Devouring & Digesting

Devouring & Digesting is a supplement for an extremely narrow group of people: Those who like vore, and those who play 5th Edition Dungeons and Dragons. If you, like me, fall squarely in the middle of this bizarre venn diagram, then read on. If not, maybe pass on this one.

Gobbling Goblins

This supplement is designed to implement rules into 5th Edition Dungeons & Dragons that allow player characters and NPCs to devour and digest each other. Featuring a new combat action, Devour, as well as all new vore-related feats and spells, players will we well equipped to eat (And be eaten by) just about any creature in your setting.

An important note is that this supplement is decidedly "Casual". Don't expect players not to use (and abuse) the abilities found within this supplement. While there shouldn't be any mechanical problems, don't get upset when your players gulp down your final boss instead of fighting them.

Wait, what?

I'm not kidding. This supplement is fetish fuel. Please do not use this content outside of games where everyone involved is into it. Nobody likes unwelcome "Magical Realms", and nobody likes to be surprise-grossed-out when playing their favorite game.


Meet and Eat

New Action: Devour

When you want to swallow a creature, you can use your attack action to make a special attack: Devour. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. You must be grappling a creature to target them with this attack.

You must make a Strength(Athletics) check contested by the target's Strength(Athletics) or Dexterity(Acrobatics) check (the target chooses the abiluty to use). If you succeed, you and the target enter a Devour Contest.

Devour Contest

During a Devour Contest, both you and the target become restrained as you attempt to overcome the prey. During this contest, you can use the Devour attack again on the same target. If you succeed, you can mark a single Success. If you fail, the target marks a Success.

These successes represent how close the predator is to consuming the prey, or how close the prey is to escaping. The predator can choose to end the contest at any time, releasing the grapple.

On the prey's turn, they can take their turn normally, or use their action to Escape. They make a Strength(Athletics) or Dexterity(Acrobatics) check (their choice) contested by your Strength(Athletics) check. If they succeed, they can mark a single Success. If they fail, their turn ends.

To successfully escape a predator, the prey needs to gain a total of 3 successes. The number of successes a predator needs to devour prey of the same size is 3. For every size above or below the prey is compared to the predator, the number of successes increases or decreases by 1. The number of successes needed can never drop below 1.

Swallowed prey has the blinded and incapacitated conditions, and has total cover from outside effects. They automatically move where a predator does.

Digestion

Once a predator successfully devours a target, Digestion begins. At the end of each hour, the predator can choose to inflict acid damage on all occupants. A creature reduced to 0 HP by this damage is killed, and their body is destroyed.


Stomach Damage = The Predator's Level/CR + Predator's Constitution modifier.

At the end of each hour, prey may make a Struggle attempt. They may make a Strength Saving Throw the against predator's Stomach DC.


Stomach DC = 12 + Predator's proficiency bonus + Predator's Constitution modifier

On a success, the predator takes a level of Exhaustion. All Exhaustion levels gained this way disappear when a predator's stomach is emptied, either by finishing digestion or by releasing all occupants.

If there are multiple creatures in a predator's stomach, each may make a Struggle attempt at the end of each hour. A creature larger than its predator has advantage on Struggle attempts.

Varient Rule: Tough Prey

In a more serious game, being able to devour an enemy still at full health may be at odds with typical D&D tactics. If you'd rather stronger creatures have a better chance of resisting being eaten, implement this:

  • When you take the Devour action to begin a Devour Contest, you must make a Strength(Athletics) check opposed by the target's Devour Defense DC. This replaces the Strength(Athletics) or Dexterity(Acrobatics) check the target would normally make.

  • Devour Defense DC = Current HP + Strength Modifier + Proficiency Bonus

  • On a successful check, the Devour Contest begins. On a failure, the prey escapes.

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PART 1 | Devouring and Digesting

Varient Rule: Realistic Encumbrance

Dragging around a massive stomach filled with prey can be difficult. If you want it to pose a problem to the players, implement these rules:

  • Predators that are over Capacity are Restrained.

  • Predators that are between 1/2 Capacity and Full capacity have their speed reduced by half.

  • Predators that are above 1/2 Capacity have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws.

Capacity

A creature's capacity depends on its size. Certain creatures may have special traits that allow them to defy these rules, and certain spells may affect capacity. A creature's capacity reflects both how much it can carry and how many points it counts as when devoured by another creature.

