost of 10 pounds of mass or 2 inches of height in any combination, the rogue can use this ability before making a roll to gain proficiency in any skill they do not currently have proficiency with for one skill check, or with a tool, vehicle, weapon, or armor they do not currently have proficiency with for up to an hour.

You may use this portion of this ability a number of times equal to your Charisma modifier (minimum 1.) You regain all expended uses of this ability after a long rest.

Improved Devour

At 9th level, you have improved your ability to convert essence into skill on a temporary basis. You can expend one use of your Essence Devour ability to gain expertise on a skill you already have proficiency in for a single check, or with a tool you already have proficiency in for up to an hour.

In addition, you can expend two uses of Essence Devour to do the same for a skill or tool you don't currently have proficiency in.

Thief of Faces

At 13th level, when you use your Essence Theft ability on a humanoid, you can choose to take on the appearance of that humanoid as well, turning yourself into perfect visual copy of your victim. You retain your physical and mental stats, but take on their appearance, height, and weight for the duration.

Additionally, while you've stolen someone's essence, you can attempt to extract information from them by using your action or bonus action to force them to make an Intelligence Saving throw. The DC is 8 + Proficiency bonus + your Charisma modifier, and on a failure you learn the truthful answer to one question of your choice. Once they succeed on the saving throw, this portion of this ability cannot be used on them again for the remainder of the duration of Essence Theft.

Essence Assassin

At 17th level, your ability to steal essence has improved, and the drain has become so potent that it leaves enemies winded. A creature who you successfully use Essence Theft on gains the Poisoned condition until the ability's duration ends. Additionally, they are always a viable target for your Sneak Attack ability, even if you have disadvantage on your attack rolls against them.

If you kill a target under the effects of Essence Theft and use Essence Devour on them, the effect of Essence Theft remains until the end of your next long rest.

New Roguish Archetype: Inflator

The Inflator is a rogue who uses various methods; magic, tricks, and some small technology and alchemy, to fill themselves and their enemies to the brim, with water, air, or other materials, granting themselves bonuses and mobility, and hindering the movement of their enemies.

Self-inflation

Starting at 3rd level, you can willingly inflate yourself as an Action. When you gain this feature, choose either Air or Water and gain one of the following benefits.

Air. Your movement speed increases by 10 feet and climbing no longer costs you extra movement.

Additionally, while moving moving horizontally, you can choose not to fall downward until the end of your movement, allowing you to walk across small chasms and gaps between surfaces without falling. If you are still in the air when your movement ends, you begin to fall.

Water. You gain resistance to nonmagical bludgeoning damage, and take no falling damage from falling less than 60 feet.

Additionally, in response to being struck by a Melee attack, you can use your reaction to cause the attack to bounce back after dealing damage, causing the attacker to make a Dexterity Saving Throw (DC 8+Your Proficiency+Your Constitution modifier) or take half of the damage of their own attack.

Once activated, these bonuses last until you fall unconscious or use a bonus action to deactivate your self-inflation.

Inflate Enemy

Starting at 9th level, you can use your prowess to inflate one of your enemies. When you gain the ability, choose Air or Water. As an Action, you can choose an enemy within 30 feet and cause them to make a Constitution Saving Throw (DC 8+Your Proficiency+Your Intelligence Modifier) or be inflated with your chosen substance for up to a minute. You can select the same substance you chose at 3rd level or a different one.

Air. The target floats upward at a speed of 20 feet per round. If they do not have a fly speed, they cannot move horizontally. The target may repeat the saving throw at the end of each of its turns, deflating and proceeding to fall when it succeeds.

Water. The target's movement speed is reduced to 0 and attacks they make have disadvantage. The target may repeat the saving throw at the end of each of its turns, deflating when it succeeds.

You may use this ability a number of times equal to your Proficiency bonus, and regain any spent uses after a Long rest.

Utility Inflation

At 13th level, you've learned to better manipulate your inflation abilities, allowing you to perform more utilitarian functions with them. When you gain this ability choose Air or Water and gain the benefits of your choice. You can choose the same substance you chose at 9th level and 3rd level, or you can choose a different one.

Air. As an action, you can give yourself advantage on Dexterity(Stealth) checks for a number of minutes equal to your Intelligence modifier by filling yourself with just enough air to dampen the sound of your movement.

Water. You can breathe underwater, have a swim speed equal to your walking speed, and have advantage on checks made to resist being grappled.

Master Inflator

At 17th level, you have mastered all the secrets of your art. You gain access to all of the options of your Self-inflation, Inflate Enemy, and Utility Inflation abilities. Whenever you would activate one, you may choose which option to use.

New Sorcerous Origin: Adiposean

When Narce invented the art of Lipomancy, it didn’t take long before wizards began experimenting (as they do) to find the limits of this new technique. Some, in an attempt to increase their power, tried to infuse their bodies with more intense concentrations of lipomantic energy. Out of these early experiments were created the first adipose sorcerers. In the time since then, some sorcerers are the result of experiments; some are born in areas of high lipomantic energy concentrations; and some simply have simply been born with the power with no apparent link. Born with an intrinsic link, these magicians do not have the fine control that a lipomantic wizard holds; rather, the energy runs through them, affecting their bodies and their spells alike.

Fattening Flux

Starting at 1st level, the unstable lipomancy that runs rampant through your veins causes a constant state of flux within your body. When you replenish your sorcery points after a long rest, you gain weight equal to your sorcery points maximum. When you expend sorcery points, you lose weight equal to the amount spent.

These effects are not limited to the sorcerer. At level 1, your Flux die is a d4. Creatures that fail a save, are hit by your spell attack roll, or affected by your spells when no save is given, gain weight as determined by your Flux die. They gain 1 Flux die in fat for every level of the spell slot used, or 1 Flux die for cantrips. Your Flux die becomes a d6 at 5th level, a d8 at level 10, and to 1d10 at level 15.

Solid Body

At 1st Level, due to the lipomantic effects on your bloodline, your well-fed form is better at absorbing blows. You may calculate your AC using your your Dexterity modifier or Constitution modifer, whichever is higher.

In addition, your body has become better adapted to handling the burdens you carry. Your Bulk limit is doubled. This stacks with effects from Brawny, size, and similar abilities.

Arcane Replenishment

At 6th level, You have gained some mastery of the fattening energies that infuse you. As an Action, regain a number of sorcery points up to your proficiency bonus. Take 1d6 points of Necrotic damage and lose an equal amount of weight equal to the damage taken for each point gained. After using this ability, you must complete a short or long rest before you can do so again.

Adipose Metamagics

At 14th level, you have learned how to use your body as fuel to heighten the effects of your spells. You gain the following intrinsic metamagics in addition to the ones you already know:

Elevated Spell. When you cast a spell, you can treat the spell as if it had been cast using a higher level spell slot by spending 2 sorcery points for each level you wish to increase the spell by, up to the highest level spell you can cast.

Widening Spell. When you cast a spell, you can spend 2 sorcery points to cause each creature affected by your Flux die to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies.

Lipomantic Wellspring

At 18th level, your body has become inured to the ravages of lipomancy as you fuel your spells. You gain resistance to necrotic damage. In addition, as an action you may tap into the font of lipomantic energy that flows through you, increasing its flow to a torrent. For 1 minute, at the beginning of each of your turns, you regain 1 sorcery point, and heal 1d6 hit points and gain an equal number of pounds of fat. Once you use this ability, you cannot use it again until you have completed a long rest.

Friendly Fattening

As written, the Adiposean sorcerer will fatten up their enemies and allies both. If you want to avoid friendly fire, here are two options:

  • Allow allies to roll a Constitution saving throw to avoid the fattening effects of the spell.
  • Exclude allies from the effects of the spells entirely, and have it only target enemies.

New Sorcerous Origin: Gaseous Power

All Sorcerers' powers come from within themselves, from their bloodline, from natural vagaries of magic within them, or from a number of other factors in their makeup. Sorcerers of the Gaseous Power origin draw their magic from a more literal interpretation of that idea. The magic within their body wells up like an arcane gas cloud, which must eventually be released to deadly effect.

Noxious Power

Starting at 1st level, the caustic nature of the gasses constantly brewing within you grants you resistance to Poison damage and advantage on saving throws made against poison.

Gaseous release

When you choose this origin at 1st level, your body's natural gas wells up when you draw upon your energy to cast spells. You can use a bonus action on your turn to release this gas in a cloud around you immediately before or after you cast a spell of 1st level or higher, causing other creatures within 5 feet of you to make a Constituion saving throw or be Poisoned until the start of your next turn. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Noxious spell

At 6th level, you gain the ability to weave your spells into your gaseous releases. When you cast a spell that does not require an attack roll, you can choose to forgo the Verbal and Somatic components of the spell and release it as a 20-foot radius cloud of gas centered on a point within 60 feet of you, which persists for a number of rounds equal to your Charisma modifier. Any creature that enters the cloud or starts its turn within it, including you, is subjected to the spell. A creature can only be affected by the cloud once per use of this ability. Creatures that don't need to breathe or are immune to poison are unaffected by the spell. If the spell requires concentration, you must concentrate on the cloud for its duration. Once you have used this ability, you cannot do so again until you finish a long rest.

Gaseous flight

Starting at 14th level, you have supreme control over your gaseous production. As an action, you can produce an excessive amount of gas and store it in your body, inflating your body or part of your body to twice your original size. You take up the space of a creature one size larger than normal, and gain a fly speed equal to your current speed. This inflation lasts until you release the gas as an action on your turn.

Any armor or clothing not made to accomodate this growth might be destroyed when you trigger it.