A creature's Maximum Capacity is equal to twice its Capacity. A creature can never devour a creature that would put it over Maximum Capacity.

To calculate how full you are, add up the capacity of every creature currently in a your stomach, and compare it to your own capacity.

Capacity by Size
Size Capacity
Smaller than Tiny 1/2
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32
Larger than Gargantuan What are you trying to pull?

When over capacity, a creature's speed is reduced by half. They also have Disadvtanage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws. If a creature ever starts its turn at over Maximum Capacity, it takes 1d10 bludgeoning damage per point over Maximum.

Once a creature is digested, they no longer count towards a predator's capacity.

Races with the Large Frame trait count as a size larger when caclulating capacity.

Benefits to a Healthy Diet

Eating a foe isn't just a great way to clear a battlefield or a dungeon. It's also a handy snack!

When you finish digesting a creature (or multiple creatures), your physical needs for food are put on pause for a time. Your days without eating are reset to 0, and do not begin to accumulate until a number of extra days. The amount of extra days you recieve depends on your capacity as well as the amount you ate.

Meal Size Extra Days
Below 1/2 1
1/2 Capacity 3
Capacity 7
Above Capacity 14
Maximum Capacity (And Above) 30

To calculate your meal size, add up the Capacity of every creature digested in a single day, and compare it to your own Capacity.

Ingesting new meals before your extra days are used up does not add extra days. If the new meal would give you more extra days than you currently have remaining, take the new result. Otherwise, the new meal does nothing besides go straight to your hips.

Disposal

Once a creature has been completely digested, the predator can choose to dispose of them as they wish. Typically, gear made of natural materials such as wood, leather, and bone will be badly damaged or destroyed. Gear made of stone or metal can often be recovered with minimal damage.

Sweet Freedom

Occassionally, consumption is not a death sentence. A predator may be feeling weighed down by a heavy meal, or sense that their prey still poses a threat to them. Perhaps they simply had a change of heart.

At any time, a Predator can use their action to Regurgitate a single occupant, determined randomly.

If a predator is slain, occupants can escape by spending half their movement, exiting prone.

Binger Beware

Oftentimes, devouring a target is a risky move. If they are stronger than you or have a natural weapon such as spines or a fiery body, succesffully digesting them may prove nearly impossible.

Sometimes, devouring an enemy may leave you vulnerable, or in an awkward position. Will walking around with tha stomach still thrashing with a creature inside disturb or intimidate the people around you?

Addtionally, be careful about what they carry on their person. Devoured potions may take effect, and valuable gear may be destroyed unless the target is thoroughly searched first.

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PART 1 | Devouring And Digesting

Varient Rule: Weight Gain

If you're interested in characters gaining/losing weight, use these rules:

Meal Size Weight Gained
Below 1/2 +10%
1/2 Capacity +30%
Capacity +50%
Above Capacity +75%
Maximum (And Above) +100%
  • The % increase is based on the creature's "Normal" weight, before any meals or extra weight are calculated.
  • The weight gained from a meal disappears steadily, vanishing at a rate of 20 lbs per day until the creature returns to normal weight.

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PART 1 | Devouring And Digesting

Vore Spells

In a world with vore, spellcasters hold a unique position. Able to transmute the world around them as well as their bodies, many new vore-related spells are avalable for the hungry mage. All spells listed here count as being on all class' spell lists.

A spellcaster that has swallowed prey counts as seeing their prey for the purpose of targeted spells that require the caaster to see the target.

Cantrips (0 Level)
  • Belch (Evocation)
  • Growl (Enchantment)
  • Lick (Necromancy)
1st Level
  • Tongue Lash (Transmutation)
  • Expand Stomach (Transmutation)
2nd Level
  • Amplify Acids (Transmutation)
  • Digestive Barrier (Abjuration)
  • Heave (Enchantment)
3rd Level
  • Greater Belch (Evocation)
  • Intoxicate (Enchantment)
  • Maddening Hunger (Enchantment)
  • Ooze Form (Transmutation)
  • Sophi's Ravenous Consumption (Transmutation)
4th Level
  • Dimensional Stomach (Conjuration)
  • Instant Digestion (Evocation)
  • Mind Absorption (Divination)
  • Soul Assumption (Necromancy)
5th Level
  • Inhale (Evocation)
  • Marianna's Metamorphasis (Transmutation)
6th Level
  • Maximize (Transmutation)
  • Minimize (Transmutation)
8th Level
  • Assimilate (Necromancy)
9th Level
  • Power Word Swallow (Transmutation)

Amplify Acids

2nd-level Transmutation


  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes)
  • Duration: 8 Hours

Your gastric acids magically intensify, quickly melting any devoured creatures to sludge.