Stinking Aura

At 18th level, your gaseous releases have become constant and unceasing, but you have magical control over its potency. You have disadvantage on Stealth checks, but you constantly exhude an aura of gas within 20 feet of you. Creatures you choose that enter your aura for the first time on your turn or start their turn in your aura must make a Constitution saving throw or spend their Action retching and coughing. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Additionally, you can also use this aura to bolster allies by making the stench pleasant to their senses. You can choose a number of allies within your aura equal to your Charisma modifier (minimum 1.) to be bolstered by your aura, granting them advantage on Constitution Checks and Constitution Saving throws. You are always affected by this version of the ability.

New Sorcerous Origin: Voidborn

Voidborn sorcerers are touched in some way by elemental emptiness. Some have been exposed to the all-consuming vastness of the outer rifts, others may have void elemental ancestry, and others still have lost a tiny piece of their soul, connecting them to a powerful metaphysical want that is made real and dangerous. Voidborn sorcerers are rare, as their insatiable needfulness threatens to bring bankruptcy and famine. Many are allowed to waste away and starve before ever reaching adulthood. But those who do manage to stave off the void find that it makes a powerful font of sorcery, as there is great strength in emptiness, as they draw magic into their bodies to fill the eternal hunger.

Bottomless Void

Starting at 1st level, your deep connection to the outer rifts threatens to devour you from within, which renders your appetite inexhaustible. In addition to following the usual exercise rules, over the course of each day you lose weight equal to 8 + double your sorcerer level in pounds. This loss is usually handled during a long rest, but failing to rest over a 24-hour period may exacerbate it. You suffer emaciation as normal for a character of your size and statistics. However, the void within you can be fed endlessly to no ill effect. You have no eating limit and never have to make eating checks to consume food, gaining weight like a normal character upon digestion.

In addition, the void within grants you a unique durability to sheer magic; you have resistance to Force damage.

Devour Spell

Starting at 6th level, when you succeed on a saving throw against a spell, you can use your reaction to absorb the spell. If it has an instantaneous duration, the spell fails and has no effect on any of its targets. Otherwise, the spell ends when you use this ability. You gain sorcery points equal to the level of the spell, and if that would put you over your maximum sorcery points, you gain 10 pounds for every sorcery point over your limit. You can use this ability a number of times equal to your Proficiency bonus, and you regain all uses after a long rest.

Redirect Spell

At 14th level, when a creature within 15 feet of you would be the target of a spell, you may use your reaction to spend 3 sorcery points to change the target of the spell to you, even if you would normally be outside the spell’s range. If the spell has multiple targets, you replace only the one target. If the spell requires an attack roll, the attack has advantage against you. If the spell requires a saving throw, you may also attempt to use your Devour Spell class feature with the same reaction.

All-Consuming

Beginning at 18th level, the bottomless void within can devour any matter it touches. As an action, you can touch an object or creature of size Large or smaller and attempt to consume them. nonmagical objects are consumed immediately. Magical objects or creatures must make a Constitution saving throw. On a failure, the subject takes 1d4 points of Force damage for each of your levels in Sorcerer. Objects destroyed or creatures reduced to 0 hit points by this damage are consumed. Anything consumed by this ability is both stretched and compressed, grown and shrunk rapidly by the force of the void, and ends up becoming 10d10 pounds of normal food in the sorcerer's stomach. Once you use this feature, you must complete a long rest or spend 13 sorcery points as a bonus action before you can do so again.

New Vigilante Method: Tricks and Treats

The right combination of chemical delivery agent and innocuous pastry goes a long way. In a world where many are ruled by their stomach, turning the greed and gluttony of those who would oppose you against them is not only a potent strategem, it is the hallmark of the Vigilante who follows the Tricks and Treats method. Alchemically altered pieces of food, tools for forcing targets to consume such food, and even a few tricks for those who don't eat normally.

Smack n Stuff

When you choose this method at 3rd level, you gain the ability to fight with weapons in one hand and food in another, even loading food onto your ranged weapons. When you hit a creature with a weapon attack, you can force that creature to make a Dexterity saving throw against your save DC. A creature that fails is forced to consume one special food item of your choice that you are carrying on your person, or just 1d4 pounds of mundane food you are carrying.

You can use this feature a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a short or long rest.

Chemical Payload

Also at 3rd level, you learn to chemically treat some of your food to elicit specific responses from those who eat them. Anything from emotional and mental responses to physical alterations may be capable depending on the type of payload you pack into a piece of food. When you gain this feature, select two of the payloads listed below whose prerequisites you meet. You are able to alchemically alter any piece of food to carry one of those payloads over the course of a long rest. As your vigilante level increases, you will create and discover additional payloads, up to a final count of six payloads from the list. Each time you gain a new payload, select one which you do not already possess from the lists below; you may not take the same payload more than once, though you may swap one payload known for another one whenever you would gain a payload as well. With your DM's permission, you may create your own payloads as well instead of the ones listed.

While you can create any number of altered items carrying an individual payload that you know, you cannot have more than your maximum number of payloads at any one time. Any unused payloads are assumed to go inert whenever you choose to make more. You can have a maximum number of payloads on your person equal to the number of payloads that you know.

By their nature as food, these payloads obviously have no effect on creatures that are unable to eat.

Improved Payload

When you reach 6th level, you have discovered more methods of handling your payloads and developed a new one as well. You gain one additional payload of your choice.

Additionally, as a bonus action, you may attempt to feed one special food item or 1d4 pounds of mundane food to a target who is blinded, frightened, paralysed, poisoned, prone, restrained, stunned, or has had their movement reduced by your Mark of Vengeance feature, and is within 15 feet of you.

Make a Strength(Athletics) check or Dexterity(Acrobatics) check, contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check. On a success, the target is forced to eat the food.

Food Decoy

At 11th level, you have learned to predict your enemy's movements and trick them with decoys designed to deploy your payloads. You gain one additional payload of your choice.

When you are hit with a melee attack by a creature affected by your Mark of Vengeance, you may use your reaction to force the attacker to make an Intellgence saving throw against your save DC.

On a failure, you appear in a different space adjacent to the creature, avoiding the attack and revealing that what had been in your space was a decoy which forces the target to consume one special food item of your choice that you were carrying on your person, or just 1d4 pounds of mundane food you were carrying.

Using this ability expends one use of your Smack n Stuff feature.

The Big One

At 14th level you have learned to create a truly insane mixture of powerful alchemical formulas to mix into your payloads. You gain two additional payloads of your choice.

Additionally, you may create one of your payloads at the end of each of your long rests by combining the effects of two payloads you know. This does not count as an additional payload toward your maximum payloads carried, but you can only have one of these special items at a time.

Chemical Payloads

Adipose Amplifier The target gains a number of pounds of fat equal to half their current body weight.

Appetite Enhancer The target must make a Charisma saving throw. On a failure, the target's hunger becomes overwhelming for the next minute. For the duration, any time the target's turn comes to an end and they have not eaten at least one pound of food, they take 2d6 points of psychic damage.

Armor Burst The target's form bloats outward rapidly, damaging nonmagical armor and stretching thin any armor plates that remain or are part of the creature's physique. The creature's armor class provided by natural or physical armor is reduced by 4 points, to a minimum of 10 + Dexterity, for the next minute. This effect stacks with itself and lasts for up to a minte from the last application, though after the target returns to normal shape any mundane armor might still be damaged.

Fattening Foam The target's stomach is immediately filled to capacity, including an overeating check, with pounds of harmless foam that qualifies as an equivalent number of pounds of fatty food.

Fear Toxin The target must make a Wisdom saving throw or become Frightened of other creatures for one minute. They may repeat this saving throw at the end of each of their turns.

Knockout Drug The target must make a Constitution saving throw or fall unconscious for up to an hour. The target awakens early if they take damage or if someone spends an action waking them up.

Lifting Gases The target must make a Constitution saving throw or be inflated with lifting gases, ascending uncontrollably at a rate of 30 feet a round at the start of each of their turns for the next minute. The target may make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Metabolic Shock The target must make a Constitution saving throw. On a failure, their movement speed is halved, their bulk limit is halved, and their Strength or Dexterity based attack rolls and ability checks are made at Disadvantage for the next minute as their body goes into metabolic shock, forcibly slowing them down for the next minute.

Inhibition Suppressant The target must make an Intelligence saving throw on each of its turns for the next 1d6 rounds or be forced to divulge one piece of information of your choice against their will. The information you can glean from this effect includes the following:

  • The target's armor class

  • The target's highest saving throw

  • The target's name and the organization they work for

  • The target's current hit points

  • The target's current goal

  • One of the target's hidden desires

The Dungeon Master may approve other pieces of information you might request at their discretion

Potent Addictive The target must make a Charisma saving throw or be charmed by you for 24 hours. The target may repeat the saving throw each time you or an ally deal damage to them. While charmed in this manner, the target has disadvantage on all defensive rolls to resist being fed food by you, and is always a viable target for your Improved Payload bonus action.

Target Broadener The target must make a Constitution saving throw. On a failure, the target's obvious sexual characteristics (typically breasts, hips, ass, etc.) immediately become absurdly oversized, throwing the target off-balance and creating a broader surface area for blows to make contact with. Attacks against the target have advantage for the next minute.

New Otherworldy Patron: The Great Hungerer

Hunger is a powerful metaphysical force, and many beings embody its drive to consume and take. Your patron is one of these beings. Fiends of gluttony, ancient beings of unknowable hunger, and decadent trickster Archfey are all things a Warlock may decide to form a pact with, granting them powers over hunger and desire.

Expanded Spell List

The Great Hungerer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Hungerer Expanded Spells
Spell Level Spells
1st Goodberry, Fattening Jest
2nd Narce's Sympathy Gain, Stretch Stomach
3rd Hypnotic Hunger, Overabundance
4th Create Fattening Food and Drink, Sexual Hypnotism
5th Dominate Person, Blueberrify

Hunger Sense

Starting at 1st level, you have an innate sense of what a creature desires most and when they are feeling physically hungry. As an Action, you can make a Wisdom (Insight) check against a creature that you can see, opposed by that creature's Charisma (Deception) check. On a success, you learn one thing the creature desires at the moment, as well as whether it is hungry. If the check fails against a creature, that creature cannot be targeted by this ability again until you finish a short or long rest.

Charmed Offering

Starting at 6th level, you can conjure a piece of enchanted food or drink. A creature that eats that piece of food must make a Charisma saving throw with Disadvantage or be charmed by you for 24 hours. Once you have used this ability, you cannot do so again until you finish a short or long rest.

Mutual satisfaction

Starting at 10th level, your Patron allows you to share in the positive effects of your ministrations on others. Whenever you cast a beneficial spell on another creature or feed them a consumable magic item, you can choose to also be affected by that spell or item.

Additionally, a target affected by your charmed offering now, in addition to being charmed, regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.

Hungering Presence

At 14th level, you emit an aura of hunger and desire that you may turn to affect any creature you choose within its radius. Creatures of your choice that start their turn within 30 feet of you must make a Constitution saving throw against your Spell DC or be racked with crippling hunger. They have disadvantage on all attack rolls and ability checks made while affected by this hunger, and you have advantage on Charisma checks made to influence them. They may repeat this saving throw at the start of each of their turns, ending this effect on themselves on a success. Being stuffed past their full limit gives a creature advantage on this saving throw, but having no food in their stomach gives them disadvantage. Once a creature has successfully saved against this feature, they are immune to its effects for 24 hours.

Additionally, a target affected by your charmed offering cannot resist food offered to them by you, even if accepting such food would cause them to take damage, though taking damage from overstuffing does allow them to make an additional saving throw against your Spell DC to break the effect.

New Warlock Pact boon: Pact of the Flesh

This pact is for those who would absorb power into themselves rather than wield it in the form of tools. A gift from the patron that imbues some of their power directly into the warlock, the pact of the flesh is a potent tool for both defensive and offensive purposes.

When you take this gift at 3rd level, the gift of your patron hardens your flesh and makes your body a dangerous weapon.

You gain a +1 bonus to your Armor Class that stacks with any armor or magical effects that alter your armor class, as your body has been hardened by your patron's magic.

Additionally, your body is a weapon. You gain proficiency with your unarmed strikes if you do not already have it, you may make unarmed strikes with your strength or dexterity, and your unarmed strikes now deal bludgeoning or slashing damage (your choice) equal to 1d6 + your Strength or Dexterity modifier. This damage is considered magical for the purpose of overcoming damage resistance.

Pact of the Flesh and the Hexblade Patron

It is up to the Dungeon Master to determine whether or not the natural weapons provided by the Pact of the Flesh qualify for the Hexblade Patron's Hex Warrior feature similarly to the Pact of the Blade.

New Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Fattening Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can cause them to gain pounds of fat equal to twice the amount of damage dealt.

Twin Blades of the Pactbearer

Prerequisite: 12th level, Pact of the Blade feature

When you summon your pact weapon, you can choose to summon a second weapon in your off-hand. This second weapon cannot be a magic weapon bound to you by a ritual, but otherwise acts in the same manner as your Pact Weapon, and is able to benefit from invocations that affect your Pact Weapon.

Unnatural Physique

Prerequisite: 12th level

You can cast Amazonian Figure on yourself at will, without expending a spell slot or material components.

The Warrior's Touch

Prerequisite: Pact of the Blade feature or Pact of the Flesh feature

Whenever you reduce a creature to 0 hit points with your pact boon feature, you may immediately use your bonus action to regain hit points equal to your Charisma modifier (minimum 1). If you do so, you gain a number of pounds of fat or muscle (your choice) equal to twice the health regained this way. You may use this ability a number of times equal to your proficiency bonus, and regain these expended uses upon finishing a short or long rest.

Swift Summoning

Prerequisite: Pact of the Blade feature

You may conjure your pact weapon as a bonus action rather than as an action.

Malleable Form

Prerequisite: Pact of the Flesh feature or Pact of the Tome feature

Over the course of a long rest, you are able to alter the facets of your physical being. You may increase or decrease your height by 1d4 inches, gain or lose an amount of fat or muscle equal to 1d10 lbs, and alter your physical sex to the opposite one, assuming your race has two sexes. Your change in height cannot reach the point at which it would change your size category.

Gift of Wings

Prerequisite: 15th level, Pact of the Flesh feature

You gain the ability to sprout a pair of wings from your back, themed appropriately to your patron. These wings grant you a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Hardened Flesh

Prerequisite: 15th level, Pact of the Flesh feature

You can cast Stoneskin on yourself at will, without expending material components

Flurry of Claws

Prerequisite: 5th level, Pact of the Flesh feature

When you make an Unarmed attack with your attack action on your turn, you can use your bonus action to make two more unarmed attacks immediately afterward.

Aspect of Terror

Prerequisite: 10th level, Pact of the Flesh feature

As an action, you can exhude an aura of terror by performing some action, whether it be roaring, stomping the ground, or some other gesture of intimidation, which causes enemies to react in fear. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Prehensile Limb

Prerequisite: Pact of the Flesh feature

You gain the use of a prehensile limb, whether it be an unnaturally long tongue, a tail, or any other variety of appendage, it can be used to attempt to grab objects or grapple creatures from a distance of 30 feet.

New Arcane Tradition: Lipomancy

The art of using body mass to augment spellcasting is an ancient one, used to both show status as an individual of both knowledge and plenty, and for its practical impact on the nature of spellcasting. Fat is an energy source, and using it as fuel for arcane rituals that bolster stamina and power allows Lipomancers to last longer on the field of battle than a typical Wizard.

Lipomancy Transfer

Starting at 2nd level, you have learned to weave body mass into your arcane rituals. You have gained the ability to convert magic into mass and vitality, as well as the opposite. The trade, however, is not equally efficient in both directions.

As an Action, you can choose to Burn or Build Mass.

Burn. Regain a number of spell levels up to your Proficiency bonus. You take 1d10 points of Necrotic damage for each spell level regained this way and lose an equivalent amount of mass. This damage ignores temporary Hit Points.

Build. Sacrifice a number of spell levels up to your Proficiency bonus. You regain 1d6 Hit Points for each spell level sacrificed this way and gain an equivalent amount of fat.

You can use this ability a number of times equal to your Intelligence modifier (minimum 1), and you regain these uses at the end of a long rest.

Siphoning touch

At 6th level, you learn to leech mass from your targets to heal yourself, or flood their systems with your own mass to damage and hinder them. As an action, you can expend one Spell slot of any level and make a Melee spell attack against a target within reach. On a successful hit, you can choose to either Drain or Inflate your target.

Drain. Your target takes 1d6 points of Necrotic damage per level of spell slot sacrificed. You gain that many pounds of fat while your target loses an equivalent amount of mass, and you regain Hit points equal to half the damage dealt.

Inflate. Your target takes 1d10 points of Bludgeoning damage per level of spell slot sacrificed. They gain that many pounds of fat while you lose an equivalent amount of mass, and the target cannot use its reaction until the start of your next turn as it is thrown off balance by the sudden change in mass. The Bludgeoning damage is considered magical for the purpose of overcoming damage resistance.

Fat Spells

At 10th level, you have learned to alter your spells to include an effect on body weight and vitality.

When you cast a spell with a spell slot and the spell deals damage, you can also cause the spell to add fat or remove mass from the target equal to half the damage dealt. You can also Sacrifice an additional spell slot and lose an additional 10 pounds of mass per level of the spell slot sacrificed to add an additional amount of damage of a type that the spell deals equal to 1d6 per level of the sacrificed spell slot.

Fat Mastery

By natural levitation, augmentation of weight, or sheer stubbornness, at 14th level you have mastered your weight to the point that nothing can hinder your movement, even magically. As long as you are conscious, you are permanently under the effects of a Freedom of Movement spell.

New Spells

This section contains new spells created for this document.

Optional Rule: Goodberry Gorging

The following is a fun potential side-effect of Goodberries and similar spells that create food that provides sustenance without mass.

Goodberry surge. Each time a character consumes a goodberry after their 5th goodberry within an hour, there is a 25% chance that each of the goodberries in the character's stomach will instantly digest, emptying the character's stomach of them and causing the character to gain 1d10 pounds for each goodberry digested.

Flabshock

Evocation Cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

A jolt of fattening electricity leaps from your fingers toward your target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, gaining a number of pounds of fat equal to the damage dealt.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Sex Appeal

Enchantment Cantrip


  • Classes: Bard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a small amount of makeup applied to the face as the spell is cast)
  • Duration: Concentration, up to 1 minute.

You accentuate your sexual characteristics with a little extra oomph--a broader bust with deeper cleavage, a more shapely and prominent butt, more soft and appealing features-- and gain Advantage on Charisma (Persuasion) checks made against targets who could be sexually attracted to your race and sex for the duration of the spell.

Word of Feasting

Conjuration Cantrip


  • Classes: Cleric, Druid, Warlock
  • Casting time: 1 action
  • Range: 60 feet.
  • Components: V, S

One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d12 force damage, otherwise, it takes 1d8. The target gains a number of pounds of fat equal to the damage taken in this way.

The spell's damage increases by one die when you reach 5th, 11th, and 17th level.

Burn Fat

1st-level Transmutation


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a touch, searing pain burns away excess weight. Make a melee spell attack. On a hit, the target loses 4d4 pounds of fat, and if the target is an enemy, they take an equivalent amount of fire damage.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the weight loss of the spell increases by 2d4 for each spell slot level above 1st.

Modify Metabolism

1st level Transmutation


  • Classes: Bard, Wizard, Warlock, Sorcerer, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Until next long rest.

With a touch, you alter a creature’s metabolism, either increasing or decreasing the amount of calories they burn over the day. An unwilling creature may make a Constitution saving throw. On a save, the spell has no effect. On a failed save, one of the following effects are applied to the target.

Increase: When calculating the number of exercise points at the end of the day, double them.

Decrease: When calculating the number of exercise points at the end of they, halve them.