For the duration of the spell, your Stomach Damage deals an additional 2d6 acid damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Assimilate

8th-level Necromancy


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

Your touch can instantly absorb a creature, breaking them down and making them a part of you in seconds. Make a melee spell attack against a creature withim range. On a hit, the target takes 12d12 points of necrotic damage.

If the target is reduced to 0 HP this way, they die and instantly disappear as you absorb their physical form. You gain access to their memories and secrets as their mind combines with yours.

If the target was a spell caster, for the next 24 hours you may treat their prepared spell list as your own, and cast from it as if it were yours.

Belch

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous

You release a tremorous wave of air, capable of knocking a creature to the floor with sheer force. A creature within range that you can see must make a Strength saving throw or take 1d4 Thunder damage and be staggered. The next attack made against a creature staggered this way is made with advantage. The damage becomes 1d6 if you currently have prey inside your stomach.

The spell's damage increases by 1d4 (or 1d6) when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6) and 17th level (4d4 or 4d6).

Digestive Barrier

2nd-level Abjuration


  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet is swallowed
  • Range: 60 feet
  • Components: V, S, M (a small strip of cloth)
  • Duration: 4 hours

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PART 2 | Vore Spells

A backup plan is always helpful. Choose a creature within range that is being swallowed. For the duration of this spell, the target is immune to Stomach Damage.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the duration increases for 1 hour for every slot level above 2nd.

Dimensional Stomach

4th-level Conjuration (Ritual)


  • Casting Time: 10 Minutes
  • Range: Touch
  • Components: V, S, M (A small leather pouch)
  • Duration: Concentration, up to 1 hour

Your touch alters the space within a predator, turning it into its own demiplane. Touch a willing creature. For the duration, that creature's capacity is considered to be infinite.

Additionally, the creature is unburdened by the weight of their occupants, and their stomach appears as flat as when it is empty.

Expand Stomach

1st-level Transmutation (Ritual)


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A small leather pouch)
  • Duration: 8 hours

Your touch allows a predator to to accomidate for the most oversized prey. Touch a willing creature. For the duration, that creature is considered to be one size larger for the purpose of calculating Capacity.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the creature is counted as two sizes larger. When you cast this spell with a spell slot of 7th level or higher, the creature is counted as three sizes larger.

Greater Belch

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 30 Foot Cone
  • Components: V
  • Duration: Instantaneous

You release a prodigious belch, echoing with enough force to lay waste to your enemies. Creatures inside the cone must make a Constitution saving throw or take 6d8 points of thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked prone.

Growl

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous

A growling stomach and a menacing glare is enough to warn enemies of your voracious intent. A creature of your choice within range that can see or hear you must succeed on a Wisdom saving throw. On a failure, the creature cannot move closer to you until the start of your next turn.

Creatures immune to the Frightened condition are also immune to this spell.

Heave

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (An ort of moldy food)
  • Duration: Instantaneous

Your magic forces a predator to disgorge their prey. When you cast this spell against a target that has prey in its stomach, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate one creature from their stomach, chosen randomly.

If the target has not swallowed any prey, they are instead poisoned until the start of your next turn.

Inhale

5th-level Evocation


  • Casting Time: 1 bonus action
  • Range: 20 Foot Cone
  • Components: V
  • Duration: 1 Minute, Concentration

Your mouth widens and a gale-force wind draws in nearby prey. Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage. A creature that succeeds on this saving throw is not moved and takes half damage. A creature reduced to 0 HP by this damage is instantly devoured by you and digested.