Fattening Jest

1st-level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,
  • Duration: Instantaneous

You make a joke at the expense of one creature of your choice within range's weight, laced with a subtle enchantment. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d10 Psychic damage, gaining that much weight in fat, and reducing their movement speed by half on their next turn as they get used to the new weight. On a successful save, the target takes half as much damage and their movement speed is not halved.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Feed

1st-level conjuration


  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure three blasts of fatty food to force a target to eat. Make a ranged spell attack roll against a target within range for each blast. On a hit, the target is forced to consume 1d6 pounds of fatty food.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, create one additional blast for each spell level above 1st.

Heavy Smite

1st level Evocation


  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute

You channel your weight into a single crushing blow. The next time you hit a target during the spell’s duration, you strike with devastating force, dealing an additional 1d8 Force damage as your weapon strikes with inertia borrowed from the rest of your body. Additionally, the target must make a Constitution saving throw or be stunned until the end of its next round. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.

Resize

1st-level transmutation (ritual)


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a needle and thread)
  • Duration: Instantaneous

With a series of eldritch measurements, you change the dimensions of up to six nonmagical cloth outfits, instantly retailoring them. You can tailor them to fit their wearers (creating more fabric as necessary) or hem them in to the point of unusability.

Hem in. If you choose to shrink an outfit that is being worn by an unwilling creature, they make a Strength saving throw. If they fail, the constriction deals them 1d6 bludgeoning damage and they become Restrained. If they succeed, they take half as much damage and rip through the outfit, ruining it but avoiding the restained effect. A creature Restrained in this way can use its action to make an Athletics check against your spellcasting DC. On a success, they force their outfit to retain its original size.

At Higher Levels. When you cast this spell using a spell slot of higher level than 1st, you can affect more kinds of materials. With a 2nd level spell slot, you may target leather armor in addition to clothes. With a 3rd level spell slot, the spell can affect armor made from mundane metals. With a 4th level spell slot, the spell works on adamintine, mithril and other mystical materials, though it thins or thickens the material rather than conjuring more of it. With a 5th level spell slot, it can affect magical clothing and armor. Magical clothing and armor cannot be destroyed by this spell, and if used to hem in, rather than ripping if the creature succeeds the saving throw or athletics check, the garment simply returns to appropriate size.

Dietary Curse

2nd level enchantment


  • Classes: Bard, Cleric, Sorcerer, Wizard, Warlock
  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You designate a creature you can see within range and afflict them with a dietary curse. The target must succeed a Wisdom saving throw or be cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Any food the target consumes is worth double the normal amount of diet points, and the target gains 1 lb. per lb. of food they consume.

• Any food the target consumes with worth half the normal amount of diet points, and the target loses 1 additional lb. of weight per lb. they would lose when calculating diet and experience at the end of the day.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 1 week. If you use a spell slot of 7th level or higher, the duration is 1 month. If you use a spell slot of 8th level or higher, the duration is until dispelled. Using a spell slot of 4th level or higher grants a duration that does not require concentration.

Narce's Fatness Arrow

2nd level evocation


  • Classes: Wizard
  • Casting time: 1 action
  • Range: 90 ft
  • Components: V, S, M (Powdered mint leaf and a cow's stomach)
  • Duration: Instantaneous

A shimmering pinkish arrow streaks toward a target within range and bursts in a spray of fattening venom. Make a ranged spell attack against the target. On a hit, the target takes 4d4 poison damage immediately and 2d4 poison damage at the end of its next turn. On a miss, the arrow splashes the target with venom for half as much of the initial damage and no damage at the end of its next turn. The target gains a number of pounds of fat equal to the damage dealt this way.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Narce's Sympathy Gain

2nd level enchantment


  • Classes: Bard, Wizard
  • Casting time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 hour

You form a bond with a willing target. For the duration of the spell, any weight gain or loss one member of the bond would suffer is halved, rounded up or down as the caster chooses. The other member gains or loses a similar amount of weight, rounded in the opposite direction of the first.

At Higher levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 8 hours. When you cast this spell using a spell slot of 4th level, the duration increases to 1 day. When you cast this spell using a spell slot of 5th level, the duration increases to 1 week. When you cast this spell using a spell slot of 6th level, the duration increases to 1 month. When you cast this spell using a spell slot of 7th or higher, it becomes permanent until dispelled.

Stretch Stomach

2nd Level Transmutation


  • Classes: Druid, Wizard, Cleric, Sorcerer, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You increase the elasticity of a creature’s stomach, allowing them to consume far more food than normal. The target is able to eat an additional 1d4+casting modifier pounds of food over their normal food limit before rolling a save against stuffing.

At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, increase the amount of additional food a creature can eat by 1d4 per each spell level above 2nd.

Ass Barrier

2nd-level Transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute

One target creature you can see within range must make a Constitution saving throw. If it fails, the creature's ass balloons dramatically in size until each cheek is roughly the size of the creature itself.

The creature takes up the space of a creature one size larger than itself for the duration of the spell, and allies cannot freely pass through their space. The creature's weight is effectively tripled by the increased size, and their movement speed is halved by their new, unwieldy ass.

Immobilize person

2nd-level Transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute.

Your magic temporarily fattens a humanoid creature into immobility. The target must make a Constitution saving throw or gain enough fat to push them past their immobility threshold until the spell ends. Creatures without bulk limits instead gain 100d100 pounds until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends as well.

At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, you may target one additional creature per slot level above 2nd. The creatures must be within 30 feet of each other.

Weighing Ward

2nd-level abjuration


  • Classes: Bard, Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: 1 minute

You create an invisible ward on one creature within range. Until the spell ends, any creature that targets the warded creature with an attack or a harmful effect must first make a Constitution saving throw. On a failure, the warded creature gains resistance to the attack, while the attacking creature immediately gains fat equal to four times the damage dealt.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Abyssal Stomach

3rd level Transmutation


  • Classes: Cleric, Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, taken immediately before a creature would take damage from overeating
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

In reaction to a creature overeating, you may cause them to instantaneously digest all food in their stomach, instantly converting it to fat. A creature gains 1d4 pounds of fat for each pound of food digested this way. Food digested this way does not count toward diet points at your next long rest.

Fat Feedback

3rd level abjuration


  • Classes: Cleric, Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a discordant blast of energy, attempting to disrupt a creature's spellcasting. The target must make a Wisdom saving throw; on a failure, they lose the highest remaining spell slot they have, up to third level. The target gains 1d12 lbs of fat for every level of the lost spell slot.

At Higher Levels: When cast from a 4th level or higher slot, the target loses the highest remaining spell slot they have, up to the level of the spell slot used in casting Fat Feedback

Hypnotic Hunger

3rd-level Enchantment


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A piece of food worth at least 5 gp, which the spell consumes)
  • Duration: Concentration, up to a minute

Holding up a piece of food, you create a small feast for one person and force a target you can see within range to make a Wisdom saving throw. On a failure, the target is charmed, and racked with irresistable hunger. On their turn, they must spend their movement, action, and bonus action moving to the nearest source of food, starting with the feast created by the spell, and eating as much as possible. The feast created by the spell can last the creature three rounds of ravenous eating and will fill the target to their maximum capacity, including an overeating check, after which they will seek out any other food in the area to consume. If there is no food to be found in the area, the target spends their turn clutching their stomach as they are racked with hunger pains. The target can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends. If the spell ends and the target has been eating for three rounds or more, they are stunned until the end of their next turn as they are struck by a feeling of immense fullness.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Overabundance

3rd level enchantment


  • Classes: Druid, ranger
  • Casting time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to one minute.

You cause food to spontaneously multiply in a targeted creature’s stomach. When you cast this spell on a creature you can see, the target must make a Constitution saving throw. On a success, they gain 2d4 lbs of fatty food in the stomach, and the spell ends. On a failure, they are forced to consume 4d4 pounds of fatty food, and until the spell ends, you may use your action to cause the creature to consume another 3d4 pounds of fatty food. You may use a bonus action to switch the target to another creature, forcing the new target to repeat the initial saving throw. The spell ends if you use your action to do anything else, if your current target is ever outside the spell's range, if the target has total cover from you, or if the target succeeds on a saving throw against this spell.

At Higher Levels: When you cast this spell using a slot of 4th level or higher, the amount of food created on both the initial casting and on subsequent actions increases by 1d4 for each slot level above 3rd.

Bloat

3rd level transmutation


  • Classes: Wizard, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small piece of string soaked in fat)
  • Duration: Concentration, up to a minute

You pile fat onto someone else, using your own body as the source. When you first cast the spell, the target must make a Constitution save. On a success, 4d6 lbs of fat are added to the target, and the spell ends. On a failure, 8d6 pounds of fat are added to the target, and until the spell ends, you may use your action every turn to automatically fatten the target for 8d6 pounds . You lose weight equal to that gained by the target.

The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the bloat increases by 1d6 for each slot level above 3rd.

Drain

3rd level transmutation


  • Classes: Wizard, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small piece of string soaked in fat)
  • Duration: Concentration, up to a minute

You begin leeching away the fat on the target’s body and adding it to your own. When you first cast the spell, the target must make a Constitution save. On a success, 3d6 lbs of fat are drained from the target, and the spell ends. On a failure, 6d6 pounds of fat are drained, and until the spell ends, you may use your action every turn to automatically drain the target of 6d6 pounds of fat. You gain weight equal to that lost by the target.

The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the drain increases by 1d6 for each slot level above 3rd.

Fatball

4th-level Evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A tiny ball of butter and sulfur)
  • Duration: Instantaneous

A warbling, translucent ball of energy streaks from your pointing finger to a point you choose within range. There is a low boom of energy, and nearby creatures are buffeted with fattening force. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 bludgeoning damage on a failed save, or half as much damage on a successful one, and damage targets take from this spell adds an equivalent amount of fat to their bodies.