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

Instant Digestion

4th-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Instantaneous

You touch a predator's stomach, releasing a surge of acid that reduces prey to slurry in moments. Touch a creature within range. If the target is unwilling, they make make a Wisdom saving throw. If the creature is willing or if the saving throw is a failure, all creatures within their stomach takes 8d8 points of Acid damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

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PART 2 | Vore Spells

Intoxicate

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a droplet of perfume)
  • Duration: Concentration, up to 10 minutes

You weave seductive magic over a target, making them less resistant to your hungry advances. The target must succeed on a Charisma saving throw or be Charmed by you for the duration. While charmed, the target has disadvantage on skill checks made during a Devour Contest (Including resisting the attack and Escape attempts).

The spell ends early if the target takes any damage or is targeted by a hostile spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for every slot level above 3rd.

Lick

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 Minute

You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d6 psychic damage. The target is marked for the duration.

The next Devour attempt you make against the tagret within the duration is made with Advantage.

Maddening Hunger

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of fat)
  • Duration: Concentration, up to 1 minute

You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite.

The cursed creature immediately seeks sate its appetite. On each of its turns, it must use its action to attempt to Grapple or Devour a creature. If there are no creatures within reach, it moves towards the closest one that it considers possible prey, taking the safest and fastest route possible.

On your subsequent turns, you must use your action to maintain this curse, or the spell ends. The spell ends early if the target reaches Maximum Capacity. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.


Marianna's Metamorphasis

5th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of dried fruit seeds)
  • Duration: Concentration, up to 1 hour

You are what you eat. This spell transforms you into a new form- the form of a creature that you've recently digested.

The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be the form of any creature you've digested in the past 30 days whose challenge rating is equal to or less than your level.

You assume the hit points of your new form. When you reverts to your normal form, you return to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, it isn't knocked unconscious.

You are limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. If the new form is humanoid, you look and sound exactly like they did.

If the new form is monstrous, your gear melds into the new form. If the new form is humanoid, you can choose to stay equipped with your previous gear or appear as if you are wearing the gear the new form was when it was digested.

Mind Absorption

4th-level Divination


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 HP with your Stomach Damage
  • Range: Self
  • Components: V, S, M (An intricate vial or jar worth 50gp)
  • Duration: 7 days

You can absorb the knowledge and thoughts of a creature as you digest them. When your Stomach Damage reduces a creature to 0 HP, you can cast this spell as a reaction.

You instantly gain that creature's knowledge, including directions to hidden locations and passwords that it kept secret. You have advantage when making skill checks based on this knowledge. At the end of the duration, the information vanishes from your mind.

Maximize

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 Minute

You cause a creature or object you can see within range to grow much larger for the duration. Choose a either creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

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PART 2 | Vore Spells

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

The target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories - from Medium to Huge, for example. If there isn't enough room for the target to adjust to its new size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength saving throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 2d6 extra damage.

Minimize

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 Minute

You cause a creature or object you can see within range to become much smaller for the duration. Choose a either creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

The target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by one category - from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 2d6 less damage (this can't reduce the damage below 1).

If the target is inside a stomach when the duration ends, they retain their shrunken state until they exit the stomach. Creatures digested while shrunken count as their default capacity, not their transformed one.

Ooze Form

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small vial of jam)
  • Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a slime-like form for the duration. The spell ends if the creature drops to 0 hit points. An ooze isn't affected.

While in this form, the target can occupy the same space as another creature, and move through spaces as narrow as 1 inch without squeezing.

Additionally, the target's unarmed attacks deal acid damage equal to 2d6 + the target's Strength modifier.. If another creature ends its turn in the same square as the target, they must make an Strength(Athletics) check contested by the target's Strength(Athletics) check. The target has advantage on this check. On a failure, they take 3d6 acid damage. A creature killed by either of these attacks is counted as being digested by the target.

While in this form, the target can't talk, and any objects it was carrying or holding can't be dropped, used, or otheriwse interacted with. The target can't cast spells while in this form.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage done by both of the Ooze Form's attacks increases by 1d6 for every slot level above 3rd.

Power Word Swallow

9th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

Your speak a word of power that can transport a creature of your choice. If the target has 80 hit points or fewer, they are instantly teleported to the stomach of another creature within range. (Yourself included) The creature then recieves 5 levels of exhaustion.

Sophi's Ravenous Consumption

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A handful of crumbs)
  • Duration: Concentration, up to 10 Minutes

For a short duration, you are possessed by an immense hunger that betrays your size. For the duraction, your Devour attacks are made with Advantage. Additionally, the number of successes you need to win the Contest decreases by 1. (Minimum of 1)

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of successes you need to win a Devour Contest is drecreased by 2 instead of 1. When cast with a spells lot of 7th level or higher, the number decreases by 3 instead.

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PART 2 | Vore Spells

Soul Assumption

4th-level Necromancy


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 HP with your Stomach Damage
  • Range: Self
  • Components: V, S, M (A locket or amulet worth at least 100gp)
  • Duration: Instantaneous

Your digestion steals the life essence of creatures you've devoured. You immediately regain hit points equal to that creature's maxmimum HP. Any extra hit points become temporary hit points, to a maximum of 20.

Tongue Lash

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (the tongue of a frog, salamander, or other amphibian)
  • Duration: Instantaneous

Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the spellcaster.

If the creature is moved within 5 feet of the spellcaster, the spellcaster may immediately use their bonus action to make a Devour attack on the same target, even if they are not grappling that target.

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PART 2 | Vore Spells

Vore Feats

Included in this supplement are a number of new feats to augment the vore-related action in your game. They can be taken whenever normal feats can.

Ambush Predator

You have mastered the art of the surprise attack, and use it to gulp down unwary foes. You gain the following benefits:

  • You may attempt to Devour a creature without grappling them first if you are Hidden from them.
  • When you successfully start a Devour Contest with a creature that you were hidden from, you can instantly mark a single success.

Arcane Prison

Prerequisite: At least one spell slot

Your stomach is protected with powerful and mysterious wards that imprisons your prey and siphons off their magical energy. You gain the following benefits:

  • Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so fail.
  • When you finish digesting a spellcaster, that spellcaster's list of prepared spells is available to you. You lose access to that list once you cast from it once or take a long rest. You may only cast a spell from the list if you have a spell slot of the appropriate level.

Bottomless pit

Your stomach is a vacuous hole, capable of fitting even the largest of foes. (Or perhaps a dozen smaller ones!) When you take this feat, you count as 1 size larger for the purpose of calculating Capacity.

Escape Artist

Prerequisite: Size Small or Smaller

Thanks to your size, you're often targeted by hungry predators. As such, you've developed a number of counter techniques to thwart those who want you as a bite-sized snack. You gain the following benefits:

  • You only need 2 Successes to with a Devour Contest while trying to escape.
  • While in a Devour Contest, you are not Restrained. Instead, you are Grappled.
  • You gain resistance to acid damage.

Hypnotic Hunter

Prerequisite: Able to cast at least one Enchantment spell

You're a master of coaxing creatues into giving themselves up to you, weaving magic and seductive behavior into an irresitable combination. You gain the following benefits:

  • When you attempt to Devour and Digest a creature that is Charmed by you, it does not count as a hostile or harmful action for the purpose of ending a spell early.
  • A creature Charmed by you makes no Struggle attempts.

Messy Eater

Chewing is underrated. Your teeth aren't just for show, and you know it. You gain the following benefits:

  • Your bite becomes a natural weapon that can be used to make unarmed strikes. This attack deals piercing damage equal to 1d6 + your Strength modifier.
  • If you reduce a creature to 0 HP with your bite attack, you can use your bonus action to tear them apart and devour them. You may immediately spend hit points as if you had just taken a short rest. You may use this feature twice, and regain both uses after a long rest.

Soothing Stomach

Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits:

  • When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your Level + Your Constitution Modifier.
  • When a creature completes a Long Rest spent entirely within your stomach, they may remove up to 3 levels of exhaustion.

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PART 3 | Vore Feats

Class Options

Presented here are some extra options for classes that already exist in 5th Edition D&D. Some affect classes already found in the Player's Handbook, while others are all-new subclasses for you to explore.

Barbarian

Totem Option: Serpent

The Path of the Totem Warrior allows the Barbarian to attune to the spirits of animals as they rage in combat. Alongside the Bear, Eagle, and Wolf exists the Serpent; a ravenous and wiley predator that capitalizes on moments of weakness.

Totem Spirit (Third Level)

Serpent: While raging, when you successfully Grapple a creature, you can make a Devour attempt as a bonus action. The spirit of the serpent imbues you with the appetite of a preadator.

Aspect of the Beast (Sixth Level)

Serpent: You gain the flexibilty of the snake. Your Capacity increases by 4.