The blast spreads around corners, and turns any nonmagical food caught in the radius into magically fattening food that adds 1d10 pounds of fat to any creature that consumes it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Sexual Hypnotism

4th-level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You augment your physicality with an enchantment that elicits raw attraction from those who gaze upon you, coupling it with a visual showcase for added effect. One sexual characteristic of your choice expands drastically and becomes the most prominent feature on your body, and anyone who looks at you for the duration of the spell must make a Wisdom saving throw or be charmed by you. Anyone who would not normally be sexually attracted to your sex or the body parts on display has advantage on the saving throw.

Create Fattening Food and Drink

4th-level Conjuration


  • Classes: Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create 90 pounds of fattening food and 60 gallons of mead, ale, wine, and similarly heavy drinks, either in containers already present or in summoned platters and casks. Anyone partaking in the food or drink gains 1d6 pounds of fat and heals 1 Hit Point per pound of food or glass of drink. The food preserves for a number of days equal to your spellcasting modifier before spoiling, and the drink lasts twice as long before becoming stagnant.

Softskin

4th-level abjuration


  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

With a touch, the target's skin becomes pliant and springy, bending and rebounding against assault. Until the spell ends, the target can use their reaction to force a creature that hits them with an attack to make a Dexterity saving throw. On a failure, the attack hits that creature instead. On a success, the attack hits as normal.

Amazonian Figure

5th-level Transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour.

With a touch, you endow a friendly creature with the build of a magically sculpted amazon, even if it may be buried under fat. The target's bulk limit doubles for the duration of the spell, as well as their carrying capacity, push and drag limit, and long and high jump distance.

Additionally, the target has advantage on Strength checks made to move, lift, or break objects or grapple creatures.

Blueberrify

5th-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A blueberry)
  • Duration: Concentration, up to an hour.

By placing a blueberry into the mouth of a creature that is capable of eating, you can flood their system with blueberry juice and immobilize them. The creature must make a Constitution saving throw. If it fails, its body swells into a sphere, restraining the creature and dealing 8d8 bludgeoning damage to them. The creature's weight is effectively tripled by the liquid in their body and they occupy the space of a creature one size larger than normal, but are of a rounded shape and can be rolled easily.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Fat Surge

5th-level Transmutation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch with this spell must make a Constitution saving throw or gain an amount of fat that would push them past their next bulk threshold. If the creature does not have bulk limits or is already immobilized, it simply gains 10d100 pounds of fat.

Immobilize Monster

5th-level Transmutation


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute.

Your magic temporarily fattens a creature into immobility. The target must make a Constitution saving throw or gain enough fat to push them past their immobility threshold until the spell ends. Creatures without bulk limits instead gain 100d100 pounds until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends as well.

At Higher Levels. When casting this spell using a spell slot of 6th level or higher, you may target one additional creature per slot level above 5th. The creatures must be within 30 feet of each other.

Investiture of Fat

6th level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your body suddenly swells with additional fat, granting you toughness and extraordinary inertia. You are swathed in thick layers of adipose, and you gain the following benefits for the duration of the spell:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks
  • Your weight quadruples. You cannot be moved against your will, and are immune to effects that would reduce your movement speed. You ignore any penalties imposed by being over your bulk limit.
  • You increase in size by one size category, growing to the extent that your surroundings allow. You gain advantage on Strength ability checks and saving throws, and the extra force behind your blows means all melee weapon attacks deal an additional 1d4 damage.

Your clothing and equipment grow with you, and are not harmed by this spell.

Narce's Hypnotic Trance

6th-level Enchantment


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature and send them into a hypnotic, hungering trance of healing. An unwilling creature may make a Wisdom saving throw to negate this effect, but otherwise, the creature enters a trance for the duration of the spell. The target is unresponsive to creatures that attempt to interact with it, but will seek out any food within their sight range and attempt to consume it. Any food consumed is immediately digested and converted into fat, at a rate of 2 lbs. of fat per 1 lb. of food. For each pound of fat gained this way, the target regains 1 hit point. If the target takes damage while under the effects of the spell, the spell ends.

Sculpt Flesh

9th-level Transmutation


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A pound of lard, a handful of bonemeal, and a drop of your own blood)
  • Duration: Concentration, up to an hour.

Touch a creature that you can see within reach. That creature must make a Constitution saving throw. If it fails, you can reshape their body as you see fit. You can increase or decrease the creature's size by up to two categories, increase or decrease its weight up to ten times its original weight, add or remove up to four limbs, redistribute weight, change the creature's sex, change hair, skin, and eye color, increase or decrease any one Physical attribute by up to 6 points, which can be in excess of 20, and cause any number of minor physical changes that are up to the DM's discretion. None of these changes may result in the creature being unable to sustain its own life (If the creature needs a head to breathe, for instance, you could not remove its head). If you hold concentration for the full duration of this spell, these changes last until dispelled. A creature can only be affected by one instance of Sculpt Flesh at a time, and casting a second instance on a creature dispels the first.

New Feats

This section contains listings of new Feats

Glutton

Mastering Gustatory excess, you gain the following benefits:

• Increase your Constitution score 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.

• you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn.

New Character Backgrounds

Recovering Immobile

Whether it be a result of an attack you lived through before you became an adventurer, a wayward bit of magic, or just sheer overindulgance, in your past you have had experience with being immobilized by your own flesh. Your time being a mountain of mass all on your own has shaped you and changed you, even if you have managed to slim down to a more manageable size by this point. Now you have a sense for the sheer heights of gluttony that can be achieved in this world.

Skill Proficiencies: Eating, Insight

Tool Proficiencies: Cook's Utensils

Languages: One of your choice

Equipment: A set of common clothes, a set of massive clothes from when you were immobilized, a trinket rolled randomly on the table, cook's utensils, and a pouch containing 10 gp.

Immobilizing Event

A number of different events might cause a character to be rendered immobile in their past. Choose an event or roll on the table below to define your experience being immobilized.

d10 Immobilizing Event
1 I ate myself into immobility
2 A spell or potion gone wrong rendered me too fat to move
3 I was attacked by mysterious creatures that fattened me and left me for dead
4 I was taken hostage and fed to make sure I wouldn't be able to escape on my own
5 My significant other fattened me up until I could not move
6 I don't remember what happened, I just woke up one day unable to move
7 I was treated as a prize hog by some powerful figure
8 I was mind controlled and forced to stuff myself until I was immobilized
9 I was caught in the crossfire of powerful fattening magics
10 My culture values fat as a sign of beauty, and I was groomed to be the most beautiful specimen of my home

Feature: Glutton's Awareness

You have an easier time than most finding the places where one might get food easier in a city. Whether by negotiating for nearly expired food or just through knowing the best deals, you can typically find food in a city for half the price it would normally cost to buy.

Suggested Characteristics

Whether they enjoyed it or not, Recovering Immobiles are more often than not shaped by the events that left them unable to move for long periods. Now that they are able to walk again, their perspective has completely changed.

d8 Personality Trait
1 The feeling of warm fat is intoxicating
2 I have very particular tastes when it comes to food
3 I never say no to an eating contest
4 I make sure everyone around me is eating right; can't have them wasting away
5 I portion my meals exactingly to make sure I am always the weight I want to be
6 I'm always making unique combinations with the food I get whenever I eat
7 I've got a unique sway to my motions left over from my heaviest times right before immobility
8 I have a habit of eating to hide my emotions
d6 Ideal
1 Bounty. No one should ever go hungry. If people want to eat themselves immobile, they should have all the food they need. (Good)
2 Restraint. I've taken more than my fair share of food already, I'll make sure I'm not taking more than is fair now. (Lawful)
3 Freedom. Maybe I'll get back to immobility at some point, maybe I won't. But it will be on my terms. (Chaotic)
4 Gluttony. All the food in the world exists to be fed to me and my endless hunger. (evil)
5 Satisfaction. I make sure me and my allies eat till we're full. No more, no less. (neutral)
6 Trauma. My experiences being immobile were harrowing. I'm never going back to that point (any)
d6 Bond
1 I've got someone to take care of who's approaching or beyond immobility themselves
2 I've still got lingering traces of hunger from the events that left me unable to move. I need to find out more about what happened.
3 I'm only mobile again thanks to someone who saved me; I owe that person my life.
4 I was happy and fat before someone stole that situation away from me. I need revenge, whether I go back to that or not.
5 Now that I've lost weight, those who knew me before have spurned me.
6 I had to make a deal with someone in exchange for being able to walk again, and I'm still waiting for that to come home.
d6 Flaw
1 My time immobile scarred me. I have a deep-seated phobia of getting fat again.
2 I can't resist the smell of good food, even when I can't afford it.
3 I keep having these urges to fatten people up, and sometimes I can't help it.
4 Deep down, I fear that I might -want- to be immobile again.
5 Restraint? What does that mean?
6 I've developed an eating disorder as a result of my experiences.
Variant Feature: Not quite Recovered

Sometimes the recovery from immobility wasn't quite as smooth as you might have hoped. In addition to the benefits and traits granted by this background, a character can choose to start their adventure at a weight just above their first bulk limit (typically 10-50 pounds above). In exchange, they start with an extra 3 days worth of rations to represent the extra food they've been holding on to.

New Magic Items

This section contains listings of new Magical Items.

Battle Burrito

Food, rare

For the next minute, you gain the following bonuses:

  • +2 to your Armor Class
  • +1 to attack and damage rolls made with weapon attacks.
  • +10 temporary Hit Points

Brutal Bun

Food, uncommon

For the next 2d4+1 rounds, when you use your action to take the Attack action, you may make an additional attack using your bonus action.

Cleansing Creampuff

Food, uncommon

Upon consumption, the imbiber may end one of the following conditions afflicting them: blinded, deafened, frightened, or poisoned.