Totemic Attunement (Fourteenth Level)

Serpent: While raging, when you attempt to Devour a creature, you may immediately mark a success.

Path of the World-Eater

A barbarian's rage is a tool. It drives them forwards into battle and makes them a wild force, unconquerable and primal. Those who harness this rage sometimes are affected with a deep hunger- an echo of practices and instincts long dormant. Those who harness the instincts of the World-Eater are ever-hungering warriors who gorge themselves in battle, sating their appetites for destruction and consumption all at once.

Boiling Rage

When you choose this path at 3rd level, your rage accelerates your digestion to lethal speeds. At the start of each of your turns, if you are raging, any creatures inside your stomach take acid damage equal to your proficiency modifier. You regain HP equal to the damage done this way. A creature reduced to 0 hit points by this damage is digested. This damage counts as Stomach Damage.

When you digest a creature this way, you can use your reaction to make a single melee weapon attack.

Immense Appetite

Starting at 6th level, you count as one size larger when calculating your Capacity and during Devour Contests.

Additionally, your speed is never reduced as a result of being over Capacity.


Essence Eater

At 10th level, the damage done by your Boiling Rage increases. The damage equals twice your Proficiency Bonus. The healing you recieve is also increased.

Unstoppable Hunger

At 14th level, you are no longer restrained during Devour Contests where you are the predator.

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PART 4 | Class Options

Cleric

Gluttony Domain

The gods of the new world embody the hope of the many- peace, justice, agriculture and creation. However, some gods revel in ancient tradtion born of sacrifice and hedonism. Yours is one such god- one that promotes gluttony above all else. Followers obey a ravenous doctrine- to consume, to amass, and to spread the hunger so that all may revel in its grand excess.

Gluttony Domain Spells
Cleric Level Spells
1st Goodberry, Tongue Lash
3rd Amplify Acids, Suggestion
5th Create Food and Water, Maddening Hunger
7th Instant Digestion, Soul Assumption
9th Dominate Person, Cloudkill

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Ravenous Blessing

Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. For the next minute, that creature is treated as 1 size larger for the purposes of Devour Contests.

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: Divine Feast

Starting at 2nd level, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to their move speed. As part of the same reaction they can take the Devour action, even if they are not grappling the target.

Glutton's Reward

At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, if that creature is currently above 1/2 Capacity, you can reroll the spell's dice and take the higher result.

Divine Strike

At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8.


Aura of Excess

Starting at 17th level, you can use your action to active an aura of gluttony and hunger that radiates out from you in a 30 foot radius. Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way will use their action to make Grapple and Devour attacks against a target within reach, determined randomly. If there are no targets within reach, they may take their turn normally.

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PART 4 | Class Options

Ranger

Natural Cycle Conclave

In the natural world, there exists a cycle between beasts. The relationship between hunter and hunted, predator and prey, is one that has persisted since the world's most primal days. Members of the Natural Cycle Conclave train in one of two schools. Those of the Predator school learn to hunt with ruthless efficiency, while those in the Prey school learn to evade and counter those that would hunt them.

Nature Cycle Conclave Magic

Staring at 3rd level, you learn an additioanl spell when you reach certain levels in this class, as shown in the Predator Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.

Natural Cycle Conclave Spells
Ranger Level Spell
3rd Entangle
5th Invisibility
9th Slow
13th Dimension Door
17th Scrying

Acquired Taste

At 3rd level, you gain the ability to change your favored enemy. By spending 1 hour observing their behavior, you can add the observed enemy type to your list of Favored Enemies. At the same time, you must choose one Favored Enemy to forget. Your languages gained by the Favored Enemy feature do not change.

School of Predator and Prey

At 3rd level, you choose a school of practice that informs your relationship on the food chain with your favored enemies. The Predator school dictates that Favored Enemies as creatures to stalk and prey upon, while the Prey school focuses on evading and outmaneuvering their favored enemies. Depending on your school, you gain the following benefits:

Predator: Your favored enemy becomes your favored meal, as well. Devour attacks made against your Favored Enemies are made with advantage, and your Stomach Damage is doubled against these foes.

Prey: Your favored enemy is a predator that you've studied to thwart. You have advantage on Strength(Athletics) and Dexterity(Acrobatics) checks made to resist Devour attacks, as well as to Escape and Struggle . You have resistance to the Stomach Damage dealt by your Favored Enemies.