Clothes of Holding

Wondrous item, rare

This finely worked set of clothes will fit anyone, always working to mold their wearer’s figure in a flattering fashion. While you wear these, your effective weight is decreased by up to 500 lbs, not to exceed racial limits. This does not decrease your actual weight; any effects that increase your weight function normally, but do not have any apparent effect unless it exceeds the ability of the clothes of holding to hide.

Everlasting Trail Ration

Wondrous item, common

This unassuming trail ration is a pressed log of nuts, dried berries, and smoked meat, all held together with a suet-like substance and weighing 1 lb. If eaten slowly, this trail ration can regenerate itself back to its original size. It can provide up to 4 lbs of normal food if eaten gradually over the course of an entire day. If eaten all at once, it continues to regenerate while in the creature’s stomach, adding 4 lbs of normal food to their next diet calculation.

Feasting Table

Wondrous Item, Very Rare

This tiny object looks like a miniature sculpting of a feast table laden with food. When its command word is spoken and the item is thrown on the ground, it expands into a life-size table laden with an impressive spread of delicious food and drink. The item functions as the spell Heroes' Feast.

An individual need only eat 10 pounds of food from the table to gain the benefits of the Heroes' Feast spell, but the food is not only very fattening, it is enchanting. Any creatures sitting down to eat at this table must make a DC 18 Wisdom Saving throw. If they succeed, they may eat as much as they want from the table. If they fail, they are compelled to continue eating until all of the food on the table is gone. There are 200 pounds of food on the table, and each pound of food consumed adds 1 pounds of fat to the partaker and is digested instantly, preventing the consumer from stuffing themselves past fullness.

Once the item has been used and the hour duration of the feast is up, the item cannot be used again for two days.

Fleet Flan

Food, uncommon For the next 2d4+1 rounds, you may take the Dash or Disengage action as a bonus action.

Girdle of Slimming

Wondrous Item, (Uncommon, rare, very rare)

This wide belt of fine leather is decorated with graceful concave lines, arcing inwards towards the buckle. When the belt is put on, the wearer may attempt to achieve a specific weight. The belt reduces the wearer’s apparent weight by up to a maximum of (100/200/300) lbs. This effect lasts until the belt is taken off, at which point the wearer returns to their actual size.

In addition, while this belt is worn, it will absorb energy from consumed food to aid the wearer in staying slim. Each Diet point of food eaten is instead converted into charges on the belt. The belt can contain (5/10/15) charges, and sheds (1d6+1 / 2d6+2 / 3d6+3) charges after each long rest. If the belt absorbs more charges than its limit, it absorbs all food in the wearer’s stomach and is then immediately destroyed. The wearer immediately gains a number of pounds of fat equal to the number of charges in the destroyed belt.

Girdle of Fattening

Cursed Wondrous Item, rare

This belt looks very similar to a Girdle of Slimming and an identify spell will initially classify it as such, but the decorative designs on it tend to bend away from the buckle. When the belt is put on, it immediately reduces the apparent weight as though it were a Girdle of Slimming.

While this belt is worn, it augments the amount of food consumed by the wearer. Every pound of food consumed by the wearer gains 1 additional Diet point, consuming 1 charge from the belt. The belt contains 10 charges and regenerates 1d6+4 charges after each long rest.

Goodberry Pie

Food, common

Each of the 10 slices of this delicious pie causes the consumer to gain 2d20 pounds of fat, and heal 1d4 hit points.

Mystic Meringue

Food, rare

For the next minute, gain the following bonuses:

  • +1 to the saving throw DC of your spells.
  • +1 to spell attack rolls.

Porcine Periapt

Wondrous Item, uncommon

This necklace consists of a fine golden chain holding a small amulet. Upon the amulet is engraved a cute stylized pig. While the necklace is worn, the bearer may consume up to twice their normal passive limit before rolling to overeat.

Restorative Ointment

Wondrous Item, Rare

This small metal tin contains a thick, creamy, tan, ointment that smells faintly of sweet botanicals and can be used in a multitude of ways. With each use, the target gains 1d6 pounds. Each full tin contains 5 doses. As an action you may expend 1 dose to do one of the following:

  • Antitoxin - When applied to a poisoned creature, they gain advantage on all checks against the poison
  • Antibiotic - When applied to a diseased creature, it removes disease.
  • Salve - When rubbed into a wound, the creature heals 4d4+4 hit points.
  • Nutritional supplement – When consumed by a healthy creature, they immediately gain 4d4 pounds. This is in addition to the 1d6 pounds gained from usage.

Slimming Celery

Food, Common

This stalk of celery is easily broken into 10 pieces, that each cause a consuming character to lose 2d20 pounds when eaten.

Swift Souffle

Food, uncommon

For the next 2d4+1 rounds, the consumer's movement speed is increased by 20 feet.

Symbol of Gluttonous Faith

Wondrous item, very rare, requires attunement by a cleric or paladin

This immaculately worked holy symbol has had an unusual amount of care lavished on its construction and ornamentation, and seems to almost glow with its own light. While wielding this holy symbol, all spell attacks gain +1, and all spell DCs are raised by 1; however, the wielder has disadvantage on saving throws to resist effects that would force the wielder to consume food.

Tough Tart

Food, uncommon

Upon consumption, the character gains Temporary Hit Points equal to their Character Level plus their Constitution modifier (minimum 1).

Swollen Sweetroll

Cursed Food, very rare

Upon consumption of this delicious sweetroll, the creature must make a Constitution Saving Throw (DC 17) or be fattened to immobility. If the creature does not have a bulk threshold, or is already immobile, they instead gain 20d100 pounds of fat.

Feasting Food

Cursed Food, uncommon

This cursed food item can appear to be any normal type of food. Upon conscumption however, the creature enters a frenzied, hungering state, seeking out any food in the vicinity to devour. A creature consuming the Feasting Food must make a Charisma Saving Throw (DC 14) or become Charmed by the food. While charmed in this way, the creature must immediately seek out and consume any food they can find. This includes any food they may be able to summon through spells such as create fattening food and drink, which they will create when they run out of other food to consume if they are still under the food's effect by that point.

Any and all food eaten during this state is instantly digested, adding their diet points to the creature's total, but also immediately adding 1d4 pounds of fat to the creature's body per pound of food consumed.

This state lasts for up to 10 minutes, or until the creature is immobilized.

New Monsters

This section contains listings of new basic monster stat blocks.


Brownie

Tiny fae, chaotic neutral


  • Armor Class 15
  • Hit Points 10 (3d4+3)
  • Speed 15 ft, Fly 40 ft
  • Bulk limit 78 lb. Avg. Weight 40 lbs.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 14 (+2) 8 (-1) 14 (+2)

  • Skills: Deception+5, Eating + 4 Perception +2, Stealth +10, Sleight of Hand +7
  • Senses Darkvision 60 ft., Passive perception 12
  • Languages Common, Sylvan
  • Challenge 1/2 (100 XP)

Elusive: The brownie may cast Pass Without Trace once per day. Venomous: When the brownie successfully deals damage with its Bite or Poison Dart attack, the target must make a DC 12 Constitution saving throw. On a failure, the target is beset by hunger, and makes all attacks, saves, and skill checks with disadvantage until they consume at least 1 lb of food.

Poisonous: If the brownie is consumed then the eater must immediately make a DC 15 Constitution saving throw. On a failure, the target is beset by hunger, and makes all attacks, saves, and skill checks with disadvantage until they consume an additional 5 lb of food.

Actions

Bite: +7 to hit, hit: 2 (1d4) piercing damage.

Poison Dart: +7 to hit, 20’ range, hit: 1 piercing damage

Brownie

Small and mischievous, brownies appear as plump, winged humanoids between 5 and 7 inches tall. They are larger and hardier than their sprite cousins, but are still quite miniscule. They are most common in well-forested areas, but have been reported in other regions as well. They have become more common in cities and towns recently, as they can be found stealing food from kitchens, larders, and even market stalls.

Gluttonous tricksters. Brownies main goal in life is to eat, followed only by playing pranks. Adventurers tell tales of waking in the morning to find the contents of their bags strewn about the campsite, all edible items missing. Surprisingly strong for their size, they sometimes urge each other into increasingly audacious pranks, attempting to steal food from people in plain sight.

Although reported to be surprisingly delicious, most creatures avoid eating brownies. According to one ogre, “Dey ain’t fill ya up for nuffin, and yer always wantin’ ‘nother right after.”



Cake Golem

large construct, unaligned


  • Armor Class 10
  • Hit Points 104(11d10 + 44)
  • Speed 30ft.
  • Bulk limit N/A, Avg. Weight 2000 lbs.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities Lightning, poison
  • Damage Resistances Bludgeoning, Piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft., passive perception 10
  • Languages Understands the languages of its creator but can't speek
  • Challenge 5 (1,800 XP)

Immutable Form. The golem is immune to any spell or effect that would alder its form.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Siege Monster. The golem deals double damage to objects and structures

Food Composition. The golem is made of fattening magical substance. Any creature that hits the Pudding with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Food Blast. Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 9 (2d8+0) bludgeoning damage, and the target eats an equivalent number of pounds of food.



Fatcubus

Medium fiend (shapechanger), neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 97(15d8 + 30)
  • Speed 30ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 350 lbs.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 20 (+5)

  • Skills Deception +10, Insight +5, Perception +5, Persuasion +10, Stealth +9
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal, telepathy 60ft.
  • Challenge 8 (3,900 XP)

Telepathic Bond. The fatcubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Innate Spellcasting. The fatcubus's innate spellcasting ability is Charisma (spell save DC 18). The fatcubus can cast the following spells, requiring no material components:

At Will: Abyssal Stomach, Create Fattening Food and Drink (one 4lb. meal at a time), Modify Metabolism,Resize, Sex Appeal, Stretch Stomach,

2/day each: Amazonian Figure, Ass Barrier, Fattening Jest, Hypnotic Hunger, Immobilize Person, Sexual Hypnotism

1/day each: Dietary Curse(24 hrs), Fatball

Shapechanger. The fatcubus can use its action to polymorph into a small, medium, or large humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed in appearance, but does resize to its new form. It reverts to its true form if it dies.

Unburdened. The fatcubus is unburdened by the size of whatever form it takes, including its true form. The fatcubus does not have a bulk limit.

Actions

Multiattack. The Fatcubus makes two attacks with its claws and uses its fattening breath, if able.

Claw (Fiend Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage, plus fat equal to damage.

Charm. One humanoid the fatcubus can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatcubus's verbal or telepathic commands. If the target suffers any harm from the fatcubus or her allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fatcubus's Charm for the next 24 hours.

The fatcubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fatcubus magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fattening Breath (recharge 4-6). The fatcubus exhudes a gaseous cloud in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d10+2) Poison damage, and gains an amount of fat equal to four times the damage dealt in this way.

Fattening Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, gaining 2d100 lbs of fat on a failed save, or half as much on a successful one.

Fatcubus

Some would say that the most pressing flaw of the Succubus or Incubus is their single-minded nature. While they are cunning and devious, their primary tool is lust and debauchery. Deprived of this, they have little at their disposal, and even in success, drain their victim dry before moving on. This is not true of the creature known as the Fatcubus. The entire realm of sin is in the range of the Fatcubus's powers, but they focus most strongly on the aspects of Gluttony and Greed alongside the more traditional Lust. Beyond their widened scope of manipulation, they also make their victims last longer, using them as a long-lasting power source which they can coax more energy from than most of their lesser ilk.

The name of the fiends is largely the term most mortals apply to them, as the true name of their race is a well-kept secret that lies separate from the masses of the Tanar'ri and the structured legions of the Baatezu.

Patient Temptors. The Fatcubus, like the incubus, is patient and cunning, but the Fatcubus has perhaps an even longer attention span for its schemes. A Fatcubus enjoys the long process of wearing down a target's will along with their form, watching them bloat and fatten until they are a soft, pillowy rendition of their former selves. They pride themselves on turning toned adventurers into quivering mounds of flab over the course of years, and then using the resulting victim as a potent source of energy, as their powers enter the realm of lipomancy.

A victim rarely notices their descent into gluttony's arms until it is far too late. A small meal grows slowly larger, an extra snack while on the road. A small paunch that forms under the armor, an extra meal at the end of the day. Eventually the formerly mighty warrior is a bloated glutton, content to eat and pleasure themselves until the Fatcubus comes to claim them, manifesting as a beautiful figure, plump with exaggerated sexual features, showing off the very fatty traits that the victim has been slowly trained to enjoy.

Rather than killing their victims, the Fatcubus keeps them as toys and pets, playing with their bodies as they fatten and shrink them to their whim, breaking them, mind and body, until they are obediant, lustful servants with no thought but their love and lust for their master. These loyal victims are a constant source of power that feeds the Fatcubus's growing powers.

Unnatural Attraction. While a Fatcubus retains the lethal kiss of their Succubus and Incubus brethren, that is not the only power their bodies exhude. Their kiss can also cause a target to rapidly grow fatter, and their ministrations slowly cause their victims to feel an intense attraction for more soft and fatty forms, their own included. The bodies of Fatcubi also build up a noxious fattening gas, which they can release to affect multiple victims at once.

More Potent Offspring. Like the Succubus or Incubus, the Fatcubus breeds with others of their kind to produce more of their own. On the occasion of their reproduction with a humanoid, however, the Cambion that they produce shares a spark of the Fatcubus's power, creating a being known as a Fatling. In a cruel twist of fate, perhaps as a balancing of scales to keep the Fatcubus from becoming too powerful, many Fatlings care more for growing themselves and others ever fatter than they care about performing tasks of evil or corruption. Those that do turn out as wicked as their parents, however, are powerful allies for their Fatcubus sires.



Fatling

Medium fiend, chaotic neutral (50%) or any evil alignment (50%)


  • Armor Class 20 (scale mail)
  • Hit Points 96(13d8 + 45)
  • Speed 30ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

  • Saving Throws Str +7, Con +6, Int +5, Cha +7
  • Skills Deception +7, Intimidation +7, Perception +4, Stealth +7
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60ft., passive perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge 6 (2,300)

Fiendish Blessing The AC of the fatling includes its Charisma bonus

Innate Spellcasting. The fatling's spellcasting ability is Charisma (spell save DC 15). The fatling can innately cast the following spells, requiring no material components:

At will: Create Fattening Food and Drink (one 2lb. meal at a time)

3/day each: Fattening Jest, Hypnotic Hunger, Sexual Hypnotism

1/day each: plane shift (self only), Fat Surge

Unburdended. The fatling is unburdened by its size, no matter how fat it gets. The fatling does not have a bulk limit.

Actions

Multiattack. The fatling makes two melee attacks or uses its Fat Ray twice.

Giant Fork. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target Hit: 6 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used in two hands to make a melee attack, plus 3 (1d6) magical bludgeoning damage that adds fat equal to the damage dealt.

Fat Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) force damage that adds fat equal to damage dealt.

Fattening Kiss. The fatling kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, gaining 1d100 lbs of fat on a failed save, or half as much on a successful one.

Fiendish Charm. One humanoid the fatling can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatling's spoken commands. If the target suffers any harm from the fatling or another creature or receives a suicidal command from the fatling, the target can repeat the saving throw, ending the effect on itself on a sucess. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the fatling's Fiendish Charm for the next 24 hours.

Fatling

The offspring of a powerful gluttony-aligned fiend (usually a fatcubus) and a humanoid (usually a human). Fatlings inherit aspects of both parents, but their leathery wings, sometimes horns, sometimes tails, and always sheer propensity for massive size are hallmarks of their otherworldly parentage.

Born to be Fat. Fatlings are often touched more by the gluttony side of their parentage than by the evil side. While a sizable portion of Fatlings grow to be just as malicious as their fiendish parents, just as many end up being simple tricksters and gluttons, whose desires are often summed up as the want to grow fatter and make others do the same. Even in youth, a fatling is an incorrigible glutton who encourages those around them to indulge just as they do.

Infectious Affection. Fatlings tend to spread their love for size and weight to those around them. Those who spend a large portion of time around the Fatling or who are repeatedly charmed by them often find their attractions leaning toward individuals who share the Fatling's propensity for enormity, and they just as often find their own waistlines mirroring their fiendish friend's. Fatlings raised in the Nine Hells often employ this trait to create a following of fatty servants to keep them safe, and those from the Abyss use this trait to keep prey or predators too fat to flee or give chase.



Feeder

Large monstrosity, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 93(11d10+33)
  • Speed 10ft., climb 10ft.
  • Bulk limit N/A, Avg. Weight 120 lbs.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)

  • Skills. Perception +6, Stealth +3
  • Senses darkvision 60 ft., passive perception 16
  • Languages --
  • Challenge 5 (1,800 XP)

False Appearance. While the feeder reamin motionless, it is indistinguishable from a normal table, cornucopia, or other eating platform full of food.

Grasping Tendrils. The feeder can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the feeder, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Shapechanger. The Feeder can use its action to polymorph into a table, a cornucopia, a platter, or some other means of containing or presenting food. Its statistics are the same in each form. A feeder reverts to its table form if it dies.

Walking Feast. The feeder generates an unlimited supply of enchanted, fattening food on its body. creatures that spend their action eating from the feeder's body gain 1d6 pounds of fat and eat as many pounds of enchanted food.

Actions

Multiattack. The feeder makes four attacks with its tendrils, uses Reel, and then uses Feast.

Feast. The feeder forces the target to consume some of the enchanted food on its body. The creature must make a Wisdom saving throw (DC 15), or be compelled to use its action continue eating the food on the feeder on each of its turns. The target may attempt the saving throw again at the start of each of its turns, or if another creature makes a DC 15 Strength check to pull them away from the feast. On a failure, the target is compelled to return to the feast and continue eating. On a success, the compulsion ends.

Tendril. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the feeder can't use the same tendril on another target.

Reel. The feeder pulls each creature grappled by it up to 25 feet straight toward it.



Feeder Fairy

Tiny fey, chaotic neutral


  • Armor Class 15
  • Hit Points 7 (1d4 + 5)
  • Speed 10 ft., fly 30 ft.
  • Bulk limit 82 lbs., Avg Weight 20 lbs.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 20 (+5) 10 (0) 14 (+2) 18 (+4)

  • Skills Eating +7, Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan, Elven, Common
  • Challenge 1/2 (100 XP)

Magic Resistance. The feeder fairy has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The feeder fairy's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit on spell attack rolls). It can innately cast the following spells, requiring only its fairy dust as a component:

At will: abyssal stomach, flabshock (1d8), feed

1/day each: ass barrier, blueberrify, dietary curse, fat feedback, fly, immobilize monster, modify metabolism, overabundance, resize, softskin

Actions

Superior Invisibility. The feeder fairy turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the feeder fairy wears or carries is invisible with it.

Glutton's Gift. The feeder fairy touches a creature and imbues it with a magical desire to eat and grow fatter. If the creature fails a DC 14 Charisma saving throw, the victim must eat any food the feeder fairy or their companions offer them. For the next minute, any spell attacks from any feeder fairy that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the Overabundance spell). While under the effects of this magic, the target's stomach capacity is effectively infinite, and they cannot take damage from overeating.

Feeder Fairy

Mischevious food-based tricksters, the feeder fairies are a mysterious plague upon the lives of everyday civilians who find themselves suddenly bloating outward from mysterious food that they can't seem to resist. There is little rhyme or reason behind their choice of initial victims, but from their initial point of impact, there is a very clear outward spiral of their influence once they appear in a location.