Uncanny Tracker

At 3rd level, when you use your Primeval Awareness ability, in addition to the creature types normally detected, you can also sense your Favored Enemies. If you detect Favored Enemies in this way, you learn their location and rough number (One, few, or many).


Counter-Consume

At 7th level, you can turn your enemy's effort's against them. When you escape a creature's grapple, or succeed on a saving throw that it forced you to make, you can use your Reaction to make a Devour attempt against that creature, even if you are not grappling that creature. The target must be within your reach.

Instinct of Predator and Prey

At 11th level, your speed and ferocity takes your enemies by surprise- whether they are predator or prey. You gain one of the following benefits, depending on your School.

Predator: You may attempt to Devour surprised enemies without grappling them first. If they are your Favored Enemy, you may also mark a single success against them for the Devour Contest.

Prey: While concious, you can't be surprised. Additionally, when you roll initiative, you may either move up to your move speed without provoking attacks of oppurtunity or make a single weapon attack. If the target of this attack is a Favored Enemy, the attack is a critical hit.

Master of the Food Chain

At 15th level, your adaptability and deadliness put you at the top of the food chain. Once per day, as an action you can choose one enemy type you can see and make it your Favored Enemy. At the same time, you must forget a different Favored Enemy of yours.

Sorcerer

Tarrasque Bloodline

Not all creatures are born equally. Some beasts tower above others, wielding unimaginable strength and bursting with magical potential. The everliving Tarrasque is one such entity- a being of both epic strength and epic hunger. Through dark ritual or some twist of fate, your ancestors partook of the flesh of the Tarrasque- forever tainting your bloodline with great power and a haunting desire to consume.

Everliving Blood

The still-living blood of the Tarrasque hums in your veins, bursting with regenerative power. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.

Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result.

Power Siphon

At 1st level, you can directly convert creatures in your belly to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature in your stomach takes Acid damage equal to The Spell Slot Level + Your Charisma Modifier. This damage counts as Stomach Damage. Creatures reduced to 0 Hit Points this way are digested.

For each creature damaged this way, your spell DC increases by 1, to a maximum of +1. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll. This bonus lasts until the end of your current turn.

Arcane Absorption

Your gullet draws energy from creatures you digest, storing it as magical energy. Starting at 6th level, when you finish digesting a creature, you can choose to regain Sorcery Points equal to up to half your Sorcerer Level (Rounded down). You gain no other nutrition from the meal. You may use this ability once per Long Rest.

Monstrous Form

At 14th level, your affinity for the Tarrasque begins to bleed into your physical form. You can cast the spell Enlarge/Reduce at will. When you cast using this feature, you may choose only the "Enlarge" option, and may only target yourself. You have advantage on Concentration rolls made to maintain the spell when you cast it using this feature.

Titan's Grasp

At 18th level, your appetite truly echos that of the mighty Tarrasque. When you make a successful Melee Spell Attack against a creature smaller than you are, you can use your bonus action to take the Devour action, targeting the creature you just hit. On a success, you may instantly swallow the creature.

Magic Items

Included below are a few magic items that your players (or NPCs) can equip.

Amulet of Preservation

Wondrous Item, Rare (Requires attunement)

This golden necklace can safely store the soul of a creature that you've digested. When you finish digesting a creature, you can choose to store the soul of the digested creature within the amulet. You gain none of the benefits from the meal, and the creature's body and gear vanishes.

As an action, you can choose to reform the creature's body, restoring them to life. The creature appears in a space adjacent to you with 1 hit point and 5 levels of Exhaustion.

Corset of Binding

Wondrous Item, Uncommon

While wearing this modest corset, a creature's stomach appears flat and trim, no matter how full they are. This item does not remove the movement penalties for being above Capacity.

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PART 4 | Items

Credits

Thanks for reading!

This weird supplement has been provided to you by VeryBatty! You can find me on Eka's Portal. This pdf was built using the Homebrewery on NaturalCrit. It's a wonderful tool that allowed me to make this way more professional-looking than it had any right to be.

Inspiration

The Devouress Class

The Devouress Class is a vore-centric 5e Homebrew class built by someone over on 4chan's /tg/ board. It was a big help when coming up with ideas for class features and feats. You can find it at this link: https://pastebin.com/k1xw8irE

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PART 5 | Credits