Interference is fattening. It is said that interfering with a victim of the feeder fairies, whether it be attempting to prevent them from eating, trying to share any of their food, or on rare occasion just interacting with them for long periods of time, is enough to attract the attention of their stealthy tormentors. From this chain of interactions, the influence of the feeder fairies spreads throughout groups of individuals who end up being assailed and bloated by these invisible tricksters, often left just on the brink of

immobility, or sometimes even just beyond, before being left to their own devices.

Oblivious feasting. Those affected by the touch of the feeder fairy- known as the Glutton's Gift to those who study the creatures- are seemingly oblivious, or at the very least not as alarmed as they probably should be, to the vast amount of food they are consuming, or even to others in the same predicament, even as their bodies swell and fatten out around them. To that end victims will often go about their daily lives, obliviously being fed by the invisible fairies as they interact with others around them, unwittingly spreading the plague of fairies throughout their circle of peers. Some theorize that this is the means by which feeder fairies reproduce, as there never seem to be a shortage of fairies around to pick up the slack whenever a new victim needs to be fattened up. Once the population of a particular area has been sufficiently broadened at the waist however, they mysteriously disappear, presumably to find a new set of victims.



Food Elemental

Large elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 126(12d10 + 60)
  • Speed 30ft.
  • Bulk limit N/A, Avg. Weight 1600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 5(-3) 10 (+0) 8 (-1)

  • Damage Vulnerabilities Fire
  • Damage Resistances Thunder, Piercing and Slashing from nonmagical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft, passive Perception 10
  • Languages Terran, Aquan
  • Challenge 5 (1,800 XP)

Cobbleform. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 6 inches wide without squeezing.

Cook. If the elemental takes fire damage, part of it is cooked off; it drops an edible item that heals 1 hit point if consumed.

Food Composition. The elemental is made of fattening magical substance. Any creature that hits the elemental with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Actions

Multiattack. The elemental makes two slam attacks

Slam. +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Engulf (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, the target takes 13 (2d8 +4) bludgeoning damage and is forced to consume an equivalent amount of pounds of fatty food. If it is Large or smaller, it is also grappled (escape DC 14). Until the grapple ends, the target is restrained. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage and is forced to consume an equivalent amount of pounds of fatty food. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.



Sweet Pudding

Large Ooze, unaligned


  • Armor Class 8
  • Hit Points 99(12d10 + 36)
  • Speed 20ft., climb 20ft.
  • Bulk. Limit N/A, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 2 (-5) 6 (-2) 1 (-5)

  • Damage Immunities Acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive perception 8
  • Languages None
  • Challenge 5 (1,800 XP)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the pudding remains motionless, it is indistinguishable from a pile of congealed treats and sweets.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Fatty Composition. The pudding is made of fattening magical substance. Any creature that hits the Pudding with a bite attack gains 1d4 pounds of fat, doubled on a critical hit.

Actions

Multiattack. The Sweet Pudding uses its Pseudopod attack twice. It can substitute either of these attacks with its Stuff ability if possible.

Stuff. When the Sweet pudding is grappling a creature it can stuff a tendril inside the nearest orifice. When the ooze stuffs the creature, the creature must succeed on a DC 15 constitution saving throw or take 20 (4d6 + 6) bludgeoning damage and gain an equal amount of pounds of fat. On a successful saving throw the creature still takes half the damage and fat.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, and the creature is grappled (escape DC 15).

New NPCs

The following are stat blocks for NPC characters that can be added to campaigns using these rules.


Knight of the Steel Harvest

Medium humanoid (any race), any alignment


  • Armor Class 20 (Plate)
  • Hit Points 127 (15d8 + 60)
  • Speed 30ft.
  • Bulk limit 540, Avg. Weight 600 lbs.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Str + 8, Con +8
  • Skills Athletics +8, Eating +12, Intimidation +6
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 6 (2,300 XP)

Heavy Shove. The Knight of the Steel Harvest can attempt to shove or knock a target prone as a bonus action.

Heavy Strikes. Once per turn, when the Knight of the Steel Harvest hits with a melee attack, they may add their Constitution bonus (4) to the damage.

Heavy Padding. While wearing heavy armor and not using a shield, the Knight of the Steel Harvest's armor class includes half their Constitution bonus

Tireless The Knight of the Steel Harvest is not negatively affected by being burdened or impeded by their bulk limit.

Take a Breather. Once per combat, as a bonus action, the Knight of the Steel Harvest can regain 1d10+19 hit points.

Actions

Multiattack. The Knight of the Steel Harvest makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4)

Knights of the Steel Harvest


Lipomancer

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.
  • Bulk limit 390 lbs., Avg. Weight 300 lbs.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 15 (+2) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, Eating +5, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 7 (2,900 XP)

Spellcasting. The lipomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lipomancer has the following wizard spells prepared:

Cantrips (at will): flabshock, light, mage hand, prestidigtation

1st level (4 slots): Detect Magic, Feed, Mage Armor, Resize, Shield

2nd level (3 slots): Immobilize Person, Narce's Fatness Arrow

3rd level (3 slots): Abyssal Stomach, Fat Feedback, Hypnotic Hunger

4th level (3 slots): Fatball, Softskin

5th level (1 slot): Fat Surge

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 + 2) piercing damage.

Lipomancers

Content Erratas

Safe to say that the developers at Wizards of the Coast were not envisioning this kind of content when they wrote the rules in the Player's Handbook and other books for DnD 5th edition. But some of the spells and effects within those books would be thematically handy or otherwise have an influence on some of these rules, so listed below, in no particular order, are a series of erratas to the main rules in regard to how they interact with these rules.

  • The Freedm of Movement spell also causes the target to ignore the effects of being over their bulk limit for the duration, as the point of the spell is to allow one to not be hindered by restraints.

  • The Fly spell causes a target to be affected to not be restrained by their own fat for the duration if they were immobilized, as the spell renders their entire body able to float.

Art Credit:

  • Bar Break by 0pik-0ort

https://0pik-0ort.deviantart.com/art/Bar-Break-678918607

  • Yang Xiao WIDE by Kappass

https://the-kappass.deviantart.com/art/Comm-Yang-Xiao-WIDE-590008916

  • Kazrha Commissioned by Nexis89 from Debu-Rabu

https://debu-rabu.deviantart.com/art/kazrha-commission-577904462

  • Akame Ga Fill by Metalforever

https://metalforever.deviantart.com/art/Akame-Ga-Fill-554154363

  • Rose Fartflation by Thela Hun Ginjeet

http://iwillmakeyousuffer.tumblr.com/post/101789723404/if-youre-taking-requests-right-now-do-you-think

  • She's Weighing Down the party by Metalforever

https://metalforever.deviantart.com/art/She-s-Weighing-Down-The-Party-386187156

  • Enchanted Expando-Panties by SpiralingStaircase

https://spiralingstaircase.deviantart.com/art/Enchanted-Exando-Panties-121708346

  • Enchanted Expando-Bra by SpiralingStaircase

https://spiralingstaircase.deviantart.com/art/Enchanted-Expando-Bra-121989914

  • Check Yo Elf Before you Wreck Yo Elf by Pewbutt

https://www.deviantart.com/art/check-yo-elf-before-you-wreck-yo-elf-690440865

  • Extracurricular Feasting by Satsurou

https://satsurou.deviantart.com/art/Extracurricular-feasting-529073253

  • Lady Luljetta - Front view by theAmericanDream posted on Guts-n-Glory

https://guts-n-glory.deviantart.com/art/Lady-Luljetta-Front-View-168258304

  • Sylvanas part 2 by Aka-FA

https://aka-fa.deviantart.com/art/Commission-Sylvanas-Part-2-691341690

  • Sylvanas part 6 by Aka-FA

https://aka-fa.deviantart.com/art/Commission-Sylvanas-Part-6-691340606

  • Inflatrix Inflated by 0pik-0ort

https://0pik-0ort.deviantart.com/art/Inflatrix-Inflated-273942599

  • Priestess Of The Feast by AlternativeMethods

https://alternativemethods.deviantart.com/art/Priestess-Of-The-Feast-638165182

  • A large Night Elf by Dwarfpriest (I left the artist's signature, but I had to flip it horizontally due to big hair, so it's not super legible, sorry.)

https://dwarfpriest.deviantart.com/art/A-Large-Night-Elf-BBW-27998259

  • Doctor Whoa by Muscle-Fan-Comics

https://muscle-fan-comics.deviantart.com/art/Doctor-Whoa-515140124

  • Quimera by Chisco (non-fetish artist)

https://chisco.deviantart.com/art/Quimera-274380111

  • Sumo Sveta by Trinity-Fate

https://trinity-fate.deviantart.com/art/Sumo-Sveta-535942007

  • Thicc Morrigan by PrinceCoffeeCakes

https://princecoffeecakes.deviantart.com/art/Thicc-Morrigan-646840739

  • Aliens and Donuts by Splashcore

https://splashcore.deviantart.com/art/Aliens-and-Donuts-163506180

  • BBW Succubus by GIRICHOKO

https://www.deviantart.com/art/BBW-Succubus-179075826

  • Naava by RounderSofter

https://roundersofter.deviantart.com/art/Naava-384065555

  • Gigantic Hyper Muscle Wolf by Valor Wolfie

https://www.weasyl.com/~valorwolfie/submissions/822025/gigantic-hyper-muscle-wolf

  • Raven by Bamboo-Ale

https://bamboo-ale.deviantart.com/art/Raven-700011096

  • RWBY Ruby Hyper Weight Gain by ShubiJubi

https://shubijubi.deviantart.com/art/Commish-RWBY-Ruby-Hyper-Weight-Gain-687198090

  • Plus Size Harley by Latitude-Lines

https://www.deviantart.com/latitude-lines/art/Plus-Size-Harley-677109103

  • Tina Armstrong: HEAVYWEIGHT by Saxxon

https://www.deviantart.com/saxxon/art/Tina-Armstrong-HEAVYWEIGHT-427578968

  • 'Shhhhh' by Mangrowing

https://www.deviantart.com/mangrowing/art/Shhhhh-602920609